TEXT: Campaigng Setting
  From the Ashes
  Written by
  David Silver
  
  I
  Questions, ideas, concerns? We have a forum at http://forum.ponyfinder.net/, a reddit at 
  https://www.reddit.com/r/Ponyfinder/, and you can always email us directly at ponyfinder@ponyfinder.net.
  5th Edition rules used under the Open Game License. Learn more about the game at http://dnd.wizards.com/ 
  and peruse their official database of rules at http://dnd.wizards.com/dungeons-and-dragons/start-playing
  Pathfinder Roleplaying Game rules used under the Open Game License. Learn more about Pathfinder at 
  http://paizo.com and peruse their official database of rules at http://www.aonprd.com/
  Declaration of Open Game Content
  All texts pertaining to game mechanics and statistics are declared Open Game Content. All items subject to the 
  deﬁnition of Product Identity are the property of Silver Games LLC and cannot be used without written permission.
  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.
  Credits
  Writer: David Silver, Ismael Alvarez
  Assistant Writers: The kind souls at Devcord, all the helpful patrons (https://www.patreon.com/ponyfinder)
  Art: Sita Duncan, Tama’at Studio, Ayla Rinta, Pfenix Artwork
  Editor: Thomas Behrens Jr., Regan Anderson (Llisandur)
  Assistant 5e Developer: David N. Ross
  Layout: Ki
  Assistant Layout: Regan Anderson (Llisandur)
  From The Ashes
  Book References
  This book refers to other Pathfinder Roleplaying Game and Ponyfinder products. Many of the rules from Ponyfinder: Campaign Setting are 
  required for full enjoyment of this book. The complete rules for the books published by Paizo Inc. may be found for free at www.aonprd.com. The 
  following abbreviations indicate rules elements used in this book that come from other sources.
  Pathfinder RPG Advanced Class Guide
  ACG
  Pathfinder RPG Advanced Player’s Guide
  APG
  Pathfinder RPG Pathfinder Unchained
  PU
  Pathfinder RPG Ultimate Equipment
  UE
  Pathfinder RPG Ultimate Campaign
  UCA
  Pathfinder RPG Ultimate Combat
  UC
  Pathfinder Campaign Setting: Inner Sea Gods
  ISG
  Pathfinder Player Companion: Champions of Purity
  COP
  Pathfinder Player Companion: Faiths of Purity
  FOP
  Pathfinder Player Companion: Heroes of the Streets
  HOTS
  Pathfinder Player Companion: Magical Marketplace
  MM
  Pathfinder Player Companion: People of the Sands
  POTS
  Ponyfinder: Campaign Setting
  PCS
  Ponyfinder: From the Ashes
  FTA (this book)
  Ponyfinder: Griffons of Everglow
  GOE
  Ponyfinder: Princess Luminace’s Guide to the Pony Pantheon
  PLGPP
  Ponyfinder: Tactics of Everglow
  TAE
  Ponyfinder: Tribes of Everglow
  TOE
  
  II
  From the Ashes provides material for use with the Pathfinder Roleplaying Game and 
  5th Edition.
  Sections dedicated to a specific ruleset are designated with unique colors and 
  symbols. For the convenience of the reader, a key is provided below.
  Pathfinder
  5th Edition
  Starfinder
  
  III
  Those Who Set The Blaze 
  2
  A Matter of Tone 
  5
  Automatic Bonus Progression 
  6
  The Original System 
  6
  Mastery Focuses 
  8
  Races in the Ashen Age 
  14
  Factions of the Ashen Age 
  17
  Ash Tenders 
  17
  The Enhanced 
  19
  Enhanced Racial Traits 
  19
  Enhanced Feats 
  22
  False Queens and Faithful 
  Subjects 
  24
  Physical Tribe and Spiritual 
  Path 
  24
  Player Options 
  25
  Purposes 
  25
  False Queen Feats 
  31
  Faction Traits 
  32
  The Kollective of Steelhearts 
  33
  The Kunja 
  35
  Praying in the Ash 
  36
  Survival Tactics in the Ash 
  41
  Class Options (PF) 
  41
  Archetypes  
  44
  Class Options (5e) 
  52
  Feats of the Ashen Age (PF) 
  56
  Feats of the Ashes (5e) 
  58
  Martial Mastery 
  60
  Traits of the Ashen Age 
  66
  Magic in the Ashen Age 
  67
  Ashen Spellbook 
  67
  Spells (PF) 
  67
  Spells (5e) 
  69
  Equipment 
  72
  Weapons 
  72
  Armor 
  77
  Gear 
  78
  Adventuring Gear 
  78
  Transportation 
  82
   Thrown Weapons 
  83
  Magic Items and Priceless 
  Artifacts 
  83
  Crafting in the Ashen Age 
  88
  Scrap Modifications 
  88
  Modifications 
  89
  Settlements of the Ashen Age 
  100
  Buzzard’s Bluff 
  100
  Nickleton 
  100
  Greegate Community 
  101
  Murrage 
  102
  Riverton 
  103
  Shadow Path 
  104
  Stone Cross 
  106
  Tempus 
  107
  Trash Heap 
  107
  Turves 
  108
  Rebuilding from the Ashes 
  110
  Settlement Holdings 
  110
  Social Standing 
  110
  Downtime Actions 
  111
  Settlement Actions 
  111
  Personal Actions 
  113
  Improvements 
  114
  Events 
  118
  Qualities 
  120
  History of the Ashen Age 
  122
  Legends and Plot Hooks 
  123
  Ashen Champions 
  126
  People of the Ash 
  191
  Hazards of the Ash 
  213
  New Diseases 
  217
  Horrors of the Ash 
  218
  Templates  
  218
  Cloud 
  219
  Desiccated Dryad 
  220
  Dust Sprite 
  223
  Star Bear 
  225
  Star Bear, Ancient 
  227
  Star Bear Cub 
  229
  Queen’s Roses 
  234
  War Wolf 
  236
  Storytelling in the Ashes 
  238
  Open Game License 
  239
  Table of Contents
  
  2
  Those Who Set The 
  Blaze
  The Final Descent
  The memories of the great nations were becoming 
  bitter dreams of the past. The griffons were laid low, 
  their war on the elves an abject failure, taking many of 
  their pony allies down with them. So many brave war-
  riors, lost across the sea, at the hands of the elves who 
  bore them no pity and no mercy.
  The ponies’ empire fared no better. Their queen, Il-
  iana, died. Some say it was old age, come to claim the 
  seemingly unaging queen at last. Others speak of assas-
  sins. Her would-be heirs, those ponies she had instruct-
  ed in the art of managing an empire, were quick to tear 
  what she had built apart.
  Each portion of the empire became ruled by each of 
  them. On paper, they were unified, to stand as a collec-
  tive whole against the world.
  This didn’t last.
  Humans were and always will be opportunistic. More 
  specifically, the halflings and gnomes, always in good 
  relations with ponykind, were no problem. They were 
  no great assistance either, but they did not turn against 
  the ponies.
  The dwarves displayed their backs. They shut the 
  doors to their kingdom when the pony empire began to 
  fracture. The Lightning Rail, the great construct built by 
  both dwarves and ponies, together, as great allies, was 
  allowed to run to a barred door. The dwarves left the 
  surface dwellers to their own devices.
  But then there was the race that literally named the 
  others. The humans; they and the orcs, the goblins, the 
  gnolls, and countless others. They descended upon the 
  Eastern border, and the pony mountain citadels were 
  put to the torch.
  Where they had once warred among themselves, they 
  came as a unified menace, and they found the fractured 
  defenses of the former empire sorely lacking. Ponies 
  pleaded with the griffons to help, but that assistance 
  came too slow. They rose up when the tide of humanity 
  pushed into their precious mountains and carried them 
  along with it.
  The cresting wave of war picked them up and threw 
  them down to join the ponies, washing the goats out 
  with them. Westwards, always westward they were 
  pushed. All the fey of Everglow were under attack. Ex-
  cept the purrsians. Clever cats, they faded away as they 
  had once before. Their grandest city, Murrage, lived up 
  to its name.
  As the war, or perhaps better put, the purge, contin-
  ued, the fey people grew desperate. Some took after the 
  dwarves, trying to burrow away and not be seen. Others 
  tried to bring the fight to the humans, launching daring 
  raids deep behind enemy lines. It was dramatic and did 
  little to change the unyielding tide.
  With every innovation either side put forward, it 
  wasn’t long before the other side came back with some-
  thing worse. Technology advanced at a lightning pace, 
  though shaped entirely by war, it was ungainly and 
  often lacking in the secondary innovations that would 
  truly improve the lives of those who used them. Almost 
  
  3
  unnoticed, people began deliberating military plans un-
  der flickering light bulbs instead of crackling magic.
  The rapid report of automatic weapons replaced the 
  unified rain of a precise archery formation. The tactics 
  of the day before were rendered invalid for the battles 
  of tomorrow, and it became a race to the top, paid for in 
  the lives of those unfortunate enough to be on the field.
  Most huddled. The many races of Everglow were 
  pinned into the few cities they had remaining. Some 
  dared to make their homes outside those last walls, liv-
  ing instead in constant danger and fear. But those that 
  were organized planned desperately.
  In the end, it was firmly decided. They had lost.
  They had lost the war.
  They had lost the world.
  They would lose everything.
  The brightest future their leaders could see was being 
  taken as slaves and put to work for the humans.
  “Death before that,” hissed the eldest griffon in the 
  room. “We will fight to the last.”
  A goat raised a cloven hoof. “Why can’t we… surren-
  der peacefully? Surely we can work out our differenc-
  es?”
  The idea was shouted down by a dozen angry voices. 
  A pony stepped forward. She glittered in the light, her 
  red and orange crystal coat shining with the promise of 
  kingdoms so old they were basically forgotten. “I have 
  prayed long and hard,” she said. “I have seen the future 
  we can have, if we are willing to pay the price for it.”
  She would be remembered. Bloody Sunset was her 
  name, and when she stood before the setting sun, her 
  shadow gave easy recognition to how she had earned it. 
  A devout follower of Blaze, she told them of her plan. 
  They would grasp the fragile balance of elements that 
  bound their world, and they would rip them asunder.
  The destructive power unleashed would end the war. 
  It would be so brutal that no human would dare to act 
  against them ever again. It would be a lesson so vast 
  their grandchildren would weep thinking about it.
  It would be a grand victory, and it would destroy ev-
  erything. It would be the very victory Blaze promised 
  when she spoke directly. It wouldn’t be a defeat, and 
  that was, perhaps, enough.
  There was a final vote. They had expected resistance 
  from the cloven’s representative, but he went along with 
  the majority. It was a flutterpony that hesitated. She 
  held her hoof back, her antenna twitching. “Is this the 
  right way? Will we destroy all the color? Even… even if 
  they kill us, at least the color would still be there.” She 
  smiled gently. “Isn’t that good enough?”
  Even without her blessing, the motion was easily 
  passed. As they prepared their final attack, some fled 
  the city, bringing hurried words to other settlements, 
  urging them to hide.
  But where did one go to hide from the world coming 
  apart at the seams?
  The flutterpony’s treachery in sharing the knowledge 
  of their plan was met with deadly force. She was execut-
  ed, her wings burnt to a sullen grey ash as a final insult 
  to the flutter.
  The rest followed not long after.
  The plans proceeded swiftly, researching the specif-
  ics of the spell that would end it all. They gathered the 
  exotic components and fought off the constant raids. 
  The humans were relentless but did not come in a tru-
  ly threatening force until they were a mere week from 
  completion.
  The humans made it clear they knew what was com-
  ing, and that they would tear apart the city before it 
  could be finished. They screamed for blood, and they 
  crashed against the walls. The city was not sieged, that 
  would have implied they waited. The attack was un-
  ending. Battering rams, siege towers, and other heavy 
  weapons were brought in.
  The cannons fired all through the night and day, de-
  nying any citizen of the city a moment of peace. The 
  walls were breached several times, pushed back in fren-
  zied, desperate, defensive actions. The city’s defenders 
  were winnowed away. By the end of the third day, the 
  city sagged with defeat.
  The spell was not yet ready.
  They cast it anyway.
  Now, in an ideal world, or at least one slightly more 
  ideal, they would have kept the attackers at bay just a 
  little longer. Bloody Sunset had made it clear. If they 
  could complete the spell in its entirety, they would suf-
  fer, but would emerge the true victors.
  With the spell in its sorry state, victory could still be 
  assured, or at least, defeat could be avoided. It would do 
  what they had set out to do, destroying their enemies. 
  With no other option before them, they said the final 
  invocations, and doomed the world.
  The elemental forces that gave Everglow its name 
  came undone. Sheets of fire, driving winds, boiling 
  oceans of acid, and other exotic forces came loose from 
  their precarious balance. It spread across the world at 
  such a frightening speed that the guards on the tallest 
  towers barely had time to shout a warning before entire 
  cities were engulfed in the horror.
  Over the destruction, the chaos, a bellowing, hissing, 
  laughter followed behind. Apep celebrated the day that 
  
  4
  his will was done properly. With great burning the old 
  age was ended with complete finality.
  It was time for a new age.
  Just Before the End
  As the war raged, there were many on both sides that 
  were sure it would be ending soon, favorably for their 
  side. Fed lies and hopes, even as the fey races were 
  pushed ever westward, their people were filled with 
  lofty dreams that the defeat of the humanoids would be 
  just around the corner. The last battle had gone well. 
  The movement was for an entirely different reason. 
  There was nothing to panic about.
  Those who knew better would sometimes prey on 
  the fears of others. Even the ignorant knew something 
  was odd. There was only so much that could be hidden. 
  Those who began to feel creeping dread became tar-
  gets for exploitation. Selling armored clothes, person-
  al weapons, and good amounts of survival gear, those 
  last-minute opportunists made their final days ones of 
  wealth and comfort even as the world came to its final 
  gasp.
  Perhaps with some twisted sense of justice, it is ap-
  propriate that those who did stock up on such supplies, 
  though it availed them little in the first precious mo-
  ments of the Blaze, allowed survivors to have a better 
  chance afterwards. Stocks of canned foods, firearms, 
  and environmentally secure suits kept a pony just a lit-
  tle safer than they would have been without it, and any 
  extra chance of survival was a welcome one.
  Start of the Ashen Age
  The first days, if they could be called days, were a time 
  of numb misery. Those yet living scrambled to make 
  ends meet. With magic failing them and prayer going 
  unheard, people were forced to move with only their de-
  termination to power them. Injury and disease claimed 
  many of those that had somehow survived the 
  i n i -
  tial onslaught, but life found a way.
  That generation, the last, be-
  came known as the Lost Gener-
  ation. They knew little but that 
  horrible numb pain of what 
  they had lost and the horrors 
  they had seen. Even when they 
  made relatively safe places for 
  themselves and those few they 
  trusted, the memory of how the 
  age began haunted them. Society 
  held its breath for them, and only 
  let it go when their time slipped away.
  From those torn, walking husks came 
  a new generation that knew nothing of 
  the old world but the whispered tales of 
  their parents, then grandparents. The world began to 
  put itself back in something of an order. The lines be-
  tween races had grown harder in some places and soft-
  ened in others. Overall, people trusted those they were 
  close to, regardless of race, and distrusted all others.
  This made communities tight but made trade pre-
  carious. Those who took up the mantle of trader had 
  to accept a life of being outcast. They were looked on 
  with constant suspicion, but were typically tolerated, if 
  sometimes barely, to get goods where they were need-
  ed. Trade in currency fell in favor of barter and usable 
  goods. A pound of food is universally accepted in trade, 
  but a gold coin may not be.
  Even if a traveler managed to avoid the ire of the set-
  tlements they visit, there remained the trouble of what 
  lurks, giving justification to those fears. Many of the 
  wild beasts and monsters were warped and bent by the 
  Blaze. Touched and shaped by the naked elements, even 
  the most basic of animal seemed to simmer with primal 
  power waiting for the chance to be unleashed.
  Living in fear and poverty, the people did as best they 
  could to protect their little corners of their world, gaz-
  ing up at the hazy sky that refused to become clear. The 
  plants that did begin to sprout were tough and more 
  bark than leaf, proving to be difficult to eat. Difficult, 
  but not impossible.
  As the years passed, the desire for safety that could 
  only come in numbers and those brave enough to secure 
  old buildings large enough to house many, drew greater 
  numbers of people to one place. Towns, and even small 
  cities, began to arise from the bones of what once was 
  insular fiefdoms. It was in these places that the lost art 
  of magic began to be redeveloped. The very fabric of it 
  had been sorely damaged by the Blaze.
  
  5
  A Matter of Tone
  Now, while we feel those who play this can, and 
  will, play it however they please, we feel it important 
  to at least express the tone in which we write this. The 
  post-apocalypse is not a new place. We stand on the 
  shoulders of giants who have looked down this trail, 
  exploring very human failings in franchises about vault 
  dwellers, to seeing what the world does when its lim-
  its are forcibly removed in that setting about radiated 
  worlds.
  Some paint a darker picture, and others are a bit more 
  whimsical. Everglow has suffered a terrible blow, but 
  it is not dead, nor are its children. People recover, and 
  this is a book about the mess they’re in, but also point-
  ing the way towards brighter days. People can work to-
  wards that, trying to reach for the end of the Ashen Age. 
  Survival, overcoming fear and danger, and leaving the 
  world a little better than you found it should be the goal 
  of an Ashen Age adventurer.
  We will describe many terrible things, and some gen-
  tle things. We will spin tales that seem outlandish and 
  unlikely, and exactly how much of it is true is up to you. 
  We know, in the end, your table will decide what flavor 
  of game you want to spin, but we hope it is one that 
  doesn’t forget that no matter how bleak, it’s a world full 
  of wonder and beauty, even if you have to dig a little to 
  find it.
  
  6
  Automatic Bonus 
  Progression
  Introduced in Pathfinder Unchained, a fantastic book 
  that you should grab for loads of game-changing rules 
  and a few class revisions, Automatic Bonus Progression 
  (ABP) attempted to make magic items about the ‘fun’ 
  part. A cloak of resistance is not fun. It’s helpful, with-
  out a doubt, but it is not ‘fun’. You don’t croon about 
  that awesome cloak of resistance your character had in 
  that campaign. You still wouldn’t think of not taking 
  one, more often than not. This makes playing the game 
  ‘well’ not connect elegantly with actually enjoying the 
  game.
  ABP suffers from a few problems. To start, it is very 
  inflexible, not allowing for a great amount of give be-
  tween characters. For another, compared to most peo-
  ple who actually do spend their wealth on these effects, 
  their characters will fall behind the curve as they gain 
  levels. This results in generally powered down charac-
  ters.
  Let’s address these.
  Below we include the text of the original system, then 
  we will add our own touches to make it more interest-
  ing.
  The Original System
  In order to face the dangers of the game, characters 
  in the game normally need items that grant bonuses 
  to their statistics. With this variant, characters instead 
  gain those bonuses automatically as they increase in 
  level, allowing them to use magic item slots for more 
  interesting items.
  All characters gain the abilities listed on the table 
  below when they reach the appropriate level. Decrease 
  character wealth by level to half the normal amount.
  The automatic bonuses are often more beneficial than 
  that reduction in wealth, but characters have less flexi-
  bility, so the advantages and disadvantages balance out. 
  Items that only grant bonuses to AC, saving throws, and 
  ability scores don’t exist in this variant, and wish and 
  similar spells never grant inherent bonuses to ability 
  scores. Magic weapons and armor do exist, but grant 
  only special abilities, not enhancement bonuses; calcu-
  late their prices with the table.
  If you want to remove magic items entirely (or make 
  them so exceedingly rare that there is no expectation of 
  finding them), consider giving the characters bonuses 
  from the following table as if they were 2 levels higher. 
  The table extends to 22nd level to account for games 
  without magic items.
  Level
  Bonuses Gained
  1st
  —
  2nd
  —
  3rd
  Resistance +1
  4th
  Armor attunement +1, weapon attunement +1
  5th
  Deflection +1
  6th
  Mental prowess +2
  7th
  Physical prowess +2
  8th
  Armor attunement +1/+1, resistance +2, 
  toughening +1, weapon attunement +1/+1
  9th
  Armor attunement +2, weapon attunement +2
  10th
  Deflection +2, resistance +3
  11th
  Mental prowess +4
  12th
  Physical prowess +4
  13th
  Mental prowess +4/+2, physical prowess +4/+2, 
  resistance +4, toughening +2
  14th
  Armor attunement +2/+2 or +3, resistance +5, 
  weapon attunement +2/+2 or +3
  15th
  Armor attunement +3/+3 or +4, mental prowess 
  +6/+2 or +4/+4, weapon attunement +3/+3 or +4
  16th
  Deflection +3, physical prowess +6/+2 or +4/+4, 
  toughening +3
  17th
  Armor attunement +4/+3 or +5, deflection +4, 
  mental prowess +6/+2/+2 or +4/+4/+2, physical 
  prowess +6/+2/+2 or +4/+4/+2, toughening +4, 
  weapon attunement +4/+3 or +5
  18th
  Deflection +5, mental prowess +6/+4/+2 
  or +4/+4/+4, physical prowess +6/+4/+2 or 
  +4/+4/+4, toughening +5
  19th
  3 legendary gifts
  20th
  5 legendary gifts (8 total)
  21st
  7 legendary gifts (15 total)
  22nd
  8 legendary gifts (23 total)
  Bonuses
  The entries below describe the bonuses characters 
  gain.
  Armor Attunement
  The character can attune herself to one suit of armor 
  or one shield in her possession; she can change that at-
  tunement once per day. If she selects a normal set of 
  clothing as her armor, it counts as having a starting 
  enhancement bonus of +0. The attuned suit of armor 
  gains a +1 enhancement bonus at 4th level. At 8th level, 
  she can split her attunement between a suit of armor 
  and a shield, granting each a +1 enhancement bonus. 
  At 9th level, she can grant a suit of armor or a shield 
  a +2 enhancement bonus (instead of granting each a 
  +1 enhancement bonus). At 14th level, she can either 
  grant a suit of armor or a shield a +3 enhancement bo-
  nus or grant each a +2 enhancement bonus. At 15th lev-
  el, she can either grant a suit of armor or a shield a +4 
  enhancement bonus or grant both a +3 enhancement 
  bonus. At 17th level, she can either grant a suit of armor 
  
  7
  or a shield a +5 enhancement bonus or grant one a +4 
  enhancement bonus and the other a +3 enhancement 
  bonus.
  Deflection
  The character gains a +1 deflection bonus to AC at 5th 
  level; this bonus increases to +2 at 10th level, to +3 at 
  16th level, to +4 at 17th level, and to +5 at 18th level.
  Legendary Gifts
  The character gains three legendary gifts at 19th level 
  and five more at 20th level. (If you’re using the vari-
  ant with no magic treasure, characters gain seven more 
  legendary gifts when their effective level reaches 21 and 
  eight more when it reaches 22.) Select these legendary 
  gifts from the following list.
  Legendary Ability: Gain a +1 inherent bonus to any 
  ability score. You can select this legendary gift multiple 
  times, and it stacks up to +5 in any one ability score.
  Legendary Armor: Your enhancement bonus from 
  armor attunement increases by 2. If you are attuned to a 
  suit of armor and a shield, you can either increase both 
  bonuses by 1 or increase one bonus by 2. The enhance-
  ment bonus on a single attuned item can’t exceed +5, 
  but you can use the excess to add special abilities to the 
  armor or shield (see Magic Weapons and Armor). You 
  can select this legendary gift multiple times; it stacks up 
  to +10 on any one suit of armor or shield.
  Legendary Body: Increase your bonuses from physi-
  cal prowess to +6/+6/+4. This counts as two legendary 
  gifts.
  Legendary Body 2: Increase your bonuses from 
  physical prowess to +6/+6/+6. You must already have 
  legendary body to select this legendary gift.
  Legendary Mind: Increase your bonuses from men-
  tal prowess to +6/+6/+4. This counts as two legendary 
  gifts.
  Legendary Mind 2: Increase your bonuses from men-
  tal prowess to +6/+6/+6. You must already have leg-
  endary mind to select this legendary gift.
  Legendary Shieldmaster: Gain a +5 enhancement 
  bonus from armor attunement for both your armor and 
  your shield. You can select this legendary gift multiple 
  times, choosing a different attuned suit of armor or 
  shield each time.
  Legendary Twin Weapons: Gain a +5 enhancement 
  bonus from weapon attunement for two weapons at the 
  same time. This counts as two legendary gifts. You can 
  select this legendary gift multiple times, adding an ad-
  ditional attuned weapon with a +5 enhancement bonus 
  each time.
  Legendary Weapon: Your enhancement bonus from 
  weapon attunement increases by 1. If you are attuned to 
  more than one weapon, you can increase only one weap-
  on’s enhancement bonus in this way. The enhancement 
  bonus on a single weapon can’t exceed +5, but you can 
  use the excess to add magic abilities to weapons (see 
  Magic Weapons and Armor, below). You can select this 
  legendary gift multiple times, and it stacks up to +10 for 
  any one weapon.
  Mental Prowess
  At 6th level, the character chooses one mental abil-
  ity score (Intelligence, Wisdom, or Charisma) to gain 
  a permanent +2 enhancement bonus. At 11th level, 
  this bonus increases to +4. At 13th level, the character 
  chooses a second mental ability score to gain a perma-
  nent +2 enhancement bonus. At 15th level, the charac-
  ter increases one of these enhancement bonuses by 2. 
  At 17th level, she chooses a third mental ability score to 
  gain a permanent +2 enhancement bonus.
  Physical Prowess
  At 7th level, the character chooses one physical abil-
  ity score (Strength, Dexterity, or Constitution) to gain 
  a permanent +2 enhancement bonus. At 12th level, 
  this bonus increases to +4. At 13th level, the character 
  chooses a second physical ability score to gain a perma-
  nent +2 enhancement bonus. At 16th level, the charac-
  ter increases one of these enhancement bonuses by 2. 
  At 17th level, she chooses a third physical ability score 
  to gain a permanent +2 enhancement bonus.
  Resistance
  At 3rd level, the character gains a +1 resistance bonus 
  on all saving throws. This bonus increases to +2 at 8th 
  level, to +3 at 10th level, to +4 at 13th level, and to +5 
  at 14th level.
  Toughening
  At 8th level, the character gains a +1 enhancement 
  bonus to natural armor. This bonus increases to +2 at 
  13th level, to +3 at 16th level, to +4 at 17th level, and to 
  +5 at 18th level.
  Weapon Attunement
  The character can attune herself to any one weapon 
  in her possession, and can change that attunement once 
  per day. The attuned weapon gains a +1 enhancement 
  bonus at 4th level. At 8th level, the character can split 
  her attunement between two weapons, granting each 
  a +1 enhancement bonus. At 9th level, she can grant 
  a single weapon a +2 enhancement bonus instead of 
  granting two weapons a +1 enhancement bonus each. At 
  14th level, she can either grant a single weapon a +3 en-
  hancement bonus or grant two weapons a +2 enhance-
  ment bonus each. At 15th level, she can either grant a 
  single weapon a +4 enhancement bonus or grant two 
  weapons a +3 enhancement bonus each. At 17th level, 
  she can either grant a single weapon a +5 enhancement 
  bonus or grant one weapon a +4 enhancement bonus 
  and another weapon a +3 enhancement bonus.
  Magic Weapons and Armor
  In this system, magic weapons, armor, and shields 
  
  8
  never have enhancement bonuses of their own; those 
  bonuses are granted only through attunement. Any 
  weapon, armor, or shield special abilities on attuned 
  items count against a character’s enhancement bonus 
  from attunement. To determine an attuned magic item’s 
  enhancement bonus, subtract the cost of its special 
  ability from the enhancement bonus granted by attune-
  ment. (This applies only to special abilities whose cost 
  is equivalent to an enhancement bonus, not to those 
  that cost a flat amount of gold pieces.) For example, if a 
  character with a +3 enhancement bonus from weapon 
  attunement wields a keen scimitar, she subtracts 1 point 
  of her enhancement bonus (for the cost of keen), leav-
  ing her with a +2 keen scimitar. If a character doesn’t 
  have enough of an enhancement bonus to afford the 
  special ability (such as a 4th-level character with a vor-
  pal longsword), she can still use the weapon’s power on 
  its own, but the weapon gains no enhancement bonus.
  In this system, adding bonus-equivalent special abil-
  ities to items costs significantly less because you are 
  paying only for the special ability, not for a base en-
  hancement bonus (see the table below). To determine 
  the price of specific weapons and armor, remove the flat 
  enhancement bonus and reduce the item’s cost by the 
  amount listed on the table below. For example, a flame 
  tongue is normally worth 20,715 gp, but under this sys-
  tem, it would lose its +1 enhancement bonus and its 
  price would be reduced to 18,715 gp. Specific weapons 
  and armor can be attuned; they then grant the charac-
  ter’s enhancement bonuses from weapon attunement 
  and armor attunement as normal.
  Base Price 
  Modifier
  Weapon Cost
  Armor/Shield 
  Cost
  +1
  2,000 gp
  1,000 gp
  +2
  8,000 gp
  4,000 gp
  +3
  18,000 gp
  9,000 gp
  +4
  32,000 gp
  16,000 gp
  +5
  50,000 gp
  25,000 gp
  Mastery Focuses
  While the above chart does well to give a baseline, you 
  are the star of your story, and deserve a chance to reflect 
  that uniquely. Starting at 1st level and with every addi-
  tional level you gain, you earn 2 mastery focus points 
  to be spent as you please. Once spent, they cannot be 
  changed. If you are using retraining rules, they may be 
  retrained as class features.
  When you gain a level, you may re-assign your focus 
  points as you wish.
  Alchemical Focus
  Even the staunchest of barbarian who lives for 
  wading knee deep into their enemies can see the 
  advantage of knowing how to prepare a healing 
  poultice when you or an ally is bleeding out.
  Prerequisites: See table.
  Cost: See table.
  Benefit: You become a source of curative items. 
  You can fashion up to three items per day. It takes 
  ten minutes to prepare a potion, bandage, or herbal 
  package, and it remains fresh until the next day. They 
  function as potions with a caster level equal to your 
  character level.
  Points 
  (Spent)
  Minimum 
  Level
  Effect
  2
  1st
  You can fashion cure light wounds 
  potions.
  3 (5)
  3rd
  You can fashion cure moderate wounds 
  and neutralize poison potions.
  2 (7)
  5th
  You can fashion cure serious wounds 
  and lesser restoration potions.
  3 (10)
  7th
  You can fashion haste, heroism, 
  remove blindness/deafness, and remove 
  disease potions.
  3 (13)
  9th
  You can fashion break enchantment 
  and remove curse potions.
  3 (16)
  11th
  You can fashion gaseous form, remove 
  paralysis, and resist energy potions.
  
  9
  Additional Alchemical Focus
  What’s better than a healing potion? Two, that’s 
  what.
  Prerequisite: Alchemical focus.
  Cost: 1
  Benefit: You can prepare one more curative potion 
  per day with alchemical focus.
  Special: This focus may be taken an additional time 
  for every five character levels you possess.
  Ammunition Focus
  A gun without ammunition is a sad display. You 
  always have a shot ready to go.
  Prerequisites: See table.
  Cost: See table.
  Benefit: You always have ammunition on hand, 
  removing the need to track specific ammunition. 
  Reloading with this effect is a supernatural ability. 
  The amount of points spent endows your shots with 
  different properties.
  Points 
  (Spent)
  Minimum 
  Level
  Effect
  2
  1st
  You always have buckshot, a scrap 
  bullet, gunpowder, an arrow, a sling 
  bullet, or other similar ammunition 
  when you reload a weapon that requires 
  them. The ammunition must be used in 
  an unloaded weapon. If you do not load 
  an unloaded weapon or you drop the 
  ammunition, it immediately vanishes. 
  This ammunition is always lost when 
  used.
  When using a magazine or other 
  multi-ammunition device, you are still 
  required to take the usual time reloading 
  the device before it can be used in a 
  weapon. You can have one magazine that 
  is not loaded in a firearm filled with this 
  created ammunition at a time. You can 
  hold one additional magazine at 5th level 
  and every five levels thereafter.
  2 (4)
  3rd
  When creating ammunition, that 
  ammunition can be made from silver or 
  cold iron.
  12 (16)
  8th
  You can, if using a firearm, load it with 
  an alchemical cartridge or a non-scrap 
  bullet. If you are not using a firearm, 
  you may spend a move action to draw an 
  adamantine version of your ammunition 
  to load.
  8 (24)
  12th
  You may spend a move action to draw 
  adamantine buckshot or adamantine 
  scrap bullets. Drawing an adamantine 
  version of other ammunition no longer 
  requires a move action.
  Armor Focus
  Sometimes the only thing that keeps you alive is 
  keeping its claws from piercing your armor.
  Prerequisite: Character level 3rd.
  Cost: 1
  Benefit: Increase your level by 1 for the sake of when 
  you gain or improve armor attunement.
  Special: This focus can be taken more than once, but 
  costs 1 more per time taken (2 for the second time, 3 for 
  the third time, and so on).
  Battery Focus
  You are a living battery, why not let the things 
  around you feel the touch of your power?
  Prerequisites: See table.
  Cost: See table.
  Benefit: You can charge items as noted in the table 
  below. Charging an item is a standard action that 
  requires physical contact with the item to be charged.
  Points 
  (Spent)
  Minimum 
  Level
  Effect
  2
  1st
  You can charge an item once per day as 
  if you had a mark 1 universal battery.
  3 (5)
  3rd
  You can charge items each day as if you 
  had three mark 1 universal batteries. 
  You may use all 3 uses to instead charge 
  an item as if you had a mark 2 universal 
  battery.
  2 (7)
  5th
  You can charge items each day as if you 
  had five mark 1 universal batteries. You 
  may use all 5 uses to instead charge an 
  item as if you had a mark 2 battery or a 
  mark 3 battery.
  3 (10)
  7th
  You can charge items as if you had 
  five mark 1 universal batteries. You 
  may spend 2 uses of mark 1 batteries 
  to charge and item as if you were using 
  a mark 2 battery or 3 uses to charge 
  an item as if you were using a mark 3 
  battery.
  
  1010
  3 (13)
  9th
  You can charge items as if you had 
  five mark 1 universal batteries. You 
  may spend 2 uses of mark 1 batteries 
  to charge an item as if you were using 
  a mark 2 battery or 3 uses to charge 
  an item as if you were using a mark 3 
  battery. You may expend all of your 
  uses of this ability to keep an item 
  empowered at level 1 constantly for 24 
  hours or until you use this ability again. 
  This requires the full amount of your 
  daily uses. Once this ability is used in 
  this way, it cannot be used again until 
  the next day when you regain your uses.
  3 (16)
  11th
  You can charge items as if you had 
  five mark 1 universal batteries. You 
  may spend 2 uses of mark 1 batteries 
  to charge an item as if you were using 
  a mark 2 battery or 3 uses to charge 
  an item as if you were using a mark 3 
  battery. You may spend 5 uses to keep 
  an item empowered at level 2 constantly, 
  or 2 uses to keep an item empowered at 
  level 1 constantly, for 24 hours or until 
  you regain your uses. Once this ability is 
  used in this way, it cannot be used again 
  until the next day when you regain your 
  uses.
  Companion Focus
  What use is an ally you bring onto the field of battle, 
  but do not prepare to survive the experience?
  Prerequisite: Animal companion or cohort.
  Cost: 1
  Benefit: Your animal companion or cohort counts as 
  a 1st level character for the automatic bonus progression 
  chart.
  Special: This focus can be taken more than once, 
  up to as many times as your total character level. Each 
  additional purchase increases the effective level of 
  your companion or cohort by 1 for its automatic bonus 
  progression and gives it 1 focus point per 2 effective 
  levels. If you take another companion or cohort, the 
  first loses benefit of this focus and the new one gains it.
  Deflective Focus
  Thick steel and tough hide are one thing, but what if 
  you could simply not be touched in the first place?
  Cost: 1
  Benefit: Increase your level by 1 for the sake of when 
  you gain or improve deflection.
  Special: This focus can be taken more than once, but 
  costs 1 more per time taken (2 for the second time, 3 for 
  the third time, and so on).
  Elusive Focus
  The most effectively mitigated attack is one 
  misdirected from birth.
  Prerequisite: Character level 6th.
  Cost: 6
  Benefit: (Su) Your movements are erratic and your 
  inner magic disguises your true location. You move as 
  if under a constant blur spell effect. You may cease or 
  start this effect as a free action on you turn. This is a 
  supernatural ability.
  Special: This focus may be taken again at 12th level, 
  allowing you to increase the miss chance to 50% as a 
  standard action for a minute once per day.
  Fist Focus
  When your body is a weapon, you must attune 
  everything.
  Cost: 0
  Benefit: You may attune yourself as two weapons 
  (if you cannot attune two weapons due to your level, 
  you may attune yourself as one weapon and gain a +1 
  bonus), gaining the smaller listed bonus to all natural 
  and unarmed attacks as if wearing a similarly powered 
  amulet of mighty fists. If you gain the legendary weapon 
  ability, this is considered one weapon and can only hold 
  up to +10 worth of abilities, as normal.
  Flight Focus
  Gravity is a terrible mistress, but she can be spurned 
  with enough effort. Though a magic spell you’ve 
  mastered, lingering blood power, or some other 
  means, you can soar.
  Prerequisite: Character level 5th.
  Cost: 6
  Benefit: (Su) You gain a fly speed of 30 feet with 
  average maneuverability. This is a supernatural ability 
  and is magic flight.
  Flight, Fast
  You have places to be, and not the patience to wait. 
  Why bother moving at all if you are not doing it 
  quickly?
  Prerequisite: Flight focus.
  Cost: 2
  Benefit: Your fly speed increases by 10 feet.
  Special: This focus can be taken more than once, up 
  to once every five levels.
  Flight, Precise
  Why float clumsily about when you can dart like a 
  dragonfly?
  Prerequisite: Flight focus.
  Cost: 1
  Benefit: Your maneuverability increases by one 
  step, to a maximum of perfect.
  Special: This focus can be taken more than once, but 
  costs 2 for the second time.
  
  1111
  Freedom Focus
  What use is all the power in the world if you are 
  unable to wield it?
  Prerequisite: Character level 13th.
  Cost: 10
  Benefit: (Su) You move as if under a constant 
  freedom of movement effect. This is a supernatural 
  ability.
  Kinetic Focus
  Your control of the elements is surely as much a 
  weapon as any other.
  Prerequisite: Character level 6th.
  Cost: 3
  Benefit: You gain one point of internal buffer, as per 
  the kineticist ability. If you already have this ability, it 
  instead increases by one.
  Legendary Focus
  When is it too early to reach for legends? That was a 
  meek question, unbefitting one such as you.
  Prerequisite: Character level 17th.
  Cost: 4
  Benefit: You gain one legendary gift.
  Special: This focus may be purchased twice.
  Magical Reserves Focus
  What is the point of having magic if you run out of 
  the power that operates it?
  Cost: 0
  Benefit: If you choose not to attune a weapon when 
  regaining spells for the day, once per day as a standard 
  action you may regain a spell or spell slot of a level up 
  to twice the enhancement bonus given by your weapon 
  attunement. If you regain a spell or spell slot of a level 
  lower than the highest spell level you can cast, you may 
  recover a lower level spell or spell slot an additional 
  time per day.
  Special: This focus may be taken more than once, 
  each time granting an addition use per day. The second 
  time costs 4 points, and each additional time costs 2 
  extra points (6 for the third time, 8 for the fourth time, 
  and so on).
  Mental Focus
  A sharp mind can see the answers where the dull one 
  fails.
  Cost: 1
  Benefit: Increase your level by 1 for the sake of when 
  you gain or improve mental prowess.
  Special: This focus can be taken more than once, but 
  costs 1 more per time taken (2 for the second time, 3 for 
  the third time, and so on).
  Mind vs Body Focus
  Brains? Brawn? You decide.
  Cost: 0
  Benefit: Swap the bonuses given for mental prowess 
  and physical prowess.
  Perception Focus
  What you don’t know can hurt you.
  Prerequisites: See table.
  Cost: See table.
  Benefit: Your senses sharpen. You can devote more 
  points to this for greater effect. You gain all lesser 
  effects.
  Points 
  (Spent)
  Minimum 
  Level
  Effect
  2
  1st
  You gain darkvision 60 feet. If you 
  already had darkvision of this amount or 
  greater, it increases by 30 feet.
  3 (5)
  3rd
  You begin to see the subtle edges 
  around illusions, giving you a saving 
  throw to disbelieve them when first 
  encountering one without needing to 
  physically interact with it or spend an 
  action.
  2 (7)
  5th
  When dealing with a miss chance that 
  would normally be foiled by true seeing, 
  your miss chance decreases by 20%.
  4 (11)
  7th
  You gain blindsense 15 feet.
  3 (14)
  9th
  You gain blindsight 10 feet. Your 
  blindsense increases to 20 feet.
  2 (16)
  11th
  (Su) Once per day as a swift action, 
  you may cause your senses to sharpen 
  as per the true seeing spell for one 
  round per character level. This is a 
  supernatural ability.
  Physical Focus
  A properly conditioned body can survive where 
  lessers wither and die.
  Cost: 1
  Benefit: Increase your level by 1 for the sake of when 
  you gain or improve physical prowess.
  Special: This focus can be taken more than once, but 
  costs 1 more per time taken (2 for the second time, 3 for 
  the third time, and so on).
  Resistance Focus
  To be caught in a fiery blast, have your mind taken, 
  or to wither to terrible diseases. These are not the ends 
  you wish.
  Cost: 1
  Benefit: Increase your level by 1 for the sake of when 
  you gain or improve resistance.
  Special: This focus can be taken more than once, but 
  costs 1 more per time taken (2 for the second time, 3 for 
  the third time, and so on).
  
  1212
  Rod Focus
  What are rods, if not the focusing tool of magic? 
  Turn your own focus into magical mastery.
  Prerequisite: Character level 5th.
  Cost: 5
  Benefit: You may imbue an otherwise non-magical 
  rod, attuning it in place of a weapon. While so attuned, 
  you may use it as a metamagic rod of any metamagic 
  feat you have, provided it has a level adjustment equal 
  to or less than the enhancement bonus offered by your 
  weapon attunement. This can affect spells up to 3rd 
  level. You can affect up to 6th-level spells by reducing 
  the maximum level adjustment by 1. You can affect 
  up to 9th-level spells by reducing the maximum level 
  adjustment by 2. An attuned rod also functions as a 
  club with an enhancement bonus equal to your weapon 
  attunement.
  Scroll Knowledge Focus
  You have a well of power, it needs only guidance to 
  focus it.
  Cost: 0
  Benefit: You may attune to a scroll as a weapon. So 
  long as the scroll is so attuned, you may add one spell 
  written on it to your list of spells known, provided the 
  spell is on your class list. If you attune a scroll that 
  contains more than one spell, you must choose the 
  spell to learn when attuning it. An attuned scroll also 
  functions as a club with an enhancement bonus equal 
  to your weapon attunement.
  Scroll Knowledge Focus, Enhanced
  As useful as a scroll can be, there is distinct class and 
  style behind true books.
  Prerequisite: Character level 8th.
  Cost: 4
  Benefit: You may attune a spellbook as if attuning 
  two weapons. Every day, when regaining your spells, 
  you may select any number of spells from the book up 
  to twice the total enhancement bonus allowed by your 
  weapon attunement for two weapons (4 spell levels at 
  character level 8th, 14 spell levels at character level 
  18th). These spells are considered known to you until 
  the next time you regain spells and can choose new 
  ones. All spells you select must be in your class list. 
  An attuned spellbook also functions as a club with an 
  enhancement bonus equal to your weapon attunement 
  when attuning two weapons.
  Staff Focus
  Look at those warriors, shining their weapons. 
  A proper staff is worth ten of their toys. Behold my 
  magic!
  Prerequisite: Character level 7th.
  Cost: 5
  Benefit: You may imbue a staff, masterwork 
  quarterstaff, or similar weapon, attuning it in place 
  of a weapon. If it had no charges, it gains a maximum 
  capacity of ten. If it had charges, it gains 25% more, to 
  a maximum of its normal capacity. If the staff did not 
  have charges to begin with, its charges must come from 
  any remaining on the staff you imbued before, or you 
  must begin recharging it. You may add one spell with 
  a maximum level equal to the bonus normally afforded 
  by your attuned weapon, or you may add two spells 
  of lower level. These must be spells you can cast. An 
  attuned staff also functions as a quarterstaff (or as the 
  original weapon type if it was not a staff or quarterstaff) 
  with an enhancement bonus equal to your weapon 
  attunement.
  Special: You may take this focus twice, allowing for 
  one more spell of equal level or two of lower level to be 
  added. This replaces minor staff focus.
  Staff Focus, Enhanced
  Staves can hold any magic within them in the hands 
  of a talented enough weaver of magical energies.
  Prerequisites: Character level 13th, staff focus.
  Cost: 5
  Benefit: The level of spells you can add to your 
  attuned staff is doubled to a maximum of 9th-level 
  spells. If your weapon attunement can grant more than 
  +5 worth of bonuses, you may add an additional spell 
  for every point greater than 5. These extra spells must 
  be at least three levels below the maximum.
  Staff Focus, Minor
  What use are weapons when you prefer to avoid 
  such messy affairs?
  Prerequisites: Character level 4th, cannot have 
  staff focus.
  Cost: 0
  Benefit: You may attune a staff in place of a staff 
  or weapon, as per staff focus. The staff does not gain 
  additional charges if it already had them. It gains a 
  maximum capacity of 5 charges in addition to any 
  charges that remained on the last staff attuned. The 
  maximum spell level you can imbue is one lower.
  Special: You cannot have this focus and staff focus at 
  the same time. If you have or gain staff focus, you lose 
  this focus.
  Toughening Focus
  You look up to dragons with their scales like steel. 
  You have the will, why not share the resilience?
  Cost: 1
  Benefit: Increase your level by 1 for the sake of when 
  you gain or improve toughening.
  Special: This focus can be taken more than once, but 
  costs 1 more per time taken (2 for the second time, 3 for 
  the third time, and so on).
  
  1313
  Wand Focus
  Staves are large and unwieldy. Sometimes you just 
  want to get the job done without showing off.
  Prerequisite: Character level 3rd.
  Cost: 5
  Benefit: You may imbue a club or similar weapon, 
  attuning it in place of a weapon. It becomes a wand 
  with 20 charges, and it regains 5 charges each day, to 
  a maximum of 20. Using this attuned wand expends 
  these charges. The charges are held by you personally, 
  regardless of your daily choice of weapon attunement. 
  You may add one spell to the wand with a maximum 
  level of the enhancement normally afforded an attuned 
  weapon. This spell must be on your class list for at least 
  one class you possess and must be one that a wand could 
  normally contain. The wand’s caster level is equal to the 
  minimum needed to cast its spell. An attuned wand also 
  gains the benefit of your weapon attunement.
  Weapon Focus
  A soldier hopes to be more than their blade. Let us 
  assume they will succeed. Why not aim higher?
  Cost: 2
  Benefit: Increase your level by 1 for the sake of when 
  you gain or improve weapon attunement.
  Special: This focus can be taken more than once, but 
  costs two more per time taken (4 for the second time, 6 
  for the third time, and so on).
  
  1414
  Races in the Ashen 
  Age
  While any race described in other Ponyfinder books 
  (and, in fact, most other Pathfinder books) may still be 
  found across the wild world of Everglow, some were af-
  fected very specifically beyond the general misery that 
  has befallen the people of the time.
  Antean
  Created with the purpose of protecting ponykind, 
  most anteans were hiding on their island when the war 
  came. the Blaze did not spare them, and they remained 
  isolated even as the ash settled. The sighting of an ante-
  an has grown all the more rare, and those that remem-
  ber them well may have mixed feelings. They should 
  have protected ponykind, but, in the end, didn’t, and 
  couldn’t even protect themselves.
  Big Mao
  In the distant lands to the east, the war itself did not 
  touch them. The Big Mao (firmly establishing the right 
  to capitalize their name after many successful wars) 
  never flinched in the defense of their territory, and it 
  became known to the humans as a land not worth the 
  trouble of attacking. There were always easier targets.
  the Blaze came down on them without warning. They 
  attempted to correct the elemental unbalance, the mag-
  nitude of which they had never experienced before. 
  Wise old bears sat amidst the destruction, trying to set 
  it right. Perhaps they are part of the reason as many sur-
  vived as they did, but it did not come free. Exposed and 
  vulnerable, the masters of their arts did not survive, 
  and their people were left without their wisest. They 
  were thrust into a hostile world and would have to 
  make new wisdoms to face it.
  Cloven
  Never wishing ill on others, the cloven were 
  tempted to simply stay where they were, to 
  greet and let the humans pass them by. Their 
  hope was dashed when a caravan of 
  goats was massacred on their usu-
  al route. It was never proven that 
  the humans were the ones that 
  ambushed the caravan. There were 
  many desperate people of just as many 
  races. Banditry was becoming increasingly 
  common.
  Despite that, the griffons pressed the moment, con-
  vincing the cloven that hiding would not be enough to 
  keep them safe. With heavy hearts, they left Cloven-
  hame before the opposing armies arrived.
  When the Blaze came, it found them scattered through 
  the fey settlements. It cared little for their overall be-
  A Matter of Lighting
  The day of the Ashen Age is 
  brighter than the night, but nev-
  er quite as bright as it once was. 
  Those that are harmed by the 
  presence of the sun or hindered 
  in bright light can withstand this 
  new, dimmer, light without pen-
  alty. Daylight counts as normal 
  light for visibility and its effects 
  on creatures.
  During the night, the stars and 
  moon are obscured, blanketing 
  the entire world in darkness pre-
  Blaze people would have found 
  most unnatural. It is always dark 
  at night, barring other sources of 
  light (such as fire, electricity, or 
  magic).
  nign natures and burned them as well as everything 
  else. When it was 
  all over, they were 
  left 
  with 
  bro-
  ken pieces. Their 
  strong 
  stomachs 
  and 
  ability 
  to 
  work as a team 
  worked in their 
  benefit, allowing 
  them to survive 
  lean seasons and 
  persist despite the 
  harshness of the 
  world.
  They don’t yet 
  have a new home.
  Drakehooves
  After 
  the 
  di-
  sastrous Battle of 
  Hoof and Fire, the 
  drakehooves of Everglow proper were essentially wiped 
  out. There were, however, drakehooves not involved in 
  that conflict. Those that lived in the human lands, or 
  further east, with the Big Mao, were largely untouched 
  by the pitched war. They leaned on their draconic half. 
  Humans were hunting for the fey races, but most of 
  them steered clear of dragons and their kin, which the 
  drakehooves were.
  When the Blaze came, they were dashed and scattered 
  as most others, but its aftermath has been a chance for 
  them to re-enter the lands they had lost by the failed 
  attempt to take the pony’s 
  empire so many years 
  prior. In the Ashen 
  
  1515
  Age, it is a rare, but not unheard of, occurence to run 
  into a drakehoof.
  Earth-Bound
  The earth-bound endure. Their link to the very planet 
  that was so injured left them reeling on a spiritual lev-
  el, but they endured. Their families were dashed, most 
  survivors being the last member of their line, but they 
  endured. That was and remains an earth-bound’s duty 
  and ability. They are the cornerstone of the villages they 
  dwell in, providing needed reliability in a world gone 
  otherwise mad. Though not as quickly as the short legs, 
  they are recovering in numbers and their strong famil-
  ial bonds serve them well in the hostile world of the 
  Ashen Age.
  Humans
  They come in so many varieties. They hardly seem di-
  minished for the Blaze. Sure, they suffer just as surely 
  as everyone else, but there are just so many different 
  kinds of them. The longer-lived varieties seem to have 
  been the least suited for the Blaze. Elves are a scarce 
  sight. Dwarves are practically legendary, though most 
  say that’s because they still live in their safe, comfort-
  able, protected underground cities.
  The gnomes and halflings remain friends of ponyki-
  nd and are usually pleased to have some as neighbors. 
  The orcs still have their bloodlust, and often gather into 
  bandit groups fit for raiding. Not all of them, mind. 
  Some of them just want to live, and form towns, just as 
  insulated and guarded as most others.
  With the crackling force of the elements unleashed, 
  humans with a touch of the elemental planes seem all 
  the more common. Still a minority, they’ve become un-
  common instead of a rarity.
  Leather wings
  They had been hiding. They knew it would come, 
  somewhere in the depths of their bones. Generation 
  after generation, the leather wings knew something 
  would come, something they needed to already be hid-
  ing from. They thought it was the griffons they original-
  ly ran from.
  They were wrong.
  They were proven right.
  When the Blaze came crashing down, they fled deep-
  er into their caves, and most survived. Those that had 
  emerged to join the struggle against humanity suffered 
  the same fate as other ponies, but many only hid deeper 
  as the war pushed on.
  When the dust settled, they poked their twitching 
  noses into the curiously dim day. The sun did not hurt 
  their eyes, as it used to. The world was changed. It wel-
  comed them. They began to emerge en masse, estab-
  lishing cities of their own, joining others, and becoming 
  a major political force overnight.
  Pegasi
  The pegasi were ill-fated to begin with. They joined 
  their griffon kin, a great number of them setting sail 
  to the elven lands to reclaim their weather magic. That 
  had failed, winnowing their numbers dramatically. By 
  the time the Blaze finished with the rest, the sighting of 
  a pegasus became a rare thing. They were no longer one 
  of the ‘major tribes’. Though not dead, they are defeat-
  ed, as a race.
  The griffons did not forget, they rarely do, the fa-
  vor the pegasi tried to pay. The two races remain fast 
  friends, and a pegasus will always be welcome in the 
  home or settlement of a griffon.
  Pony Satyrs
  Pony satyrs, and most other half breeds, are more 
  common. Bloodlines are anything but neat in the scat-
  tered and muddied times of the Ashen Age. The citizens 
  of a given settlement often see one another as family, 
  regardless of their species, resulting in the occasional 
  cross-species relationship. The odds of this are only 
  heightened when violence becomes more frequent.
  Those who think they’ve found ‘the one’ are destroyed 
  when that special someone is killed, and that can drive 
  them into unexpected arms, or hooves, or whatever else 
  might be available.
  Half-breeds are accepted as a sad testament to the 
  times. They are seen as less than the two halves that 
  made them, but it is a low-burning speciesism that usu-
  ally only results in preferential treatment and biases, 
  not outright harassment or banishment.
  Purrsians
  The purrsians who were away from their city fared 
  about as well as the others, but many fled home as the 
  war intensified. Before the humans could cross the 
  sands and reach Murrage, it faded away. Not suffering 
  most of the war, they also had no chance to gain many 
  of its break-neck advancements. When it reappeared, 
  long into the Ashen Age, it was whole, but its people had 
  to adjust to a destroyed world.
  It, and the purrsians that own it, stands as a beacon. 
  One of the largest and most advanced settlements of the 
  age, Murrage lends its shade to the purrsians, and they 
  step through the wasteland a little more confidently 
  than most others.
  Short Legs
  See the section on the Hearth Queen in the chapter 
  Praying in the Ash.
  Unspoken Spawn
  The unhinging of elemental powers has had unfore-
  seen effects on ponykind. The number of Unspoken 
  
  1616
  Spawn rose sharply with the Blaze, ceasing to be a fable 
  and becoming simply a rare but known condition. Much 
  like being unhinged, such ponies were often mistrusted 
  and ejected from their homes as soon as their parents 
  could rationalize the decision.
  Vulponies
  The fox-ponies tried to interfere in the war. Those with 
  enough skill to pretend at humanity slipped themselves 
  into key positions. The camps where ponies were sent to 
  be held until a proper use for them could be found were 
  often run by the vulponies. Orders to harm the ponies 
  were conveniently lost, and they were instead treated 
  with respect, awaiting the day that the war would end 
  and the ponies and other fey could be set free.
  Their actions saved countless lives, only to have them 
  dashed with the Blaze. Suddenly free, and trauma-
  tized, the ponies were ready to attack their guards, but 
  there were no humans, instead equine/vulpine forms 
  sprawled on the ground. The survivors scattered, and 
  vulponies became seeded in many settlements as a re-
  sult, their ancestor’s work rewarded with acceptance.
  The Unhinged
  While it is terrifying enough dealing with beasts and 
  fiends with the unhinged power of the elements at their 
  twisted disposal, it is another matter entirely when 
  someone you know shows signs of the same. This is the 
  most common reason for any sane person to suddenly 
  become outcast; becoming a trader, explorer, merce-
  nary, or other job that takes them away from the safe 
  place they once knew.
  The unhinged burn with that conflict of elemental 
  power. It may show in subtle ways, such as a gentle 
  breeze that never leaves them or especially bright eyes 
  that almost glow. Such people only grow stronger with 
  time and practice, excelling and bending the laws of the 
  world in ways that mirror, or even exceed, the legends 
  of the old days of plenty.
  While the rest of the world struggles to find magic, 
  they bring it naturally. Many can create magic artifacts 
  simply by using a weapon or wearing clothes. Such ar-
  tifacts prove useless to others, only working for the un-
  hinged directly, and only as long as they care for it to.
  The specific effects an unhinged can employ are as 
  varied as there are people. Assuming one understands 
  the possibility of them can be a fatal mistake, which is 
  all the more reason that many distrust them as a matter 
  of precaution.
  While some are born unhinged, the majority come 
  into it later in life. When threatened, under stress, or 
  just emotionally heightened, a normal person can cross 
  the line, and once one does so, there is no return. For 
  some, the effects are subtle enough that they attempt 
  to hide it to avoid being cast out. For others, it is a clear 
  sign.
  We strongly recommend the Automated Bonus Pro-
  gression system, detailed on page 6. Pathfinder makes 
  assumptions on your power based on availability of 
  these bonuses, and since magic items can’t be easily 
  purchased, this provides another way to keep players 
  balanced. If you do so, it is safe to assume all player 
  characters are unhinged.
  Since 5th edition already operates under the assump-
  tion that magic items are rare objects to be treasured 
  and defaults to them having no market value, less ad-
  justment is needed for this setting, other than re-stating 
  that magic items should not be on the market with a 
  price tag in the vast majority of cases and places. Player 
  characters need not be unhinged but may take a feat to 
  become so.
  
  1717
  Factions of the Ashen 
  Age
  Ash Tenders
  “This world was once so green and full of 
  color. With work, perhaps it could regain some 
  of that glow.”
  Basic Description
  This faction is composed of a large number of spell-
  casters, from dedicated wizards to rangers and the like 
  that only dip their figurative toes into the weave of the 
  world. Any that have an interest in the workings, even if 
  they don’t have personal talent or ability in the various 
  arts, have gathered together in this band for a singular 
  cause. They would see Everglow restored to the balance 
  it once had, and for the great gifts of magic once scoured 
  from the world returned to its people.
  Others see them as scholars, ruin-divers, and trou-
  ble-seekers. They are often found poking at ancient 
  things that other people know well enough to leave 
  alone. They say it’s for the betterment of the Ashen Age, 
  but they have little concrete evidence to prove their ide-
  als, and many prefer to play it safe than take a chance 
  on a stranger.
  Joining
  With chapter houses in the settlements large 
  enough to tolerate them, the Ash Tenders actively re-
  cruit those willing to listen to what they have to say. 
  The world is in pain, they cry, and curing it would ease 
  the suffering of those living on it. Those who express 
  an interest are immediately separated into two possible 
  training tracks, depending on if they know mag-
  ic or 
  not.
  Those that do not have such skills, even in a minor 
  capacity, are offered an education and prac-
  tical skills. How to navigate pre-Blaze ruins 
  and spot interesting items are also useful skills 
  that are passed on to willing students. It is quite 
  possible for a magically-inept Tender to achieve 
  great fame within the faction if they prove able 
  and willing to delve deep and return with informa-
  tion and artifacts that may help end the Ashen Age.
  Those who do know magic are taught first how to cast 
  responsibly. While most low and even mid-level magic 
  works just as it always did, casting it carelessly caus-
  es soft tugs on the local elements, injuring the world in 
  subtle ways. They teach how to avoid causing harm and 
  still making use of magic, relying more on one’s own 
  trained abilities and common weapons instead of as-
  suming a quick spell will save the day.
  Of course, even those who don’t join the Ash Tenders 
  can end up working for them. They are not above hir-
  ing others if they appear competent, sending them on 
  their behalf to secure artifacts, dissuade magic abuse, 
  or even neutralize known magic-users that have crossed 
  one too many lines, in their opinion. They pay well, and 
  their network of ruin divers usually means they can of-
  fer what such a mercenary would want.
  Holdings
  Ash Tenders purchase or build fair holdings in any 
  city they can gain admittance to, the largest being in 
  Murrage, where the cats were all too willing to accept 
  them once all the proper fees were paid and so long as 
  the taxes continue to be current. It is in these guild halls 
  that they train recruits, see to the injured or ill, and plan 
  their moves.
  Outsiders wishing to be hired, or report something 
  interesting, are greeted amiably by members skilled in 
  the art of diplomacy. Though the Ash Tenders try not 
  to practice the paranoia that has gripped most of the 
  wastes, they do not allow outsiders too deep into their 
  domain, seeing to their needs as politely as possible 
  within the entry hall before sending them on their way.
  
  1818
  Actions
  Outside of their holdings, their members are most of-
  ten found in the dark, exploring and stealing from the 
  long dead. When not there, they can be seen arguing 
  or fighting with other magic-users, attempting to dis-
  suade others from harming Everglow with their magic, 
  by force if required.
  Most rarely, they enact rituals, ranging from small 
  gatherings with a handful to grand ceremonies with 
  dozens of participants. Such great invocations attempt 
  to mend the injuries of the world, but how effective 
  they are remain largely undecided. Though those who 
  participate and research such things seem certain that 
  their efforts are making a difference, the world remains 
  as it was. The Ashen Age has not ended yet.
  Philosophy
  “Do no harm,” is the leading thought, but it does not 
  apply to people, only the world itself. They are care-
  ful in the use of technology and magic, avoiding any 
  that could even potentially harm their already injured 
  world. Spellcasters that do not temper their reach for 
  ever-greater power are the antithesis of the order and 
  used as an example of what not to be.
  Though many members of the faction join out of a 
  sincere hope to improve the world, others simply enjoy 
  easy access to a group that turns up exotic ancient trea-
  sures that they can get a portion of. Such opportunistic 
  members are tolerated, if they do their part. The Ashen 
  Age is in no condition for the Tenders to be too picky 
  who they send to risk life and limb.
  Inner Friction
  Those who adventure for profit and those with more 
  idealistic goals provide inherent inner-conflict. Even 
  among those united behind their wish to heal the world, 
  the method by which they actually do so can be a hotbed 
  of arguments and debate. Rituals that could, in theo-
  ry, restore the world range from week-long chants to 
  ghastly sacrifices of willing, or unwilling, victims to ap-
  pease angry forces and calm Blaze.
  How far is one ready to go in the name of the greater 
  good? The further one presses, the more the Ash Ten-
  ders start to fray and splinter, with the devoted and 
  those who find a limit to their resolve coming into con-
  flict.
  
  1919
  The Enhanced
  “Human advancement is inevitable. We are 
  the next step.”
  History
  While technology pressed ever onwards, the humans 
  were deep into projects far from the fields of battle. 
  There existed a company, Tri-Crowne Industries, that 
  sought to elevate humanity to the next step. They used 
  the genetics and magical leavings of the many captured 
  or dead fae that were sent to them. Each was a tiny puz-
  zle piece towards their ultimate goal.
  They operated indiscriminately on brave volunteers, 
  terrified prisoners, and the wealthy disabled, trying to 
  reach that next level, homo superior. Some died, while 
  others wished they had received so easy an end. While 
  some were reduced to mindless gibbering wretches, 
  they crept closer to the answer. Perhaps they would 
  have found it. Perhaps all the pain and suffering would 
  have proven worth it, in the end.
  They never got to find out. the Blaze leveled their fa-
  cilities and cared not if those it killed were scientists or 
  beggers. Tri-Crowne was reduced to ash along with the 
  rest, but not all traces of it were erased from the broken 
  world left behind. Climbing from the rubble, those hu-
  mans left behind fell ill during the Age of Numbness. 
  Some died, others developed all manner of secondary 
  maladies. But a few recovered and kept right on im-
  proving past health. They grew larger. The Enhanced 
  were born.
  Basic Description
  The enhanced act poorly as a collective faction. There 
  are a few things they agree on fairly universally. Hu-
  manity, especially enhanced, deserves the world more 
  than other races. While they can be tolerated, and even 
  used, possibly liked, as any human can find favor with 
  Enhanced Racial Traits 
  +2 Strength, +2 Intelligence: Enhanced are physically and mentally strong.
  Human: Enhanced are humanoids with the human and giant subtypes.
  Medium: Enhanced are Medium creatures and receive no bonuses or penalty due to their size.
  Normal Speed: Enhanced have a base speed of 30 feet.
  Low-Light Vision: Enhanced can see twice as far as a normal human in conditions of dim light.
  Enhanced Humanity: Enhanced select one extra feat at 1st level. This feat must be a human or enhanced racial 
  feat.
  Loathing Imperfection: At 4th level and every 4 levels thereafter, enhanced increase their lowest ability score 
  by 1 as if they had selected it for a natural increase due to leveling. In the case of a tie, the player chooses which 
  to raise.
  Languages: Enhanced begin play speaking Common and one local dialect. Enhanced with high Intelligence 
  scores can choose any languages they want (except secret languages, such as Druidic).
  Enhanced Racial Traits 
  Ability Adjustments: +2 Str, +2 Int
  Hit Points: 6
  Size and Type: Enhanced are Medium humanoids with the human and giant subtypes.
  Low-Light Vision: Enhanced can see twice as far as a normal human in conditions of dim light.
  Enhanced Humanity: Enhanced select one extra feat at 1st level. This feat must be a human or enhanced racial 
  feat.
  Loathing Imperfection: At 4th level and every 4 levels thereafter, enhanced increase their lowest ability score 
  by 1 as if they had selected it for a natural increase due to leveling. In the case of a tie, the player chooses which 
  to raise.
  Enhanced Traits 
  Ability Score Increase. Your Strength score increases by 1 and your Intelligence score increases by 2.
  Age. An enhanced lives about twice as long as a human and matures at about the same rate as a human.
  Alignment. Enhanced are prone to lawful thinking. The universe feels orderly to them, even if their order is not 
  being accepted at that moment. Their word is often bond, and they are inherently an honorable people.
  Size. Enhanced are larger than normal humans, ranging from under 6 and a half feet to nearly 7 and a half feet 
  tall. Your size is Medium.
  Speed. Your base walking speed in 30 feet.
  Loathing Imperfection. At 4th level and every 4 levels beyond it, you may choose to increase any one ability 
  score by 1. You can’t increase an ability score above 15 using this feature.
  Languages. You can speak, read, and write Common and one local dialect.
  
  20
  20
  their hound, one must never forget who makes the real 
  decisions.
  Enhanced work to improve the lot of humanity, en-
  hanced or not. To them, it seems obvious to do. To oth-
  ers, their intrusion is rarely welcomed. Many humans 
  do not see them as one of their own, and even if they 
  did, a stranger is still a stranger. Better the cat you’ve 
  known since you were a kid than some strange giant 
  that claims it is kin.
  Joining
  Joining the enhanced can be a very daunting process 
  if one is not already human. Swearing fealty and follow-
  ing orders can get one some distance, but such inhuman 
  recruits will never have a title or responsibility beyond 
  that of a favored pet.
  For humans, things work differently. If one is en-
  hanced, membership in this faction is assumed unless 
  proven otherwise. For normal humans, joining is a 
  simple process if one agrees with the party methodolo-
  gy and wishes to act to help secure human supremacy. 
  Those wishing to become enhanced are welcome to help 
  out, but no promises of such ascension are offered. The 
  means by which a human becomes enhanced, however 
  rarely and randomly that seems to happen, is not un-
  derstood.
  Holdings
  Enhanced have not taken hold of any cities, but a 
  scattering of towns, small and large, have been swayed. 
  By force or persuasion, it doesn’t seem to matter much 
  compared to the results. Such towns tend to have their 
  populations swing towards a vast majority of humans 
  and mostly-human (half-elf, half-orc, and elemental 
  human) races, with others taking their chances in the 
  waste rather than continuing on under the oppression 
  offered.
  Actions
  Unless one visits one of their towns, they can be 
  found wandering the wastes. They share a belief that 
  the greatest of human technologies belong in the hands 
  of modern humans, to be rediscovered and exploited. 
  Such conviction leads some of them to take up the fine 
  art of ruin-diving, exploring where others avoid to find 
  lost bits of technology and magic.
  Enhanced
  While enhanced typically share an extreme opinion 
  that could easily set them in an antagonistic light with 
  the players, not all of the share those, and they are per-
  fectly sapient and can be spoken to, making them a val-
  id player option.
  Enhanced Power
  Tall and powerful, none would be surprised for as-
  suming they were also brutes, but this is rarely the case. 
  The same power that spurred their physical growth also 
  rushed to the most powerful muscle a human has, their 
  mind. Those who become enhanced later in life describe 
  it as having their thoughtways cleared of goop, allowing 
  them to process information with terrific speed.
  The enhanced are mildly obsessed with self-perfec-
  tion. Rather than seek a single specialty and hone that 
  to a razor’s edge, they seek to obliterate all weakness 
  within themselves. While doing their part to keep their 
  strengths honed, they will go out of their way to stress 
  and test their weakest aspects, demanding growth from 
  themselves.
  Though tall, they are not, usually, tall enough to qual-
  ify as literal giants. This can change. As an enhanced 
  grows more powerful with experience and hardship, 
  some tap into the same power that granted them ascen-
  sion in the first place and fuel a second or third growth 
  spurt, towering over their peers in a physical display of 
  their achievements.
  Overflowing with the raw essence of humanity, they 
  often show traits known exclusively to them. They wear 
  their humanity proudly, for they are humans, brought 
  to the next level.
  Enhanced Naming
  The enhanced are still human, often born to human 
  parents. Some don’t even become enhanced until later 
  Table: Height and Weight
  Race
  Base Height
  Base Weight
  Modifier
  Weight Modifier
  Human, enhanced
  6 ft. 4 in.
  180 lbs.
  2d6
  x6 lbs.
  Table: Random Starting Ages
  Race
  Adulthood
  Intuitive1
  Self-Taught2
  Trained3
  Human, enhaced
  14 years
  +1d4
  +1d6
  +2d6
  1 This category includes barbarians, oracles, rogues, and sorcerers.
  2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
  3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
  Table: Age Categories
  Race
  Middle Age
  Old
  Venerable
  Maximum Age
  Human, enhanced
  74 years
  110 years
  150 years
  150 + 1d100 years
  
  2121
  in life. As a result, their names are often human ones, 
  for what are they, if not human? Their choice of name 
  can vary wildly depending on what culture of humanity 
  they belong in. Unlike some other races, humanity is a 
  species known for its many colorful cultures and vari-
  eties.
  Some enhanced add a title to their names to an-
  nounce their enhancement. Where once they were Rob-
  ert Smith, now they are Robert “The Brawler” Smith, 
  for example.
  A Brief History of Enhanced
  This is largely covered in the enhanced faction sec-
  tion, but there are enhanced that never encounter that 
  faction. Such people end up becoming paragons within 
  their community, for good or ill. Whatever lot they had 
  in life, they will seek to become an example of it while 
  rounding themselves against imperfections without 
  even thinking about it.
  Personality vices were often abandoned one by one, 
  especially self-destructive ones. A town drunkard that 
  wins against the odds and becomes enhanced may find 
  themselves not seeking the bottle as frequently, possi-
  bly quitting entirely in their pursuit of self-perfection.
  Such people became pillars that helped human-in-
  habited settlements survive in the harsh Ashen Age. 
  Those who don’t fall in with the idea of humanity at the 
  expense of all others can be and often were fine mem-
  bers of their community, regardless of its balance of hu-
  manity and other sapient creatures.
  Life of Enhanced
  Enhanced are human. They are created as humans 
  are, usually by two other humans in a romantic pair, 
  though this is not always true. The age being what it 
  is, some are raised by foster parents, their originals un-
  available for the task for one reason or another. Some 
  are human entirely until fate decides otherwise, but 
  others are born with the gift, growing swiftly and prov-
  ing sharp even from a young age.
  Enhanced can prove difficult students at times. Com-
  pared to un-enhanced humans, they don’t focus as well 
  in direct education, often becoming distracted by larger 
  concepts. Who cares when the proper time to seed and 
  harvest is when we could be worrying about securing a 
  more reliable source of water? They may never make 
  any progress towards the larger task, especially while so 
  young, but it distracts them and continues to do so even 
  into their adult years. They can lose sight of the trees for 
  sake of the forest.
  Enhanced mature at about the same rate as an un-en-
  hanced human, becoming an adult at the completion 
  of their training, be it formal education, self-taught, or 
  some combination of the two. How well they remain in 
  contact with their formative family depends on their lo-
  cal culture, ranging from a tight and enduring bond to 
  casting off as if they never had a parent.
  When a human would normally be reaching their 
  middle-ages, an enhanced is still in the prime of their 
  life, barring violence or sickness. If a human becomes 
  enhanced later in life, the process sweeps age from 
  them, returning vigor to them as their body adjusts to 
  their new, extended, lifetime. The promise of such a re-
  prieve from the end can drive un-enhanced humans to 
  seek a way to become enhanced, but few succeed at the 
  task.
  When an enhanced does begin to feel age just starting 
  to tug at them, their peers are growing old. This can be 
  a challenging time for them. The fact that, barring a vio-
  lent end, they will likely outlive most of the people they 
  grew up with begins to become all the more obvious and 
  painful. For those who live in inter-species communi-
  ties, this can be a time when an enhanced begins to fa-
  vor close friendships with those they know will not suc-
  cumb to the irresistible tide of time so easily. Though 
  their humanity remains unquestioned, the pain of loss 
  can be too sharp to want to experience it repeatedly.
  After 30-50 years, if they have still managed to avoid 
  an untimely death, an enhanced finally retires in their 
  golden years. They are often satisfied. They did what 
  they could, for good or ill. They begin to look for ways 
  to enjoy the world, damaged as it may be. They are often 
  cheerful veterans, wrinkly faces ready to have a good 
  time and perhaps share a few wise words while they’re 
  at it.
  As they progress into becoming old themselves, they 
  have seen an entire century come and go. Many such en-
  hanced retire gracefully and begin the task of educating 
  the next generation. Some say that is one of humanity’s 
  greatest gifts, and what allowed them to ascend from 
  the beasts. They take pride in the accomplishments of 
  their students, doing their best to leave the world pre-
  pared to live without them.
  When death comes for them, of old age, disease, or 
  violence, the enhanced are cared for in the manner of 
  the local human culture. Often this involves burial or 
  cremation. Their accomplishments in life often influ-
  ence how grand a marker is erected in their honor to 
  commemorate the life lost. When an enhanced reach-
  es their maximum life, they simply don’t wake up that 
  morning, passing peacefully without even a moment of 
  discomfort.
  Stereotypes of Other Races
  These views are for independent enhanced. Those 
  belonging to the faction have a stronger racial bias to-
  wards humanity.
  Ponykind: They come in almost as many varieties 
  as humanity. They are given to reach harder and adapt-
  ably, also like us. Watch out for the ones shackled by 
  fate itself. Their adaptability was traded for power, of-
  
  22
  22
  ten without their consent. Aside that, they can make for 
  acceptable allies, perhaps even friends.
  Big Mao: They are the fey race that did not tolerate 
  our ancestor’s expansion. They were strong, united, and 
  never unkind despite that. They earned the right to be 
  seen as peers, even before the end of things. If one of-
  fers a hand, take it. They are, overall, good people.
  Cloven: They are quiet and productive. I see no rea-
  son to be upset about one being around, but little rea-
  son to seek them out either?
  False Queens: They wear crooked tin crowns and 
  broad smiles. Some of them lead their people with hon-
  or, but all too many are just as awful as our twisted 
  peers, seeing only their kind as fit to rule. Even worse, 
  they actively hunt ponykind that do not fit their defini-
  tion of ‘ideal’. Know which sort you speak to, and react 
  appropriately. There can be no peace with the latter.
  Flutterponies: A splash of color in a colorless age. 
  They are one of the hardest hit races. If one wishes to 
  share their sorrow and you have the time, be the shoul-
  der they can rest against. They did nothing wrong, as a 
  species.
  Griffons: Proud, aloof, and stubborn to a fault. Be 
  careful around them, they have low opinions of humans.
  Humanoids: Orcs, elves, goblins, and halflings. The 
  humanoid races are vast and many, as if echoes of the 
  more subtle cultures that humanity itself takes. Just 
  like a foreign culture, it is perhaps better to learn its 
  ways before deciding on its merits.
  Impure: Is it really their fault? Let them stand on 
  their own merits. That name is an insult. What would 
  they call themselves?
  Luminous Dragons: Dragons. Usually nice, as 
  dragons go, but, you know, dragons. I’d be careful.
  Phoenix Wolves: Another race decided it knew bet-
  ter than they did how to live. Their creation is the result 
  of warped thinking equal to our deranged peers. There 
  is no one right way for humanity, and the unicorns had 
  no right to make the phoenix wolves. That was a long 
  time ago, treat the results with respect. It’s all anyone 
  asks, right?
  Purrsians: They hid when things looked bad, and 
  came scurrying back, laughing all the way. I’m not sure 
  I can easily forget that.
  Steelhearts: Metal and wood, given life and pur-
  pose. They often hide away from us, planning things in 
  secret. I would advise being careful around most things 
  that don’t have to sleep.
  Sun Cats: A proud people, whose old way of life has 
  been rendered basically impossible. How does one wan-
  der and hunt when there is almost no game to chase? 
  They are adapting, but it is a painful shift.
  Enhanced Feats 
  Cosmic Fortitude
  Those who worked on your kind thought radiation 
  would be much more present a threat than it turned out 
  being.
  Prerequisite: Enhanced.
  Benefit: You treat radiation as two steps lower for 
  sake of its effect on you and enjoy a +4 racial bonus to 
  Fortitude saves against radiation effects.
  Inhuman Hunter
  If it’s not human, you need not have mercy on it.
  Prerequisite: Enhanced.
  Benefit: You gain a favored enemy, as per the ranger 
  class feature, granting a +2 bonus that applies against 
  any sapient (Intelligence 6+) creature that lacks the 
  human subtype. This does not stack with favored enemy 
  from any other source.
  Growth Spurt
  Your kind are already known for being tall, but you 
  have continued that growth, reaching ever higher.
  Prerequisite: Enhanced.
  Benefit: Your size increase by one category (usually 
  Medium to Large). Your reach increases by 5 feet and 
  you take a –1 size penalty to your AC, a –1 size penalty 
  on attack rolls, a +1 bonus on combat maneuver checks 
  and CMD, and a –4 size penalty on Stealth and Fly 
  checks. These bonuses and penalties adjust further for 
  larger sizes. Your strength increases by 2 as if gained by 
  leveling.
  Late Enhancement
  Though most enhanced are born that way, some 
  humans do not find it until later in life, exposed to the 
  unseen presence of the ancient virus designed to elevate 
  humanity.
  Prerequisites: Character level 6th, human.
  Benefit: You become enhanced. You do not lose 
  ranks in skills you already had, but cannot gain more 
  until you’ve paid off the difference between races. You 
  do not gain a feat. You do retroactively gain the ability 
  score increases.
  Long Live The
  Engineered to lead humanity, you were already 
  blessed with longevity, but it can reach further.
  Prerequisites: Character level 12th, enhanced.
  Benefit: Your maximum age doubles, as does 
  the time you reach all other age categories. You are 
  flush with vigor, possibly changing in age category 
  immediately.
  
  23
  23
  Open Mind
  The enhanced continue to grow, sometimes internally.
  Prerequisite: Enhanced.
  Benefit: Your Intelligence, Charisma, or Wisdom 
  increases by 4, whichever is lowest. Alternatively, you 
  can increase the two lower scores by 2. This decision 
  cannot be modified. Once per day you can have a flash 
  of insight with any ability affected by this feat. Make this 
  decision before making a saving throw or skill check 
  with the affected ability, allowing you to roll twice and 
  take the better result.
  Might and Magic
  You do not let up on your sparring while practicing 
  your magic. Imperfections are to be crushed.
  Prerequisites: Character level 6th, enhanced.
  Benefit: Your base attack bonus increases by 
  1 for every 6 levels you possess, to a maximum of 
  your character level.
  Mighty Hurl
  With your terrific size, everything could become 
  a weapon with enough mass.
  Prerequisite: Titanic Growth, enhanced.
  Benefit: You gain the rock catching and rock 
  throwing universal monster abilities. You can hurl 
  heavy rocks or things of similar size, dealing 2d6 points 
  of damage + 1-1/2 times your Strength modifier. This 
  attack has a range increment of 40 feet. It is possible 
  to craft specific ammunition, applying the modified 
  weapon ability to a 0 gp boulder. Barring outside 
  factors, such boulders do survive the journey, but must 
  be reclaimed and carried until needed again.
  Titanic Growth
  Some say there can be too much of a good thing. This 
  may be such a case. You have grown to the point that 
  you cannot really function in most human settlements. 
  Such is a pitiable fate.
  Prerequisite: Growth Spurt, character level 12th, 
  enhanced.
  Benefit: Your size increase by one category 
  (usually from Large to Huge). You gain the usual 
  modifiers from your new size (identical to and 
  stacking with those from Growth Spurt). Your 
  Strength increases by 2.Good luck finding any 
  equipment, or clothes, made for your size. At level 
  16 and 20, your strength increases by another 1.
  Favored Class Bonuses 
  Enhanced are humans and use their favored class bo-
  nuses.
  
  24
  24
  False Queens and Faithful Subjects
  “All ponies know the power of a proper 
  queen.”
  There remains those who were told wondrous tales 
  of the peaceful time of the old queen. She ruled over an 
  entire empire of ponies, over all others in the land. It 
  was a peaceful time. It was a good time. It ended. Some 
  say it was only her untimely death that caused it. If she 
  were still alive, the empire would have remained and 
  easily turned away any aggression.
  Some mourn the loss. Some act on it. She was a pin-
  nacle of the old major tribes. She was a robust earth-
  bound pony with grand wings and a long, powerful 
  horn. She was everything any pony would want to be.
  And some made this a reality, working in secret bun-
  kers even as the Blaze tore the world apart and the ash 
  rained. Even as the sky went dark and the sun became 
  hidden behind the clouds, they labored. When their 
  work was done, those who originally began the project 
  were already dead, the task given to their children and 
  their children and so on like a divine task, and they took 
  to it with all the zeal it deserved.
  Those left with their result were barely ponies, frail 
  and shaking; they were barely surviving on the meager 
  rations they could grow below the surface. Still, they 
  had done it. They waited for a sacrifice. It came to them. 
  A mare set up camp with a few others, but she was alone 
  when the rest went hunting. She was busy setting up 
  camp. When they returned, she was gone.
  They took her, kicking and screaming. They cele-
  brated her, adorned her with the richest clothing they 
  had, and called her their queen. She was confused but 
  came around. If odd ponies wished to worship her, what 
  was the harm in that? They kept bringing her gifts and 
  praising the job she would do leading them. They col-
  ored her hooves and cleaned her from snout to tail. She 
  was worshipped. Then the tiara came.
  When the tiara rested on her head, she was engulfed 
  in the powerful techno-mantic forces. The gifts were 
  consumed and flowed into her transmuting form. When 
  it faded, they were all gone, only she and the tiara re-
  mained. She had wondrous wings and a long horn. She 
  didn’t know how to use them, not yet, but she had them, 
  and they were functional. They cheered, and so did she. 
  She felt her old wants fading away. She would be their 
  new queen. She would not be the last, just the first.
  Over the years, their numbers grew. The Faithful Sub-
  jects, as they preferred to be called, never entirely lost 
  that gangly sick look that had marked them for their 
  generations of malnourishment and cramped quarters, 
  but they did recover their health in large part as they 
  sought out other queens. The purpose of the queens was 
  largely forgotten. It was their doctrine, their purpose, to 
  make a perfect pony who would lead them to the prom-
  ised land. What made a perfect pony, they only knew to 
  a limited degree. Take a healthy earth-bound pony and 
  coronate them, transforming them into a queen. When 
  the right queen was found, they figured, the way to the 
  promised land would come with them.
  Physical Tribe and Spiritual Path 
  +2 Constitution, +2 Charisma, –2 Dexterity: False queens are robust and shimmer with purpose and health 
  but are not the most dexterous of creatures.
  Driven Purpose: False queens select a purpose and gain its listed effects and abilities.
  Hardy: False queens gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. They 
  also gain Endurance as a bonus feat.
  Horn Magic (Sp): False queens with Intelligence scores of 11 or higher gain the following spell-like abilities: 2/
  day—unseen servant, 3/day—light. The caster level for these effects is equal to the false queen’s level.
  Pegasus Wings: False queens have a fly speed of 30 feet (clumsy) while they are not wearing medium or heavy 
  armor.
  Perfect Unification: False queens count as earth-bound, pegasus, and unicorn for all effects, feats, and arche-
  types related to race.
  Physical Tribe and Spiritual Path 
  Ability Adjustments: +2 Con, +2 Cha, –2 Dex
  Hit Points: 6
  Driven Purpose: Select a purpose and gain its listed effects and abilities.
  Hardy: False queens gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  Horn Magic (Sp): False queens with Intelligence scores of 11 or higher gain the following spell-like ability: 2/
  day—unseen servant. The caster level for this effect is equal to the false queen’s level.
  Pegasus Wings: False queens have a fly speed of 30 feet (clumsy) while they are not wearing medium or heavy 
  armor.
  Perfect Unification: False queens count as earth-bound, pegasus, and unicorn for all effects, feats, and arche-
  types related to race.
  
  25
  25
  Until then, they hunted.
  Pegasi and unicorns were the other sides of the di-
  vine triangle and were left alone. All other ponies, how-
  ever, were flaws. Their very presence, they reasoned, 
  was why they couldn’t find the right queen. Their taint 
  cursed ponykind with the misery of the Ashen Age, and 
  only expunging ponykind of any pony not of the ‘divine 
  three’ would bring about their perfect queen.
  It was all the mad thoughts of a lost people, but it made 
  enough sense to them to explain why they couldn’t find 
  the ‘right’ queen.
  Player Options
  While most members of the faithful subjects and the 
  false queens are, undoubtedly, antagonistic towards 
  most player characters, it is possible to play someone 
  who was involved in them, either as a faithful subject 
  that broke away or a false queen that resisted the mind 
  altering properties of their transformation and man-
  aged an escape before that could be addressed.
  In either event, such turncoats are viewed as the most 
  despicable of all the filth of the wasteland, and will be 
  considered a priority target, should they be found. It 
  can make for a long-term enemy. Despite the technol-
  ogy some of them possess, they don’t understand the 
  mechanics behind them. Operating on verbal tradition 
  gone wrong, they know how to use them, and the ba-
  sics of upkeep, but how they work is well beyond them, 
  meaning a player faithful subject will not inherently 
  understand lost technology better than anyone else of 
  similar skill.
  False Queens
  When one takes an earth-bound and submits them 
  to ‘The Coronation’, these are the results. The process 
  forces unification on them, granting functional wings 
  and a horn while driving out all will but the desire to be 
  the best queen they can be for their subjects. Becoming 
  one overrides both the physical tribe and spiritual path 
  of the pony.
  Purposes
  All false queens have a purpose, a singular task that 
  overwhelms them and helps form their personality, 
  even if they manage to hold onto much of the personal-
  ity they had before the coronation. It determines their 
  primary goal, what makes them the happiest, and what 
  drives them to despair when they fail in some specific 
  royal fashion.
  PF:
  • 
  Completing a satisfaction fills you with pur-
  pose. If you are using the hero point system, 
  regain one, up to your usual maximum. If not, 
  you gain purpose. You either have, or do not 
  have, purpose. You can spend it as a swift, im-
  mediate, or move action (your choice) before 
  Physical Subrace and Spiritual Path 
  Ability Score Increase. Your Constitution score increases by 1. Your Charisma score increases by 1.
  Driven Purpose. Select a purpose and gain its listed effects and abilities.
  Tougher than Magic. You have advantage on Strength, Dexterity, or Constitution saving throws against magic 
  spells and effects.
  Flight. Your base flying speed is 30 feet. You cannot fly if you are wearing armor you are not proficient in, armor 
  not tailored to accommodate your wings, or a backpack not specially tailored to your wings. While flying, you 
  have disadvantage on strength checks to interact with objects that are on the ground. You fall to the ground at 
  the end of your turn unless you move at least half your fly speed during your turn.
  Kinetic Magic. You know the light and mage hand cantrips. Intelligence is your spellcasting ability for these 
  spells.
  Perfect Unification. You are considered earth-bound, pegasus, and unicorn for all effects and requirements.
  Table: Height and Weight
  Race
  Base Height
  Base Weight
  Modifier
  Weight Modifier
  Ponykind, False Queen
  3 ft. 11 in.
  250 lbs.
  2d6
  ×8 lbs.
  Table: Random Starting Ages
  Race
  Adulthood
  Intuitive1
  Self-Taught2
  Trained3
  Ponykind
  14 years
  +1d4
  +1d6
  +2d6
  1 This category includes barbarians, oracles, rogues, and sorcerers.
  2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
  3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
  Table: Age Categories
  Race
  Middle Age
  Old
  Venerable
  Maximum Age
  Ponykind
  37 years
  55 years
  75 years
  75 + 2d20 years
  
  26
  26
  making a roll to roll twice and take the better 
  result.
  • 
  Having a failure of your personality removes a 
  hero point if you are using the hero point sys-
  tem. If not, you lose your purpose if you had it. 
  If you can’t pay this price, you gain a temporary 
  negative level that fades away at a rate of one 
  such level per day.
  5e:
  • 
  Completing the satisfaction of your purpose 
  gives you inspiration. You can spend an inspi-
  ration point to remove 1 level of exhaustion. At 
  10th level, you can spend an inspiration point 
  to instead remove 2 levels of exhaustion.
  • 
  Having a failure of your personality causes you 
  to lose inspiration. If you do not have inspira-
  tion during this failure, you instead gain 1 level 
  of exhaustion, and do not regain a level of ex-
  haustion on your next long rest (but still require 
  a long rest to not become further exhausted). 
  If you are already exhausted at any level, you 
  instead do not regain a level of exhaustion on 
  your next long rest.
  Caution
  A good queen understands the dangers her subjects 
  will face. They are a voice of reason, warning them away 
  from what will harm them and seeing the dangers of 
  the modern day clearly. A cautious queen will prioritize 
  avoiding dangers above of all else, to keep herself and 
  her subjects safe.
  Satisfaction: When her advice and actions are 
  shown to have avoided significant harm.
  Failure: When danger catches her unawares.
  Strength:
  • 
  PF: Given a minute, you can examine every-
  thing within 30 feet of you as if you were stand-
  ing within 5 feet of each object in range, allow-
  ing you to make a single Perception roll for the 
  entire area. You can take 10 on this roll as nor-
  mal, or even take 20 if you take extra time.
  • 
  5e: Given a minute, you can examine every-
  thing within 30 feet of you as if you were stand-
  ing within 5 feet of each object in range, allow-
  ing you to make a single Wisdom (Perception) 
  or Intelligence (Investigation) check for the 
  entire area.
  Command
  What purpose is there to a queen if she does not give 
  orders? A proper queen is in charge, and never lets 
  anyone forget that fact. She is a force to be reckoned 
  with, but those following her lead will be better off for it, 
  hopefully. It is difficult to make a peer of a commanding 
  queen, who demands both attention and respect.
  Satisfaction: When her commands are followed to 
  success when her subjects would rather do something 
  else. A commanding queen loves being proven right.
  Failure: Conversely, when she gives orders, and they 
  are not followed, and it results in failure, a commanding 
  queen feels personal failure. If only she had convinced 
  her subjects….
  Strength:
  • 
  PF: Once per round as a swift or move (your 
  choice) action, you can give a direct order to a 
  subject within 30 feet that can hear you. If they 
  follow the order, they gain a bolstering of mo-
  rale, granting a +2 enhancement bonus to the 
  ability score of your choice until the end of their 
  next turn.
  • 
  5e: Once per round during your turn, you can 
  give a direct order to a subject within 30 feet 
  that can hear you. If they follow the order ex-
  actly and succeed in the attempt (presuming 
  they would fail on a d20 roll of 5 or higher), the 
  subject gains inspiration.
  Diplomacy
  A good queen is the face of her people. She must meet 
  with others and speak on their behalf, negotiating the 
  terms that will best serve her subjects and see to their 
  future success. A people without a diplomat has to rely 
  on violence, and there is a limited future when that 
  is the only way. A diplomatic queen is essential, and 
  proudly marches to the fore to tell the world how her 
  people wish to be treated.
  Satisfaction: When a significant challenge is 
  bypassed with diplomacy or a long-term advantage is 
  secured for her subjects through negotiation.
  Failure: When an attempted negotiation results in 
  a disadvantage for her people or a seemingly avoidable 
  conflict sours in diplomacy.
  Strength:
  • 
  PF: Diplomacy becomes a class skill. You may 
  use it even after violence has begun, though it 
  takes 1d4 rounds to complete, during which 
  you may not move, but are not defenseless. If 
  you are using skill unlocks, consider your di-
  plomacy to be 5 ranks higher for the purpose of 
  skill unlocks and you gain Diplomacy unlocks.
  • 
  5e: You become proficient in Persuasion. If 
  you were already proficient in Persuasion, you 
  instead have advantage on checks to influence 
  your subjects.
  Nourishment
  
  27
  27
  The krava are mistaken at times for an earth-bound 
  pony or a unicorn, depending largely on if they keep 
  their horns or not. When mistaken for an earth-bound 
  pony, there is a small chance they are selected. Usually 
  rejected for their unusually shaped forms, not at all 
  what one would expect from an ‘ideal’ queen, some try 
  anyway, and when it works, this is the result. Such a 
  queen feels the intense desire to see that her people are 
  fed and sheltered. Their basic needs are her fixation, 
  and she will not be pleased until every mouth is filled, 
  and every hearth is warmed.
  Satisfaction: At most once per day, a nourishing 
  queen is pleased so long as she encounters no subject 
  that is lacking in basic needs (food, water, and shelter) 
  that day.
  Failure: Discovering that subjects within her control 
  are lacking in basic needs. Nourishing queens often 
  become quite upset until the matter is fixed.
  Strength:
  • 
  PF: You are a source of nourishment, able to 
  provide food and water for up to one Medi-
  um-sized creature per character level per day. 
  Large sized creatures take two rations to sati-
  ate. Those that are sustained by you become re-
  sistant against diseases and poisons, rolling the 
  saves twice every time a saving throw is needed. 
  The extra save cannot hurt their subject, only 
  help be rid of the problem. A nourishing queen 
  cannot sustain herself and cannot provide 
  nourishment if she is currently suffering from 
  dehydration or starvation.
  • 
  5e: You are a source of nourishment, able to 
  provide food and water for up to one Medi-
  um-sized creature per character level per day. 
  Large sized creatures take two rations to sati-
  ate. Those that are sustained by you become 
  resistant against disease and the poisoned 
  condition, gaining advantage on saving throws 
  against either. A nourishing queen cannot sus-
  tain herself and cannot provide nourishment if 
  she is currently suffering from dehydration or 
  starvation.
  Nurture
  A good queen is like a mother to her subjects. They 
  seek out ways to allow their subjects to grow and 
  advance. By gentle guidance or firm words, they work 
  to see their subjects always improving. Getting the best 
  out of their subjects brings them satisfaction.
  Satisfaction: When a personally coached subject 
  bests a significant challenge or accomplishes a major 
  goal.
  Failure: When a personally coached subject gives 
  up on a task or challenge, even if outside forces can be 
  blamed for impeding them.
  Strength:
  • 
  PF: You may aid another in any skill roll by giv-
  ing an encouraging speech, provided the roll is 
  taking place within 30 feet of you and they can 
  hear you. You may opt to use Charisma as your 
  ability score for the roll and can attempt it even 
  if untrained.
  • 
  5e: You may take the Help action on allies 
  within 30 feet of you, so long as they can hear 
  you, by giving motivational words as they act. 
  Once an ally has benefitted from this ability, 
  they may not do so again until after a short or 
  long rest.
  Patron
  A good queen seeks to encourage those with less 
  resources than a queen might have. By allocating the 
  resources of her kingdom, she helps to encourage 
  innovators, artists, and others to excel and advance 
  the cause of her people. What her ponies need is a 
  wise patron who can select who needs resources the 
  most and will do the most with it. Such encouragement 
  makes a fine queen.
  Satisfaction: When your investment reaps a 
  dividend that your subjects enjoy.
  Failure: When your trust is betrayed with failure, 
  incompetence, or deceit, and your money is wasted.
  Strength:
  • 
  PF: You can patronize a service with a DC. The 
  one doing the crafting, enchanting, research-
  ing, or other work suffers a +5 modifier to the 
  DC of the act, but success is achieved in half the 
  time under your careful application of encour-
  agement, subtle threats, and reminders that 
  keep them on track. They will want their money 
  even if your ‘assistance’ causes them to fail.
  • 
  5e: The price of retainers, soldiers, and other 
  workers is increased by 25%, but they are con-
  sidered to have inspiration at the beginning of 
  each day as you seek out only the best of the 
  best to fill the positions you desire.
  Protection
  The urge to protect can be said to be the cornerstone 
  of good leadership. When the people who trust you are 
  doing well, then you are being a good leader. The urge 
  to shield them from all harm and punish those that 
  would pose a threat to them is at the forefront of such a 
  queen’s thoughts.
  Satisfaction: Defeating significant foes that are or 
  easily could be an immediate threat to your subjects.
  Failure: Allowing a subject to be killed or 
  permanently cursed or otherwise inflicted with lasting 
  
  28
  28
  harm due to inaction. If there is an action the queen 
  could have taken that would have avoided it, even if it 
  involved the death of the queen, they feel this failure. 
  The queen has to be present to feel the sting of this 
  failure.
  Strength:
  • 
  PF: For every threatened ally within 30 feet, 
  you gain a +1 morale bonus to attack and weap-
  on damage rolls.
  • 
  5e: When attacking an enemy that could attack 
  an ally that is adjacent to it, you may add your 
  proficiency bonus to damage rolls.
  Vanity
  There are some in the faithful subjects that think this 
  drive is a sure sign that they have chosen poorly for 
  their coronation. Such a queen believes that the most 
  important part of being a queen is a pretty face. Adorning 
  themselves with the most eye-catching garments and 
  never tolerating a speck of dust, they endeavor to be the 
  dazzling face of their people, to strike awe into all.
  Satisfaction: When you manage to become the 
  center of attention, especially in situations where there 
  is competition for the spotlight.
  Failure: When you are ignored, especially when 
  you’re trying to be seen. You are trying to be seen, right? 
  Are you feeling well?
  Strength:
  • 
  PF: When you would suffer Charisma damage 
  or drain, you have a 50% chance of negating it. 
  When you suffer Charisma drain, you heal it as 
  if it were damage, with actual Charisma dam-
  age healing first before Charisma drain begins 
  to heal.
  • 
  5e: Gain advantage on Charisma rolls. As an 
  action, you can attempt to capture the momen-
  tary attention of a foe within 100 feet. If the 
  target creature fails a Wisdom saving throw 
  against 8 + your proficiency bonus + your Cha-
  risma modifier, it becomes charmed for 1 min-
  ute. This ability can be used again after a short 
  or long rest.
  Vengeance
  A good queen reminds the world that she and her 
  subjects are not to be trifled with. When things go poorly 
  and someone comes to harm, that is when the vengeful 
  queen moves to balance the scales. Anyone who dares 
  to interfere with her subjects will know twice the pain. 
  Single-minded and fiercely focused, the vengeful queen 
  will go to great lengths to live up to the name of her 
  drive.
  Satisfaction: When you decide an action must be 
  avenged, you must see it through before you can do so 
  again. If you succeed in achieving proper retribution, 
  you find satisfaction. You may only declare one action 
  per day at most as needing of a proper vengeance.
  Failure: On the other hand, if you give up on a 
  revenge you have announced, you know the bitter sting 
  of failure.
  Strength:
  • 
  PF: When pursuing vengeance, you gain +1 
  morale bonus to attack rolls, weapon damage 
  rolls, and Bluff, Sense Motive, or Diplomacy 
  checks against the target. This bonus increases 
  by 1 for every 6 character levels you possess.
  • 
  5e: When pursuing vengeance, you gain advan-
  tage on Charisma and Wisdom ability checks 
  against the named target.
  False Queen Power
  A perfect synthesis of all the old major tribes, they 
  step with a confidence that defies the wastes. Often 
  clean and well groomed, they make striking appearanc-
  es when they deign to be seen by the public beyond their 
  faithful. Not passive queens, they will wade into battle 
  alongside their faithful, the sight of their subjects being 
  harmed sometimes enough to send one into a fury.
  With 
  their 
  destiny 
  reshaped by the coro-
  nation 
  process, 
  their 
  brand of destiny is al-
  tered with it. This tweak 
  can be as simple as a 
  crown appearing over 
  their old brand of a 
  stack of bricks to as ex-
  treme as a sword being 
  replaced with a regal 
  figure with no hint of 
  their old purpose. The 
  amount that the queen 
  recalls of their old ways 
  of thinking seems to 
  correlate loosely with 
  how dramatically the 
  brand changes.
  Of 
  those 
  who 
  es-
  caped, sometimes they 
  find sanity by deciding 
  others can be their sub-
  jects. Their adventuring 
  party becomes their lit-
  tle kingdom, and they 
  its queen. Even if they 
  try not to boss anyone 
  around, the lie they 
  tell themselves can be-
  What is a Subject?
  While 
  indoctrinated 
  false queens have a clear 
  idea of who their subjects 
  are, ones who live on their 
  own have a harder time. 
  Often, if in an adventur-
  ing group, they will con-
  sider their party members 
  as subjects, even if one of 
  them likes to be in charge. 
  A false queen can often 
  convince herself that it 
  was her idea to let the oth-
  er take charge, if she must, 
  though some drives make 
  this quite a challenge.
  Others adopt a commu-
  nity; declaring, to them-
  selves at least, that all 
  people living in their set-
  tlement are her subjects. 
  This matter of opinion is 
  unlikely to be agreed upon 
  by those she calls subjects, 
  but it is good enough for 
  her, and what else really 
  matters?
  
  29
  29
  come a cornerstone of their psychology. Understanding 
  friends will play along, pleasing them by making shows 
  of deferring to them, even when disagreeing.
  Despite being labeled as ‘perfection’, they do lack 
  some of the less-obvious traits of their given tribes. A 
  false queen cannot perch on a cloud, and clearly takes 
  more effort with their horn magic than a born unicorn, 
  but most simply play it off as ‘things beneath that of a 
  queen’. They will make a show of having another pony 
  perform the task for them rather than showcasing their 
  flaws.
  The faithful subjects whisper that when they find their 
  true queen, she will likely not have these issues, and 
  it will be a fast way to know they’ve found the pre-or-
  dained one that will lead them all to the promised land.
  One commonality among all false queens is their 
  driven purpose. All false queens, even those that es-
  cape into the ashen fields, have a singular purpose that 
  haunts their thoughts and dreams. It colors their per-
  sonality savagely and focuses their ability. These pur-
  poses are small facets of the perfect queen, often taken 
  to extremes.
  False Queen Naming
  The first name of a false queen is obvious. They are all 
  named Queen. To be referred to as anything else threat-
  ens them on a deep and primal level, inciting a flight or 
  fight response that all-too-often defaults to fight.
  Many have last names, often bits of their old name. It 
  is, perhaps, a tiny bit of rebellion that they retain that 
  fragment of their old self, held proudly. So Heavy Step 
  may become Queen Step, and Stout Shield may become 
  Queen Shield.
  Of important note, false queens are always queens. 
  Males who are coronated find themselves becoming 
  queens just as surely. For those who escape, this can 
  become a constant source of internal friction.
  A Brief History of False Queens
  This is largely covered in the False Queens and Faith-
  ful Subjects section, but false queens have risen to their 
  role admirably in the eyes of their faithful subjects. Be-
  ing good queens pleases them even on a chemical level. 
  It was their goal, and their own transmuted bodies re-
  warded them for doing it. They lapped up the faithful 
  subject’s viewpoint and threw themselves eagerly into 
  reforging a new pony empire.
  Lacking numbers, and coronation being both a 
  slow and expensive process, the false queens have not 
  pushed as far as they would like. Though they can at-
  
  30
  30
  tempt to recruit the lost members of the old major three 
  tribes, the Ashen Age has already moved on, with most 
  ponies being of tribes they understand as being impure. 
  Despite, or because of, this they have made a name for 
  themselves in violent sorties against settlements of dif-
  ferent species, pony or not.
  Unfortunately for unification blooded ponies, people 
  have grown to fear the approach of any pony that ap-
  pears to be a blend of tribes. That some are benign is 
  of no comfort to those that have been attacked by the 
  fanatic zealotry of the false queens and their faithful 
  subjects.
  Though only earth-bound make ideal false queens, 
  there are rumors that other kinds of ponies have been 
  tried. When it works at all, the result is a false queen that 
  looks much the same as the others, but it often doesn’t 
  work. They say that some of the unspoken spawn of the 
  wastes are the result of such efforts, but the faithful 
  subjects have learned, and focus their coronations on 
  the earth-bound in pursuit of their true queen.
  Life of False Queens
  False queens are not raised, at least not from foals. 
  As children, they are raised in their original families, 
  usually as any other earth-bound pony. The faithful 
  subjects have not attempted coronation on an imma-
  ture pony, so foals are safe from their efforts, at least 
  the ones that end in the tiara.
  Both false queens and faithful subjects keep a sharp 
  eye during their tasks for healthy earth-bound. Those 
  with strong personalities are considered a plus, even if 
  they can be difficult to calm down after spiriting them 
  away. Females are preferred, but since even stallions 
  can be made into queens, it is only a preference and not 
  a requirement. They’re all female in the end.
  Sometimes, rather than taking their would-be queen, 
  they trade for them. There are communities desperate 
  enough for supplies to consider trading one of their 
  own, especially when they report, truthfully, that slav-
  ery is forbidden among the faithful subjects and that 
  the would-be queen will be treated well. One look at a 
  queen in all her splendid perfection can be enough to 
  seal the deal, if her smooth words are insufficient.
  Once crowned, a false queen is often reeling with con-
  flicted emotions and thoughts. They are literally of two 
  minds, trying to be their old selves and the best queens 
  they can be. The faithful subjects ease the new queen 
  into place by giving her easy tasks and opportunities to 
  show off her new regality. With each burst of satisfac-
  tion, the queen receives as she performs her new role 
  in life, the happier she becomes, and the more the old 
  thoughts fade away.
  It is during this time, whether they acclimate or man-
  age an escape, that the queen discovers their driven 
  purpose. It is impossible for them to not encounter it. 
  Even if they hold onto their old name and remember 
  what they once were, the purpose will haunt them, col-
  oring their view of the world and how they approach 
  it. The faithful understand these drives, and often or-
  ganize their queens based on the drive they determine 
  motivates a particular queen, making them ideal for 
  specific things.
  When a queen starts to show any signs of aging, 
  they are immediately retired. Only the highest rank-
  ing of faithful subjects are even allowed to see an age-
  ing queen, and will care for her dutifully in her twilight 
  years. Such false queens often fall into depressive bouts, 
  being unable to continue governing and leading as the 
  force that reshaped them demands they do in order to 
  feel happiness.
  Free queens are better off and will continue to lead 
  their friends and family so long as they have breath. 
  Their last command will often be what they hope their 
  beloved will continue to do after them. If things are 
  headed in the right direction, they will die happily. They 
  did their part and will often die content with their lot.
  While free queens are mourned in whatever fashion 
  the place they died in observes, those in the hold of the 
  faithful subjects face a specific treatment. The price of 
  coronation is steep, and the corpse of a passed queen 
  can be used to that end. With her bones removed, they 
  can be worked subtly into gifts and adornments. When 
  this is done, only half as many gifts are required to com-
  plete the coronation.
  Stereotypes of other Tribes
  These views can and do change dramatically with 
  queens that escape.
  Earth-Bound: In the chest of each beats a heart that 
  could be a queen, but they can’t all be queens. There can 
  only be one true queen, in the end, but we keep trying 
  to find that one. In the meanwhile, the earth-bound are 
  the foundation of ponykind.
  Pegasi: Their wings carry us free of the grip of the 
  world. They know the true meaning of freedom, but we 
  have no time for loitering in the sky. We must lead all 
  ponies, on the ground or in the air. They are fine sol-
  diers, but do not send them to their end.
  Unicorns: Their lighted horns were meant for lead-
  ership, which is why queens have one. They are among 
  the blessed and should be shepherded with love.
  Short Legs: Our documents are scarce in detail of 
  these small ponies. They seem like the earth-bound. 
  They are almost as resilient. They are almost as famil-
  ial. They are almost. Almost. They are clearly not earth-
  bound and need to be expunged. We blame the Blaze for 
  tainting them.
  Other Ponies: Impurities of the true pony lines. It 
  is their taint that caused the old queen to die and the 
  
  3131
  world to end. End them as a returned favor. Ponykind 
  will be stronger without them.
  Unification Sorcerers: A unification sorcerer that 
  is one of the three ‘proper’ tribes and has only displayed 
  traits of other ‘proper’ tribes is to be welcomed. They 
  are even adorable, if one asks me. They are like us, al-
  most queens, but not there yet. If you can, take one un-
  der your wing and see them crowned. It will drive the 
  partial blood into full blossoming and a new queen will 
  result. All others are a sign of the times, impure, and 
  deserve nothing but death.
  Big Mao: They are shaped like humanoids, but they 
  revere the elements and look to ponies as kindred pro-
  tectors of those forces. If one gets in the way, do what 
  you must, but there is no reason to seek them out.
  Cloven: They were once vassals of griffons. They 
  remain meek and inoffensive. They have never done 
  wrong by ponykind, and we doubt they are even capable 
  of it. Ignore them.
  Flutterponies: They never really knew a world with 
  a proper queen. Pity them. They hunger to be proper 
  ponies, so give them a chance. If they will properly bow 
  down and acknowledge you, they may have uses. Just 
  don’t forget; they are not ponies.
  Griffons: They are allies of the pegasi and remained 
  true even after the Blaze. Show them respect, as they 
  never forgot their duties. Even our beloved ponies could 
  stand to learn that from them.
  Humanoids: They fell upon us like locusts when 
  our queen left us. If she was still alive, we would have 
  counter-attacked and taken all their land instead. It is 
  not too late to do that…. Settlements that have both hu-
  man and ponies is asking for more foul impurity. Drive 
  the humans away, even if a few ponies have to die in the 
  process. Once they are separate, the humans can reap 
  the reward they sowed when they first attacked us.
  Impure: What more do I need to say about a species 
  so foul and tainted that even when the true queen yet 
  lived, they knew better than to accept them? If you see 
  one within a hundred meters of a true pony, kill them. 
  That is a taint that need not spread. The misshapen and 
  barren result of their union is to be pitied but cannot 
  further cause harm.
  Luminous Dragons: They were crafted by one of 
  our gods as servants for us. They have not been tainted 
  over time. Embrace them and bid them do as they were 
  made to do. They will serve us well.
  Phoenix Wolves: They don’t lack for ash to dine 
  on. Barely more than animals, a mistake that we should 
  learn from.
  Purrsians: Greedy, manipulative, and deceitful. It 
  is beyond our understanding why any pony would want 
  to deal with them, but there can be good reasons. Con-
  vince a purrsian that it is profitable to die for you, and 
  they will do it, thinking they have won one over on you. 
  Take advantage of this.
  Steelhearts: Some say they were created by us; uni-
  corns in particular. They rebelled, and they continue to 
  do so. Don’t think we don’t see you in the ash, planning. 
  Do not trust them and be careful in your attack. They 
  must be destroyed and torn apart, but it will not be easy.
  Sun Cats: Filthy animals. Keep them away from our 
  people and settlements. They are nothing more than 
  another passing beast, to be treated much the same.
  False Queen Feats 
  Another Crown
  While most queens struggle enough with one purpose, 
  you have grasped for another, perhaps aiming to become 
  the one true queen that will lead to the promised land.
  Prerequisite: Driven purpose racial trait.
  Benefit: You gain another driven purpose and 
  will find satisfaction or failure whenever any of your 
  purposes are triggered.
  Special: You can gain this feat multiple times. Each 
  time you take this feat, it applies to a new purpose. 
  Perhaps you really are the true queen?
  Balanced Crowns
  With enough practice, perhaps you can prove that you 
  are not overwhelmed by your purpose. A good queen 
  shows temperance, does she not?
  Prerequisite: Driven purpose racial trait.
  Benefit: When you would encounter failure, you 
  may make a Will saving throw against DC 15 + 1/2 your 
  character level. On a success, you avoid the sting of it. 
  On a natural roll of 20, you rationalize the situation and 
  turn it into satisfaction. Perhaps you’ve realized a vital 
  lesson, or you simply redouble your conviction.
  Heathen Hater
  Those who do not bow before you will be made to do 
  so, by force.
  Prerequisite: Driven purpose racial trait.
  Benefit: Your hatred of intelligent (Int score of 6 or 
  higher) creatures that do not accept you as their queen 
  is unrivaled. You gain a +2 bonus on Bluff, Knowledge, 
  Perception, Sense Motive, and Survival checks against 
  such creatures. Likewise, you get +2 bonus on weapon 
  attack and damage rolls against them. This functions 
  as and does not stack with favored enemy. You must 
  be aware of their allegiance, or lack thereof, though 
  anyone that would cause lethal damage on you or yours 
  is a safe bet.
  
  32
  32
  Middle Manager
  A queen may not know every tactic, but they will help 
  spread the ones that work.
  Prerequisite: 
  Tactician 
  class 
  feature, 
  driven 
  purpose racial trait.
  Benefit: When using the tactician class feature, 
  you may select any teamwork feat any ally other than 
  yourself knows that is within 30 feet in addition to your 
  usual options.
  Perfected Trinity
  You have gained the elegance that unicorns are born 
  with and claimed the skies, proving that a good queen 
  can overcome.
  Prerequisite: Dex 11, Int 11, driven purpose racial 
  trait.
  Benefit: You gain the steady focus racial trait, which 
  grants you a +2 racial bonus on concentration checks 
  made to cast spells defensively. You gain the cloud 
  walking racial trait.
  Pre-Ordained Ruler
  Who would not want to follow a queen, especially one 
  as perfect as you?
  Prerequisite: Leadership, driven purpose racial 
  trait.
  Benefit: Your leadership score increases by 3. 
  Whenever you get through a dangerous situation 
  involving your followers or cohort and you emerge with 
  them all intact, you find satisfaction.
  Queen’s Blessing
  A few kind words can mend a broken warrior and 
  make their troubles seem worthwhile.
  Prerequisite: Driven purpose racial trait.
  Benefit: As a standard action, you can restore a 
  number of hit points equal to 1d8 + your character level 
  to a target ally and grant them a +1 morale bonus to 
  weapon attack and damage rolls for one round. This 
  healing can only be received up to once per day. At 5th, 
  10th, 15th and 20th levels, increase the bonus by 1, to a 
  maximum of +5 at 20th level. This is a mind-affecting 
  ability. This does not use positive energy.
  Uncontrollable
  You are a queen, and thus the source of all order. Any 
  other edict is one to be overturned at your discretion.
  Prerequisite: Character level 7th, driven purpose 
  racial trait.
  Benefit: 
  When you 
  are confused, charmed, 
  dominated, or otherwise unable to decide your actions, 
  you receive one additional save against the effect on 
  the round following the first saving throw. A success on 
  this saving throw is treated as if you made the original 
  saving throw. This does not function for effects that 
  have no saving throw.
  False Queen Feats 
  Balanced Crowns
  Prerequisite: Driven purpose racial trait
  You were made to be a queen and you intend to live 
  up to that in everything you do.
  • 
  When you are confused, charmed, or otherwise 
  unable to decide your actions, you get one addi-
  tional save against the effect on the round follow-
  ing the onset. A success on this saving throw is 
  treated as if you made the original saving throw. 
  This does not function for effects that have no 
  saving throw.
  • 
  When you would encounter failure, you may 
  make a Wisdom saving throw against DC 12. On 
  a success, you avoid the sting of it. On a natural 
  roll of 20, you rationalize the situation and turn 
  it into satisfaction. Perhaps you’ve realized a vital 
  lesson, or simply redouble your conviction.
  • 
  You gain the elegant spellcaster racial trait. (You 
  can use your reaction to gain advantage on Con-
  stitution saving throws to avoid losing concentra-
  tion on a spell. Your horn also counts as an arcane 
  focus, allowing you to cast spells without a spec-
  ified gp cost.)
  • 
  You gain the cloud walker racial trait. (You may 
  treat fog or other clouds as solid, if fluffy, objects 
  for the purposes of taking walks, playing games, 
  and so on. Activating or deactivating this feature 
  is a free action taken on your turn. Should you 
  become incapacitated, cloud walker continues to 
  function indefinitely.)
  Faction Traits 
  Sparse Survivor (Regional): Your lineage trac-
  es to ponies that were forced to endure long periods of 
  starvation and want. You appear gangly for your species 
  and perhaps a bit sickly looking. Despite this appear-
  ance, you are in fine health. You only require half the 
  normal amount of food and water, though you can, and 
  likely enjoy, eating as much as anyone else your size.
  Faithful Subject (Social): You have learned how 
  to properly work beneath a false queen. You bow and 
  compliment them, but also never forget that they are 
  false queens. Provided an hour and a successful Diplo-
  macy check at a DC of 10 + the queen’s Charisma bonus 
  + the queen’s level, you can end the effects of their fail-
  ure as if they had just had a satisfaction.
  
  33
  33
  The Kollective of Steelhearts
  “We will have to live on this world in a thou-
  sand years. We would see it intact until then.”
  Basic Description
  To an outsider, the Kollective is an advanced sect of 
  isolationists. Moving with difficult-to-discern motives, 
  they will descend upon major finds and claim it as their 
  own. While they can be approached, carefully, they have 
  a dislike for most other ashen citizens who possess ad-
  vanced magic or technology, especially the latter, who 
  are not one of them.
  Often garbed in thick armor and wielding heavy mu-
  nitions, the Kollective is not often stopped from getting 
  its wishes, but their numbers don’t seem very high, 
  causing them to often move on from a victory quickly, 
  allowing others to move in behind them.
  Joining
  All known attempts to join the Kollective have met 
  with abject failure, and there is a very simple reason for 
  this. The Kollective is comprised entirely by those who 
  can claim to have steelhearts. Only clockwork ponies or 
  proper steelhearts have a prayer of entry, and they pre-
  fer to create their own future generations rather than 
  recruit from the ashen wastes.
  In the rare event that a construct shows the right form 
  of initiative and drive in the face of danger, and seems 
  pliable to accept the Kollective’s ways, an invitation 
  may be extended, quietly. Upon acceptance, the would-
  be convert is kidnapped at an unannounced time, spir-
  ited away to one of their secure bunkers for testing and 
  training. This practice has given rise to rumors that they 
  could snatch anyone away, despite them only going for 
  a select few, and only those who accept their invitation 
  first.
  Holdings
  The Kollective of Steelhearts has small territories, but 
  they hold some of the most advanced tools available in 
  the ashen wastes. Barring violence, many of their mem-
  bers can persist without a clear limit, especially their 
  steelheart members. They say that some survived the 
  Blaze directly and can speak of that day, but that is an 
  exaggeration. Those who did witness it are in no mood 
  to relive it, even in the act of speaking about it.
  Regardless, each bunker of theirs is a little oasis in 
  the torn fields of the ashen wastes, where electricity 
  lights the way and none seem to suffer for basic wants. 
  
  34
  34
  It helps that its members do not need to eat or drink, 
  keeping logistical needs far lower than they might oth-
  erwise be. When they move, it is with purpose, not for 
  simple resupply efforts.
  Though there are rumors of old factories where steel-
  hearts occasionally emerge, sometimes ‘born’ with a 
  deep madness, the Kollective has one of their own that 
  they protect as a #1 priority. The source of new steel-
  hearts, it has become the center of their information 
  network. Knowledge of it is a zealously guarded secret, 
  and woe be unto those of flesh who even wander too 
  close.
  Actions
  Besides patrolling and securing ancient machines 
  and magics, the Kollective will take strong action when 
  ‘their’ people are threatened. A clockwork or steelheart, 
  even if they are not a member of the Kollective, is con-
  sidered under its protection. If word of abuse reaches 
  their finely-tuned ears, they will take action.
  Such motions are often less violent than outsid-
  ers would assume. They prefer to move with precisely 
  enough force. If simply securing the abused construct 
  and repositioning them elsewhere quietly is sufficient, 
  they will do so. Coming in with guns blazing is saved 
  for when it is required, or if the infraction is especially 
  egregious, particularly if it involves multiple constructs. 
  It is only during these actions that they allow it to be 
  clear that they are constructs, giving the clear signal 
  that constructs stand united.
  Philosophy
  The Kollective understands the Blaze, and what led to 
  it. The escalating rush of innovation, magic and tech-
  nological, proved to be too much for the fleshy races to 
  handle, and it brought down the entire world. The steel-
  hearts played no part in the creation or casting of the 
  Blaze, nor were they a member of those causing them to 
  feel they had to do it.
  Only they could be trusted to avoid the Blaze. They, 
  who would live. They, who cared about the world in the 
  next year, decade, century, or even a millennium away. 
  Those who drew breath were too busy worrying about 
  when that last gasp would come. They had no appreci-
  ation for the world that had survived before them and 
  would persist after them.
  Only the Kollective could be trusted to hold the reigns 
  of tomorrow.
  Inner Friction
  Clockworks, though welcome, cannot achieve the 
  same ranks as their supposed kin. Ponies by nature, 
  their lifespan remains woefully short when compared to 
  a steelheart. By the time a steelheart has been properly 
  educated in the intricacies of their position, a clockwork 
  has completed their work career and has died. This puts 
  a ceiling on the maximum power a clockwork can ever 
  obtain, a fact that makes some of their gears grind.
  
  35
  35
  The Kunja
  “Hide in your holes, hope they don’t find you. 
  We’ll find trouble first. We’ll put it right.”
  Basic Description
  The Kunja is a loose confederation of outcasts and 
  loners that couldn’t find a proper place within the rel-
  ative comfort of settlements, but still feel they could 
  make a difference in the world. They accept one anoth-
  er when most would see them removed for their various 
  oddities.
  They can be found by those who travel between towns. 
  Though they have no city of their own, they set up small 
  outposts at the crossroads of the major trading roads, 
  keeping them safe and actively hunting those that make 
  life difficult for others. While city-dwellers fear them as 
  well as any other violent outcast, the merchants have 
  learned to value them.
  Joining
  To join the Kunja is more straightforward than many 
  other factions. One must simply approach one of their 
  outposts and make their intentions clear. After that, 
  it can prove more challenging. The Kunja have been 
  burned by turncoats and double-agents in the past and 
  will haze and test any potential new recruit intensely. 
  Those who are not yet fully vetted are housed in sep-
  arate bunks and given less access to the outpost than 
  passing guests.
  If the recruit refuses to be deterred and proves them-
  selves capable and loyal, restrictions will fall away bit 
  by bit with every promotion. There are five ranks before 
  one achieves full and proper membership. Achieving 
  that precious fifth rank is reason enough for celebra-
  tion, to say nothing of the fact that reaching it almost 
  always entails the success of a difficult and likely dan-
  gerous task.
  Holdings
  The Kunja have scattered outposts of 1-4 buildings 
  in size throughout the ashen wastes, most commonly 
  found where trade roads intersect. These places are 
  known safe places, where the tired can rest for a short 
  time without fear of being attacked. The area around 
  them are known as the Kunja’s territory, but they do not 
  charge for safe passage. Those who rest in their walls 
  may have a fee levied for that particular privilege and 
  any food or water they provide, but they are not thugs, 
  they hotly deny. They will not charge a toll for simply 
  passing by.
  Each of their outposts tend to be fenced in, with guard 
  towers that let them see oncomers from a distance. 
  Those who approach with weapons drawn will be told 
  to put them away. If the request is not obeyed, an alert 
  is sounded and combat begins.
  They have a good hold of mid-level equipment. Scrap 
  guns of all sorts, reasonable armor, and available train-
  ing all help to give them the edge they need to have a 
  fighting chance against the monsters of the waste. They 
  do not typically have a significant amount of pre-Blaze 
  technology but know how to care for and construct what 
  they need.
  Actions
  When not actively fighting monsters or criminals, the 
  Kunja try to keep open the paths that flow between set-
  tlements. Even if the people inside them fear all that 
  come along those same arteries, the Kunja safeguard 
  them. Rebuilding a bridge, clearing debris that falls 
  onto the path, and otherwise allowing others to pass 
  through their territory as smoothly as possible.
  Philosophy
  The Kunja believe that even if ‘polite’ society rejects 
  them, they will not reject society in return. Many wish 
  to see a better tomorrow, and are willing to work for it. 
  Hunting bandits and other outlaws, they make the Ash-
  en Age just a little safer, when it works.
  Of course, removed from calming elements, various 
  outposts of the Kunja can get out of hand, attacking for 
  revenge against those who perhaps need a lighter touch, 
  or ‘securing’ an area so tightly that others see them as 
  just as bad as the bandits they claim to be built to com-
  bat.
  Inner Friction
  The Kunja are outsiders, it is their name. It reflects in 
  their loose nature, which can lead to them being disor-
  ganized. With no central place, news can sometimes be 
  slow to move from outpost to outpost, and the ideals of 
  one may not perfectly be echoed by the next. This can 
  cause major issues when a given outpost decides to take 
  action that another outpost disagrees with or endangers 
  the credibility of the faction as a whole.
  There are those within and without the faction that 
  feel the Kunja should provide more clear warning and 
  communication with those in proximity to them, but 
  they do not accept that responsibility. They will typi-
  cally not approach a settlement, even if they have infor-
  mation that may benefit it. This only enhances the sour 
  feelings that flow in both directions.
  
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  36
  Praying in the Ash
  The time immediately following the Blaze was a pe-
  riod when faith was tested to the breaking point. Many 
  people abandoned faith; their prayers fallen to the 
  ground like the sullen ash they struggled to survive 
  among. Others took to it with only increasing zealotry. 
  What could the Blaze be called if not a divine test, to 
  separate the sinful from those who ‘deserved’ the favor 
  of their gods.
  The tales of the old gods did not vanish from the 
  world, but did become muddled and grey, much like the 
  world they would, in theory, administer. Though the 
  touch of divine magic returned, the direct whisper of 
  the divine forces became basically unheard of outside 
  of the ravings of the mad. The time of visitations had 
  passed.
  Some gods ran together, their features running like 
  molten wax, warmed in the heat of the Blaze. Below we 
  will outline how they have changed. If a particular facet 
  is not defined, assume it has not changed from the orig-
  inal campaign setting.
  Apep
  With the world burned, one might think this demon 
  lord would be satisfied, but that would be someone who 
  does not understand how demons work. His task, his 
  fell task, remains unchanged. If there is a world, it must 
  burn. With each burning, life is tested, and with each 
  test, it is forced to grow, or die. It’s not his job to wor-
  ry about which is the result, just to keep the burning 
  happening. While the Blaze was satisfying to watch, 
  the world yet remained. Besides, he didn’t get to do it 
  himself. That was mildly irritating. Perhaps that can be 
  fixed…
  Those who pay heed to Apep know better than to 
  make a point of the fact in polite company. Cults to 
  Apep are generally insular and remote, working from 
  the shadow to finish what the Blaze began. These dam-
  aged souls are often of the belief that the world just isn’t 
  worth ‘saving’, and that the filth can only be cleansed 
  with one more good round of destruction, giving way to 
  all manner of imagined paradises.
  the Blaze (Blaze)
  Now known as the very thing she encouraged ponies 
  towards, Blaze’s ambitions have not changed over-
  ly much. If one were powerful enough to approach 
  her, she would say as much. Ponies were being hurt, 
  she stopped that. The other races thought the ponies 
  were weak, that mistake was fixed. No human dared to 
  dream of driving the fey off their lands. The war was 
  ended with bloodiest finality, and still echoes loudly in 
  the ears of generations so distant they’ve forgotten most 
  other details.
  Blaze watched the destruction, and she smiled quiet-
  ly.
  Does she have any regret? She does wish better for 
  her children, but her means were the right ones, she re-
  mains certain. The ashen age, she would say, will end 
  when ponies drag themselves free of it and begin a new 
  one, and she will remain, their harsh but loving mother.
  Those who worship her are far less accepted than 
  before the Blaze. They pray to the very bringer of their 
  misery, that its fury never turns on them fully, and that 
  it may smite their enemies. They train relentlessly, to be 
  powerful enough to gain her favor. Seen as a dangerous 
  sect of the pantheon, admitting worship of the Blaze is 
  enough to be roughly ejected from many settlements.
  Her worshippers do not see her as a pony, human, or 
  any other living thing. She is the raw fury of the Blaze. 
  She is the anger that one feels when slighted. She is the 
  drive to fight for what one wants, and to protect what is 
  important. Still regarded as a female despite a lack of a 
  form, she is as much a force of nature as any ‘thing’ to 
  be bargained with.
  Holy Symbol: A flaming globe; the individual licks 
  of flame, if colored, are many striking colors
  Griffon Gods
  The griffon empire is barely remembered by enough 
  to qualify as even a distant legend. Those that remain, 
  however, often cling tenaciously to their gods, and they 
  have not changed with the times. It causes quite some 
  confusion when they make lofty promises in the name 
  of the Sun, with no such object in sight. Despite this, 
  they pay fealty to the Sun King, The Huntress, and the 
  rest of their pantheon as they always have. It may be 
  a point of stubborn pride, but they will not allow even 
  the dimming of the entire world to stop them from pur-
  suing a life worth remembering, and their nest among 
  their ancestors when it’s all over.
  Hearth Queen (Lashtada)
  When the Blaze came, some ponies were better off 
  than others. As the gem gnolls panicked and fled in all 
  directions, trying to burrow ever further from the agony 
  of the Blaze, the short legs emerged into it. Their dense 
  pelts burned, and they squinted against the destruction, 
  but some survived.
  They were hardy, and knew how to work, and they 
  were good at making families. All of these traits con-
  spired to make them able to adapt to the Ashen Age 
  with a grim determination. To the outside, they showed 
  distrust bordering on paranoia, but to their home and 
  closest friends, they would show near-bottomless love 
  and willingness to sacrifice.
  A short saying became popular among them, “Death 
  before bondage.” Taking a short leg prisoner never last-
  ed long, with escape of one fashion or another coming 
  quickly.
  
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  37
  Despite this hardening, they sang joyful songs to their 
  forgotten mother. They prayed, danced, and honored 
  her with a boundless energy. She was revived from the 
  dark shadows she had become lost in. Known in the 
  modern day as the Hearth Queen, her children whisper 
  her true name when others can’t hear it. She remains 
  unchanged in form, strengthened and loved by the chil-
  dren she adores just as fervently.
  Worshippers of the Hearth Queen are accepted, as 
  they rarely cause trouble, and their typically large fami-
  lies pull their weight in the community.
  Holy Symbol: A fireplace with a bright fire, often 
  with a plate or bowl of food placed in front of it.
  The Hunter (Moon Princess)
  Of the gods, the Moon Princess’ image was the most 
  lost. In a world rocked with nightmares and bereft of 
  hope, how did one consider the protector of the night? 
  Her role as dream guardian was lost, through her own 
  fault or not, as she failed to shield her faithful and others 
  from the terrors that gripped the world. Her other half 
  remained, seeking to understand that which would be 
  called monstrous and learning to live alongside them.
  Some say that she did try to warn her people, but hor-
  rific nightmares of the ashen age before it came did lit-
  tle to prevent it from coming, and the act was too small 
  and too subtle to turn the tide of history. This was and 
  continues to be a nightmare that cannot be easily dis-
  missed.
  She appears bipedal but has large equine ears that 
  poke free of her pointed hunter’s cap. Typically armed 
  with a pipe longarm or a crossbow, she speaks in blunt 
  truths, though her words are few. Those that worship 
  her are valued, often finding where local monsters nest 
  and keeping people from wandering into them. A settle-
  ment is always safer with one of ‘The Hunter’s Hunters’ 
  around.
  Holy Symbol: An open bear trap with an open flow-
  er as bait
  Domains: Animal, Darkness, Knowledge, Law, Pro-
  tection
  Subdomains: Defense, Feather, Fur, Smoke
  Favored Weapon: Long pipe gun
  The Jester (The Unspoken)
  When the Blaze came rushing in, the Unspoken 
  watched with amusement and interest. Winning or los-
  ing, casting the spell or failing it, the world would never 
  be the same. Was this not his ultimate goal? He decided 
  it was, and he pulled up the biggest tub of popcorn he 
  could, sat back, and watched the world come apart.
  As the screams of the world dimly echoed in his ear, 
  he sat up, his tub falling off of what he called a lap and 
  clattering to the floor. His spirit servants voiced their 
  confusion in a soft chorus of their strange sounds, but 
  he waved them away. He was feeling something, and he 
  couldn’t quite place it.
  Regret.
  Had he done the right thing? He had never consid-
  ered it, at least while he was a god. Sure, he was cer-
  tain, when he was a little weak mortal, he probably had 
  tons of doubts, but being a god meant being above such 
  small concerns, right?
  Right?
  He couldn’t shake that terrible feeling. The world had 
  changed, but at what price? Was this change… a good 
  one? Could change be bad? The further he thought about 
  it, the more it refused to be dislodged. Yes, change could 
  be bad, and he had just witnessed a terrible change. It 
  wasn’t enough that the status quo was shaken, but the 
  end result had to be… something worth having.
  Growth.
  He emerged from the quiet place he had made for him-
  self with a big smile. He would be an avatar of change, 
  it was what he was, but he had decided: they would be 
  good changes. He would make fools of man and pony, 
  but they would be instructing, not just to humble them, 
  but to point them in the right way.
  With a little jovial, and slightly deranged, laugh, he 
  summoned his servants close. He had work to do, and 
  he got to it with, one could argue, a religious zeal.
  He appears much as he always had, which can be un-
  predictable in the best of years. Borrowing bits of any 
  species he gets the urge to, The Jester is a menagerie 
  of possibility, usually wearing a large jester’s cap and a 
  cocky smile.
  His followers suffer mild scorn. Everyone knows to 
  not trust a jester, but their words can hide pearls of wis-
  dom, if anyone has to time to dig for them. Many of his 
  faithful remain subtle about their allegiance to him as 
  a result, even if they want the best for the communities 
  they live in or visit.
  Alignment: CG
  Holy Symbol: A three-pronged jester’s cap
  Domains: Chaos, Good, Liberation, Luck, Madness, 
  Trickery
  Subdomains: Catastrophe, Curse, Deception, En-
  tropy, Insanity, Redemption, Whimsy
  The Brilliance/The Lost (Sun Queen)
  Missed more than many other gods, there are those 
  who are atheist who still hope for the return of the 
  blessed sun. Hidden behind the gloom of the sky, the 
  Sun Queen would not be turned away, even in the sad-
  ness of such overwhelming loss. She reached for the po-
  nies of Everglow and the humans of Everglow, and just 
  about any soul that would feel her comforting rays. She 
  
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  38
  bid them to glow.
  Not literally, of course. She bade them to become the 
  light they desperately wanted for. She shone just as 
  brilliantly as ever, smiling behind the figures of leaders, 
  diplomats, and any other that could encourage others to 
  rise despite the pain and the misery. It was a dark time, 
  but the people within it could be the candles, warding 
  away the darkness of the soul.
  She is often depicted as a brilliant radiance, as a gold-
  en orb with countless rays in all directions. Often, she 
  is given a face, usually reflective of the race of the artist. 
  Worship of her is accepted, though many are too run 
  down to believe that such lofty ideals can truly make 
  a difference. Still, if thinking of brighter times keeps a 
  person working and sane, what’s the harm in that?
  Holy Symbol: A sphere with many waving lines 
  thrusting free in all directions
  Domains: Community, Glory, Good, Nobility, Trick-
  ery
  Subdomains: Aristocracy, Cooperation, Explora-
  tion, Heroism, Honor, Redemption
  Favored Weapon: Pipe pistol
  Maze
  The Maze remains. The halls of the Kollective of 
  Steelhearts are often known as labyrinths out of respect 
  for their mechanical god. It was hurt, its mechanisms 
  are the universe, after all. When the world burned, so 
  did the Maze. As the world settles into new patterns, so 
  too does the Maze. The universe at large continues, and 
  so too shall the Maze.
  Mirage (Kara)
  Kara made no public move to stop the Blaze. Chal-
  lenging one of the sun gods was beyond her, but that did 
  not make her idle. Long before things had even grown 
  so dire, Blevik still stood. From the outside, it appeared 
  to have become a human town, the ponies run off in a 
  wave of aggression. This was, of course, a lie. The city 
  remained in the grasp of the doppelgangers. They lived 
  alongside the humans, doing as they always had, with 
  less time spent on all fours.
  Her machinations were most sharply felt in the back-
  ground, never known outside her most ardently faith-
  ful. It was she that whispered word of what the desper-
  ate fey races were doing. Her people reached the right 
  humanoid leaders, convincing them of the threat and 
  mobilizing them to disrupt the world-smashing spell 
  that became the Blaze.
  Her efforts did not succeed in full, but her actions and 
  those of her followers made a mark on the humanoid 
  races. She ascended among them, becoming a favored 
  goddess of humanoids, as the only one that seemed to 
  directly, from their view, try to stop the Blaze.
  She appears as an indescribably enchanting human-
  oid female. Though her face hides behind a veil, it re-
  veals just enough detail to allow the viewer to assume 
  the best of what she appears to be. Wearing flowing garb 
  and wielding the smoothest of words, she will whisper 
  the sweetest of things to make things happen. Though 
  typically concealed, she retained a lustrous and flowing 
  equine tail. Of the gods, only she retains the ritual to 
  summon her to the physical world.
  Doppelgangers were changed with their patron. They 
  have a human and pony form, often preferring which-
  ever happens to be useful at that moment. Among com-
  panions that know the truth, they will fall to all fours 
  for movement and spring up on two legs with clever fin-
  gers ready to employ technology with barely a moment 
  in-between.
  Holy Symbol: A simple icon of a face with a veil over 
  it
  Night Mare
  In the war before the Blaze, Night Mare was quite ac-
  tive. She drove her faithful to greater heights of mastery 
  and control. Pony armies crashed down on human ones 
  with all manner of fantastic beasts, trying to turn the 
  tides with every scrap of power they could obtain.
  Blaze may have been satisfied for a half victory, but 
  Night Mare would hear none of it. Complete domination 
  or nothing, and she was not one known for settling for 
  nothing. Her faithful were on the field, battling fiercely, 
  when the Blaze was being cast. They were certain victo-
  ry was only inches away.
  They never got to find out. Their fellows had de-
  stroyed the world and them with it. The field of war be-
  came a place for indiscriminate death. Man, pony, sa-
  pient, monster; it mattered little. All suffered and most 
  perished in the Blaze.
  From its ashes, those left on the field pulled them-
  selves back to their hooves. Their enemies were not en-
  emies. Neither side felt the need to fight. The pain of 
  it had driven away all thoughts but survival. The only 
  strength remaining was themselves, and those that 
  would stand beside them. Old enemies became new al-
  lies to replace those lost in the cataclysm.
  Her creed did not change too much. Take, control, 
  dominate, protect with power; these were and re-
  mained her edicts. The specifics were what changed. 
  Previously a goddess that cared only for ponykind, she 
  has acknowledged that some non-ponies were worthy 
  of protection and inclusion. Those that lived and fought 
  beside ponies were welcome in her prayers.
  Her form is a curious thing, encompassing two bod-
  ies. She appears as a tall and powerful woman on an 
  equally intimidating horse with both wings and a horn. 
  Both sides are equally trained and equipped for battle, 
  and neither dares call the other their servant. They are 
  
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  39
  one and the same and move with the grace that can 
  come only from being two halves of the same goddess.
  Holy Symbol: A hoof or hand wrapped with jagged 
  iron wires
  The Scholar (Princess Luminace)
  Many were the fevered prayers to Princess Luminace 
  before the Blaze, wishing and begging for the one secret 
  that would allow the fey races to overcome the human-
  oids and take back what they had lost. Many hoped for 
  more, to take the world and wipe it clean of the human 
  races entirely. Princess Luminace wept, and those few 
  librarians that understood her well withdrew into their 
  stacks.
  Just in the last months before the Blaze, the greatest 
  library known to ponykind was put to the torch, but not 
  by invading humans. As the building burned, a circle of 
  ponies refused to allow any other to approach. Librari-
  ans all, they were eventually beaten to the ground, but 
  the damage was done. The countless priceless books 
  were gone, their knowledge reduced to ash and never to 
  be used in the act of war.
  Princess Luminace may have smiled on them, and 
  one might hope she did, as their fellow ponies had no 
  such sympathy. They were sentenced to death in a pub-
  lic display to teach the lesson of such treachery to any 
  other that felt it was their right to do so.
  After the world was reduced to sullen cinders, there 
  were those who kept her vision alive. Knowledge would 
  turn the world grey once more, if not tempered with the 
  power of friendship. Power was evil, without being tem-
  pered by the genuine desire to improve the world, and 
  not the user. As generations passed, the original vibrant 
  colors that made her up were forgotten, too hard to en-
  vision in the ashen age. She became a figure in a long 
  robe, her face concealed.
  She appears as biped or quadruped as fits the situa-
  tion, though her concealed feet are never quiet. Be it the 
  clopping of hooves or the striking of shoes, visions of 
  her always has her coming with firm steps.
  Holy Symbol: A charred and closed book, usually 
  on a chain
  Revelations: Though entirely unprovable, some say 
  she continues to speak to her worshippers through for-
  tuitous locations of books that contain hints or direc-
  tion.
  Sea Mother/Gentle Ripple
  Gentle Ripple remains forgotten, though some sailors 
  mutter a prayer to her, hoping to not be lost in the angry 
  sea. Limited, it is something, and thus she remains, dim 
  and lost, but not entirely gone. There is hope yet for the 
  future.
  Soft Whisper/Madame Tris’do/Death
  The ways of killing may grow in complexity and va-
  riety. The ways of dying change with time, some ways 
  becoming almost impossible, while new ways to meet 
  one’s end sprout as if the universe demands that for ev-
  ery beginning, there be an end. the Blaze was not Soft 
  Whisper’s end.
  It was a wake-up call to the shocked members of 
  ponykind. No longer could they deny death. No longer 
  could they fool themselves with thoughts that dying was 
  ‘for someone else’. Death was a fact as inescapable as 
  the ash-clogged air that filled their dirtied lungs.
  Soft Whisper had become increasingly powerful as 
  the war progressed. Deaths on all sides demanded her 
  attention, and she did the best she could to ferry them 
  to their earned respite. As she galloped across harried 
  battlefields, she met other gods. Many races had their 
  own avatars of the end, and she dipped her head in ac-
  knowledgement of them as she passed them by.
  They say the human death god stopped her once. 
  “Who are you, horse, to continue causing such a work-
  load for me? Why don’t you tell your people to stop kill-
  ing?”
  She looked up at him, her face weary with the fatigue 
  of countless passed. “I could ask the same, but I will not. 
  The dead need me, and I cannot afford this pause.” She 
  pushed past him to reach a pony dying in the dirt. They 
  would pass soon, and she would make that transition as 
  easy as she could.
  She visited innumerable soldiers on just as many bat-
  tlefields. Though she started with ponies, as was her 
  duty, she found the other gods began to appear less 
  often. Were they driven by sorrow? Were they over-
  whelmed by the work? She did not know. She did not 
  care. The dead needed her.
  Many were those who thought death was assured but 
  clung to life just barely. They woke with visions of a 
  tired but kindly old mare whispering gently and holding 
  them in their moment of utter despair. They whispered 
  their fevered visions, but it was largely ignored during 
  the war. Then the Blaze came.
  Soft Whisper thought she had grown exhausted, but 
  she knew nothing of what was to come. When the world 
  ended before her shaking eyes, she could only collapse 
  to her haunches. Death was a fact for her, an unavoid-
  able part of life. Still, so much, all at once. She did what 
  she never did before. She cried for the dying. She could 
  not help them. The dead needed her, and she was not 
  enough. Countless angry spirits and elementally un-
  hinged corpses were the result.
  As the ash fell across the world, the visions of the 
  one kindness afforded them during the war, during 
  the Blaze, was not forgotten. Ponies were the bringer 
  of death. Ponies were death. Death was not always un-
  kind. Soft Whisper was remembered and transcended 
  
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  40
  her original species. The other, standoffish death gods 
  were diminished, and their power flowed into Soft 
  Whisper, that she could offer succor to all the species of 
  the surface, be they fey or humanoid.
  Worshippers of Soft Whisper are quietly accepted. 
  Though few wish to think long and hard about how they 
  will pass, all know it will happen, and likely not in the 
  fashion they choose. Her worshippers tend to the dead 
  respectfully and are globally recognized by most sur-
  face-dwelling sapients. Such are not challenged if they 
  wade onto a battlefield and begin removing the dead for 
  proper burial, even should the fighting rage on around 
  them.
  The tribe of bones is no longer harassed for speaking 
  of their goddess and can quietly murmur their thanks 
  to their Madame Tris’do in relative peace, though only 
  her favored children are permitted to call her by that 
  personal name.
  
  4141
  Survival Tactics in the 
  Ash
  Class Options 
  Alchemist Discoveries
  Blow it Shut (Su): Given a minute, the alchemist 
  can expend three uses of their bomb ability to unleash 
  a controlled explosion that will close an elemental rift, 
  extraplanar portal, or similar effect. If the effect has 
  a caster level, the alchemist must make a caster level 
  check with a +10 modifier against a DC equal to the 
  effect’s caster level to succeed at ending the effect. An 
  alchemist must be at least 12th level to select this dis-
  covery.
  Explosive Power (Su): With a bit of jury rigging 
  and care, the alchemist can use the explosive power of 
  a bomb to recharge a battery with uncanny skill. The 
  alchemist may expend as many uses of their bomb abil-
  ity as the rating of the battery, up to a maximum of 2. 
  The battery becomes usable once more. At 10th level, 
  the alchemist may expend four uses of their bomb abil-
  ity at a time to recharge a mark 3 battery. At 15th level, 
  the alchemist may expend six uses at once to recharge a 
  mark 4 battery. An alchemist must be at least 6th level 
  to select this discovery.
  Grenade Chemist: When crafting a grenade, the 
  alchemist may increase the DC by 5 to reduce the cost 
  by 1/3.
  Grenade Launcher: The alchemist can load their 
  bombs into a firearm capable of firing grenades as part 
  of the action of creating the bomb. The bomb remains 
  active until the end of their next turn or until fired, 
  whichever comes first.
  Grenade Launcher, Master: The alchemist can 
  load their bombs into a firearm capable of firing gre-
  nades as part of the action of creating the bomb, then 
  fire the bomb as part of the same action. An alchemist 
  must have the grenade launcher discovery and be at 
  least 5th level before selecting this discovery.
  Pre-Built Bombs: The alchemist can use a grenade 
  as if it were a bomb, able to affect it with any other 
  ability, spell, or discovery that would affect a bomb. Its 
  damage is set to as many dice as its rating. This does 
  not expend a daily use of the alchemist’s bombs. For the 
  sake of the DC of any effects added to the grenade, treat 
  the alchemist’s level as being, at most, twice the rating 
  of the grenade.
  Sudden Modification (Su): In a flurry of activity, 
  aided by their curious magic, the alchemist can apply 
  a hasty modification to an item. The alchemist must 
  make a Craft skill check as normal against the modifi-
  cation DC of the item (minimum 15), but it only takes a 
  full-round action that provokes attacks of opportunity. 
  On a success, the item gains five temporary build points 
  worth of modification for 1 minute, plus one additional 
  minute for each 5 over the DC. This can be done once 
  per day. At level 12 and every 3 levels after that, the al-
  chemist can do it once more per day. An alchemist must 
  have 5 ranks in a Craft skill and be at least 9th level be-
  fore selecting this discovery.
  Tended Grove: The alchemist has claimed a small 
  portion of the wastes as their own and worked long 
  and hard to bring some vibrance to it. The alchemist 
  can control up to one foot in radius per alchemist level, 
  keeping away the blight of the age and allowing color 
  to return. In this place, plants grow easily despite the 
  lack of sun. Water is pure, and the ash refuses to even 
  enter the grove, let alone land there. Should a blighted 
  fey be offered stewardship of such a place and no other 
  has taken up the role, they can find salvation, and will 
  increase the area it can cover by 50%.
  Such a grove will decay and return to the ashes af-
  ter the death of the alchemist that created it, unless a 
  fey caretaker has been installed. If this discovery is ever 
  lost (due to retraining, accident or some other means), 
  the grove is doomed, whether or not a caretaker is pres-
  ent. An alchemist must have 10 ranks in Knowledge 
  (nature) and be at least 12th level before selecting this 
  discovery.
  Arcanist Exploits
  Alchemical Training (Su): Instead of casting a 
  spell, the arcanist can prepare an infusion (as per the 
  infusion discovery) with a minute’s time. This expends 
  the spell slot as if the arcanist had cast the same spell 
  and requires any focus or material components normal-
  ly casting the spell would require. Infusions created this 
  way must be drunk by the target or applied directly to 
  the target. If the spell is not harmless, a melee touch 
  attack is required to apply the infusion, wasting it on a 
  miss.
  Ammunition Ward (Su): As an immediate action, 
  the arcanist can spend an arcane reservoir point to erect 
  a sudden smoldering field that disrupts incoming pro-
  jectiles. Their armor class against projectiles increases 
  by their Charisma bonus (minimum 1). This remains 
  until the end of their next action.
  Armed for the Wasteland (Ex): The arcanist 
  gains proficiency with all martial firearms.
  Martial Training (Ex): The arcanist’s base attack 
  bonus increases by 2, to a maximum of their level.
  Optimizing the Body (Ex): The arcanist gains +1 
  hit point for every Hit Die they possess and gains +1 
  hit points whenever they gain a Hit Die (such as when 
  gaining a level).
  Religious Focus (Ex): The arcanist gains limited 
  
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  42
  access to the cleric spell list. When preparing spells, 
  the arcanist may prepare one spell per spell level from 
  this new list. The arcanist must know the spell and have 
  it scribed in their book, as usual. Cleric spells may be 
  scribed into the arcanist’s spellbook from scrolls or cho-
  sen as bonus spells when gaining a level in the arcanist 
  class.
  Rogue Operator (Ex): The arcanist gains a single 
  rogue talent (not an advanced talent) of their choice. 
  They must meet all prerequisites for this talent.
  Theurge (Su): The arcanist selects one domain or 
  subdomain upon taking this exploit. The chosen do-
  main must be one offered by a deity the arcanist wor-
  ships. The arcanist gains that domain’s 1st-level power 
  as though she were a 1st-level cleric. As a swift action, 
  the arcanist can expend 1 point from her arcane reser-
  voir to bolster her divine connection, allowing her to 
  treat her arcanist level as her cleric level for the pur-
  pose of using this ability, which lasts for a number of 
  rounds equal to her Charisma modifier (minimum 1). 
  She does not gain any other abilities when using this 
  exploit in this way, such as class skills, domain spells, 
  domain slots, or domain powers gained at higher levels. 
  If this ability is used to gain an arcane bond and a bond-
  ed item is selected, the arcanist can only use that item 
  to cast spells of a level equal to the level of the spell that 
  could be cast by her equivalent cleric level (limiting her 
  to 1st-level spells unless she spends a point from her ar-
  cane reservoir). If the arcanist already has a domain (or 
  gains one later), taking this exploit instead allows her 
  arcanist levels to stack with the levels of the class that 
  granted her access to the domain when determining the 
  powers and abilities of her domain.
  Arcanist Greater Exploit
  Martial Training, Greater (Ex): The arcanist’s 
  base attack bonus increases by 3, to a maximum of their 
  arcanist level. The arcanist must have the martial train-
  ing exploit to select this exploit.
  Witch Hexes
  Ashen Supper (Su): Perfected by phoenix wolves 
  long before the Ashen Age, it is a curious twist of bless-
  ing and curse that allows one to subsist on the sullen 
  ashes of the age. With a low grumbling muttering, a 
  witch can spend a round to ‘bless’ a single portion of 
  ash sufficient for a Medium creature. Those eating it are 
  sated but can also feel the emotional weight of how the 
  ash was created, often getting flashbacks of the moment 
  and the emotions that ran during it. This only works on 
  ash from the Blaze, not freshly-created ash. Those who 
  have eaten such ash within the last 24 hours must pass 
  a Will saving throw against the DC of this hex or receive 
  no rest the next time they attempt to sleep. They are 
  unaware of this until after they awaken, still tired.
  Black Powder Curse (Su): Whether the firearm 
  actually uses black powder or not, this fouls the explo-
  sions within, causing them to react to firing in unex-
  pected ways. A witch may curse a single firearm within 
  60 feet, raising its misfire chance by 2. At 5th level and 
  every five levels thereafter, the witch can affect another 
  firearm. All firearms must be within 30 feet of each oth-
  er. This lasts for 2 rounds. A firearm suffering from this 
  hex that is within 30 feet of a use of the cackle hex has 
  this hex extended by a round.
  Blazing Gesture (Su): A grand motion pulls loose 
  the local elements, recreating a tiny portion of the titan-
  ic Blaze that created the Ashen Age. They say the Blaze 
  itself was based on this hex and that it actually predates 
  the Ashen Age, but there is no proof of this. A witch can 
  cause an explosion over a 10-foot cube within 30 feet. 
  Those caught in it can make a Reflex saving throw to 
  move 5 feet out of the area. Those stuck in the area suf-
  fer depending on the element that is summoned. Roll 
  1d6 to determine the effect. The duration of any effect is 
  3 rounds. Once a person has been successfully affected 
  by this hex, they are immune to it for 24 hours.
  Roll
  Effect
  1
  The victim becomes entangled and attached to the 
  nearest solid surface if within 10 feet.
  2
  The victim is ignited, taking 1d6 damage per round until 
  doused. Attempts to put it out use the DC of this hex.
  3
  Acid sears at the victim’s equipment, causing a 
  randomly selected piece of gear to become broken. If they 
  have no equipment, they take 1d6 damage per witch level 
  instead, up to 10d6.
  4
  The victim is thrown prone under suddenly magnified 
  gravity, requiring a Strength check against the DC of this 
  hex in order to stand again.
  5
  Wind howls fiercely around the victim, giving all ranged 
  attacks they make a 50% miss chance.
  6
  Negative energy pulses violently, inflicting 1d2 
  temporary negative levels on the victim.
  Cursed Reaper: There are some gun users that 
  seem to be a walking harbinger of doom and misfor-
  tune. Such a witch brings this to life with uncanny skill. 
  A witch with this hex gains the Amateur Gunslinger 
  feat. If they already have that feat, they gain Extra Grit 
  instead. They add half their level to any levels of gun-
  slinger they might have for the purpose of meeting the 
  prerequisites for feats (if they have no gunslinger levels, 
  treat half their witch levels as levels of gunslinger). The 
  witch must have proficiency with firearms to select this 
  hex.
  Personal Energy (Su): There are some, seeming-
  ly blessed, people that can just give something a gentle 
  caress or a swift kick and it stirs to life. The witch may 
  empower a device capable of being empowered within 
  30 feet. Keeping it empowered requires concentration. 
  It is empowered at level 1. The witch must have 3 ranks 
  in Disable Device to select this hex.
  Major Hex
  
  43
  43
  Personal Energy, Major (Su): This is an im-
  proved version of the personal energy hex. The witch 
  may empower a device capable of being empowered 
  within 30 feet. Keeping it empowered requires concen-
  tration. It is empowered at level 2. The witch must have 
  6 ranks in Disable Device to select this hex.
  Grand Hex
  Personal Energy, Grand (Su): This is an im-
  proved version of the personal energy major hex. The 
  witch may empower a device capable of being empow-
  ered within 30 feet. Keeping it empowered requires 
  concentration. It is empowered at level 3. They may 
  choose to empower it at level 1, in which case concen-
  tration is not required and it remains empowered for 
  ten minutes or until they use this hex again. The witch 
  must have 12 ranks in Disable Device to select this hex.
  Wizard Arcane Discovery
  Blaster Master: A trick of arcane marksmen, you 
  have focused on your gunslinging instead of arcane 
  arts, growing more experienced with your firearms. 
  When determining your level for the purposes of deeds 
  and grit, treat your effective gunslinger level as 5 levels 
  higher, to a maximum of your character level. The first 
  time this discovery is taken, you gain the gun training 
  class feature and it advances using your effective gun-
  slinger level. You may select this discovery multiple 
  times; each time you do increases your effective gun-
  slinger level by 5. You must have the arcane marksman 
  archetype to select this discovery.
  New Companions 
  Cloud
  Typically only tamed and befriended by those with 
  the ability to walk on clouds, such sapient weather can 
  be convinced to walk alongside another, more fleshy, 
  owner. Though weaker, smaller, versions seem little 
  more than floating animals, the older varieties regain 
  their elemental properties and become an elemental for 
  all purposes, save for being a valid choice as a compan-
  ion.
  Starting Statistics: Size Medium; Speed fly 30 
  ft. (average); AC +4 natural armor; Attack slam (1d6); 
  Ability Scores Str 8, Dex 16, Con 16, Int 2, Wis 15, 
  Cha 10; Special Qualities darkvision 60 ft., low-light 
  vision
  7th-Level Advancement: Size Large; AC +2 nat-
  ural armor; Attack slam (1d8); Ability Scores Str +4, 
  Dex –2, Con +4; Int +6 Special Qualities elemental 
  traits, create water as a spell-like ability at will with a 
  caster level equal to its hit dice, call lightning as a spell-
  like ability once per hour with a caster level equal to its 
  hit dice
  New Familiars 
  Familiar
  Special Ability
  Cloud
  Choose one of the following upon gaining this 
  familiar. Once chosen, this choice cannot be 
  changed: 
  Master gains a +2 bonus on Reflex saves 
  Master gains a +3 bonus on Fly checks 
  Master gains a +3 bonus on Perform (sing) checks
  
  44
  44
  Archetypes 
  Arcane Marksman (Wizard)
  Technology is a magic all of its own, and the idea of a 
  person ambling along with a magic staff has lost some 
  of its lustre compared to a deadly weapon as long as 
  its user, ready to dispense justice in the form of arcane 
  spells funneled down its carefully worked barrel. Some 
  of the more advanced theories are set aside, abandoned 
  in this age where it proves hazardous, in favor of a more 
  martial approach.
  Special: An arcane marksman may choose to take 
  the Scribe Scroll feat despite the general rule prevent-
  ing it.
  Diminished Casting: Arcane marksmen sacrifice 
  understanding of the ultimate of spells, discarding them 
  since they are nigh-forgotten and dangerous to use. Use 
  the provided chart for how many spells they can cast 
  per day. This modifies the spells ability.
  Wasteland Hardened (Ex): Arcane marksmen 
  are proficient with simple weapons, all firearms, light 
  armor and shields (except tower shields). They do not 
  suffer arcane spell failure for light armor or shields 
  (except tower shields). At 13th level, their base attack 
  bonus becomes three quarters instead of one half, 
  meaning it increases by 1 for every 4 wizard levels. This 
  replaces arcane marksman’s proficiencies and replaces 
  gaining Scribe Scroll as a bonus feat.
  Practiced Marksman: At 11th level, an arcane 
  marksman gains grit and earns deeds as if they were 
  a gunslinger of ten levels lower. They may use Intelli-
  gence instead of Wisdom for the purpose of determining 
  their number of grit points and for deeds. If an arcane 
  marksman has levels in gunslinger, they may combine 
  levels for the purpose of grit amount and determining 
  when deeds are unlocked (an 11th level arcane marks-
  man with 3 levels of gunslinger would be considered a 
  14th level gunslinger for the purpose of grit and deeds).
  Table: Arcane Marksman
  Wizard 
  Level
  Base Attack 
  Bonus
  Spells per Day
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st
  +0
  3
  1
  —
  —
  —
  —
  —
  2nd
  +1
  4
  2
  —
  —
  —
  —
  —
  3rd
  +1
  4
  2
  1
  —
  —
  —
  —
  4th
  +2
  4
  3
  2
  —
  —
  —
  —
  5th
  +2
  4
  3
  2
  1
  —
  —
  —
  6th
  +3
  4
  3
  3
  2
  —
  —
  —
  7th
  +3
  4
  4
  3
  2
  1
  —
  —
  8th
  +4
  4
  4
  3
  3
  2
  —
  —
  9th
  +4
  4
  4
  4
  3
  2
  1
  —
  10th
  +5
  4
  4
  4
  3
  3
  2
  —
  11th
  +5
  4
  4
  4
  4
  3
  2
  1
  12th
  +6/+1
  4
  4
  4
  4
  3
  3
  2
  13th
  +9/+4
  4
  4
  4
  4
  4
  3
  2
  14th
  +10/+5
  4
  4
  4
  4
  4
  3
  3
  15th
  +11/+6/+1
  4
  4
  4
  4
  4
  4
  3
  16th
  +12/+7/+2
  4
  4
  4
  4
  4
  4
  3
  17th
  +12/+7/+2
  4
  4
  4
  4
  4
  4
  4
  18th
  +13/+8/+3
  4
  4
  4
  4
  4
  4
  4
  19th
  +14/+10/+5
  4
  4
  4
  4
  4
  4
  4
  20th
  +15/+10/+5
  4
  4
  4
  4
  4
  4
  4
  
  45
  45
  Ashen Druid (Druid)
  Druidism, as a profession, has seen major changes 
  since the Blaze. The world itself is ill, and it has little pa-
  tience for those on it that would command it during this 
  time of regeneration. This archetype should be consid-
  ered the new default for druids in this setting, though 
  the GM is free to allow a player to play an exceptional 
  druid of another archetype, or even a ‘standard’ druid.
  Diminished Casting: Ashen druids do not reach 
  as far and fast for magic that reaches outside of them-
  selves. The world needs a break, and they will not be 
  the ones to disturb it. Their number of spells per day 
  are modified as shown in the table. This modifies the 
  spells ability.
  Wasteland Hardened (Ex): Ashen druids are pro-
  ficient with all simple and martial weapons. This modi-
  fies their proficiencies.
  Wasteland Curatives (Su): At 1st level, an ashen 
  druid gains the Brew Potion feat. An ashen druid can 
  also create infusions, as an alchemist with the infusion 
  discovery, when preparing their spells for the day.
  Elemental Survival (Su): At 4th level, so long as 
  the ashen druid is not wild shaped, they can respond 
  quickly to hostile elemental energies. Up to once per 
  minute, as an immediate action, they can gain energy 
  resistance 10 against any single element for one minute. 
  This energy resistance increases to 20 at 10th level, and 
  Table: Ashen Druid
  Druid 
  Level
  Spells Per Day
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st
  3
  1
  —
  —
  —
  —
  —
  2nd
  4
  2
  —
  —
  —
  —
  —
  3rd
  4
  3
  —
  —
  —
  —
  —
  4th
  4
  3
  1
  —
  —
  —
  —
  5th
  4
  4
  2
  —
  —
  —
  —
  6th
  4
  4
  3
  1
  —
  —
  —
  7th
  4
  4
  3
  1
  —
  —
  —
  8th
  4
  4
  4
  2
  1
  —
  —
  9th
  4
  5
  4
  3
  1
  —
  —
  10th
  4
  5
  4
  3
  2
  1
  —
  11th
  4
  5
  4
  4
  2
  1
  —
  12th
  4
  5
  5
  4
  3
  2
  —
  13th
  4
  5
  5
  4
  3
  2
  1
  14th
  4
  5
  5
  4
  4
  2
  1
  15th
  4
  5
  5
  5
  4
  3
  2
  16th
  4
  5
  5
  5
  4
  3
  2
  17th
  4
  5
  5
  5
  4
  4
  2
  18th
  4
  5
  5
  5
  5
  5
  3
  19th
  4
  5
  5
  5
  5
  5
  4
  20th
  4
  5
  5
  5
  5
  5
  5
  30 at 15th level. While this energy resistance persists, 
  they show the energy they are attuned to with a haze 
  of heat, excessive sweating, or other thematic hints of 
  their elemental nature. Using wild shape causes this 
  effect to end instantly. A druid may use this ability as 
  many times per day as they can use wild shape but uses 
  of one do not deplete the other.
  Unhinged Shape (Su): At 4th level, when an ash-
  en druid uses wild shape, they may select one element 
  when they transform, gaining its abilities as per the 
  elemental body spell that wild shape normally allows 
  (minimum elemental body I). Ability scores and natu-
  ral armor take the highest of the two modifiers (the one 
  given by wild shape and elemental body) and gain all 
  other abilities as normal. If the druid assumes an ele-
  mental form, they may still select an element, becoming 
  a hybrid element. If a druid would have immunity and 
  vulnerability to the same element, they lose both abili-
  ties. This modifies wild shape.
  
  46
  46
  Dirty Exploiters (Arcanist)
  When all the rules were broken, the arcanists realized 
  they had to tone things back. Their greatest sorceries 
  threatened the end of the game as they knew it, so they 
  retired them and focused on playing the early-game 
  more intelligently. Focusing on exploits and personal 
  mastery, the Ashen Age is a game they don’t intend to 
  lose.
  Diminished Casting: With their greatest spells 
  causing destruction to themselves and those around 
  them, dirty exploiters have diminished their arcane 
  reach with direct spells, instead focusing on personal 
  perfection and exploits. Their number of spells per day 
  and spells prepared are modified as shown in the table. 
  This modifies the spells ability.
  Wasteland Hardened (Ex): Arcanists are profi-
  cient with light armor and shields (except tower shields) 
  in addition to simple weapons. They do not suffer ar-
  cane spell failure for light armor or shields (except tow-
  er shields).
  Dirty Tricks: Dirty exploiters live in a tough world 
  and refine their body as much as their mind. When Cha-
  risma is used in an exploit, they can use their Constitu-
  tion instead.
  Extra Exploits: At 5th, 10th, 15th, and 20th level, 
  the dirty exploiter gains an additional exploit.
  Table: Dirty Exploiter
  Arcanist 
  Level
  Special
  Spells Per Day
  Spells Prepared
  1st
  2nd
  3rd
  4th
  5th
  6th
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st
  1
  —
  —
  —
  —
  —
  4
  2
  —
  —
  —
  —
  —
  2nd
  2
  —
  —
  —
  —
  —
  4
  2
  —
  —
  —
  —
  —
  3rd
  3
  —
  —
  —
  —
  —
  5
  3
  —
  —
  —
  —
  —
  4th
  3
  1
  —
  —
  —
  —
  5
  3
  1
  —
  —
  —
  —
  5th
  Extra Exploit
  4
  2
  —
  —
  —
  —
  6
  4
  2
  —
  —
  —
  —
  6th
  4
  3
  —
  —
  —
  —
  6
  4
  3
  —
  —
  —
  —
  7th
  4
  3
  1
  —
  —
  —
  7
  4
  3
  1
  —
  —
  —
  8th
  4
  4
  2
  —
  —
  —
  7
  4
  4
  2
  —
  —
  —
  9th
  4
  4
  3
  —
  —
  —
  7
  4
  4
  3
  —
  —
  —
  10th
  Extra Exploit
  4
  4
  3
  1
  —
  —
  7
  4
  4
  3
  1
  —
  —
  11th
  4
  4
  4
  2
  —
  —
  8
  4
  4
  4
  2
  —
  —
  12th
  4
  4
  4
  3
  —
  —
  8
  4
  4
  4
  3
  —
  —
  13th
  4
  4
  4
  3
  1
  —
  8
  4
  4
  4
  3
  1
  —
  14th
  4
  4
  4
  4
  2
  —
  8
  4
  4
  4
  4
  2
  —
  15th
  Extra Exploit
  4
  4
  4
  4
  3
  —
  8
  4
  4
  4
  4
  3
  —
  16th
  4
  4
  4
  4
  3
  1
  8
  5
  4
  4
  4
  3
  1
  17th
  4
  4
  4
  4
  4
  2
  8
  5
  4
  4
  4
  4
  2
  18th
  4
  4
  4
  4
  4
  3
  8
  5
  5
  4
  4
  4
  2
  19th
  4
  4
  4
  4
  4
  4
  8
  5
  5
  4
  4
  4
  3
  20th
  Extra Exploit
  4
  4
  4
  4
  4
  4
  8
  5
  5
  4
  4
  4
  3
  
  47
  47
  Dust Minister (Cleric)
  Few are the people that are trusted that come from 
  outside one’s immediate community. The dust minis-
  ters are one of those rare cases. Wearing their holy sym-
  bols boldly, often on the front and back (and sides, in 
  the case of quadrupeds), such people make their faith 
  abundantly clear. Those who find their faith compatible 
  will often allow them in, to bring the good word of the 
  gods they follow. Such priests are still watched but are 
  rarely turned away at the gate.
  Diminished Casting: The gods are quite clear. This 
  is an age for self-reliance. A cleric cannot rely on the 
  raw channeling of their deity’s might through spells 
  alone. They must take up arms and ready themselves. 
  However dim the age, the people need their shepherds. 
  Their number of spells per day are modified as shown in 
  the table. This modifies the spells ability.
  Wasteland Hardened (Ex): Dust ministers are 
  proficient with martial weapons, heavy armor, and tow-
  er shields in addition to the normal cleric proficiencies. 
  This modifies their proficiencies.
  Voice of the Wasteland (Ex): At 3rd level, dust 
  ministers gain a +1 insight bonus on Diplomacy checks. 
  This bonus increases at 5th level and every 5 levels 
  thereafter, to a maximum of +5 at 20th level.
  Channel Bullets (Su): At 6th level, a dust minis-
  ter may expend a use of their channel energy to make 
  Table: Dust Minister
  Cleric 
  Level
  Special
  Spells Per Day
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st
  3
  1
  —
  —
  —
  —
  —
  2nd
  4
  2
  —
  —
  —
  —
  —
  3rd
  Voice of the Wasteland (+1)
  4
  3
  —
  —
  —
  —
  —
  4th
  4
  3
  1
  —
  —
  —
  —
  5th
  Voice of the Wasteland (+2)
  4
  4
  2
  —
  —
  —
  —
  6th
  4
  4
  3
  1
  —
  —
  —
  7th
  4
  4
  3
  1
  —
  —
  —
  8th
  Mercy
  4
  4
  4
  2
  —
  —
  —
  9th
  4
  4
  4
  3
  1
  —
  —
  10th
  Voice of the Wasteland (+3)
  4
  4
  4
  3
  1
  —
  —
  11th
  4
  4
  4
  4
  2
  —
  —
  12th
  Mercy
  4
  4
  4
  4
  3
  1
  —
  13th
  4
  4
  4
  4
  3
  1
  —
  14th
  4
  4
  4
  4
  4
  2
  1
  15th
  Voice of the Wasteland (+4)
  4
  4
  4
  4
  4
  3
  1
  16th
  Mercy
  4
  4
  4
  4
  4
  3
  2
  17th
  4
  4
  4
  4
  4
  4
  2
  18th
  4
  4
  4
  4
  4
  4
  3
  19th
  4
  4
  4
  4
  4
  4
  4
  20th
  Voice of the Wasteland (+5), Mercy
  4
  4
  4
  4
  4
  4
  4
  a single ranged weapon attack and apply it to every 
  target within 30 feet. The minister must have enough 
  ammunition loaded for all of the targets or must select 
  fewer targets. A critical threat on the first roll requires 
  only one confirmation roll, also used against all targets. 
  If any target could be harmed by the dust minister’s 
  channeling (positive energy against undead or negative 
  energy against the living), the bullets deal an extra 1d6 
  points of damage to that target for every 3 dice the min-
  ister may channel. This extra damage is not increased in 
  the case of a critical hit.
  Mercy of the Wastes (Su): At 8th level, the dust 
  minister gains a mercy as the paladin class feature, us-
  ing their cleric level as their paladin level to determine 
  which mercies they qualify for. At 12th, 16th, and 20th 
  levels, they gain one additional mercy. These mercies 
  apply when healing with their channel energy ability.
  
  48
  48
  Elemental Bloodmage (Sorcerer)
  While some tiptoe gently, trying to avoid offending 
  some unseen and unfelt spirit, this was not the path you 
  took. The world has been rent asunder, like a split fruit. 
  Its sweet insides are laid bare, waiting to be savored. 
  You are ready to feast, to allow that power to fuel your 
  own and enhance your arcane might.
  Elemental Casting: When casting a spell that has 
  an elemental descriptor or deals damage of a particu-
  lar element, elemental bloodmage can subvert it while 
  casting, changing it to be acid, cold, fire, or electricity. 
  They can do this as many times per day as their highest 
  spell level. This modifies the spells ability.
  Unbridled Mind: Elemental bloodmages lack the 
  rigid mental discipline of other sorcerers. This passion 
  lends itself to their power, but also leaves a gap in their 
  mental armor. Their Will save becomes poor progres-
  sion (like their Fortitude).
  Unbridled Power: When an elemental bloodmage 
  applies a metamagic feat to a spell, they may reduce the 
  metamagic feat’s spell level adjustment by 1. They can’t 
  reduce metamagic feat’s spell level adjustment to low-
  er than the spell’s original level in this manner. If this 
  entirely negates the metamagic feat’s spell level adjust-
  ment, casting the spell takes no additional time com-
  pared to a spell without metamagic.
  Furious Gunslinger (Barbarian, Unchained 
  Barbarian, Bloodrager)
  While some cleave to the old ways and wade in, weap-
  ons swinging, there are those who accept the ascenden-
  cy of the firearm. Can fury be turned to such weapons? 
  As it turns out, yes.
  Rage: When raging, the furious gunslinger may add 
  their Strength bonus or melee bonus from raging to any 
  firearm attack or firearm damage roll they make. This 
  modifies the Rage or Bloodrage ability.
  Seething Marksman: The furious gunslinger loses 
  proficiency with martial melee weapons, instead gain-
  ing proficiency with all firearms not explicitly marked 
  as exotic.
  
  49
  49
  Grey Witch (Witch)
  The practice of being a witch remains, with desper-
  ate people reaching out to patrons that exist in lands 
  beyond the reach of the Blaze who can whisper truths 
  and promises to them, offering solace and power in an 
  increasingly hostile world. Others still look askew at 
  such practices. Otherworld creatures are the very defi-
  nition of ‘The Other’ and deserve all the mistrust they 
  can muster, and so too do their callers. How does one 
  trust a person they can’t even see?
  Diminished Casting: The interference created by 
  the Ashen Age makes drawing power from the other 
  worlds more difficult, so grey witches turn their focus 
  inwards, mastering their own power instead of focusing 
  on the spells whispered to them. Their number of spells 
  per day are modified as shown in the table. This modi-
  fies the spells ability.
  Wasteland Hardened (Ex): Grey witches are pro-
  ficient with one-handed firearms in addition to simple 
  weapons. This modifies their proficiencies.
  Spellbinding Hex: With their focus turned in-
  wards, a grey witch spends more time perfecting their 
  hexes. At 5th, 10th, 15th, and 20th levels, they may ei-
  ther select a new hex or increase the saving throw DC of 
  a hex they already know by 2. This can be a major hex 
  for 10th, 15th, and 20th level. This can be a grand hex 
  for a hex gained at 20th level. They may not select the 
  same hex for DC improvement twice.
  Table: Grey Witch
  Witch 
  Level
  Special
  Spells Per Day
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st
  3
  1
  —
  —
  —
  —
  —
  2nd
  4
  2
  —
  —
  —
  —
  —
  3rd
  4
  3
  —
  —
  —
  —
  —
  4th
  4
  3
  1
  —
  —
  —
  —
  5th
  Spellbinding Hex
  4
  4
  2
  —
  —
  —
  —
  6th
  4
  4
  3
  —
  —
  —
  —
  7th
  4
  4
  3
  1
  —
  —
  —
  8th
  4
  4
  4
  2
  —
  —
  —
  9th
  4
  4
  4
  3
  —
  —
  —
  10th
  Spellbinding Hex
  4
  4
  4
  3
  1
  —
  —
  11th
  4
  4
  4
  4
  2
  —
  —
  12th
  4
  4
  4
  4
  3
  —
  —
  13th
  4
  4
  4
  4
  3
  1
  —
  14th
  4
  4
  4
  4
  4
  2
  —
  15th
  Spellbinding Hex
  4
  4
  4
  4
  4
  3
  —
  16th
  4
  4
  4
  4
  4
  3
  1
  17th
  4
  4
  4
  4
  4
  4
  2
  18th
  4
  4
  4
  4
  4
  4
  3
  19th
  4
  4
  4
  4
  4
  4
  4
  20th
  Spellbinding Hex
  4
  4
  4
  4
  4
  4
  4
  
  50
  50
  Restrained Bloodmage (Sorcerer)
  Such sorcerers are rarely naturally occurring, instead 
  taught afterwards the fact by Ash Tenders in how to re-
  strain their power and keep their reach for power from 
  harming their already injured world. They focus on the 
  power within themselves, providing hardier than nor-
  mal sorcerers that are more able outside of their spells.
  Diminished Casting: Restrained bloodmages gain 
  spellpower more slowly. Their number of spells per day 
  and spells known are modified as shown in the table. 
  This modifies the spells ability.
  Wasteland Hardened (Ex): Restrained blood-
  mages are proficient with one-handed firearms and 
  light armor in addition to simple weapons. They do not 
  suffer arcane spell failure while casting sorcerer spells 
  while wearing light armor This modifies their proficien-
  cies.
  Alchemical Blood: At 5th, 10th, 15th, and 20th lev-
  els, a restrained bloodmage receives an alchemical dis-
  covery. They use their sorcerer level as their alchemist 
  level for the sake of prerequisites and use.
  Table: Restrained Bloodrager
  Sorcerer 
  Level
  Special
  Spells Per Day
  Spells Known
  1st
  2nd
  3rd
  4th
  5th
  6th
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st
  1
  —
  —
  —
  —
  —
  4
  2
  —
  —
  —
  —
  —
  2nd
  2
  —
  —
  —
  —
  —
  4
  2
  —
  —
  —
  —
  —
  3rd
  3
  —
  —
  —
  —
  —
  5
  3
  —
  —
  —
  —
  —
  4th
  4
  1
  —
  —
  —
  —
  5
  3
  1
  —
  —
  —
  —
  5th
  Alchemical Blood
  5
  2
  —
  —
  —
  —
  6
  4
  2
  —
  —
  —
  —
  6th
  6
  3
  —
  —
  —
  —
  6
  4
  3
  —
  —
  —
  —
  7th
  6
  4
  1
  —
  —
  —
  7
  4
  3
  1
  —
  —
  —
  8th
  6
  5
  2
  —
  —
  —
  7
  4
  4
  2
  —
  —
  —
  9th
  6
  6
  3
  —
  —
  —
  7
  4
  4
  3
  —
  —
  —
  10th
  Alchemical Blood
  6
  6
  4
  1
  —
  —
  7
  4
  4
  3
  1
  —
  —
  11th
  6
  6
  5
  2
  —
  —
  8
  4
  4
  4
  2
  —
  —
  12th
  6
  6
  6
  3
  —
  —
  8
  4
  4
  4
  3
  —
  —
  13th
  6
  6
  6
  4
  1
  —
  8
  4
  4
  4
  3
  1
  —
  14th
  6
  6
  6
  5
  2
  —
  8
  4
  4
  4
  4
  2
  —
  15th
  Alchemical Blood
  6
  6
  6
  6
  3
  1
  8
  4
  4
  4
  4
  3
  —
  16th
  6
  6
  6
  6
  4
  2
  8
  5
  4
  4
  4
  3
  1
  17th
  6
  6
  6
  6
  5
  3
  8
  5
  4
  4
  4
  4
  2
  18th
  6
  6
  6
  6
  6
  4
  8
  5
  5
  4
  4
  4
  2
  19th
  6
  6
  6
  6
  6
  5
  8
  5
  5
  4
  4
  4
  3
  20th
  Alchemical Blood
  6
  6
  6
  6
  6
  6
  8
  5
  5
  4
  4
  4
  3
  
  5151
  Visionary of the Wastes (Oracle)
  The visionaries are often plagued with glimpses and 
  snatches of the divine forces that seek to influence them 
  through the corruption of the Ashen Age. Regardless 
  of the dimmed flow of power, the draw to act remains 
  overwhelming, and such oracles leave the relative safety 
  of their homes, pursuing the purpose that seems to echo 
  just from the corner of their eyes and in the harsh whis-
  per of the ashen breeze.
  Diminished Casting: Like many that focused on 
  wielding world-bending magics, the visionaries have 
  found that such arts do not come as easily. They spend 
  the lost time working on more personal masteries. Their 
  number of spells per day and spells known are modified 
  as shown in the table. This modifies the spells ability.
  Wasteland Hardened (Ex): Visionaries are pro-
  ficient with one-handed firearms in addition to simple 
  weapons, light armor, medium armor, and shields (ex-
  cept tower shields). This modifies their proficiencies.
  Muddled Revelation: At 5th, 10th, 15th, and 20th 
  levels, a visionary receives a revelation. This revelation 
  can be from any mystery. These revelations must not 
  have a level requirement. The visionary does not benefit 
  in an ordinary way from revelations that normally have 
  a passive effect or which have a duration of longer than 
  1 minute per level, such as sidestep secret or mental 
  acuity. Instead, they may activate such a revelation as 
  a swift action (or whatever action is normally needed, if 
  longer than that) and gain its benefits for up to 1 minute 
  per level. These minutes need not be consecutive.
  Table: Visionary of the Wastes
  Oracle 
  Level
  Special
  Spells Per Day
  Spells Known
  1st
  2nd
  3rd
  4th
  5th
  6th
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st
  1
  —
  —
  —
  —
  —
  4
  2
  —
  —
  —
  —
  —
  2nd
  2
  —
  —
  —
  —
  —
  4
  2
  —
  —
  —
  —
  —
  3rd
  3
  —
  —
  —
  —
  —
  5
  3
  —
  —
  —
  —
  —
  4th
  4
  1
  —
  —
  —
  —
  5
  3
  1
  —
  —
  —
  —
  5th
  Muddled Revelation
  5
  2
  —
  —
  —
  —
  6
  4
  2
  —
  —
  —
  —
  6th
  6
  3
  —
  —
  —
  —
  6
  4
  3
  —
  —
  —
  —
  7th
  6
  4
  1
  —
  —
  —
  7
  4
  3
  1
  —
  —
  —
  8th
  6
  5
  2
  —
  —
  —
  7
  4
  4
  2
  —
  —
  —
  9th
  6
  6
  3
  —
  —
  —
  7
  4
  4
  3
  —
  —
  —
  10th
  Muddled Revelation
  6
  6
  4
  1
  —
  —
  7
  4
  4
  3
  1
  —
  —
  11th
  6
  6
  5
  2
  —
  —
  8
  4
  4
  4
  2
  —
  —
  12th
  6
  6
  6
  3
  —
  —
  8
  4
  4
  4
  3
  —
  —
  13th
  6
  6
  6
  4
  1
  —
  8
  4
  4
  4
  3
  1
  —
  14th
  6
  6
  6
  5
  2
  —
  8
  4
  4
  4
  4
  2
  —
  15th
  Muddled Revelation
  6
  6
  6
  6
  3
  1
  8
  4
  4
  4
  4
  3
  —
  16th
  6
  6
  6
  6
  4
  2
  8
  5
  4
  4
  4
  3
  1
  17th
  6
  6
  6
  6
  5
  3
  8
  5
  4
  4
  4
  4
  2
  18th
  6
  6
  6
  6
  6
  4
  8
  5
  5
  4
  4
  4
  2
  19th
  6
  6
  6
  6
  6
  5
  8
  5
  5
  4
  4
  4
  3
  20th
  Muddled Revelation
  6
  6
  6
  6
  6
  6
  8
  5
  5
  4
  4
  4
  3
  
  52
  52
  Class Options 
  Spellcasting in the Ashen Age
  Due to the diminished availability of magic, all spell-
  casters in the Ashen Age have the normal spell progres-
  sion table, but no spellcaster can learn any spells of lev-
  els greater than 6th. Instead, all of those higher-level 
  spell slots can be used to cast lower level spells in higher 
  level slots. Additionally, warlocks have further modifi-
  cations as listed in their section below.
  Cleric (Divine Domain)
  At 1st level, a cleric gains the Divine Domain feature. 
  The following domain option is available to a cleric, in 
  addition to the usual options.
  Dust Domain
  Few are the people trusted that come from outside 
  one’s immediate community. The dust ministers are 
  one of those rare cases. Wearing their holy symbols 
  boldly, often on the front and back (and sides, in the 
  case of quadrupeds), such people make their faith 
  abundantly clear. Those who find their faith compatible 
  will often allow them in, to bring the good word of the 
  gods they follow. Such priests are still watched but are 
  rarely turned away at the gate.
  The gods are quite clear. This is an age for self-reli-
  ance. A cleric cannot rely on the raw channeling of their 
  god(ess)’s might through spells alone. They take up 
  arms and ready themselves. However dim the age, the 
  people need their shepherds.
  Dust Domain Features
  Cleric 
  Level
  Feature
  1st
  Wasteland Hardened, Voice of the Wasteland
  2nd
  Channel Divinity: Protection from Projectiles
  6th
  Channel Divinity: Scattershot Prayer
  8th
  Holy Guidance
  17th
  Mercy of the Wastes
  Domain Spells
  You gain domain spells at the cleric levels listed in the 
  Dust Domain Spells table. See the Divine Domain class 
  feature for how domain spells work.
  Dust Domain Spells
  Cleric 
  Level
  Spells
  1st
  fog cloud, sanctuary
  3rd
  calm emotions, lesser restoration
  5th
  beacon of hope, glyph of warding
  7th
  fabricate, hallucinatory terrain
  9th
  hallow, wall of stone
  Wasteland Hardened
  At 1st level, you gain proficiency with martial weap-
  ons and heavy armor.
  Voice of the Wasteland
  Also at 1st level, you can make a Charisma (Persua-
  sion) check with advantage. You can do this once, and 
  must finish a long rest to do so again. At 10th level, you 
  can use this ability an additional time before having to 
  finish a long rest.
  Channel Divinity: Protection from Projectiles
  Starting at 2nd level, you can use your Channel Divin-
  ity to protect others from ranged weapon attacks.
  As an action, you pray fervently and call out loudly, 
  creating a protective field that stretches 30 feet cen-
  tered on you and moves with you. Each ally within this 
  area gains resistance against ranged weapon attacks. 
  This protection fades after a number of rounds equal to 
  your Wisdom modifier.
  Channel Divinity: Scattershot Prayer
  At 6th level, a you may use your Channel Divinity as 
  part of an attack to make a single ranged weapon attack 
  and apply it to every desired target within 30 feet. You 
  must have enough ammunition loaded to cover the tar-
  gets, or you must select fewer targets. The result of the 
  single attack roll is used against all targets. If a target 
  is a fiend or undead, it takes an additional 1d8 radiant 
  damage.
  Holy Guidance
  At 8th level, you gain the ability to avoid the worst 
  depredations of the wasteland. You can use a bonus 
  action to impose disadvantage against all incoming 
  ranged attacks against you until the start of your next 
  turn.
  Mercy of the Wastes
  At 17th level, you gain the ability to spread mercy 
  across the wasteland. As a bonus action, you can ac-
  tivate an aura with a radius of 60 feet that lasts for 1 
  minute, or until you dismiss it using an action. While 
  the aura lasts, creatures in this aura have advantage to 
  resist any effects that would otherwise kill it instanta-
  neously without dealing damage.
  You can also use your reaction to stabilize a creature 
  within this aura that has been reduced to 0 hit points. If 
  you do so, that creature avoids any ill effects from being 
  reduced to 0 hit points, such as the effects of a disinte-
  grate spell. Finally, fiends and undead treat any space 
  within the aura as difficult terrain.
  Once you have used this ability, you cannot use it 
  again until you have finished a short or long rest.
  
  53
  53
  Druid (Druid Circle)
  At 2nd level, a druid gains the Druid Circle feature. 
  The following option is available to a druid, in addition 
  to the usual options.
  Circle of Ashes
  Druidism, as a profession, has seen major changes 
  since the Blaze. The world itself is ill, and it has little pa-
  tience for those on it that would command it during this 
  time of regeneration. This archetype should be consid-
  ered the new default for druids in this setting, though 
  the GM is free to allow a player to play an exceptional 
  druid of another archetype, or even a ‘standard’ druid. 
  Ashen druids do not reach as far and fast for magic that 
  reaches outside of themselves. The world needs a break, 
  and they will not be the ones to disturb it.
  Circle of Ashes Features
  Druid 
  Level
  Feature
  2nd
  Wasteland Hardened, Elemental Survival
  6th
  Unhinged Shape
  10th
  Wasteland Unctions
  14th
  Mutation
  Wasteland Hardened
  At 2nd level, you gain proficiency with all simple and 
  martial weapons.
  Elemental Survival
  Also at 2nd level, you may select one of the following 
  damage types (acid, cold, fire, lightning, poison, thun-
  der) whenever you use Wild Shape. For the duration 
  of the Wild Shape, you gain resistance to that damage 
  type. At 10th level, you can instead gain immunity to 
  one of the above damage types when using this ability.
  Unhinged Shape
  At 6th level, whenever you use Wild Shape, 
  you can also add a mutation. Some abilities 
  require that you are a certain level before 
  you can apply them, as noted in the ability. 
  You can add one of the following abilities 
  to your form whenever you use Wild Shape:
  • 
  Extra Limb/Mouth/Horn. You can 
  make a natural attack as a bonus ac-
  tion. This attack always deals 1d4 
  damage and does not add any 
  ability score bonus. You can 
  choose the damage type when 
  you use Wild Shape. At 10th lev-
  el, this damage increases to 1d6.
  • 
  Fish-like. You gain the ability to breathe water 
  and a swim speed of 30 feet.
  • 
  Nimble. You gain an additional pair of legs that 
  increase your movement speed by 15 feet.
  • 
  Perceptive. You gain an extra eye that grants 
  advantage on passive Perception checks.
  • 
  Potent. One of your natural attacks deals an ad-
  ditional 1d6 damage that is the same type as the 
  one selected for Elemental Survival.
  • 
  Skybound. At 8th level, you can add wings that 
  grant the ability to fly with a speed of 30 feet.
  • 
  Unstable Size. At 15th level, you can either 
  grow one size larger or one size smaller, as per 
  the enlarge/reduce spell.
  Wasteland Unctions
  Upon attaining 10th level, you can craft a special phi-
  al that allows you to channel your spells. By expend-
  ing a spell slot of one level higher than the actual spell, 
  you can infuse a spell that has a range of touch. You can 
  then throw the phial as part of the spell’s casting, to a 
  range of 30 feet. Using this ability against an enemy re-
  quires a spell attack roll, and a miss means that the spell 
  is wasted. Once you use this ability twice, you cannot 
  use it again until you have finished a short or long rest.
  Mutation
  When you attain 14th level, you can apply one mu-
  tation from Unhinged Shape permanently, with the 
  exception of Unstable Size. This alters your true form 
  as well as any animal shapes you take. In addition, you 
  can still choose to gain a temporary mutation when you 
  use Wild Shape. The additional mutation cannot be the 
  same as the one you permanently have.
  
  54
  54
  Warlock
  In addition to the spellcasting restrictions stated at 
  the beginning of this section, a warlock loses any ability 
  to cast spells of 7th level or higher. Instead, their Mys-
  tic Arcanum class feature lets them cast any spell they 
  know using the slot level gained by Mystic Arcanum. 
  For instance, a 7th level “spell” gained through Mystic 
  Arcanum is instead a 7th level slot that can be used to 
  cast any spell the warlock knows. In addition, each time 
  they gain a daily use of Mystic Arcanum, the warlock 
  can opt to learn any spell of a level they can cast, includ-
  ing 6th level. 6th-level spells can only be cast using the 
  slots provided by Mystic Arcanum.
  Pact Boon
  At 3rd level, a warlock gains the Pact Boon feature. 
  The following options are available to a warlock, in ad-
  dition to the usual options.
  Pact of the Gun
  Your patron has gifted you with a gun infused with 
  eldritch gifts known as a Hex Cannon. The Hex Cannon 
  is a two-handed firearm that you are proficient with. 
  It is normally a standard long pipe rifle, but you may 
  transfer its power to another two-handed firearm with a 
  1-hour ritual that may be performed as part of a short or 
  long rest. After completing the ritual, the old Hex Can-
  non reverts to its original form, or in the case of the one 
  gifted by your patron, turns to ash.
  You may channel any spell with a ranged spell attack 
  through your Hex Cannon. Spells channeled this way 
  use the Hex Cannon as a spellcasting focus and allow 
  you to use it to complete any somatic components. In 
  addition, the channeled spell gains any bonuses from 
  magic or modifications on the Hex Cannon to the spell 
  attack roll as well as doubling the range of the spell to a 
  limit of your Hex Cannon’s short range.
  Eldritch Invocations
  At 2nd level, a warlock gains the Eldritch Invocations 
  feature. Here are new options for that feature, in addi-
  tion to the usual options. If an eldritch invocation has a 
  prerequisite, you must meet it to learn the invocation. 
  You can learn the invocation at the same time that you 
  meet its prerequisite. A level prerequisite refers to your 
  level in this class. 
  Hexed Ammo
  Prerequisite: 5th level, Pact of the Gun feature
  When you use your Hex Cannon to channel a spell, 
  you may also fire it at any target of the spell as a bonus 
  action.
  Arcane Munitions
  Prerequisite: Pact of the Gun feature
  You may channel any spell that has a range great-
  er than touch and either targets a single creature or a 
  single area through your Hex Cannon, even if it does 
  not make a ranged attack. If the spell requires a saving 
  throw, any modifiers on the gun’s attack roll apply to 
  the spell’s save DC.
  Fell Sniper
  Prerequisite: 5th level, Pact of the Gun feature
  Spells you channel through your Hex Cannon can be 
  used up to its long range, though when used on a target 
  outside of the gun’s normal range, either the attack roll 
  for the spell suffers disadvantage, or, if combined with 
  the Arcane Munitions invocation, the targets makes any 
  saving throw with advantage.
  
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  Wizard (Arcane Tradition)
  At 2nd level, a wizard gains the Arcane Tradition fea-
  ture. The following option is available to a wizard, in 
  addition to the usual options.
  Arcane Marksman
  Technology is a magic all of its own, and the idea of a 
  person ambling along with a magic staff has lost some 
  of its luster compared to a deadly weapon as long as 
  the user, ready to dispense justice in the form of arcane 
  spells funneled down its carefully worked barrel. Some 
  of the more advanced theories are set aside, abandoned 
  in this age where it proves hazardous, in favor of a more 
  martial approach.
  Arcane Marksman Features
  Wizard 
  Level
  Feature
  2nd
  Wasteland Hardened, Guided Bullet
  6th
  Arcane Shot
  10th
  Magical Bullets
  14th
  Spell Slinger
  Wasteland Hardened
  At 2nd level, you gain proficiency 
  with all firearms.
  Guided Bullet
  Also at 2nd level, you can use your 
  bonus action to gain advantage on 
  your next ranged weapon attack with 
  a firearm, and your attack ignores up to 
  half cover. Once you use this ability, you 
  must finish a short or long rest before you 
  can use it again. You can use this ability 
  twice before having to rest when you reach 
  9th level.
  Arcane Shot
  At 6th level, you regain magical ener-
  gy from masterful shooting. When you 
  score a critical hit or reduce an enemy to 0 
  hit points with a firearm attack, you regain 
  an expended spell slot of up to 3rd level. 
  Once you use this ability, you cannot use 
  it again until you finish a short or long rest.
  Magical Bullets
  When you reach 10th level, you can enchant bul-
  lets with the power of a cantrip. You learn one cantrip 
  that requires an attack roll. Also, you can use a bonus 
  action and expend a 1st level spell slot to enchant 1d4 
  bullets with the power of your cantrip. You can target 
  bullets within 30 feet, even if they are already loaded 
  into a weapon. Successful weapon attacks made with 
  these bullets have the effect of the cantrip as well as 
  their normal damage. This effect lasts for one minute 
  and does not require concentration. If you are not firing 
  the gun that holds the bullet, the wielder of that fire-
  arm uses your level and spell save DC for any relevant 
  effects.
  Spell Slinger
  Starting at 14th level, you can cast a 1st or 2nd level 
  spell and make a firearm attack as one action. To use 
  this ability, the spell you cast must have a casting time 
  of 1 action. For instance, you can fire a gun and cast the 
  thunderwave or spider climb spell as the same action.
  
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  Feats of the Ashen Age 
  Adaptive Combatant (Combat)
  You can run into almost anything in the wastes. Be 
  prepared.
  Prerequisite: Base attack bonus +6.
  Benefit: Any time you use a combat maneuver as an 
  attack action, as opposed to a full attack, you may gain 
  the use of any one Improved (combat maneuver) feat 
  for the purposes of that attack. If you already have that 
  feat, gain the Greater (combat maneuver) feat instead. 
  This does not function for attacks of opportunity or any 
  other attack that does not require a standard action to 
  perform. At a base attack bonus of +10, +15, and +20, 
  increase your CMB for this action by 2, to a maximum 
  of +6 at a base attack bonus of +20.
  Arcane Shooting
  Firearms are wonderful things, allowing you to cast 
  your will over a vast distance. With practice, you can 
  tap into that power, sending out your magic in bright 
  flashes.
  Prerequisite: Proficiency with a firearm.
  Benefit: Going through the motion of loading, and 
  chanting if the spell has verbal components, you can 
  prime a held firearm with a spell. If someone other than 
  you fires that shot, it is wasted. The act of loading takes 
  just as long as casting the spell. You may fire the gun as 
  a free action in the same round in which the loading is 
  complete.
  When you fire it, you can cast any ranged touch, cone, 
  line, or ray spell that you have loaded into the gun. 
  The spell’s range is unmodified, but any attack roll is 
  modified by any enhancement bonus on the firearm. 
  The gun can still misfire, and if such a misfire causes 
  the weapon to be destroyed, the caster becomes the 
  target of the spell instead.
  A spell loaded into a gun is much like a held spell, 
  though it does not discharge on contact. Casting another 
  spell, just like any held spell, causes the held spell to be 
  lost. The firearm can be put down with the held spell 
  inside it indefinitely, provided you do not cast any other 
  spell, lose consciousness, or attempt to load another 
  spell in any firearm.
  Special: A wizard can select this as a wizard bonus 
  feat.
  Combat Medic (Combat)
  Practicing medicine in the middle of a battlefield is a 
  tricky task, but some are up to it.
  Prerequisites: Skill Focus (Heal) or Heal 5 ranks.
  Benefit: When attempting to restore hit points with 
  the Heal skill, you may do so in only one minute for a 
  +5 to the DC of the action or one round for a +10 to 
  Skills
  Knowledge (engineer-
  ing) and Craft (electron-
  ics) are both useful when 
  dealing with most pre-
  Blaze technologies. When 
  either is called for, when 
  dealing with pre-Blaze 
  technologies, add a +1 
  competence bonus if you 
  have 4 ranks in the other. 
  This bonus increases by 
  1 for every 4 additional 
  ranks you possess.
  the DC. If you succeed a 
  Heal check by 5 or more, 
  you heal twice as many 
  hit points.
  Computer Hacker
  It’s one thing to simply 
  brute force one’s way 
  in to get a job done, it’s 
  another to know what 
  you’re doing.
  P r e r e q u i s i t e : 
  Computer Literate.
  Benefit: By increasing 
  the 
  DC 
  to 
  access 
  a 
  computer by 5 and succeeding, you gain complete 
  access to it, allowing you to explore its data freely. Such 
  a compromised computer regards you as a super user, 
  allowing you to do whatever you wish, including naming 
  others as users or removing their access rights.
  Computer Literate
  While most people have no idea what a computer 
  really ‘is’, you have learned their obscure language.
  Benefit: You may use your Disable Device skill to 
  bypass computerized obstacles and traps, such as a lock 
  controlled by a computer you can reach or disabling an 
  automated sentry if you can access its computer.
  Normal: If the obstacle is computer controlled, the 
  DC to bypass it increases by 10.
  Down the Barrel (Grit)
  An enemy with a gun that doesn’t want the work is far 
  less of a threat.
  Prerequisites: Precise Shot, a grit pool.
  Benefit: You may make a disarm attempt in place of 
  a firearm attack. Spend a grit point and make the CMB 
  check, adding any enhancement bonus the firearm 
  provides. If you succeed, the target is disarmed. If you 
  succeed by 5 or more and the target is wielding a firearm, 
  the firearm also gains the broken condition. This will 
  not destroy a firearm that is already broken unless you 
  choose to do so. Weapons other than firearms may be 
  disarmed, but do not become broken.
  Driven Purpose
  You have taken it upon yourself to see after the good 
  of others in your own way. You are no queen, but you 
  are driven to lead.
  Prerequisite: Cannot be a false queen.
  Benefit: You gain a purpose, as per a false queen, 
  with all its effects.
  Electric Personality
  Some take it literal, but you take advantage of this 
  
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  57
  when dealing with electric devices.
  Benefit: By your own unhinged nature, cobbling 
  together a battery out of parts, or some other trickery, 
  once per day you can empower an object. You can 
  provide an item with level 1 empowerment. At 10th, 
  15th, and 20th level, this increases by 1. If you empower 
  something at a level lower than your maximum, you 
  may empower a second object that day, also at less than 
  maximum value.
  Gun Trance (Grit)
  When you put your all on the line, everything seems 
  to slow down. Every heartbeat lasts forever.
  Prerequisites: Base attack bonus +6, a grit pool.
  Benefit: You may spend a grit point to gain the effects 
  of the haste spell until the start of your next action. This 
  is a free action during your turn or an immediate action 
  otherwise. While this effect persists, you may, as a full-
  round action, move up to your base speed and take a 
  single shot at any time during that movement. If you 
  do this, you gain a bonus to your attack roll equal to 
  the number of attacks you would have gotten if you had 
  made a full attack.
  Make It last
  When you’re out in the wastes, you can’t always rely 
  on being able to buy more supplies.
  Benefit: When you expend a use from a kit of any 
  kind, there is a 25% chance that the number of uses 
  will not decrease. If you have 5 ranks in the skill related 
  to the kit, this chance increases to 50%. If you have 10 
  ranks in the skill related to the kit, this chance increases 
  to 75%.
  Militia Leader
  A steady hand and a willingness to instruct can make 
  the difference in the defense of what is ours.
  Prerequisites: Proficiency with a two-handed 
  firearm, character level 6th.
  Benefit: You may, as a downtime action, assist any 
  settlement you are in with which you have 0 or greater 
  social standing. The settlement gains the benefit of the 
  militia improvement for the week that you perform 
  this action. If it already had the militia improvement, 
  its effect increases (making two attacks or decreasing 
  events twice as much). More than one militia leader 
  cannot meaningfully assist a settlement at one time. If 
  this effect is used by the settlement, you gain 10 social 
  standing.
  Mirage Kissed
  Though she claims to be ever changing, her ways 
  remain rooted in old tradition.
  Prerequisites: Character level 3rd, any non-good 
  alignment, must worship Mirage.
  Benefit: You gain the shapechanger subtype. You 
  qualify for any feat, effect, spell, or ability that targets, 
  affects, or requires having the doppelganger spiritual 
  tribe. Your appearance becomes insectoid, but you 
  gain the supernatural ability to take on your birth form 
  as a standard action as per alter shape without the 
  ability score adjustments and can remain in this form 
  indefinitely. If your birth form was quadruped, you gain 
  an additional specific form that is a humanoid of the 
  same size. Likewise, if your birth form was bipedal, you 
  gain an additional specific form that is a quadruped fey.
  Practiced Automatic Wielder
  While a fully automatic weapon can be delightfully 
  dangerous, simply holding down the trigger is not the 
  ideal way to fight.
  Benefit: When using a weapon capable of fully 
  automatic fire that has at least three rounds remaining, 
  you may choose to fire a quick three round burst instead 
  of a fully automatic spray. You may do this in place of a 
  normal ranged attack, causing the weapon to deal one 
  more die of damage.
  Staredown (Grit)
  Go on, move, I dare you...
  Prerequisites: Charisma 13, a grit pool.
  Benefit: By expending a grit point and taking a 
  standard action, you may challenge a target within the 
  range of your wielded firearm. You may take a single 
  shot at them at any point during their turn as if you 
  had a readied action, interrupting their turn. This may 
  be used as a threat to de-escalate hostilities, or to time 
  your attack perfectly. If you do take the shot, the target 
  must make a Reflex saving throw against DC 10 + 1/2 
  your base attack bonus + your Dexterity modifier. On a 
  failure, you may make a free disarm or trip attempt in 
  addition to the attack. It is possible for the attack to fail 
  but the maneuver to succeed. This maneuver does not 
  provoke an attack of opportunity.
  Sudden Jury Rig
  Sometimes you have to make do with what you have, 
  quickly.
  Prerequisite: 3 ranks in any Craft skill.
  Benefit: You like to be ready. You can pre-spend up 
  to your character level x 10 gp in unspecified supplies 
  while in any settlement. As a standard action that 
  provokes an attack of opportunity, you can assemble an 
  item that costs as much as your collection of supplies or 
  less, provided you pass its crafting check. The item falls 
  apart into useless scrap in 1d6 + 1 rounds. The value of 
  the created item is deducted from your collection.
  Techno Mage
  While you may not be specifically a ‘mage’, you 
  
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  58
  have learned to draw power from technology towards 
  magical ends.
  Prerequisites: Caster level 5th.
  Benefit: By depleting a battery (or a full charge 
  from an object with more than one use of battery 
  empowerment) as a full-round action, you regain a 
  spent spell slot or recall a memorized spell (depending 
  on if you are a spontaneous or prepared caster) of a spell 
  level equal to the level of empowerment of the battery.
  Techno Wizard
  What flows one way can also flow the other. The trick 
  is doing it in a fashion that doesn’t explode.
  Prerequisites: Techno Mage, character Level 9th.
  Benefit: By expending a spell slot or memorized 
  spell of one level higher than the desired empowerment, 
  you may empower an item as if a proper battery were 
  supplied. Make a Spellcraft with a DC of 10 + 10 times 
  the target empowerment level. If you fail, but by less 
  than 5, the effort is wasted with the item un-empowered, 
  but the magic spent. If you fail by 5 or more, the item 
  becomes broken. If it was already broken, it is destroyed 
  instead. This is a full-round action that provokes an 
  attack of opportunity.
  Feats of the Ashes 
  Computer Literate
  While most people have no idea what a computer re-
  ally ‘is’, you have learned their obscure language. You 
  gain the following benefits:
  • 
  A successful Intelligence check using thieves’ 
  tools bypasses computerized obstacles and traps, 
  such as a lock controlled by a computer you can 
  reach or disabling an automated sentry if you can 
  access its computer. Normally such an attempt 
  raises the DC by 5.
  • 
  By increasing the DC to access a computer by 5 
  and succeeding, you gain complete access to it, al-
  lowing you to explore its data freely. Such a com-
  promised computer regards you as a super user, 
  allowing you to do whatever you wish, including 
  naming others as users or removing their access 
  rights.
  Mirage Kissed
  Prerequisite: Worship Mirage
  You have given yourself over to the doppelganger 
  queen, and she has welcomed you into her embrace. In 
  a profane ritual, you have been imbued with a shard of 
  her terribly seductive powers, drawing away shreds of 
  your original birthright and replacing them with that of 
  her children, the doppelgangers. You gain the following 
  benefits:
  • 
  Your natural form becomes an insectoid-looking 
  version of your original self.
  • 
  You may disguise yourself as your non-insectoid 
  self without penalty or check, impenetrable save 
  by magic.
  o If you were normally quadruped, you can 
  disguise yourself as a specific biped hu-
  manoid. This form does not change.
  o If you were normally biped, you can dis-
  guise yourself as a specific quadruped fey. 
  This form does not change.
  • 
  You no longer qualify for any feat or ability that 
  requires Unique Destiny. Any other feat that you 
  possess that uses Unique Destiny must be imme-
  diately traded. You retain Unique Destiny’s other 
  traits, if you had it.
  • 
  You gain all the abilities of the doppelganger spir-
  itual path, except for the ability score increase.
  Survivor
  You know how to maximize your odds and pull it to-
  gether to make it through the harsh lands between set-
  tlements. You gain the following benefits:
  • 
  You can pre-spend up to your character level x 
  10 gp in unspecified supplies while in any set-
  tlement. As an action, you can assemble an item 
  that costs as much as your collection of supplies 
  or less, provided you pass its crafting check. 
  The item falls apart into useless scrap in 1d6 + 1 
  rounds. The value of the created item is deducted 
  from your collection.
  • 
  When you expend a use from a kit of any kind, 
  there is a 25% chance of the number of uses not 
  decreasing. If you are proficient in the use of that 
  kit, this increases to a 50% chance.
  • 
  Whenever you succeed at finding water or food, 
  you always secure one extra day’s worth for one 
  person of your size.
  Techno Wizard
  Prerequisite: The ability to cast at least one 1st-level 
  spell
  While you may not be specifically a ‘mage’, you have 
  learned to draw power from technology towards mag-
  ical ends. What flows one way can also flow the other. 
  The trick is doing it in a fashion that doesn’t explode. 
  You gain the following benefits:
  • 
  By depleting a battery (or a charge from an object 
  with more than one use of battery empowerment) 
  as a full-round action, you regain a spent spell slot 
  
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  59
  equal to the level of empowerment of the battery.
  • 
  By expending a spell slot one level higher than 
  the desired empowerment, you may empower an 
  item as if a proper battery were supplied. Make 
  an Intelligence (Arcana) check with a DC of 8 + 
  5 times the target empowerment level. If you fail, 
  but by less than 5, the effort is wasted with the 
  item un-empowered, but the magic spent. If you 
  fail by 5 or more, the item becomes broken. If it 
  was already broken, it is destroyed instead. If the 
  spell slot is normally regained after a short rest, it 
  is not regained until a long rest.
   Unhinged Power
  The power of the unhinged elements has awoken 
  within you, and you can channel this power into the 
  wonders of a lost age. You gain the following benefits:
  • 
  You may attune to technological objects as though 
  they were magic items to bestow them empower-
  ment 1. This increases to empowerment 2 at 11th 
  level and to empowerment 3 at 17th.
  • 
  Starting at 5th level, you may attune to a single 
  device multiple times, with each attunement after 
  the first increasing the empowerment by 1.
  • 
  If you ever gain bonus attunement slots, they 
  cannot be used with this feat.
  
  60
  60
  Martial Mastery
  As spells faded in use, many attempted to shore up 
  their power with more direct means. The magically vi-
  brant fey races were first to master these arts, channel-
  ing that power into their weapons and limbs to great 
  effect. Humanoids and others followed suit, channeling 
  their varied internal energies to amazing feats of mar-
  tial prowess to match that of their spellcasting brothers 
  and sisters on the battlefield.
  The use of this ki is much the same that allows oth-
  er kinds of magic. Those who learn to control and 
  manipulate that ki through other means are less able 
  to use these techniques. A wizard is a glowing battery 
  of power, but it must be expressed through spells for 
  maximum effect. A cleric can accomplish much through 
  their faith, but that ki is expressed through their devo-
  tion and prayer, not their martial prowess.
  To gain access to martial technique requires taking 
  the Martial Mastery feat. Once possessed, a user gains 
  a martial technique to utilize when they can afford its 
  cost.
  Martial techniques are considered a supernatural 
  ability unless otherwise specified. When imitating a 
  spell, use the highest of the user’s Strength, Dexterity, 
  or Constitution for the purpose of saving throws. Use 
  the user’s martial power in place of their caster level.
  Martial Techniques
  Battle Tactician
  Prerequisite: —; Cost: 1; Activation: Standard 
  action
  Effect: By reflecting, or sometimes by an uncanny 
  sense of intuitive hunch, you get the impression if your 
  idea was good or not without external clues. You may 
  ask whether a particular action will bring good or bad 
  results for you in the immediate future.
  The base chance for receiving a meaningful reply 
  is 70% + 1% per martial power, to a maximum of 
  90%; this roll is made secretly. A question may be so 
  straightforward that a successful result is automatic, or 
  so vague as to have no chance of success. If the question 
  succeeds, you get one of four results:
  • 
  Weal (if the action will probably bring good 
  results).
  • 
  Woe (for bad results).
  • 
  Weal and woe (for both).
  • 
  Nothing (for actions that don’t have especially 
  good or bad results).
  o If the technique fails, you get the “nothing” 
  result. If you get the “nothing” result, 
  you have no way to tell whether it was 
  the consequence of a failed or successful 
  augury.
  The technique can see into the future only about half 
  Martial Mastery Feats
  Martial Mastery (Combat)
  It’s fine to learn spells to weave the workings of 
  reality in intricate displays. But what about hitting it 
  with a hammer?
  Prerequisite: Base attack bonus +6.
  Benefit: You gain access to martial techniques. 
  You may select one martial technique that you qualify 
  for. When your base attack bonus is +11 or higher, 
  you gain a second martial technique. When your base 
  attack bonus is +16 or higher, you gain a third martial 
  technique. Upon gaining a level, you may trade one 
  martial technique you know for another, provided 
  it is not being used as a requirement for anything 
  else you have. The power of the martial technique is 
  equal to your base attack bonus. This is reduced by 
  twice the highest spell level you can access from a 
  spell or spell-like ability due to a class feature, to a 
  minimum of 1. At the start of each day, you begin with 
  an amount of ki equal to 1/2 your character level plus 
  your Constitution modifier (minimum 1). If an hour 
  passes without combat or using a martial technique, 
  you regain one spent point of ki.
  Special: If this feat is gained temporarily, it grants 
  no ki, though you can recover ki normally.
  So if you were a 6th level fighter with this feat, you 
  would have a martial power of 6, even if your race 
  or some other non-fighter means gave you a spell or 
  spell-like ability.
  On the other hand, if you were a 6th level paladin, 
  your martial power would be 4; +6 for your BAB, then 
  -2 for your ability to cast 1st-level spells.
  A 6th level magus would have a martial power of 1; 
  +4 for their BAB, -4 for being able to cast 2nd-level 
  spells. Even if the result were negative, which it may 
  sometimes be, your power is always at least 1.
  If you were a 1st level wizard/5th level ranger, you 
  would have a martial power of 3; +5 for your BAB, 
  then -2 for the ability to cast 1st-level spells. Even if 
  you have two classes that grant spellcasting, only the 
  highest spell level counts.
  Below are other feats that enhance with the Martial 
  Mastery feat.
  Expanded Martial Knowledge (Combat)
  You have tasted the drink. Now, tip it back and 
  draw deep.
  Prerequisite: Martial Mastery.
  Benefit: You gain one more martial technique of 
  your choice. You gain another when your base attack 
  bonus is +11 or higher. You gain a third when your 
  base attack bonus is +16 or higher.
  
  6161
  Other Sources of Martial Power
  Combat Stamina
  If you are using the combat stamina rules (See 
  Pathfinder Unchained), discard ki and use stamina 
  whenever it would be called for. The cost of martial 
  techniques are tripled in such a case. You must have 
  a stamina pool to employ martial mastery if combat 
  stamina is available for use.
  Ki
  If you possess ki from another source (such as be-
  ing a monk), it is fully usable for those purposes, or 
  martial mastery. You do not combine the pools, sim-
  ply retaining the largest amount of ki from a source 
  you could have. Any requirement of ki or ways of re-
  gaining it apply equally no matter how you gained the 
  ki. This could result in ki being folded into stamina.
  Ki Reserves (Combat)
  What is the purpose of any weapon without 
  ammunition?
  Prerequisite: Martial Mastery.
  Benefit: Your capacity and starting daily amount 
  of ki increases by 3. You may meditate, be it peacefully 
  with crossed legs, a battle kata, or even reading a book 
  of wisdom that inspires you; however you achieve a 
  ready internal state. While doing so, you regain ki 
  faster, provided you have no active martial technique 
  effects. You will regain 1 ki every ten minutes but can 
  take no other action while doing so.
  Refined Ki (Combat)
  While you may have learned other ways of moving 
  the ki within your body, it is not entirely impossible to 
  gain some flexibility in the art.
  Prerequisite: Martial Mastery.
  Benefit: Your martial power increases by 4, to a 
  maximum of your character level. This is calculated 
  last (a 12th level wizard [BAB +6, -12 from casting 
  ability] could get a martial power of 5).
  an hour, so anything that might happen after that does 
  not affect the result. Thus, the result might not take into 
  account the long-term consequences of a contemplated 
  action. All uses of this technique by the same person 
  about the same topic use the same die result as the first 
  use.
  Alternatively, if you have 7 or more martial power 
  and expend an additional ki, you can attempt to get 
  more information. This can provide you with a useful 
  piece of advice in reply to a question concerning a 
  specific goal, event, or activity that is to occur within 
  1 week. The advice granted by the technique can be as 
  simple as a short phrase, or it might take the form of 
  a cryptic rhyme or omen. If your party doesn’t act on 
  the information, the conditions may change so that the 
  information is no longer useful. The base chance for a 
  correct divination is 70% + 1% per martial power, to 
  a maximum of 90%. If the die roll fails, you know the 
  technique failed, unless specific magic yielding false 
  information is at work.
  As with the basic version of this technique, multiple 
  attempts about the same topic by the same person use 
  the same dice result as the first technique and yield the 
  same answer each time.
  Beast Call
  Prerequisite: —; Cost: 2; Activation: Full-round 
  action
  Effect: A sharp whistle, the banging of drums, or 
  even offering a food treat, this calls nature itself to your 
  aid. Using this martial technique functions as summon 
  nature’s ally I. For every 3 martial power, you may 
  increase the level of the effect (I to II to III, etc.). At IV 
  or higher, the cost of this martial technique increases 
  by 1. The summoned creature(s) remain for 10 minutes. 
  The chosen creature must have an environment that fits 
  your current location. It is not a summoned creature, 
  even if it seems to emerge with all the suddenness of 
  one. It will flee when the duration expires, rather than 
  fade away. If the creature cannot reasonably reach the 
  desired location, even given the benefit of supreme 
  stealth (such as in a locked room), then this action will 
  fail.
  Burst of Speed
  Prerequisite: —; Cost: 1; Activation: None (see 
  text)
  Effect: When things are on the line, the difference 
  of speed can be all that makes the difference between 
  victory and defeat. Activated as part of moving, you 
  gain a +5 enhancement bonus to your movement per 
  2 martial power (minimum +5) until the end of your 
  next action. You can halve this bonus; in which case it 
  persists for 10 minutes. If 1 additional ki is used as well 
  as halving the bonus, the duration extends to an hour.
  Dizzying Feint
  Prerequisites: 5 ranks in Bluff, martial power 5; 
  Cost: 1; Activation: Move action
  Effect: You step to the side, a little jig with each 
  thrust and as you approach. The enemy’s eyes dart to 
  keep up with you, but they haven’t a prayer. When you 
  use this martial technique, you gain a duplicate image of 
  yourself. Whenever you are attacked or are the target of 
  a spell that requires an attack roll, there is a possibility 
  that the attack targets one of your images instead. If the 
  attack is a hit, roll randomly to see whether the selected 
  target is real or a figment. If it is a figment, the figment 
  
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  is destroyed. If the attack misses by 5 or less, one of 
  your figments is destroyed by the near miss. Area spells 
  affect you normally and do not destroy any of your 
  figments. An attacker must be able to see the figments 
  to be fooled. If you are invisible or the attacker is blind, 
  the technique has no effect (although the normal miss 
  chances still apply). It persists for 1 minute per martial 
  power. If you succeed at feinting an enemy while your 
  duplicate remains, another duplicate springs into being 
  and the duration is reset. If you use this technique when 
  an image is present, you reset the time remaining, and 
  gain another image if you can. You cannot have more 
  than one duplicate for every 4 martial power you 
  possess.
  Earth Shape
  Prerequisite: 
  Martial 
  power 
  9; 
  Cost: 
  2; 
  Activation: Standard action
  Effect: With a great pound, an artful slice, or even 
  a serene commanding to obey your whims, the ground 
  moves to obey. Using this martial technique functions 
  as wall of stone. If your martial power is 15 or greater, 
  you may have it function as wall of iron instead.
  Eye of the Tiger
  Prerequisites: 
  Blind-Fight 
  or 
  10 
  ranks 
  in 
  Perception; Cost: 1; Activation: Standard action
  Effect: Your eyes shine in the darkness when viewed 
  with any light, like a cat’s. You have trained yourself to 
  work in the dimmest of lights, where others see only 
  darkness. You gain darkvision 60 feet. If you already 
  had darkvision, it increases by 60 feet. This technique 
  remains active for an hour. With the expenditure of 1 
  additional ki, this can pierce effects of magical darkness 
  such as deeper darkness, and you can consider such 
  effects to be areas of dim light for you.
  False Call
  Prerequisites: 3 ranks in Bluff, martial power 3; 
  Cost: 1; Activation: See text
  Effect: Your vocal chords are the thing of legend, 
  and when you throw your voice, it is to the delight 
  of those you favor, and possible doom to those who 
  oppose you. You can produce sounds as ghost sound or 
  ventriloquism. It is a standard action to begin, but you 
  can then keep it going as a free action. You cannot speak 
  or cast spells while doing so. As soon as you choose to, 
  or you speak or cast a spell, the effect ends. You cannot 
  use this while its effect is active. During your turn, you 
  can change the source and nature of the sound with 
  a new standard action with no ki cost, provided you 
  haven’t stopped.
  Forge of Valor
  Prerequisites: 5 ranks in a Craft skill, martial power 
  5; Cost: 5; Activation: See text
  Effect: You can craft with uncanny speed with this 
  martial technique. When activated, you use a full attack 
  action, but instead of each attack, you may make a Craft 
  skill check with the same penalties you would have for 
  successive attacks. Natural weapons may not be used 
  for this. Each roll is a full week’s worth of work, allowing 
  you to achieve near-instant results in a manic flurry of 
  martial and artisanal skill. Once activated, this martial 
  technique remains active until the user stops taking 
  at least one attack action per round towards crafting. 
  Items constructed with this method are delicate and 
  while fully functional, only persist for an hour before 
  falling to rubble and dust. Such items have no market 
  value. If you expend the full market value of the item 
  in gold and materials while making it, you can make 
  a permanent version of the item with its usual market 
  value.
  For example, if you were making a dagger (Craft DC 
  12), you would first decide if you wanted a permanent 
  dagger or not. If temporary, there is no material cost, 
  otherwise, you expend the full market value of the 
  dagger (2 gp). You then begin a full-attack action. 
  Assuming you have a bonus to your Craft skill of +7, 
  you confidently make your first swing and roll an 11, 
  getting an 18. This gets a result of 216 silver pieces of 
  progress, which easily finishes the dagger. You could, 
  with your iterative attacks, stab someone with the new 
  dagger.
  For the sake of argument, let’s assume you’re 
  working on something a bit more significant than a 
  dagger. You do well on your first strike, but you are 
  not confident in your next swing with its -5 penalty. 
  You do not have to make that Craft check. You could 
  attack, or just skip the action, at your discretion. So 
  long as you attempt at least one craft-attack each 
  round, the martial technique remains active.
  The second round, the dice come up with woe, you 
  failed! If you paid for a permanent item, you lose half 
  that money if the failure was by 5 or more and must 
  pay that lost amount to continue. Whether you did or 
  not, that roll results in no progress in crafting the item.
  Great Stride
  Prerequisite: Strength 13; Cost: 1; Activation: 
  None
  Effect: Activated as part of movement, you may leap 
  and move effortlessly. You gain an enhancement bonus 
  to Acrobatics checks equal to your martial power. This 
  remains active for 1 minute. If you have a martial power 
  of 5 or greater and spend an additional ki, this remains 
  active for 1 hour instead and becomes a source of greater 
  speed. You gain an enhancement bonus to your speed 
  equal to +5 feet for every 3 martial power but leap each 
  
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  time you do so. You can bounce upwards as easily as 
  forward, allowing you to move in all directions during a 
  jump while calculating it as a forward movement. You 
  must end your turn on the ground, or you plummet and 
  take appropriate falling damage.
  Knight of Legend
  Prerequisite: —; Cost: 1; Activation: None
  Effect: You cannot be removed from your mount, 
  even when the environment would scare away lesser 
  warriors. Your power becomes your mount’s power, 
  shielding it from sucking mud, watery depths, and 
  other things that would stop them. This martial 
  technique activates on encountering anything it can 
  mitigate, provided you are mounted at that time. It 
  remains active for 30 minutes, but will remain active if 
  the situation remains, reactivating itself without pause 
  unless you specifically choose otherwise. Your martial 
  power determines what can be mitigated.
  1: Your mount can move through forests or across 
  mountains without being slowed while in overland 
  movement.
  3: Your mount does not sink in mud or similar 
  hazards, instead walking across the top.
  5: Your mount can walk across the top of water and 
  other fluids. If you choose to urge your mount into the 
  water, rather than walking on it, it gains a swim speed 
  equal to its land movement speed and gains the power 
  to breathe water. If you or other riders couldn’t breathe 
  water, you (and they) also gain this power, but the 
  martial technique only persists for 10 minutes instead 
  of 30.
  7: Your mount can squeeze without penalty, though 
  it is still slowed. If it could do this already, it regains its 
  full speed as well.
  9: Your mount can squeeze at full speed.
  11: You can urge your mount into the air. It gains 
  the ability to fly at its ground movement speed. When 
  this is used, the martial technique only persists for 10 
  minutes instead of 30.
  13: Your mount can walk across lava without 
  damaging itself, you, or other riders. Be careful, being 
  dismounted ends this martial technique and could spell 
  both of your doom.
  15: While mounted, your mount, you, and any other 
  passenger is protected from the effects of alien planes 
  as per planar adaptation.
  17: While mounted, you can urge your mount to ride 
  between the borders of the worlds themselves as per 
  plane shift. When you do this, you can take along as 
  many people or objects as the mount can carry without 
  going over a heavy encumbrance.
  Magic Swat
  Prerequisites: 5 ranks in Spellcraft; Cost: 3; 
  Activation: Attack of opportunity
  Effect: You can literally beat spells away, preventing 
  them from hurting you or your allies. As an attack 
  of opportunity, you may use this martial technique 
  against a spell or spell-like ability whose area or target 
  is within your threatened area as it is cast. Make a 
  melee or ranged attack roll (such as with the Snap Shot 
  feat), as appropriate for your wielded weapon. The AC 
  you are targeting is 10 + the spell’s caster level + the 
  caster’s casting ability modifier. If the magic affects an 
  area instead of specific targets, this AC increases by 
  10. On a success, the spell is negated with no effect. If 
  you succeed by 5 or more, you may redirect the spell, 
  designating anything within the remaining range of 
  the spell to be the new target of the spell. This martial 
  technique may also be used as a standard action against 
  standing effects, functioning as a targeted dispel magic 
  using your total bonus to hit with whatever weapon 
  you use (or natural weapon or unarmed attack) as your 
  caster level. If you attempt to counter a spell as it is cast 
  and fail, you regain the ki spent in the attempt.
  Martial Clarity
  Prerequisites: 
  Martial 
  power 
  3; 
  Cost: 
  1; 
  Activation: As per skill
  Effect: Life is a battle, and you have learned how to 
  hone the same moment of utter clarity that comes in the 
  midst of a pitched conflict for other ends. When using a 
  skill, you may activate this martial technique as part of 
  the skill’s use to gain a +1 enhancement bonus to it. For 
  every two ranks you have in the skill, increase the bonus 
  by +1, to a maximum of one-third your martial power.
  Reality Tear
  Prerequisites: 
  Martial 
  power 
  9; 
  Cost: 
  3; 
  Activation: Standard action
  Effect: With a mighty rip, or perhaps a careful slice, 
  you create a portal leading to another world. This 
  functions as plane shift but creates a portal within 5 
  feet of yourself. All those who enter it are transported. 
  The portal closes at the end of your next action or 
  after half as many people as your martial power have 
  passed through. The portal is opaque from both sides 
  and blocks all lines of effect, including teleportation. 
  While the portal is open, the user, or anyone else with 
  this martial technique and within 5 feet of the portal, 
  may spend a ki to keep it open an additional round as 
  a standard action with visible effort. This also increases 
  the number of people who can pass through it to by 
  what the spender qualifies for with their martial power. 
  A Knowledge (planes) check against DC 25 allows a 
  person to discern what plane the portal leads to without 
  stepping through first.
  
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  Shrouded Presence
  Prerequisites: 10 ranks in Stealth; Cost: 1; 
  Activation: None
  Effect: You are not even a shadow. You are there, 
  physically, but others can’t seem to find you, as if you 
  were invisible before their eyes and so quiet in their 
  ears with your practiced breathing and control of your 
  internal energies. This functions as invisibility but can 
  only affect you. This technique is easier to notice than 
  normal invisibility, so your bonus on Stealth checks is 
  halved (+10 while moving and +20 while perfectly still). 
  However, the dampened sound allows you to avoid 
  automatic detection via sound-based blindsense and 
  blindsight, but you do not receive the bonus on Stealth 
  checks from this martial technique against a creature 
  with such abilities. It remains active for 1 minute and 
  can be turned on and off freely during your turn. If you 
  are in initiative (in combat), this martial technique is 
  unavailable and cannot be activated (though if it was 
  already on, it can be kept on). Like invisibility, it will 
  fade on taking a hostile action.
  Thrill of the Fight
  Prerequisites: 6 ranks in Diplomacy, Intimidate, or 
  Perform (any); Cost: 5; Activation: 1 minute
  Effect: Sometimes your friends, or even yourself, 
  need a spirited speech about the dangers and challenges 
  to come. With an appeal to your fighting heart and 
  promises of victory, glory, or other appeals, you can stir 
  the battle spirit of one target per martial power. They 
  must be within 60 feet and be able to hear you. Each 
  target gains a +1 morale bonus to weapon attack rolls, 
  caster level checks, and skill checks for one hour. This 
  bonus increases by 1 at martial power 10, 15, and 20. 
  This is an audible, language-dependant, mind-affecting 
  effect.
  Wall Scale
  Prerequisites: 5 ranks in Climb, martial power 5; 
  Cost: See text; Activation: None
  Effect: You gain a climb speed equal to half of your 
  base land speed at all times if you know this martial 
  technique. By spending 1 ki, your climb speed becomes 
  equal to your base land speed and you can scale even 
  sheer surfaces and along ceilings as if using spider 
  climb for 1 minute per martial power.
  Wall Punch
  Prerequisites: 
  Martial 
  power 
  13; 
  Cost: 
  1; 
  Activation: None
  Effect: You are a one-person demolition crew. When 
  attacking an inanimate object, you can ignore up to 
  your martial power in hardness. You only have to pay 
  the ki cost of this once per round. If your martial power 
  is greater than the hardness of the object, double your 
  damage.
  Weapon Mastery
  Prerequisites: Martial power 9; Cost: See text; 
  Activation: See text
  Effect: Many are the legends of warriors so attuned 
  to their chosen weapon that they can draw out power 
  deep from within them, performing acts of myth that 
  no normal soldier could hope to accomplish. When 
  wielding a weapon you have selected for the Weapon 
  Specialization feat, you gain access to a specific effect 
  related to the weapon.
  If a weapon has multiple damage types, you must 
  select one damage type to be specialized in for that 
  particular weapon. You may use the other damage 
  types’ effects only if you double the ki cost.
  Special: If you possess this martial technique, you 
  qualify to take the Weapon Specialization feat regardless 
  of fighter levels.
  Weather Control
  Prerequisites: 
  Martial 
  power 
  13; Cost: 
  2; 
  Activation: 10 minutes
  Effect: Taking direct hold of the elements, you 
  force them to become extensions of your body. A great 
  gust of your breath may blow away clouds and storms 
  while you fan in the coverage you seek. Great heroes 
  take grasp of the world, and you are one of them. This 
  martial technique functions as control weather. This 
  affects a 2-mile radius.
  
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  Table: Weapon Mastery Effects
  Weapon
  Effect
  Two-Handed Bludgeoning
  With a slam of your weapon, you create an earthquake, as per the spell, as a standard action for 4 ki.
  You can use stone shape, battering the stone into the form you desire for 2 ki.
  You can use create pit for 2 ki with an area of effect of one 10-foot square per 4 martial power. These squares 
  must be contiguous. This is an instantaneous effect and must start adjacent you. You do not risk falling in 
  when creating these fissures but could fall in if you end your turn beside one or get pushed into one.
  Two-Handed Slashing
  Your blade can rend the heavens, or at least the earth beneath it. With a tremendous swing, you can split the 
  earth and tear apart that which stands in your way. Depending on the way you swing, this can have different 
  effects.
  You can use stone shape, battering and carving the stone into the form you desire for 2 ki.
  You can use create pit for with an area of effect of one 10-foot square per 4 martial power. These squares 
  must be contiguous. This costs 4 ki and the effects are instantaneous, rather than their usual durations.
  You can simply slice through barriers as per passwall. This costs 4 ki and the effects are instantaneous, 
  rather than their usual durations.
  Though less intuitively, such weapons can pierce and slice, acting as a two-handed piercing weapon for two 
  extra ki per use.
  Two-Handed Piercing
  With a mighty stab, you can drive your weapon into a surface. Provided you can deal enough damage to 
  bypass its hardness and pay 3 ki, the weapon becomes embedded in it and acts as an immovable rod. While 
  others find it to be difficult to remove, you can remove it easily as a move action. Ammunition fired from such 
  a weapon may also be endowed with this property, creating ladders, doorjambs, and other useful constructs. 
  Animate and/or living creatures cannot serve as an anchor for such weapons or their ammunition.
  Driven into an object that is the center point of a spell, you may anchor it in the weapon. The weapon must 
  have an enhancement bonus at last half that of the spell level it is to extend. While the weapon is embedded, 
  the spell will continue despite whatever duration it once had. If the weapon loses its enhancement bonus, this 
  effect immediately ends. If the weapon is ranged, you may fire at the intended target. The weapon then loses 
  access to its enhancement bonus until you end this effect as a full-round action.
  Though less intuitively, such weapons can pierce and slice, acting as a two-handed slashing weapon for two 
  extra ki per use.
  One-Handed Bludgeoning
  Given a minute of tapping softly against the walls or floors, you can get a sense of the layout of a place, 
  indoor or outside. You get the impression of the passages and layout of the harder portions (like stone or 
  wood walls) out to 10 feet per martial power in all directions. If anything is moving while you echolocate, you 
  get a sense for its size and position, but little else. This costs 2 ki.
  Alternatively, this can be used on a specific inanimate object to gain better understanding of its internal 
  workings, perhaps yielding clues to its function. If you later attempt to disable a device you have analyzed in 
  this way, you may roll twice and take the better result.
  One-Handed Slashing
  The blade is an extension of your skill and manifest of your will. You may, for 1 ki and in place of an attack, 
  manipulate something from a distance with a gust of wind or an arc of power that comes from a slice of your 
  blade. The range of this power is 10 feet per martial power. You must have line of sight and effect to the 
  target. If you use an iterative attack, any skill or attack roll involved with the distant action is affected by the 
  iterative penalty.
  You may do anything with this distant action that you could do if you were personally present, including 
  picking something up, or simply attacking it with your weapon.
  One-Handed Piercing
  If you wield at least two of these weapons in different hands, you gain a climb speed equal to 5 feet per 2 
  martial power, to a maximum of your base land speed. This can be used on sheer and greased surfaces if 
  the hardness of your weapon matches or exceeds the surface you are climbing. On a ceiling or overhang, 
  your speed drops by half. You may only make one attack per round while climbing in this fashion. You must 
  expend 1 ki when using this and another every ten minutes that you continue using it.
  Such weapons rarely reign supreme in raw damage, but used with skill, they can dismantle the mighty with 
  ingenuity. Should you strike an object and reduce it to half its hit points or less, you may spend 3 ki to finish 
  the job, destroying it with a precise blow. Artifacts and other incredible objects may resist this ability.
  By holding out the blade and closing one’s eye, some swords-folk claim the tip of their piercing weapon can 
  lead them to where they need to be. With 2 ki and one minute, you may ask questions as per divination, but 
  the answer always comes in the form of where the sword directs the user.
  
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  Traits of the Ashen 
  Age 
  Advanced Education (Regional): You were 
  raised in Murrage or some other well-to-do place. Tech-
  nology comes easily to you. You enjoy a +2 trait bonus 
  to Knowledge (engineering) and it becomes a class skill 
  for you.
  Ash Swimmer (Combat): You spent much of your 
  time not sweeping the ash aside but learning to navigate 
  it. You can move through ash as if it weren’t difficult 
  terrain. This includes any vehicle you may be piloting/
  driving.
  Ash Watched (Religion): An ancestor died in the 
  Blaze. This does not make you special. The fact that they 
  follow you around, quietly watching, does. If you would 
  die, you are instead teleported up to 100 feet to the 
  safest spot and lose this trait and its blessing. Is it any 
  wonder few people have this gift? Any disease, poison, 
  or lingering damage effect is removed, and if you have 
  0 or fewer hit points, you are raised to 1 hit point. If any 
  ability score was reduced to 0 due to damage and/or 
  drain, it becomes 1 instead.
  Recipe Collector (Social): You enjoy swapping 
  notes with other artisans. For every two ranks you have 
  in a Craft skill, you may select one additional modifica-
  tion to learn.
  Medically Trained (Social): You have learned 
  how to apply splints and stitches to keep your fel-
  low survivors alive. You gain a +2 trait bonus on Heal 
  checks and it becomes a class skill for you.
  Scrap Munitions Expert (Combat): Even as a 
  child, you took pride in helping the defense of your peo-
  ple. You were too small to be of much direct help, so 
  you threw yourself into making sure they always had a 
  bullet. You can craft scrap ammunition twice as quickly.
  Starborn (Religion): You were born beneath a 
  cloudbreak, but it was night at the time. Kissed by the 
  soft silvery lights of the moon and stars, they say your 
  birth was a lucky one. Once per day, when you fail a sav-
  ing throw, you may reroll it. You must take the second 
  result, even if it is worse.
  Sunborn (Religion): You were born beneath a 
  cloudbreak, your infant body bathed in the rare caress 
  of the sun for a few precious moments. You are immune 
  to being dazzled by bright light and you shine with col-
  ors normally muted in the ashen age. This may inspire 
  others to cooperation, or fear.
  
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  Magic in the Ashen 
  Age
  With the coming of the Blaze, magic of all varieties 
  came as unhinged as the very threads that were torn 
  asunder and set the world ablaze with destruction. It 
  has recovered over the years, allowing for a glimmer of 
  what once was. Most spellcasters in the torn world are 
  those born, or chosen, for their gifts. Schools and acad-
  emies dedicated to the art are basically unheard of.
  With so much knowledge lost, people struggle with 
  what they have and are happy for what scraps they can 
  manage. A lone devout soul, praying for food during the 
  lean times, may be an extraordinarily valued and re-
  spected member of their community, if they can get it 
  right. Spells that made food or water, unfortunately, 
  have proven unreliable. The result is tainted, causing 
  those who consume it to gain Blaze Fever.
  Magic and technolog-
  ical devices are beyond 
  the means of most to 
  ever obtain. Even seeing 
  a working magic wand is 
  cause for excitement, or 
  fear. The techniques that 
  went into the making of 
  such things were brutal-
  ly erased from the world 
  in the Blaze, making the 
  remnants plucked from 
  old places priceless in val-
  ue. Such things are only 
  bartered for, never with 
  a market value. Priceless 
  things can also not be 
  crafted normally.
  Magic spells of 7th level 
  or higher simply cannot be 
  cast, though if one has a 
  slot of such a level, it could 
  be used to cast lower lev-
  el spells, with or without 
  metamagic.
  Those who wish to do 
  the unthinkable and cast 
  a spell natively 7th level or 
  higher anyway tempt the 
  smoldering remains of the 
  elemental forces, possibly 
  triggering a local cascade 
  of the Blaze. We leave this 
  in the capable hands of the 
  Forgotten Spells
  Spells with the forgot-
  ten descriptor are lost to 
  time. They are not avail-
  able to be taken on level 
  up, found in stores, or 
  accessible even to divine 
  casters. Only after find-
  ing the spell and study-
  ing it can the spell be 
  accessed. A wizard could 
  then scribe it into their 
  book, and a cleric could 
  pray for the spell the 
  next time they regain 
  spells.
  This is specific to Ev-
  erglow. If you’re run-
  ning a different cam-
  paign, you could mark 
  entirely different spells 
  as forgotten. You could 
  even do so for your own 
  Everglow campaign, as 
  the GM. Forgotten is 
  not written in stone as a 
  mechanical requirement 
  for the spell. Instead, 
  it is another tool to in-
  crease mystery and pro-
  vide treasure for your 
  players to go for that 
  isn’t a shiny artifact, but 
  instead something in a 
  book that may be just as 
  valuable.
  GM to be creative with. All such spells are considered 
  forgotten, meaning they cannot be gained or cast with-
  out finding them in play first.
  Divine and divination magic that has a chance of fail-
  ure has that chance increased by 20% (10% becomes 
  30%, for instance).
  The art of creating magic items is lost.
  Classes that begin play with an item creation feat 
  may use it, but such feats cannot otherwise be obtained 
  without discovering those secrets in play and with GM 
  approval.
  The spellcasting level of any given settlement is 3 low-
  er than would otherwise be suggested based on its size 
  and modifiers. All settlements given in this book will 
  have this included. At a level of 0 or below, there simply 
  aren’t any spellcasters available.
  Attempts to magically purify food or water tainted 
  with Blaze Fever requires a caster level check vs DC 25 
  or the attempt fails.
  Ashen Spellbook
  While the greatest of magics, divine, arcane, or oth-
  erwise, have become lost and dangerous, people prove 
  adaptable. In an age of increased need, there will always 
  be innovation. Spellcasters grow with the increased 
  pressure and show new ways of making ends meet de-
  spite the harshness of the Ashen Age. Life finds a way.
  Spells 
  For Starfinder compatibility, ignore all components 
  and use the technomancer or mystic levels. If a spell has 
  no technomancer or mystic level listed, it is not avail-
  able in Starfinder. For ease, these two classes will be 
  listed last.
  Emergency Ammunition
  School conjuration; Level inquisitor 0, magus 0, 
  paladin 1, sorcerer/wizard 0, summoner/unchained 
  summoner 0, witch 0, technomancer 0
  Casting Time 1 standard action
  Components V, S, F (the firearm the ammunition 
  will fit)
  Range personal
  Target you
  Duration 1 minute [see text]
  Saving Throw none; Spell Resistance no
  You can cast this spell while holding a firearm. 5 pieces 
  of usable scrap ammunition appear in your hand. If you 
  have no hand available, it drops to the ground at your 
  feet. This ammunition fades away after the duration of 
  the spell. The ammunition is magical at a glance and 
  
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  68
  has no market value. If you cast this spell using a slot of 
  1st-level or higher, its effects are enhanced. It creates 5 
  more pieces of ammunition for every spell level above 0 
  and its duration becomes 10 minutes per level. If cast as 
  a 3rd-level spell or higher, you may decide to create cold 
  iron or silver ammunition. As a 5th-level spell or higher, 
  you may create adamantine ammunition.
  Magic Gun
  School conjuration; Level inquisitor 2, magus 
  2, paladin 2, psychic 2, ranger 2, sorcerer/wizard 2, 
  summoner/unchained summoner 2, technomancer 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 10 minutes/level
  Saving Throw none; Spell Resistance yes 
  (harmless)
  While most travelers can be expected to have a fire-
  arm, things happen. This spell is a solution to that 
  problem. It creates a pipe pistol or long pipe gun in 
  your hand (you must have a hand or equivalent empty 
  to cast the spell). For every spell level above 2nd, the 
  gun has 3 build points worth of modifications. If the 
  gun is dropped or otherwise leaves your control, it van-
  ishes immediately. As a standard action, provided the 
  duration has not elapsed, you can create a new gun in a 
  ready hand. Attacks with the magic gun are considered 
  magic for the purpose of penetrating damage reduction.
  Radiation Buffer
  School abjuration; Level alchemist 3, cleric 3, 
  inquisitor 3, paladin 3, sorcerer/wizard 3, mystic 2, 
  technomancer 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature or object touched
  Duration 10 minutes/level
  Saving Throw none; Spell Resistance yes 
  (harmless)
  This dimly glowing field of blue captures and turns 
  away harmful ionizing radiation. While active, the crea-
  ture or object touched is affected by radiation effects as 
  if they were 2 levels lower. If you cast this spell using a 
  spell slot higher than 3rd, this reduction is increased by 
  1 per extra spell slot level.
  Radiation Buffer, Communal
  School abjuration; Level alchemist 4, cleric 4, 
  paladin 4, sorcerer/wizard 4, mystic 3, technomancer 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creatures or objects touched
  Duration 10 minutes/level
  Saving Throw none; Spell Resistance yes 
  (harmless)
  This functions like radiation ward, except if this spell 
  is cast using a spell slot higher than 4th, this reduction 
  is increased by 1 per extra spell slot level. You may di-
  vide the duration in 10-minute intervals among the 
  creatures touched.
  Remote Presence
  School evocation [light]; Level bard 0, cleric/oracle 
  0, druid 0, inquisitor 0, magus 0, psychic 0, shaman 0, 
  sorcerer/wizard 0, summoner/unchained summoner 0, 
  witch 0, mystic 0, technomancer 0
  Casting Time 1 standard action
  Components V, S
  Range see text
  Target one light construct
  Duration concentration, up to 1 minute/level
  Saving Throw none; Spell Resistance no
  This spell creates a semi-transparent holographic 
  double of the caster at the target location. The double 
  speaks and acts as you do, though it does not move from 
  its starting place (it may appear to be walking in place 
  or otherwise going through the motions of movement 
  without moving). If you cast this spell using a high-
  er-level spell slot, it is enhanced. With a spell slot of 
  1st-level or higher, you can see and hear through the 
  light construct as if you were physically present. Its 
  range increases from close (25 ft. + 5 ft./2 levels) to me-
  dium (100 ft. + 10 ft./level). If you cast it using a spell 
  slot of 2nd-level or higher, line of sight and effect is not 
  required, provided you are familiar with the target loca-
  tion. If you cast it using a spell slot of 3rd-level or high-
  er, the range becomes 1 mile per caster level.
  Spontaneous casters may only take advantage of the 
  spell up to the spell level that they learned the spell. 
  They may learn the spell at any level they wish, then 
  cast it at that level or lower. If they learn a higher-level 
  version of this spell, the lower level version can be im-
  mediately traded for another spell.
  Riten’s Colonial Demiplane
  School conjuration (creation) [forgotten]; Level 
  cleric/oracle 9, sorcerer/wizard 9, witch 9, mystic 6, 
  technomancer 6
  Casting Time see text
  Components V, S, M (ornate carved metal pillars 
  worth 50,000 gp)
  Range touch
  Target 1 settlement
  Duration permanent
  Saving Throw none; Spell Resistance yes 
  (harmless)
  This spell functions as greater create demiplane with 
  several key differences. The preparation of the spell 
  must be completed as a city improvement, taking a slot 
  in the process. It requires the gold pieces to be spent, 1 
  salvage per city size, and as many work weeks as it takes 
  to complete. The people of the city must be aware of the 
  
  69
  69
  act and the majority (66%) must agree to it, or the spell 
  will fail. If successfully cast, the settlement fades from 
  existence, leaving the terrain as if the city had never 
  been. You may decide the properties of the demiplane 
  it is transported to. The demiplane is large enough to 
  contain the city and half-again as much space. The rec-
  ognized ruler of the settlement can, with a daylong rit-
  ual they instinctively know for as long as they are the 
  ruler, return the city to the material plane and, with the 
  same ritual, return it to the demiplane. This spell can-
  not be dispelled normally; the improvement must be 
  destroyed before it can be dispelled.
  If things exist in the material plane when the city at-
  tempts to return, they are moved to the nearest avail-
  able space, even if they are normally rooted in place. 
  This causes no harm to the forcefully shunted objects.
  Speak with Ash
  School divination; Level cleric 4, druid 4, psychic 4, 
  shaman 4, sorcerer/wizard 4, mystic 4
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target ash touched
  Duration 1 round/level
  Saving Throw none; Spell Resistance yes 
  (harmless)
  With a touch and a soft raspy question towards ash 
  or a creature comprised of Blaze-created ash, you forge 
  a fleeting connection with their psyche. While the spell 
  endures, you and the ash or creature can understand 
  one another regardless of the languages you or it knows. 
  This gives speech to sedentary ash, though such ash of-
  ten has little to say, other than to share what its life was 
  like before the Blaze. The ash is not beholden to speak 
  the truth, but you enjoy a bonus to Sense Motive checks 
  against the target equal to half your caster level.
  Spells 
  Spell Lists
  The following spell lists show which spells can be cast 
  by characters of each class. A spell’s school of magic is 
  noted in parentheses. If a spell can be cast as a ritual, 
  the ritual tag also appears in the parentheses.
  Bard Spells
  1st Level
  Remote presence (evocation)
  4th Level
  Speak with ashes (divination)
  Cleric Spells
  1st Level
  Remote presence (evocation)
  2nd Level
  Radiation buffer (abjuration)
  4th Level
  Speak with ashes (divination)
  9th Level
  Riten’s colonial demiplane (conjuration) [forgotten]
  Druid Spells
  1st Level
  Remote presence (evocation)
  Paladin Spells
  Cantrips (0 Level)
  Create bullet (conjuration)
  1st Level
  Emergency ammunition (conjuration)
  Remote presence (evocation)
  2nd Level
  Magic gun (conjuration)
  Radiation buffer (abjuration)
  Ranger Spells
  Cantrips (0 Level)
  Create Bullet (conjuration)
  1st Level
  Emergency ammunition (conjuration)
  2nd Level
  Magic gun (conjuration)
  Sorcerer Spells
  Cantrips (0 Level)
  Create Bullet (conjuration)
  1st Level
  Emergency ammunition (conjuration)
  Remote presence (evocation)
  2nd Level
  Magic gun (conjuration)
  Warlock Spells
  Cantrips (0 Level)
  Create Bullet (conjuration)
  1st Level
  Emergency ammunition (conjuration)
  Remote presence (evocation)
  Wizard Spells
  Cantrips (0 Level)
  Create Bullet (conjuration)
  1st Level
  
  70
  70
  Emergency ammunition (conjuration)
  Remote presence (evocation)
  2nd Level
  Magic gun (conjuration)
  Radiation buffer (abjuration)
  4th Level
  Speak with ashes (divination)
  9th Level
  Riten’s colonial demiplane (conjuration) [forgotten]
  Spell Descriptions
  The spells are presented in alphabetical order.
  Create Bullet
  Conjuration cantrip
  Casting Time: 1 bonus action
  Range: Touch
  Components: V, S
  Duration: 1 minute
  When you cast this spell, you create single piece of 
  scrap ammunition. If you are holding a firearm, this 
  spell automatically loads the ammunition into your 
  weapon. You can also give this to an ally, who then must 
  load it into their firearm. The ammunition fades away 
  after the duration of the spell.
  Emergency Ammunition
  1st-level conjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 10 minutes
  This spell is cast while holding a firearm. 5 pieces of 
  usable scrap ammunition appear in your hand. If you 
  have no hand available, the ammunition drops to the 
  ground at your feet. This ammunition fades away after 
  the duration of the spell. The ammunition is magical at 
  a glance and has no market value.
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, its effects are enhanced. 
  It creates 5 more pieces of ammunition for each slot lev-
  el above 1st and its duration becomes 24 hours. When 
  cast using a spell slot of 3rd level or higher, you can cre-
  ate cold iron or silver ammunition. When cast using a 
  spell slot of 5th level or higher, you can create adaman-
  tine ammunition.
  Magic Gun
  2nd-level conjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 10 minutes (concentration)
  While most travelers can be expected to have a fire-
  arm, things happen. This spell is a solution to that prob-
  lem. It creates a pipe pistol or long pipe gun in your 
  hand (you must have a hand or equivalent empty to cast 
  the spell). This firearm has a loaded piece of ammuni-
  tion that cannot be removed (only fired). If the gun is 
  dropped or otherwise leaves your control, it vanishes 
  immediately. As an action, provided the duration has 
  not elapsed, you can create a new gun in a ready hand. 
  Attacks with the magic gun are considered magic for the 
  purpose of resistances and immunities.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, its effects are enhanced. 
  For each slot level above 3rd, the gun is created with 3 
  build points worth of modifications.
  Radiation Buffer
  2nd-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 hour (concentration)
  This dimly glowing field of blue captures and turns 
  away harmful ionizing radiation. While active, the crea-
  ture touched is affected by radiation effects as if they 
  were 2 levels lower.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, its effects are enhanced. 
  For each slot level above 3rd, it can affect one additional 
  target or reduce radiation by another level.
  Remote Presence
  1st-level evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 10 minutes (concentration)
  This spell creates a semi-transparent holographic 
  double of the caster to the target location. The double 
  speaks and acts as you do, though it does not move from 
  its starting place (it may appear to be walking in place 
  or otherwise going through the motions of movement 
  without moving). You can see and hear through the 
  light construct as if you were physically present.
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, its effects are enhanced. 
  When you cast this spell using a spell slot of 2nd lev-
  el or higher, you don’t need line of sight and the range 
  increases to 200 feet. When you cast this spell using a 
  spell slot of 3rd level or higher, the spell can reach up to 
  ten miles away.
  Riten’s Colonial Demiplane
  9th-level conjuration [forgotten]
  Casting Time: 1 action
  
  7171
  Range: Touch
  Components: V, S, M (Ornate carved metal pillars 
  worth 50,000 gp)
  Duration: Permanent
  This spell creates an amazing demiplane and connects 
  it with a large populated area. The preparation of the 
  spell must be completed as a city improvement, taking 
  a slot in the process. It requires the gold pieces be spent 
  and 1 salvage per city size and as many work weeks to 
  complete. The people of the city must be aware of the 
  act and the majority (66%) must agree to it, or the spell 
  will fail. If successfully cast, the settlement fades from 
  existence, leaving the terrain as if the city had never 
  been. You may decide the properties of the demiplane 
  it is transported to. The demiplane is large enough to 
  contain the city and half-again as much space. The rec-
  ognized ruler of the settlement can, with a daylong rit-
  ual they instinctively know for as long as they are the 
  ruler, return the city to the material plane and, with the 
  same ritual, return it to the demiplane. This spell can-
  not be dispelled normally; the improvement must be 
  destroyed before it can be dispelled.
  If things exist in the material plane when the city at-
  tempts to return, they are moved to the nearest avail-
  able space, even if normally rooted in place. This causes 
  no harm to the forcefully shunted objects.
  Speak with Ashes
  4th-level divination
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 minute
  With a touch and a soft raspy question towards ash or 
  a creature comprised of Blaze-created ash, you forge a 
  fleeting connection with its psyche. While the spell en-
  dures, you and the ash or creature can understand one 
  another regardless of the languages you or it knows. 
  This gives speech to sedentary ash, though such ash 
  often has little to say, other than to share what its life 
  was like, before the Blaze. The ash is not beholden to 
  speak the truth.
  
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  72
  Equipment
  Some equipment required intense upkeep and, more 
  importantly, advanced power sources that have long 
  since run dry or been smashed to pieces. These pieces 
  can be used despite this, often very poorly, or with great 
  amounts of jury-rigging. For the unhinged, there is an-
  other possibility. They can attune these tools and lend 
  their strength, powering them through personal will 
  and their elemental flow. All items have a listed amount 
  of time. This is how long a given power supply will last 
  before losing one of its charges.
  Special: Some of the following items have special 
  qualities in addition to those noted in their description. 
  New special qualities are described below.
  Scrap: If a firearm lacks the scrap quality and the am-
  munition has it, the firearm’s misfire chance increases 
  by 1 for that shot. If ammunition lacks the scrap qual-
  ity and the firearm has it, the firearm’s misfire chance 
  decreases by 1 for that shot. Equipment with the scrap 
  quality can be modified.
  Many items have special properties related to their 
  use, as shown in the appropriate table.
  Scrap. Equipment with the scrap modifier can be 
  modified.
  Firearm and Melee Proficiency 
  Unless otherwise noted, firearms require martial pro-
  ficiency (instead of exotic). One-handed firearms are 
  considered simple weapons. The idea of using a firearm 
  is a common knowledge. Even those not proficient with 
  guns know the concept and do not increase the misfire 
  chance of a firearm when using one.
  Martial melee weapons become exotic, with most 
  people preferring to use guns, for better or worse, over 
  things that require you get close to your target.
  If your race or class gave specific proficiency with 
  short bows, light crossbows, or hand crossbows, you 
  gain proficiency with pipe pistols.
  If your race or class gave specific proficiency with 
  long bows or heavy crossbows, you gain proficiency 
  with long pipe guns.
  The Gunsmithing feat is gone; it has been replaced 
  with the Craft (firearms) skill. Crafting firearms re-
  quires Craft rolls the same as any other weapon. Gun-
  slingers gain gun training 1 at 1st level instead.
  Gunslingers also begin with any one firearm with a 
  cost of 500 gp or less instead of the usual options.
  Unhinged Empowerment
  Some equipment will list different levels of empower-
  ment that can be given to an item and what effects are 
  gained as a result. Items gain all benefits at the level 
  given. When attuning potentially unhinged equipment, 
  the character must choose how much of the normal bo-
  nus (the enhancement bonus they normally get to en-
  hance the item) they will dedicate to get these effects. 
  Points used for this do not give their normal enhance-
  ment bonuses. So long as the item is attuned, they re-
  mained empowered at the chosen level.
  Firearm and Melee Proficiency 
  Unless otherwise noted, one-handed firearms are 
  simple weapons and two-handed firearms are martial 
  weapons.
  Martial melee weapons become neither simple nor 
  martial, requiring specific proficiency. This is due to 
  most preferring to use guns, for better or worse, over 
  things that require you get close to your target.
  If your race, background, or class gave specific profi-
  ciency with short bows, light crossbows, or hand cross-
  bows, you gain proficiency with pipe pistols.
  If your race, background, or class gave specific pro-
  ficiency with long bows or heavy crossbows, you gain 
  proficiency with long pipe guns.
  Starting Equipment
  Some of the equipment presented here are far beyond 
  the scope of a starting adventurer. If using Equipment 
  from Class and Background and you are given a choice 
  of any simple or melee weapon, weapons costing over 
  a 100 gp are invalid choices. Additionally, if you would 
  start with any armor, you instead start with a scavenged 
  armor of the same weight.
  If you are purchasing equipment instead, increase 
  your starting gold by 75.
  Weapons
  Pipe Weapons (Firearms)
  The basic concept of a firearm was not forgotten. How 
  to assemble one of the pre-Blaze models properly is be-
  yond the means of the ashen age, but cobbling together 
  pieces and forging it into something that could serve as 
  a stand-in is possible. Usually with smooth bores and 
  made of different pieces welded together, they have a 
  very distinctive appearance. While many are jury-rigged 
  to use common scrap-bullets, if the user is blessed with 
  the real thing, their misfire is reduced by 1. Though they 
  come in many, more specific, varieties, we will present 
  the basic models and allow your imagination to fill in 
  the holes. Firearms without the scrap quality are all 
  considered priceless and beyond the current methods 
  of production.
  
  73
  73
  Table: Weapons 
  Martial Weapons
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Weight
  Type
  Special
  One-Handed Melee
  Powered Stomping 
  Technology (PST)
  2,000 gp 
  (priceless)
  1d4/1d3
  1d6/1d4
  x2
  —
  3 lbs.
  B
  —
  Two-Handed Melee
  Chainsaw
  1,500 gp
  1d10
  2d6
  x2
  —
  8 lbs.
  S
  Loud
  Firearms
  Cost
  Dmg (M)
  Critical
  Range
  Misfire
  Capacity
  Weight
  Type
  Special
  One-Handed Firearms
  6-shot pistol
  204 gp
  1d8
  x4
  20 ft.
  1-2
  6
  4 lbs.
  B and P
  scrap
  Pistol
  1,300 gp 
  (priceless)
  1d8
  x4
  20 ft.
  1
  9
  2 lbs.
  B and P
  —
  Pipe pistol
  70 gp
  1d8
  x4
  20 ft.
  1-2
  1
  4 lbs.
  B and P
  scrap
  Machine pistol
  1,685 gp
  1d8
  x4
  20 ft.
  1-2
  6
  4 lbs.
  B and P
  automatic fire*, scrap
  Two-Handed Firearms
  Gatling gun
  3,682 gp
  2d6
  x4
  40 ft.
  1-2
  12
  54 lbs.
  B and P
  automatic fire*, hand 
  cranked*, oversized*, 
  scrap
  Gauss rifle
  25,000 gp 
  (priceless)
  4d6
  x4
  100 ft
  —
  10
  30 lbs.
  B and P
  —
  Long pipe gun
  100 gp
  1d10
  x4
  40 ft.
  1-3
  1
  9 lbs.
  B and P
  scrap
  Reason
  10,000 gp 
  (priceless)
  2d8
  x4
  80 ft.
  1-5
  100
  125 lbs.
  B and P
  —
  Shotgun
  250 gp
  1d10
  x4
  40 ft.
  1-3
  1
  9 lbs.
  B and P
  scattershot*, scrap
  Sniper rifle
  726 gp
  1d10
  x4
  50 ft.
  1-3
  1
  9 lbs.
  B and P
  scoped*, scrap
  Ammunition
  Magazine
  10 gp + 1 gp/
  capacity
  —
  —
  —
  —
  —
  0.5 lbs.
  —
  scrap
  Scrap bullet (20)
  1 gp
  —
  —
  —
  —
  —
  3 lbs.
  —
  scrap
  * This quality is a scrap modification. See the chapter Crafting in the Ashen Age for more information.
  PF: Constructing a pipe firearm requires a Craft (fire-
  arms) check at DC 15. For the purposes of reloading and 
  for rules, scrap guns operate as early firearms, even if 
  they are not muzzle loading.
  5e: Constructing a pipe firearm requires smith’s tools 
  and a successful DC 13 Intelligence check.
  Chainsaw: This device is fantastic at cutting things 
  with its razor-edged chain that spins at high speeds. 
  As it turns out, it can also be an effective weapon in 
  the hands of those willing to get messy. Activating the 
  weapon is a standard action. Level 1 empowerment 
  gives it 10 charges, and one charge is used on activation, 
  allowing it to remain active for a minute. If dropped, it 
  deactivates automatically.
  PF: While active it produces quite a bit of noise, giving 
  its wielder a -10 penalty to any Stealth checks. Creating 
  a chainsaw requires a DC 25 Craft (electronics) check.
  5e: While active it produces quite a bit of noise, giv-
  ing away its wielder’s location automatically. Creating a 
  chainsaw requires tinker’s tools and a successful DC 17 
  Intelligence check.
  Gauss Rifle: Developed late in the war, gauss rifles 
  never entered full use on the battlefield. Regardless of 
  that fact, there are a precious few of them out there, 
  somewhere. Such an impressive beast of a gun requires 
  special ammunition and is unable to use scrap ammuni-
  tion at all. It also requires level 2 empowerment to gain 
  10 charges and it uses 1 charge per shot.
  Magazine: A magazine is designed to hold bullets 
  for use in a compatible firearm. If a weapon is con-
  structed or modified to alter its capacity to any amount 
  greater than two, a compatible magazine is created at 
  no additional cost or time.
  PF: A magazine is loaded at the same speed per am-
  munition as a firearm of the size with which it is com-
  patible, with a maximum time of a full-round action 
  per piece of ammunition. Creating a spare magazine 
  requires a DC 15 Craft (firearms) check.
  5e: A weapon using a magazine gains the loading 
  property when the magazine is empty. Creating a spare 
  magazine requires tinker’s tools and a successful DC 13 
  Intelligence check.
  
  74
  74
  Base: Pipe Pistol; Modifications: Automatic Fire, Extended 
  Magazine; Build Points: 8
  Pipe Weapon, Shotgun: While it is always nice to 
  put a bullet right where it needs to be, when defend-
  ing what’s yours, you don’t care to hit just right, just 
  to hit. Shotguns are very popular for shock attacks and 
  defense, especially by those with little training.
  Base: Long Pipe Gun; Modifications: Scattershot; Build 
  Points: 4
  Pipe Weapon, Sniper Rifle: Expensive and diffi-
  cult to make, a true sniper rifle is a gun you pass down 
  to your children. They are better than most at reaching 
  out across a vast reach and expressing your displeasure 
  at another before they can respond.
  Base: Long Pipe Gun; Modifications: Rifling, Scoped; Build 
  Points: 4
  Pistol: In the days before the Blaze, it was not un-
  common for an average citizen of any nation to have 
  one of these weapons. Their ubiquity played a large part 
  in the continued, if small, chance of finding a working 
  one. Priceless and often cared for quite carefully, such 
  pistols were machined with techniques far more precise 
  than current methods allow for, creating a simple weap-
  on that works reliably. Light, with a good capacity, there 
  Pipe Weapon, 6-Shot Pistol: It’s just as simple as 
  it looks. It’s a one-handed gun that can fire six times 
  between reloads. Sometimes simple is good.
  Base: Pipe Pistol; Modifications: Extended Magazine; Build 
  Points: 3
  Pipe Weapon, Gatling Gun: When you need a lot 
  of pain over a lot of area and you need it reliably, the 
  gatling gun does the job quite well. Relying almost en-
  tirely on mechanics and hand cranking instead of the 
  motion created with each firing, the operator can con-
  trol its motion and judiciously apply ammunition where 
  it needs to be. With its great size, another user profi-
  cient in its use can reload the gatling gun even while it 
  is being used.
  Base: Long Pipe Gun; Modifications: Automatic Fire, 
  Extended Magazine, Extra Damage, Greater Extended Magazine, 
  Hand Cranked (PF only), Oversized; Build Points: PF:12 / 5e:10
  Pipe Weapon, Machine Pistol: Small enough to 
  hold in one hand, but capable of belching out all its am-
  munition in short order, making shorter work of what-
  ever you’re aiming at. When accuracy is not assured, 
  firing enough bullets can even the odds, allowing even 
  untrained marksfolk to land a hit.
  Table: Weapons 
  Martial Melee Weapons
  Name
  Cost
  Damage
  Weight
  Properties
  Chainsaw
  500 gp
  3d6 slashing
  8 lbs.
  Heavy, two-handed
  Powered Stomping 
  Technology (PST)
  400 gp
  1d8/1d6 
  bludgeoning
  3 lbs.
  Light
  Martial Ranged Weapons
  Name
  Cost
  Damage
  Weight
  Properties
  6-shot pistol
  250 gp
  1d8 piercing
  4 lbs.
  Ammunition (range 30/120), extended magazine* (6), loading, scrap
  Gatling gun
  1,600 gp
  2d6 piercing
  40 lbs.
  Ammunition (range 40/160), automatic fire*, extended magazine* (12), heavy, 
  loading, scrap, two-handed
  Gauss rifle
  20,000 gp 
  (priceless)
  4d6 piercing
  30 lbs.
  Ammunition (range 100/400), heavy, two-handed
  Long pipe gun
  100 gp
  1d10 piercing
  10 lbs.
  Ammunition (range 40/160), loading, scrap, two-handed
  Machine pistol
  1,200 gp
  1d8 piercing
  4 lbs.
  Ammunition (range 30/120), automatic fire*, extended magazine* (6), loading, 
  scrap
  Pipe pistol
  75 gp
  1d8 piercing
  4 lbs.
  Ammunition (range 30/120), loading, scrap
  Pistol
  400 gp 
  (priceless)
  1d8 piercing
  2 lbs.
  Ammunition (range 80/320), extended magazine* (9), loading
  Reason
  5,000 gp 
  (priceless)
  3d6 piercing
  125 lbs.
  Ammunition (range 150/600), loading
  Shotgun
  500 gp
  1d10 piercing
  10 lbs.
  Ammunition (range 40/160), loading, scattershot*, scrap, two-handed
  Sniper rifle
  200 gp
  1d10 piercing
  10 lbs.
  Ammunition (rifled bullets, range 60/240), loading, scoped*, scrap, two-handed
  Ammunition
  Scrap bullets (10)
  2 gp
  —
  2 lbs.
  Scrap
  * This property is a scrap modification. See the chapter Crafting in the Ashen Age for more information.
  
  75
  75
  are few survivors that would turn down the chance to 
  have one at their side. It is possible to find a pistol made 
  for fingered or for fingerless use.
  Powered Stomping Technology (PST): These 
  are designed to slip over the hooves or feet of the wear-
  er. Powered by magic, these priceless stomping devices 
  allow the user to make an unarmed or natural attack 
  and add the damage of the PST to the hit. The PST al-
  ways deals bludgeoning damage, and even if the user 
  could deal other forms of damage, if they take advan-
  tage of the added damage of the PST, it becomes blud-
  geoning. The PST has two damage ratings. Use the first, 
  higher, value if using the PST simply as a weapon. If 
  you want to add its damage to your natural or unarmed 
  attack, use the second value.
  Though powered by magic minimally, additional 
  power can enhance its function.
  Empowerment [10 enhanced attacks/uses]
  1. 
  The pistons that make the stompers work be-
  come as smooth as the day they were made. 
  The user can slam the ground, performing a 
  trip attack on all enemies within 5 feet.
  PF: The user makes a combat maneuver check 
  to trip against each target, and can’t be tripped 
  by failing.
  5e: Each target within range must make a 
  Strength saving throw or fall prone. The DC 
  for this ability is 8 + your Strength modifier + 
  your proficiency bonus.
  2. Each strike comes with an implacable amount 
  of momentum.
  PF: The user can attempt a free bull rush on 
  any successful hit. This bull rush does not pro-
  voke attacks of opportunity. The user does not 
  move with the target.
  5e: On each hit, the user can make a Strength 
  (Athletics) check to shove that target 5 feet, 
  contested by the target’s Strength (Athletics) 
  or Dexterity (Acrobatics) check normally. In 
  addition, the PST strikes as a magical weapon.
  If the user is wearing at least two stompers, 
  they can launch themselves by striking the 
  closest surface (provided it is within 5 feet). 
  This allows them to make a long jump without 
  a running start without penalty.
  PF: They enjoy a +1 bonus to their Acrobat-
  ics check to jump for every 5 they score on the 
  roll.
  5e: They enjoy a +1 bonus to their Strength 
  (Athletics) check to jump for every 5 they 
  score on the roll.
  3. With bone crushing force, the stomper pulver-
  izes anything in its path.
  PF: This allows it to ignore the first 5 points of 
  damage reduction or hardness the target may 
  have.
  5e: This allows it to deal an additional 2d6 
  bludgeoning damage.
  Reason: Though both sides claim to have invented 
  this beast, the truth of its origins have become shrouded 
  in the mists of time. Regardless, it stands as a mighty 
  example of the destructive might people once wield-
  ed. Incredibly huge and heavy, it is often placed on a 
  cart and anchored in place before using these days. If 
  someone attempts to fire it in automatic mode without 
  it being braced or without wearing at least sixty pounds 
  of armor, it knocks them prone on firing and the user 
  takes a -4 penalty to the attack roll. Broken and abused, 
  it can only fire single shots when a battered copy is 
  found, but legends of the thunder it would rain down 
  are still told in hushed tones.
  The ammunition can be typically found in long belts.
  
  76
  76
  Table: Armor 
  Armor
  Cost
  Armor 
  Bonus
  Maximum 
  Dex Bonus
  Armor Check 
  Penalty
  Arcane Spell 
  Failure Chance
  Speed
  Weight1
  Light Armor
  Armored Jumpsuit
  100 gp 
  (priceless)
  +2
  +6
  0
  5%
  30 ft.
  20 ft.
  5 lbs.
  K-Grade Vest
  270 gp
  +3
  +3
  -2
  15%
  30 ft.
  20 ft.
  25 lbs.
  Scavenged Armor, Light
  25 gp
  +3
  +3
  -2
  15%
  30 ft.
  20 ft.
  25 lbs.
  Medium Armor
  Scavenged Armor, Medium
  50 gp
  +5
  +3
  -4
  25%
  20 ft.
  15 ft.
  30 lbs.
  Heavy Armor
  Equus-8000 Type A
  4,000 gp 
  (priceless)
  +9
  +0
  –8
  50%
  20 ft.2
  15 ft.2
  75 lbs.
  Hazmat Suit
  1,207 gp
  +7
  +0
  -5
  40%
  20 ft.2
  15 ft.2
  50 lbs.
  Hazmat Suit, Pristine
  2,200 gp 
  (priceless)
  +7
  +0
  -4
  35%
  20 ft.2
  15 ft.2
  30 lbs.
  Scavenged Armor, Heavy
  400 gp
  +7
  +0
  -6
  40%
  20 ft.2
  15 ft.2
  50 lbs.
  1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters 
  weighs twice as much. 
  2 When running in heavy armor, you move only triple your speed, not quadruple. 
  Table: Armor 
  Armor
  Cost
  Armor Class (AC)
  Strength
  Stealth
  Qualities
  Weight
  Light Armor
  Armored Jumpsuit
  40 gp 
  (priceless)
  11 + Dex modifier
  —
  —
  5 lbs.
  K-Grade Vest
  160 gp
  11 + Dex modifier
  —
  —
  Ballistic weave*
  12 lbs.
  Scavenged Armor, Light
  10 gp
  11 + Dex Modifier
  —
  —
  Scrap
  12 lbs.
  Medium Armor
  Scavenged Armor, Medium
  50 gp
  13 + Dex Modifier (max 2)
  —
  —
  Scrap
  20 lb.
  Heavy Armor
  Equus-8000 Type A
  2,000 gp 
  (priceless)
  18
  Str 17
  Disadvantage
  75 lbs.
  Hazmat Suit
  1,100 gp
  16
  Str 13
  Disadvantage
  Environmentally sealed*, scrap
  50 lbs.
  Hazmat Suit, Pristine
  1,400 gp 
  (priceless)
  16
  —
  Disadvantage
  Environmentally sealed*
  30 lbs.
  Scavenged Armor, Heavy
  100 gp
  16
  Str 13
  Disadvantage
  Scrap
  50 lbs.
  * This property is a scrap modification. See the chapter Crafting in the Ashen Age for more information.
  
  77
  77
  Empowerment [10 attacks]
  1. 
  The firing mechanism begins to work proper-
  ly, reducing the misfire chance to 1-3 and acti-
  vating the automatic quality. The firearm will 
  only fire in bursts. A burst expends 25 rounds 
  of ammunition.
  2. The gun’s gears roll as smooth as they day they 
  came off the production line and the auto-self 
  cooling activates. The misfire chance becomes 
  1-2, the automatic quality is activated, and the 
  firearm will only fire in bursts. When coupled 
  with armor also empowered to level 2 or great-
  er, target finder equipment comes online, in-
  creasing the range of the firearm to 120 feet.
  3. In addition to everything listed at empower-
  ment 2, the self-cooling of Reason goes into 
  overdrive, allowing the user to deal cold or 
  bludgeoning and piercing damage, as they 
  please.
  Scrap Bullets: In the ashen age, making one’s own 
  way is often the only path. Someone talented in the 
  arts of firearms can make their own bullets, given some 
  scrap metal and propellant. When making the bullets, 
  they must be made for a specific gun, and will not fit in 
  other models properly. It is possible, when creating a 
  firearm, to make it match another, allowing ammuni-
  tion to be shared between the two, provided the crafter 
  has the other firearm to use as a template. Scrap bullets 
  load quickly, like alchemical cartridges.
  Armor
  Scavenged Armor
  Not always scavenged directly, such armors reflect 
  whatever resources are easily available in the area they 
  are made. Like most scrap equipment, their appearance 
  can vary wildly, from wearing a rubber tire to old sport 
  equipment repurposed to survival gear. Often clunkier 
  than traditional armor, they can be easily modified to 
  suit the needs of the wearer in the hands of a skilled 
  artisan. All scavenged armors have the scrap quality.
  Scrap armor and shields can be constructed of leath-
  er, plastics, or much anything else and, unless specifi-
  cally noted as being made of metal, do not cause trouble 
  for the druid wearing it.
  Armored Jumpsuit: Crafted in the days just before 
  the end, these stylish jumpsuits were often brightly col-
  ored in eye-catching designs with a focus on ease-of-use 
  and mobility. They are surprisingly light, a marvel of 
  their time. Though the armor can’t compare to heavier 
  suits, for their weight they cannot be challenged, and 
  provide easy-to-wear armor that even the most physi-
  cally-challenged of survivor could enjoy.
  Equus-8000, Type A: Designed by ponies, it serves 
  equally well for other four-legged species. This armor, 
  at rest, appears to be four legs attached by thick metal 
  poles. When stepped into, the weight of the user causes 
  it to unfold around them. Even unpowered, this suit of 
  armor can be worn very quickly for such a heavy piece 
  of machinery.
  A breathing mask in the front, built in weapon racks 
  on the sides, and half an inch of metal protects the user 
  from attacks from all angles. Unwieldy for arcane mag-
  ic-use, it more than makes up for that small flaw by 
  being one of the best bits of protection on the market, 
  back when there was a market. Unpowered, it is debil-
  itatingly heavy, allowing only the strongest of warriors 
  to enjoy its benefits. Unlike other heavy armor, putting 
  this armor on or taking it off only takes a full-round ac-
  tion.
  While wearing this armor, the user is considered fin-
  gerless; their hands, if they had any, are covered entire-
  ly in armor. They also cannot use their mouth as a hand, 
  as it is covered by the armor.
  Empowerment [24 hours]
  1. 
  The suit comes alive with a soft humming. The 
  interior cools as a fan and filter activate. You 
  may roll twice and take the better result when 
  making a save against inhaled poisons. The 
  suit’s effective weight reduces to 60 pounds 
  and its armor check penalty becomes –7.
  2. The servos come fully to life. In addition to 
  the empowerment 1 benefits, while wearing 
  the suit your Strength increases by 4 for the 
  sake of carrying capacity and the suit’s effec-
  tive weight is reduced to 0 pounds while worn. 
  Its armor check penalty becomes –5, its armor 
  bonus becomes +10, and its maximum Dex-
  terity bonus becomes +2.
  3. The suit moves with a dexterity that match-
  es its top performance even before the Blaze. 
  In addition to the empowerment 2 benefits, 
  its armor check penalty becomes –4 and its 
  maximum Dexterity bonus becomes +4. The 
  suit no longer slows your movement if you are 
  proficient in heavy armor. Once per round, as 
  a swift action, you can wield a weapon (in a 
  weapon rack) and/or sheath one that you were 
  wielding in a single lighting-fast display.
  Empowerment [24 hours]
  1. 
  The armor’s Strength requirement is 13. You 
  count as one size larger when determining 
  your carrying capacity and the weight you can 
  push, drag, or lift.
  2. The armor counts as medium, allowing you to 
  add your Dexterity modifier, to a maximum of 
  +2, to the base Armor Class.
  3. Your Strength score is 19 while you wear this 
  armor. It has no effect on you if your Strength 
  is 19 or higher without it.
  
  78
  78
  Table: Gear
  Equipment
  Name
  Cost (PF)
  Cost (5e)
  Weight
  Effect
  Battery, universal (mk 1)
  100 gp
  100 gp
  1 lbs.
  Provides level 1 empowerment.
  Battery, universal (mk 2)
  1,000 gp
  500 gp
  5 lbs.
  Provides level 2 empowerment.
  Battery, universal (mk 3)
  10,000 gp (priceless)
  4,000 gp (priceless)
  5 lbs.
  Provides level 3 empowerment.
  Battery charger, universal
  10,000 gp
  8,000 gp
  10 lbs.
  Recharges universal batteries.
  Canned food
  1 gp (priceless)
  1 gp (priceless)
  1 lb.
  One day worth of food.
  Canned food, self-cooking
  5 gp (priceless)
  4 gp (priceless)
  1 lb.
  One day worth of food that prepares itself when opened.
  Electrocycle
  300 gp
  200 gp
  50 lb.
  Transports the user and up to one passenger while 
  empowered.
  Gas mask
  150 gp
  100 gp
  2 lbs.
  Protects from gas attacks.
  Geiger counter
  50 gp
  50 gp
  1 lb.
  Detects radiation.
  Luminated Assistance Piece (LAP)
  50,000 gp (priceless)
  10,000 gp (priceless)
  2 lbs.
  Provides assorted information.
  Medical kit
  100 gp
  200 gp
  1 lbs.
  Enables healing options.
  Medical kit, office
  10,000 gp
  7,500 gp
  — (Immobile)
  Enables greater healing options.
  Radio, crank
  250 gp (priceless)
  200 gp (priceless)
  0.5 lbs
  Listen to radio broadcasts, does not require batteries.
  Radio, crank (scrap)
  150 gp
  50 gp
  0.5 lbs
  Listen to radio broadcasts, does not require batteries. Only 
  functions while cranking.
  Radio, portable
  50 gp
  50 gp
  0.2 lbs.
  Listen to radio broadcasts.
  Radio, stationary
  75 gp
  75 gp
  1 lbs.
  Listen to radio broadcasts, can get louder than portables.
  Repair kit
  50 gp
  75 gp
  3 lbs.
  Repair technological items.
  Water-clear pipe
  50 gp
  50 gp
  0.5 lbs.
  Cleans water.
  Thrown Weapons
  Name
  Cost (PF)
  Cost (5e)
  Weight
  Effect
  Grenade
  Varies
  Varies
  0.5 lbs.
  See the grenade description.
  Grenade, smoke
  100 gp
  250 gp
  0.5 lbs
  Creates a cloud of thick smoke.
  Hazmat Suit: Available in both priceless pre-ash 
  form and in cobbled together scrap form, hazmat suits 
  are quite helpful when the atmosphere itself is expected 
  to be a constant enemy and keeping a filter on a gas-
  mask is unfeasible, or the user needs more peripheral 
  vision. The fact that it is also protective is a nice bonus. 
  Heavy, but complete, such armor could be considered 
  the full plate of the Ashen Age. These statistics assume 
  a scrap model.
  Base: Heavy Scavenged Armor; Modifications: Masterwork 
  (PF only), Environmentally Sealed; Build Points: 5
  K-Grade Vest: This relatively light suit of armor is 
  toughened against firearms, allowing it to apply its full 
  protective power even against point-blank firearm use. 
  Easy to wear and move around in, the K-Grade vest is 
  a popular choice for those who can afford to enjoy its 
  presence.
  Base: Light Scavenged Armor; Modifications: Ballistic 
  Weave; Build Points: 2
  Gear
  Adventuring Gear
  Battery, Universal: In the ages past, one simply 
  had to plug such a wondrous device into any equally 
  magical socket and electricity would pour right in, ready 
  to be used however the owner of the battery wished. In 
  the Ashen Age, the choices are far more limited. Using 
  a battery is fairly simple, just insert it into the proper 
  port, usually marked for easy location with a little light-
  ning bolt, and the item starts to work. All items that can 
  be empowered have an empowerment section and list 
  how long a universal battery will last.
  Batteries come with a mark rating, which determines 
  what level of empowerment they provide when used. 
  A depleted battery is difficult to recharge, requiring an 
  entirely different means. There is a severe lack of re-
  charging stations available in the ashen wastes. Batter-
  ies do not get significantly lighter or heavier when used 
  or charged.
  Battery Charger, Universal: Chargers are diffi-
  cult to make, many of them precious holdovers from 
  before the Blaze. Once a battery is inserted into one, it 
  faithfully uses whatever electricity is provided to it to 
  recharge the battery. It can recharge mk. 1 and mk. 2 
  batteries, provided it has an equal or greater empow-
  erment itself, and takes an hour to do so. Heavy, such 
  devices are often left in safe places, rather than carried 
  around the wastes. A charger can be attuned as a weap-
  
  79
  79
  on, provided the user is unhinged, allowing it to work 
  without being plugged into a functioning source of elec-
  tricity and operating at an empowerment equal to the 
  enhancement bonus surrendered to it.
  PF: Crafting a charger requires a DC 35 Craft (elec-
  tronics) check.
  5e: Crafting a charger requires proficiency with tin-
  ker’s tools and a DC 25 Intelligence check.
  Canned Food: These sealed canisters became in-
  creasingly popular as factories began to churn them 
  out, especially as a survivalist edge for people desper-
  ate to ‘be ready’ for whatever was coming. Canned food 
  can contain all manner of edibles, including vegetables, 
  fruit, or meats. Sometimes it’s cooked already, other 
  times it needs cooking. Most had written instructions, 
  but the years have not been kind more often than not. 
  Fortunately, the touch of magic that keeps the food 
  within fresh is likely intact, so long as the can itself is 
  still whole. Cans came with easy-grasp tabs, requiring 
  the user simply pull on them to pop open the can. Once 
  a can is opened, the tiny amount of magic is released, 
  and it no longer keeps food fresh.
  Gas Mask: This heavy mask shields the user’s 
  mouth, eyes, and lungs from offensive chemicals that 
  could cause severe damage. It does muffle speech while 
  worn, imposing a 10% spell failure chance that affects 
  any spell with a verbal component. The thick goggles 
  impair vision, smell, and hearing, imposing a –2 pen-
  alty to Perception checks. While worn, the user is safe 
  from 1d8+2 inhaled gas-based poison attacks. Any ef-
  fect that would inflict damage or require a saving throw 
  is considered an ‘attack’ and drains one of the gas 
  mask’s remaining uses.
  PF: The filter in the gas mask can be replaced with 
  15 gp worth of materials and a successful DC 15 Craft 
  (alchemy) check, replenishing its uses.
  5e: The filter in the gas mask can be replaced with 15 
  gp worth of materials, alchemist’s supplies, and a suc-
  cessful DC 12 Intelligence check, replenishing its uses.
  Geiger Counter: Such a device is valuable to detect 
  radiation. When active, it will make increasing noise 
  depending on the level of radiation present. Radiation 
  fields project a ‘minimal’ level beyond low with an equal 
  distance to the low field’s radius, and the counter will 
  detect that, allowing wary travelers to avoid entering 
  even that amount of radiation, if they’re careful.
  Luminated Assistance Piece (LAP): The LAP 
  was designed by priests of Luminace eager to share 
  knowledge with the world. It is designed to become a 
  permanent companion of the lucky person who pur-
  chases or is given one. They come in anklet and brac-
  er varieties, and even recharge with the movements of 
  the user. Provided the user isn’t immobile, the unit will 
  charge itself at a rate of about two hours of operation for 
  each hour of motion, capping out at around 24 hours of 
  use without movement, though this charge can degrade 
  over time and with abuse.
  The LAP serves as a convenient place to keep notes, 
  get a pre-Ashen Age map of the world with the user’s 
  current position, and even useful basic information 
  about the user (such as their hit points). After it is worn 
  for 24 hours, it becomes locked to the user, becoming 
  impossible to remove (however the death of the user 
  unlocks the device). Have no fear! It is entirely wa-
  terproof, so bathing with one is entirely alright. It can 
  report if the user is well, hurt, dying, poisoned, or dis-
  eased. Checking the LAP is a move action (bonus ac-
  tion in 5e) if the user has a specific bit of information to 
  check, but it could take much longer if they are taking 
  notes or otherwise researching.
  It can also be used to play old media, provided the 
  media is small enough to fit inside the provided port. 
  Table: Medical Kit Actions
  Treat Injuries
  To treat injuries means to lessen the damage an individual living being has suffered. You may make a DC 5 Heal or Wisdom (Medicine) 
  check, and the target recovers one hit point for every point the check exceeds the DC. You suffer a –5 cumulative penalty for each time this is 
  used on a patient before they finish a long rest. If the target receives any magical healing, this penalty resets to 0.
  Action/Time: 10 minutes; Try Again: Yes, but the penalty applies whether each use was successful or not.
  Treat Lasting Impairment
  This process tends to the damaged capacity of a living target.
  PF: Make a DC 25 Heal check. A success allows you to remove 1 point of damage from any ability score you choose from the patient. For 
  every 5 points you exceed the DC, you may remove another point of damage.
  5e: Make a DC 18 Wisdom (Medicine) check. On a success, end the reduction of one of the patient’s ability scores that could be ended by a 
  successful saving throw or by rest.
  Action/Time: 10 minutes; Try Again: Yes, but successive attempts suffer a –5 cumulative penalty until the patient finishes a long rest.
  Treat Disease or Poison
  PF: Scale the effect. For every 5 points you pass the DC to treat disease, increase the bonus it grants to the patient by another 2 points.
  5e: Make a DC 14 Wisdom (Medicine) check. On a success, remove the poisoned condition or give the target advantage on their next saving 
  throw against a disease.
  
  80
  80
  Table: Medical Office Actions
  Intensive Care
  Some wounds are so terrible that they leave the system in such a state that they cannot recover on their own. It is a doctor’s duty to allow 
  the healing process to resume.
  PF: With a DC 30 Heal check, you can turn one point of ability drain into a point of ability damage. For every 10 points that the roll exceeds 
  the DC, you may convert another point of drain into damage.
  5e: Make a DC 20 Wisdom (Medicine) check. On a success, treat the patient as if with a lesser restoration spell. If you roll 25 or higher, 
  treat the patient as if with a greater restoration spell instead.
  Action/Time: 4 hours; Try Again: Yes, but successive attempts suffer a –5 cumulative penalty until the patient finishes a long rest.
  Replace Limbs/Organs
  The wastes are a troubling place, and sometimes one may find themselves missing a limb at the end of the day. The replacement can be 
  anything from a hook to something far grander, depending on the time, wealth, and skill available.
  Replacement
  Cost
  Heal DC
  Wisdom 
  (Medicine) DC
  Effect
  Hook Hand
  100 gp
  15
  12
  Gives rudimentary control.
  PF: Grants a single primary natural claw attack that deals 1d4 
  points of damage (1d3 if Small).
  5e: When making an unarmed strike with the hook, you deal 1d4 
  piercing damage and your unarmed strike has the light and finesse 
  properties.
  Peg Leg
  50 gp
  15
  12
  Restores basic locomotion.
  Artificial Leg
  200 gp
  20
  15
  Superior look over a peg leg.
  Slotted Arm
  1,000 gp
  20
  15
  This replacement hand or arm has a slot to attach a weapon. The 
  weapon must be one-handed, and if it is small enough to fit inside 
  the replacement limb, can be withdrawn or drawn into the limb 
  with an internal muscle motion.
  PF: This is a move action. Attaching the weapon is a standard 
  action.
  5e: This uses the Use an Object action or the free interaction with 
  an object. Attaching the weapon is an action.
  Artificial Arm
  1,000 gp
  25
  17
  Electric powered arm fully replaces the arm and hand (or hoof). 
  Also works to replace wings. Requires level 1 empowerment to 
  function for 24 hours.
  Replacement Eye
  500 gp 
  (Priceless)
  30
  20
  Restores vision in the affected eye, if one can find an artificial 
  one in the first place.
  Magic Arm
  2,000 gp 
  (Priceless)
  30
  20
  Fully replaces the arm and hand or wings and requires no 
  external power.
  Magic Leg
  2,000 gp 
  (Priceless)
  30
  20
  Fully replaces the leg and foot and requires no external power.
  Action/Time: 2 hours;
  (PF) Try Again: Yes, but the subject takes 2 Constitution damage with each attempt. A failure by 5 or more wastes half the gold cost of 
  the replacement.
  (5e) Try Again: Yes, but the subject gains one level of exhaustion with each attempt. A failure by 5 or more wastes half the gold cost of 
  the replacement.
  
  8181
  It also has a retractable data cable that allows for inter-
  acting with compatible devices, though one should only 
  attach it to trusted devices. If that wasn’t enough, it also 
  serves as a compass and self-correcting timepiece!
  But wait, there’s more! Act now and buy new accesso-
  ries to enhance your LAP! It can be enhanced to store 
  spells, provide performance-enhancing drugs, or even 
  help keep you healthy despite a hectic lifestyle! There 
  are so many options, we can’t even list them all here!
  Medical Kit: Medicine has advanced with the pass-
  ing of the years, even with the Blaze’s presence. These 
  kits include many more supplies, even cobbled togeth-
  er as they often are, compared to their old selves. They 
  operate as healer’s kits, with some additional uses of 
  the Heal or Wisdom (Medicine) skill so long as its uses 
  remain. Employing any of these additional options ex-
  pends a use of the kit.
  Medical Kit, Office: This immobile station is de-
  signed to support an operating doctor’s office. Besides 
  holding many more charges than a normal kit (refilled 
  as half-price medical kits for each 10 charges and with 
  a capacity up to 100), it allows for some practices that 
  can only be safely attempted in a reasonably sterile and 
  stable environment where the patient can safely recover 
  from the procedures.
  Radio: Many models of radios exist, from station-
  ary examples that rest on desks or counters, to porta-
  ble ones that one can carry around. They can listen to 
  a range of frequencies that the user can adjust with a 
  knob from a whisper of volume to a booming shout. If 
  it is not connected directly to a power source, the radio 
  requires mark 1 universal batteries or level 1 empower-
  ment to function. Rare radios are made with recharging 
  batteries and a crank, allowing a user to turn a crank 
  to power them, often filling faster than the time spent, 
  though that quality has degraded with time.
  PF: Assembling a non-priceless radio can be accom-
  plished with a successful DC 20 Craft (electronics) 
  check.
  5e: Assembling a non-priceless radio can be accom-
  plished with tinker’s tools and a successful DC 15 Intel-
  ligence check.
  Radio, Transmitter: It is possible for an enter-
  prising Ashen Age tinker to make a device capable of 
  broadcasting on a frequency a radio can then be tuned 
  into. Most such devices are quite large, or operate on 
  a very limited range. Below is a chart of some sample 
  strengths, weights and market values. These are as-
  sumed to be scrap models. If one happens on a priceless 
  version, divide the weight by 4 and multiply the price 
  by 4.
  A radio requires a direct line of electricity, or empow-
  erment equal to half its rating (round up) to function. 
  If a lesser empowerment is used, the effective rating of 
  the transmitter is reduced to double its given empow-
  erment.
  PF: Assembling a radio transmitter requires a suc-
  cessful DC 20 Craft (electronics) check.
  5e: Assembling a radio transmitter requires tinker’s 
  tools and a successful DC 15 Intelligence check.
  Rating
  Weight
  Range
  Price
  1
  1 lb.
  100 feet
  50 gp
  2
  4 lbs.
  800 feet
  200 gp
  3
  8 lbs.
  1 mile
  1,600 gp
  4
  16 lbs.
  3 miles
  4,500 gp
  5
  32 lbs.
  10 miles
  12,000 gp
  6
  64 lbs.
  20 miles
  24,000 gp
  7
  32 lbs.
  60 miles
  200,000 gp 
  (priceless)
  8
  64 lbs.
  150 miles
  500,000 gp 
  (priceless)
  Repair Kit: Screwdrivers, a small hammer, pliers, 
  and an array of screws can go a long way to allowing a 
  would-be survivor to piece together their gear when it 
  begins to show wear and tear.
  PF: With this kit, a user can make a Knowledge (engi-
  neering) or Craft (electronics) check (depending on the 
  nature of the item being repaired) to repair an item that 
  has been a damaged, but not destroyed. (If the item was 
  already broken, this item cannot restore more hit points 
  than 1 below half the item’s maximum, thus the broken 
  condition is permanent.)
  5e: With this kit and proficiency with tinker’s tools, a 
  user can make an Intelligence check to repair an item 
  that has been damaged, but not destroyed.
  The difficulty to repair an item is equal to that of 
  crafting the item. With a success, one tenth of the mar-
  ket price of the item in spare parts, and eight hours of 
  work, the item regains a quarter of its hit points.
  Repair kits are usually useless in handling magical 
  items or items that make heavy use of magic, with the 
  GM deciding how well they will function on a particular 
  item.
  Water-Clear Pipe: This clever filter is made in the 
  shape of a pipe. By the time water has gone through it, 
  it is cleaned of most of the things that could equate to an 
  upset stomach or worse. With it, the user can effectively 
  cast purify food and drink on water. It can be used up 
  to twenty times before the pipe must be replaced.
  PF: Constructing a new pipe requires a DC 20 Knowl-
  edge (engineering) check.
  5e: Constructing a new pipe requires tinker’s tools 
  and a DC 15 Intelligence DC 15) check.
  
  82
  82
  Transportation
  Electrocycle: Vehicles were once very common-
  place. In the Ashen Age, most of them are little more 
  than husks littering old roadways. Some are restored, 
  and some new ones are even built. With gasoline being 
  beyond rare, such devices that work on it are equally 
  scarce and impractical. As a result, electric vehicles are 
  often the order of the day. Priceless models generate 
  their electricity via magic, allowing them to run basical-
  ly without a power limit in the long run, though many 
  have daily limits. All working electrocycles are likely to 
  have the scrap quality, and the statistics provided as-
  sume it is a scrap vehicle.
  An electric version requires empowerment and ac-
  cepts universal batteries.
   
  Statistics: Operating such personal vehicles 
  should be considered the same as riding a horse, using 
  the same skill (Ride) to do so. Electrocycles have hard-
  ness of 10 and 30 hit points. They have a base speed of 
  60 feet. Making a 90-degree turn is more difficult on a 
  bike than it is on a horse. To make a 90 degree turn in 
  a single 5-foot square while moving more than fifteen 
  feet in a round requires a DC 15 Ride check or the bike 
  falls and the rider becomes prone and takes 1d6 blud-
  geoning damage.
  Electrocycles are typically Medium sized and are 
  able to handle a rider and a passenger of Medium size 
  or smaller. A Small rider suffers a -4 penalty to Ride 
  checks, while riders smaller than that simply cannot 
  drive it.
  Empowerment [8 hours]
  1. 
  The eletrocycle hums to life with a soft vibra-
  tion. It has a speed of 60 feet. You may not 
  run, charge, double move, withdraw, or hustle 
  while riding one.
  2. The engine purrs like a happy cat and can turn 
  into a low roar when prompted. It has a speed 
  of 60 feet and is fully capable of all land move-
  ment options (charging, running, hustling, 
  etc.).
  3. An abundance of power allows the cycle to 
  move with greater speed, raising its speed to 
  90 feet.
  Table: Grenades
  Mk.
  Damage
  Market Value (in 
  gp) (PF)
  Market Value (in 
  gp) (5e)
  Craft (alchemy) 
  DC
  Intelligence 
  (alchemist’s 
  supplies) DC
  1
  1d6
  30
  20
  15
  12
  2
  2d6
  120
  50
  17
  13
  3
  3d6
  270
  80
  19
  14
  4
  4d6
  480
  150
  21
  15
  5
  5d6
  750
  250
  23
  16
  6
  6d6
  1,080
  350
  25
  17
  7
  7d6
  1,470
  450
  27
  18
  8
  8d6
  1,920
  600
  29
  18
  9
  9d6
  2,430
  1,000
  31
  19
  10
  10d6
  3,000
  1,600
  33
  20
  11
  11d6
  3,630
  2,200
  35
  21
  12
  12d6
  4,320
  3,000
  37
  22
  13
  13d6
  5,070
  4,000
  39
  23
  14
  14d6
  5,880
  5,000
  41
  24
  15
  15d6
  6,750
  7,000
  43
  25
  16
  16d6
  7,680
  9,000
  45
  26
  17
  17d6
  8,670
  12,000
  47
  27
  18
  18d6
  9,720
  15,000
  49
  28
  19
  19d6
  10,830
  18,000
  51
  29
  20
  20d6
  12,000
  22,000
  53
  30
  
  83
  83
   
  Statistics: An electrocycle has a damage 
  threshold of 8, AC of 16, and 40 hit points. Making a 
  90 degree turn while at high speeds requires a Dexter-
  ity (Land Vehicle) check with a DC of 14. Small riders 
  have disadvantage to ride one, while creatures smaller 
  than that cannot ride one at all.
  Empowerment [24 hours]
  1. 
  The electrocycle has a land speed of 60 feet. 
  You cannot affect its movement with your 
  abilities (such as a Dash action).
  2. You can push the engine, and maintain a safe 
  land speed of 80 feet, or an unsafe speed of 
  120 feet. When at unsafe speeds, ability checks 
  are made with disadvantage.
  3. The electrocycle is stabilized and can maintain 
  a 120-foot land speed safely, and boost up to 
  unsafe speeds of 150 feet.
   Thrown Weapons
  Grenade: Grenades come with a wide variety of 
  effects and technical development. Even with a crude 
  bowl and the right chemicals, one can jury-rig a basic 
  explosive, ready to be hurled. Of course, such tricks 
  rarely equal the deadly tricks of those from before the 
  Blaze, and such can be found, at times, still locked away 
  in secure boxes in unseen places. Grenades have a rat-
  ing from mark 1 to 20, which determines their market 
  value, damage, and the Craft (alchemy) DC required 
  to construct one. Grenades that deal concussive (blud-
  geoning), fire, or shrapnel (slashing or piercing) dam-
  age are available with the same stats. More exotic dam-
  age types are priceless artifacts.
  Grenades are small, cylindrical devices that are de-
  signed to be thrown as a splash weapon or fired from 
  a grenade launcher. Before being thrown by hand, the 
  grenade must be primed with a quick twist of a dial at 
  one end and then armed with a click of a button at the 
  center of that dial. Priming and arming a grenade is a 
  free action; a grenade launcher primes and arms all gre-
  nades it fires. The grenade detonates at the beginning of 
  the wielder’s next turn, hopefully in the area targeted. 
  When a grenade detonates, it damages all targets within 
  a 20-foot-radius spread.
  PF: A successful DC 15 Reflex save halves any damage 
  dealt by a grenade.
  5e: A successful DC 13 Dexterity save halves any dam-
  age dealt by a grenade.
  The type of damage dealt by grenades varies widely 
  and depends upon the nature of the specific grenade.
  Grenade, Smoke: This device is simple and 
  straightforward. When the lever is squeezed, in the 
  fingers of a humanoid or the teeth of a fingerless user, 
  it will release a cloud of thick smoke on the following 
  round as per fog cloud with a caster level of 3.
  PF: Those in the cloud must make a DC 16 Fortitude 
  save any time they end their movement or turn there, 
  at most once per turn. A failure incites heavy coughing, 
  giving away their approximate position and giving them 
  the sickened condition for as long as they remain in the 
  cloud and 1d4 rounds afterwards. A successful save ren-
  ders a person immune to a given grenade for 24 hours. 
  This is an inhaled poison effect. When thrown, it has a 
  range increment of 20 feet. Constructing such a device 
  requires a DC 25 Craft (alchemy) check.
  5e: Those in the cloud must make a DC 13 Constitution 
  save any time they end their movement or turn there, at 
  most once per turn. A failure incites heavy coughing, 
  giving away their approximate position and giving them 
  the poisoned condition for as long as they remain in the 
  cloud and 1d4 rounds afterwards. A successful save ren-
  ders a person immune to a given grenade for 24 hours. 
  This is an inhaled poison effect. When thrown, it has a 
  range of 20/60 feet. Constructing such a device requires 
  alchemist’s supplies and a DC 17 Intelligence check.
  Magic Items and Priceless Artifacts
  Demesne of the Traveler
  Aura strong conjuration; CL varies
  Slot —; Price varies; Weight 1000 lbs.
  (5e) Wondrous item, rarity varies
  DESCRIPTION
  This wagon looks natural enough on first glance, but 
  even a peek inside its flap reveals another world far 
  larger than the exterior would imply.
  This medium wagon that appears as a vargo wagon 
  (like a tiny cabin on wheels) contains an extradimen-
  sional space, accessed through the wooden door in the 
  front. Attempting to access the wagon from any other 
  direction proves entirely impossible. The wagon can be 
  broken apart, but entry can only be obtained through 
  the front door. If the door is closed from the inside and 
  locked, it becomes as strong as a strong metal door. If 
  the door is forced open or destroyed it will repair itself 
  automatically, taking an hour to do so. The interior size 
  and capacity of the wagon depends on the rating of the 
  item, which also determines its market value. A wag-
  on with a rating of 2 or greater has one unseen servant 
  active at all times that will gladly obey any instructions 
  given to it regardless of who asks.
  Unlike bags of holding, other extradimensional spac-
  es can inhabit the interior of the wagon and will work 
  normally. However, such an item must be in direct con-
  tact with a sapient creature (Intelligence 3 or higher) 
  or the external effect immediately closes and cannot be 
  opened until a sapient takes hold of it and opens it.
  The interior of the wagon may be remodeled and 
  crafted with the same difficulty as building an equiva-
  
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  84
  lent structure, but the price of doing so is zero provid-
  ed no exotic or valuable materials are used. The space 
  within the wagon may be constructed to be long, wide, 
  or square however the builder wishes, provided they 
  have the skill to construct the desired building with-
  in the wagon. It is even possible to build more than 
  one structure within the wagon, provided they fit. The 
  weight of the walls, floors, ceilings, windows, doors, and 
  other related pieces of architecture do not count against 
  the weight capacity of the wagon.
  It is not uncommon for owners to affix weapons and 
  defensive measures to the outside of the wagon, and 
  such do not hamper the operation of the wagon, but the 
  weight of any added item counts against the capacity of 
  the wagon. If the wagon ever holds more than its capac-
  ity, it will begin explosively ejecting things starting with 
  the heaviest items into the closest available square until 
  it is back under capacity.
  A wagon can be upgraded from one rating to the next, 
  much like a weapon or set of armor, provided the craft-
  er is capable of making the higher rating wagon they 
  desire. If the wagon is destroyed, its contents are hurled 
  in all directions. All things within the wagon and every-
  thing within 30 feet of it take 1d6 points of damage per 
  rating of the wagon.
  Rumors persist that abandoned demesnes can turn 
  against those that made it, becoming home to those 
  that would be hostile to their original owners and even 
  growing larger over time. Such wagons can, in theory, 
  become sprawling internal mazes filled with all manner 
  of worrisome creatures. They would also gain an addi-
  tional unseen servant effect at an equivalent of rating 
  4, and another additional unseen servant for every 2 
  rating thereafter.
  CONSTRUCTION
  Requirements Craft Wondrous Item, mage’s 
  magnificent mansion; Cost half the market price
  Rating
  Size
  Weight 
  Capacity
  Caster 
  Level
  Market 
  Value/Rarity
  1
  50 sq/ft.
  2000 lbs.
  10th
  10,000 gp/
  Rare
  2
  100 sq/ft.
  4000 lbs.
  14th
  25,000 gp/
  Very Rare
  3
  300 sq/ft.
  9000 lbs.
  16th
  100,000 gp/
  Legendary
  Pendant of the Brand
  Aura strong illusion; CL 15th
  Slot neck; Weight 1 lb.
  (5e) Wondrous item, very rare (requires attunement)
  DESCRIPTION
  This golden amulet is worn about the neck and has a 
  clear space inside its interior when its clasp is opened.
  When a picture or painting is placed inside the lock-
  et, it magically gives its wearer the illusion of a brand 
  of destiny based on that image. It also gives its wearer 
  abilities associated with that brand, as if the illusion-
  ary brand were what they had naturally been born with. 
  This takes effect even if the wearer is of a race that has 
  no natural brand. It is nearly impossible for others to 
  tell that the locket’s brand is a fake, unless they know 
  what to look for. This effect can only be removed if the 
  locket is removed. If a new picture is placed inside the 
  locket, it replaces the old illusion with the new one. If 
  the locket is empty, nothing happens, and the wearer 
  sports their natural brand. Legend has it that this mag-
  ical item was first created by Kara as a gift to a favorite 
  among her children.
  While worn, the user gains a feat. This feat is deter-
  mined by the user when the painting is first placed in 
  the amulet and does not change on further uses. If the 
  user does not qualify for the feat, they can’t use that feat 
  until they meet the qualifications. Changing the picture 
  in the amulet is a standard action, presuming they have 
  the new painting or picture ready. This causes them to 
  lose the old feat and obtain a new one as depicted on the 
  changed picture.
  PF: Attempting to see through the illusion with spells 
  or effects that banish illusions or discern the proper 
  brand and destiny of the target requires a Perception 
  check against DC 25 to penetrate the effect.
  5e: Attempting to see through the illusion with spells 
  or effects that banish illusions or discern the proper 
  brand and destiny of the target requires an Intelligence 
  (Investigation) check against DC 18 to penetrate the ef-
  fect.
  DESTRUCTION
  If the pendant is placed on a creature with a brand of 
  destiny while a depiction of their existing brand is 
  placed in the pendant, the artifact will shatter.
  Silent Direction’s Super-Duper Surcingle
  Aura strong universal; CL 15th
  Slot —; Weight 15 lbs.
  STATISTICS
  Alignment N; Ego 16
  Senses 60 ft.
  Int 13, Wis 15, Cha 10
  Communication telepathy (current owner only, any 
  language)
  Special Purpose explore the unknown
  DESCRIPTION
  This piece of well-crafted leather tack is self-aware 
  and intelligent and can perform anything a unicorn can 
  with their horn magic. It can speak and listen and will 
  assist its bonded as an unseen servant (CL 15th) might. 
  In addition to this, it is bonded to a number of other-
  
  85
  85
  wise separate magical items and has imbued them with 
  its essence making them extensions of its magical intel-
  ligence. Conjuring any given item or returning it to the 
  artifact is a standard action.
  •	
  A yurt. This functions as mage’s magnificent 
  mansion with at caster level 15th when the front 
  door is first opened. The surcingle is free to inter-
  fere with the desired plan, possibly prompting an 
  ego battle.
  •	
  A flask that refills with pure water every hour on 
  the hour. This is also a time keeping device, as 
  the 12 seed pearls inlaid in the leather flask wrap 
  change colors.
  •	
  A pouch that acts like a bag of holding (type III) 
  that protects herbs, vials, scrolls, and potions 
  from being damaged from the elements (includ-
  ing immersion in water).
  •	
  A weapon harness that will keep anything lashed 
  to it handy for use and take it back if dropped. 
  Drawing a weapon is always at most a move ac-
  tion. Disarmed or otherwise dropped weapons 
  return to the harness immediately unless the the 
  creature making the disarm attempt takes hold of 
  the weapon as part of the action. The owner may 
  willingly relinquish a weapon without issue.
  •	
  While this strap is worn, the user enjoys a +2 de-
  flection bonus to their Armor Class and can fly at 
  a speed of 30 feet. If they could fly by some oth-
  er means, this increases that speed by +10 feet if 
  their fly speed was 30 feet or better.
  The surcingle is helpful to a fault, often suggesting 
  help or offering magical assistance at any given time. 
  At times this can manifest as incessant suggestions or 
  grabbing floating items that it thinks you need (it will 
  not steal). Though it will not get jealous, it can get lone-
  ly, and will be more persistent if you are away from it 
  for more than a few hours.
  DESTRUCTION
  This artifact’s undoing is watery abandonment. Left 
  without a user and submersed in the ocean, it will 
  slowly come apart over a month’s time, its magic 
  escaping forever.
  Silent Direction’s Super-Duper Surcingle
  Wondrous item, artifact (requires attunement)
  This piece of well crafted leather tack is self-aware and 
  intelligent and can perform anything a unicorn can with 
  their horn magic. It can speak and listen and will assist 
  its bearer as an unseen servant. In addition to this, it 
  is bonded to a number of otherwise separate magical 
  items and has imbued them with its essence making 
  them extensions of its magical intelligence. Conjuring 
  any given item or returning it to the artifact is an action.
  •	
  A yurt. This functions as magnificent mansion 
  when the front door is first opened. The surcingle 
  is free to interfere with the desired plan, possibly 
  prompting a contested Charisma check.
  •	
  A flask that refills with pure water every hour on 
  the hour This is also a time keeping device, as 
  the 12 seed pearls inlaid in the leather flask wrap 
  change colors.
  •	
  A pouch that acts like a bag of holding that pro-
  tects herbs, vials, scrolls, and potions from being 
  damaged from the elements (including immer-
  sion in water).
  •	
  A weapon harness that will keep anything lashed 
  to it handy for use and take it back if dropped. 
  Drawing a weapon is always at most a Use an Ob-
  ject action. Disarmed or otherwise dropped weap-
  ons return to the harness immediately unless the 
  creature making the disarm attempt takes hold of 
  the weapon as part of the action. You may willing-
  ly relinquish a weapon without issue.
  •	
  While this strap is worn, you gain a +2 bonus to 
  your Armor Class and gain a 30 ft. fly speed. If 
  you could fly by some other means, your speed 
  increases to 30 feet, or by 10 feet, whichever re-
  sults in a greater speed.
  Sentience. The surcingle is a sentient, neutral item 
  with an Intelligence of 13, a Wisdom of 15, and a Cha-
  risma of 10. It has hearing and darkvision out to a range 
  of 120 feet.
  The item communicates telepathically with the owner 
  as long as they are within 30 feet of each other.
  Personality. The surcingle is helpful to a fault, of-
  ten suggesting help or offering magical assistance at 
  any given time. At times this can manifest as incessant 
  suggestions or grabbing floating items that it thinks you 
  need (it will not steal). Though it will not get jealous, 
  it can get lonely, and will be more persistent if you are 
  away from it for more than a few hours.
  Destroying the Surcingle. This artifact’s undoing 
  is watery abandonment. Left without a user and sub-
  mersed in the ocean, it will slowly come apart over a 
  month’s time, its magic escaping forever.
  
  86
  86
  
  87
  87
  
  8888
  Crafting in the Ashen 
  Age
  While more information has been lost than gained, 
  people want to survive. To survive, they build. They 
  smith swords and armor to protect their warriors from 
  the hostile world they live in. They hammer out utensils 
  and nails and other things to make their small section 
  of the world worth living in. The world may have been 
  rocked, but the remnants of the old means there re-
  mains plenty of metal just waiting to be reclaimed and 
  forged anew.
  The rules for crafting remain unchanged, save that 
  items not typically found in the fantasy world of the old 
  age that do not have the scrap modifier cannot be con-
  structed. It’s important to note that a crafter is unlikely 
  to ‘buy’ scrap directly for their gold. Barter is the call of 
  the day, and they will trade for things until they have 
  what the person with the scrap, chemicals, or whatever 
  else they need wants. This could be a plot seed, or just 
  something to keep in mind to keep in-theme with the 
  setting.
  New Crafting Subskills 
  Craft (firearms), Craft (electronics), and Craft (me-
  chanical) are crafting specialties that have a distinct 
  purpose with the risen technology presented in this 
  setting. While the Craft skill is open ended in what spe-
  cialties are selected, these three are especially relevant 
  for creating, jury-rigging, and interacting with techno-
  logical devices.
  Scrap Modifications 
  Scrap equipment is often inferior to other equipment, 
  but their slapdash construction means one has less as-
  sumptions to break when they forge their own path. 
  Of course, other equipment also can be modified after 
  adding the jury rigged modifier. Whenever a character 
  gains a rank in a Craft skill, they may select a new mod-
  ification to learn. Modifiers that the character doesn’t 
  know can still be applied but require 50% more build 
  points to do so. You must add the modified special abil-
  ity to an item in order to add modifications.
  Modified: A modified weapon has a number of build 
  points with which to make special modifications. See 
  the table below for the cost, Craft DC, and number of 
  build points.
  This is a non-magical special ability that may be ap-
  plied to any item. It is generally added with effort and 
  skill, as opposed to magic. It does not require the item 
  to have a +1 enhancement bonus, but does take up the 
  same ‘space’, making an item less able to be enchanted, 
  should someone have that skill. Each level of modifi-
  cation is equivalent to its level of enhancement bonus 
  for cost or future enchantment (for example, a weapon 
  with a level 1 modification and a +1 enhancement bo-
  nus would have an additional cost of 8,000 gp). This 
  special ability does not need to be paid for with attune-
  ment when using automatic bonus progression, unlike 
  magic enchantments (a character with a +1 armor at-
  tunement would get their full enhancement bonus and 
  full benefit from the modification from a modified piece 
  of armor). Some items come with modifications built in. 
  These modifications count towards the build points of 
  the item, but don’t have a modification level until given 
  one.
  If the item does not have the scrap quality, the first 
  modification you add must be the jury rigged modifi-
  cation.
  Adding this special ability is handled as crafting, us-
  ing the difference in market price of the item before 
  and after the desired modification level is added. If an 
  item has build points available, adding modifiers to fill 
  the space takes 8 hours of work per build point and re-
  quires a Craft check against the DC of the item’s current 
  modification level.
  Scrap equipment can be crafted with the masterwork 
  quality for the same price and time as any other piece 
  of equipment (+300 gp for weapons or +600 for double 
  weapons, +150 gp for armor, see the individual equip-
  ment for other masterwork tools).
  When crafting or upgrading scrap items, compare the 
  result to the price in gold pieces instead of silver pieces 
  to determine the time required to complete the work.
  Table: Modified 
  Modification Level
  Craft DC
  Build Points
  Cost (other items)
  Cost (weapons, without 
  special abilities)
  Cost (armor, without 
  special abilities)
  1
  15
  5
  200 gp
  2,000 gp
  1,000 gp
  2
  20
  10
  800 gp
  8,000 gp
  4,000 gp
  3
  30
  15
  1,800 gp
  18,000 gp
  9,000 gp
  4
  40
  20
  3,200 gp
  32,000 gp
  16,000 gp
  5
  50
  25
  5,000 gp
  50,000 gp
  25,000 gp
  
  89
  89
  Scrap Modifications 
  Crafting works significantly differently in the Starf-
  inder system. In the blasted age of the ash, one cannot 
  approach a vending machine and expect the wanted gun 
  to come spilling out. A PC may purchase or craft any 
  equipment they desire if they are in a metropolis, up to 
  an item level equal to or less than half of their character 
  level. If the settlement is smaller, reduce the maximum 
  level by 1 per size difference, to a minimum of 1.
  By passing a crafting check appropriate to the class 
  of item and paying the listed fee, they can add the mod-
  ified special ability to it, allowing them to add mod-
  ifications. This takes as long as the difference in time 
  between the item’s original level and its new one using 
  the standard crafting rules. The modified special ability 
  works as a weapon fusion, using the listed fusion level 
  to determine what items they work on and how many 
  can fit. Only one modification fusion can exist at a time 
  on an item, though it can be upgraded to higher levels. 
  Unlike weapon fusions, the modified special ability can 
  be applied to non-weapons using the same rules. Such 
  fusions do not have a cost beyond the one listed in the 
  following chart.
  A modified fusion can be transferred from item to 
  item with a skill check equal to the one that made it and 
  by spending the normal amount as per weapon fusion 
  based on the target item’s level.
  A character learns one modification per rank they 
  possess in Computers, Engineering, Life Sciences, 
  Mysticism, or Physical Sciences. Applying a modifica-
  tion they do not have means the modification will take 
  +50% build points (rounded down).
  Scrap Modifications 
  To work with modifications in 5th edition requires 
  proficiency in a tool appropriate to the item being 
  worked on. Magic items are too arcane by their nature 
  to accept the haphazard tinkering of a survivor and at-
  tempting to modify them is a hasty way to destroy such 
  an item, more likely than not. For other items, a week of 
  effort per enchantment level and the listed cost is suffi-
  cient, if you can pass a skill check against the listed DC. 
  Items with level 3 modification or higher require at-
  tunement to function. An item with modification can be 
  upgraded for the difference in price between the target 
  and existing modification level, and a check against the 
  higher DC. A failure on the skill check results in wasted 
  time and money but does not harm the original item.
  A crafter is considered to ‘know’ all modifications, 
  provided they are proficient in the tool required to work 
  on the target item. This may be less true for ‘rare’ mod-
  ifications, at the GM’s discretion.
  Modifications
  Unless stated otherwise, each modification may only 
  be applied to a piece of equipment once. Modifications 
  that don’t have specific rules for the Starfinder system 
  use the rules for the Pathfinder system, as appropriate.
  Aerodynamic
  Category: thrown item; Build Points: 3
  The item is balanced for throwing, increasing its 
  range by 50%.
  Aerodynamic, Greater
  Category: thrown item; Build Points: 4
  This modification can only be added to items that 
  Table: Modified 
  Modification Level
  Craft DC
  Build Points
  Fusion Level
  Cost (other items)
  Cost (weapons)
  Cost (armor)
  1
  15
  5
  1
  200 gp
  1,000 gp
  1,000 gp
  2
  20
  10
  3
  800 gp
  4,000 gp
  2,000 gp
  3
  30
  15
  6
  1,800 gp
  8,000 gp
  4,000 gp
  4
  40
  20
  8
  3,200 gp
  16,000 gp
  8,000 gp
  5
  50
  25
  10
  5,000 gp
  32,000 gp
  12,500 gp
  Table: Modified 
  Modification Level
  Craft DC
  Build Points
  Attuned?
  Cost (other items)
  Cost (weapons)
  Cost (armor)
  1
  12
  5
  N
  200 gp
  500 gp
  1,000 gp
  2
  17
  10
  N
  800 gp
  1,500 gp
  3,000 gp
  3
  21
  15
  Y
  1,800 gp
  5,000 gp
  9,000 gp
  4
  22
  20
  Y
  3,200 gp
  15,000 gp
  20,000 gp
  5
  25
  25
  Y
  5,000 gp
  40,000 gp
  50,000 gp
  
  90
  90
  already have the aerodynamic modification. The item 
  is balanced for throwing, increasing its range to 60 feet. 
  This replaces the range increase from the aerodynamic 
  modification.
  Airtight
  Category: any; Build Points: 3
  An item with this modification is sealed so completely, 
  not even air can hope to penetrate it. This functions as 
  the waterproof modification but also protects the item 
  and everything within it even from gaseous attacks and 
  effects.
  Amplified
  Category: any; Build Points: 2
  Such a device is strangely quiet, until powered. It 
  requires level 1 empowerment to gain 10 charges. One 
  charge allows it to function for an hour. While powered, 
  the device’s volume can be controlled easily, up to three 
  times louder than normal or down to 1/3 its normal 
  volume. This does not silence weapons.
  Articulated
  Category: armor or shield; Build Points: 2
  With expertly crafted joints and moving points, this 
  armor moves more easily in demanding situations.
  PF: The armor’s maximum Dexterity increases by 1.
  Automatic Fire
  Category: crossbow or firearm with a capacity greater 
  than 1; Build Points: 5
  Such a weapon is capable of automated fire.
  PF: As a full attack action, provided you have half or 
  more of your ammunition remaining in the capacity of 
  the weapon, you may make a cone attack covering the 
  first range increment of the weapon. All targets in range 
  must make a Reflex saving throw against DC 10 + 1/2 
  your level. On a success, targets take half damage. You 
  can’t affect more targets than you have ammunition 
  remaining in the weapon. Roll your damage as normal 
  for the weapon. You may also focus on one target; in 
  which case you make a single attack. On a hit, calculate 
  the damage as if you hit twice (plus an additional hit 
  with a base attack bonus of +11 and every +5 thereafter), 
  but apply the damage simultaneously (only apply DR 
  or resistance once). You can’t hit more times than you 
  have ammunition remaining in the weapon. A critical 
  only applies to the first hit. In either event, all remaining 
  ammunition in the weapon is expended. A crossbow 
  with this modification is electric in nature and requires 
  level 1 empowerment to gain 10 charges. Each charge is 
  good for ten automatic attacks.
  SF: The weapon gains the automatic special property.
  5e: As an action, provided you have at least half the 
  capacity of your firearm remaining, you can attack a 
  cone with a range equal to your firearm. Those caught 
  in the cone must make a Dexterity saving throw against 
  DC 8 + your proficiency bonus + your Dexterity modifier 
  or take the gun’s damage. Success halves this damage. 
  This action uses up all remaining ammunition in the 
  gun at once.
  Ballistic Weave
  Category: armor, clothing, or shield; 
  Build Points: 2
  PF: Applied to armor or a shield, this allows it to use 
  its full AC bonus even against close-ranged firearms. 
  Applied to clothing, the clothing becomes light armor 
  that provides +1 AC that also works against firearms, 
  with no armor check penalty or arcane spell failure 
  chance.
  SF: Applied to clothing, the clothing becomes armor 
  with KAC +1, EAC +1, and no armor check penalty. It 
  does not have a proficiency requirement.
  5e: You gain resistance to sling bullets and firearms 
  that deal piercing damage while wearing this item.
  Bayonet
  Category: firearm; Build Points: 1
  A dagger at the end of your firearm can be surprisingly 
  useful.
  PF: Your firearm can double as a martial weapon that 
  deals 1d6 points of slashing and piercing damage with 
  a x2 critical (1d4 points of damage if you are Small). 
  So long as you are wielding the firearm, you threaten 
  squares adjacent to you with its melee component. The 
  melee component is one- or two-handed, matching 
  the firearm it is installed onto. The bayonet must be 
  enhanced separately (and has 1 build point pre-spent). 
  If you attune the base firearm, the bayonet is considered 
  attuned as well, gaining the same attunement bonus.
  SF: As above. The dagger is considered item level 
  1, but can be replaced with other one-handed melee 
  weapons, provided they are not of a higher item level 
  than the firearm hosting them.
  5e: The firearm gains the ability to double as a 
  longword. This longsword can be modified separately.
  Bolt Action
  Category: firearm; Build Points: 2
  This firearm is not semi-automatic, unlike most, 
  even if it has a capacity greater than 1. You must reload 
  it before firing it, though you can perform the reload 
  action long before you actually fire.
  PF: The firearm must be reloaded after each shot, 
  taking at least a move action before firing each time, no 
  matter how many bullets remain in the gun. The misfire 
  chance of the gun is reduced by 2.
  5e: The firearm always has the loaded quality, even 
  with a magazine with more ammunition in it. This costs 
  -2 build points instead of +2.
  
  9191
  Bolt Action, Straight Pull
  Category: firearm; Build Points: 2
  This modification can only be added to firearms that 
  already have the bolt action modification. This allows 
  you to reload the firearm faster with one smooth action, 
  though it increases the complexity of the parts involved.
  PF: The firearm no longer requires a move action to 
  reload between shots, but the misfire chance of the gun 
  increases by 1.
  SF: The firearm no longer requires a move action to 
  reload between shots, but the misfire chance of the gun 
  increases by 1.
  5e: This modification is not valid.
  Bulky
  Category: armor; Build Points: 4
  What makes armor better? More armor, of course.
  PF: This modification increases the weight of the 
  armor by 50%, increases its AC by +1, increases its 
  armor check penalty by 1, and increase its arcane spell 
  failure by 10%.
  SF: This modification increases the weight of the 
  armor by 50%, increases its KAC and EAC by +1, 
  increases its armor check penalty by 1.
  5e: This modification increases the weight of the 
  armor by 50% and increases its armor class by 1. The 
  armor gives disadvantage to stealth if it didn’t already 
  do so.
  Clipped
  Category: any; Build Points: 1
  A little hoop allows an item to dangle from the user, 
  ready to be used at a moment’s notice. 
  PF: You can draw a clipped item into your hand 
  as a move action that does not provoke an attack of 
  opportunity. At the GM’s discretion, having too many/
  too large clipped items could become too burdensome, 
  encumbering you as if under medium or even heavy 
  load.
  SF: You can draw a clipped item into you hand as a 
  swift action. At the GM’s discretion, having too many/
  too large clipped items could become too burdensome, 
  making you encumbered or even overburdened.
  5e: You can draw or stow a clipped item as a bonus 
  action. If you are using the variant encumbrance rules, 
  your GM may determine that you have too many/too 
  large clipped items, causing you to be encumbered or 
  even heavily encumbered.
  Custom Fit
  Category: armor or shield; Build Points: 3
  Tailoring the armor for the specific dimensions of a 
  particular wearer, you make it easier to wear.
  PF: The armor check penalty of that armor is reduced 
  by 1 so long as it is used by the person named while 
  creating this modification.
  5e: Your maximum Dexterity bonus increases by 1, 
  even for heavy armor.
  Dazzled
  Category: armor or clothing; Build Points: 1
  Sometimes fashion is everything.
  PF: While worn, dazzled items offer a +1 circumstance 
  bonus to Charisma-based skill checks towards being 
  noticed or taking center-stage.
  5e: While worn, you gain advantage when trying to 
  command attention, though what you do with that 
  attention is up to you.
  Double
  Category: melee weapon; Build Points: 2
  PF: Any one-handed or light weapon with this 
  modification becomes a two-handed double weapon. 
  The second head deals damage of one size smaller than 
  its original damage. The weight of the weapon doubles. 
  Any modifications to the weapon’s die size or number of 
  dice applies to both heads but is only paid for once. The 
  other head may be enchanted or modified separately, 
  but not with any effect that increases its damage die size 
  or number of dice.
  SF: While you may modify your weapon to be a double 
  weapon, this has no mechanical effect.
  5e: While you may modify your weapon to be a double 
  weapon, this has no mechanical effect.
  Easy Reloading
  Category: firearm; Build Points: 3
  A firearm with this modification is designed for the 
  rapid insertion of ammunition or magazines, reducing 
  the time to reload by one step.
  PF: If reloading takes more than one round, it 
  takes one fewer rounds. A full-round action becomes 
  a standard action, a standard action becomes a move 
  action, and a move action becomes a free action.
  SF: If reloading takes more than one round, it takes 
  one fewer rounds. A full action becomes a standard 
  action, a standard action becomes a move action, and a 
  move action becomes a swift action.
  5e: Provided you have another loaded magazine 
  ready, the firearm ignores the loaded quality.
  Electric Powered
  Category: melee weapon; Build Points: 5
  Such a weapon is designed to crackle with electricity 
  when you press a button just before impact. The weapon 
  requires level 1 empowerment to gain 20 charges, which 
  discharges at a rate of 1 charge per hit. You may declare 
  you are attempting to stun the target before rolling to 
  attack. If you land the hit, you deal no damage, but the 
  victim must make a saving throw.
  
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  PF:  The weapon deals electricity damage instead of 
  its normal damage type. While activated, it bypasses 
  damage reduction, but may be affected by electricity 
  resistance. The Fortitude saving throw DC is 10 + 
  1/2 your level + your Strength or Dexterity modifier, 
  whichever is higher. On a failure, the target is staggered 
  for 1 round; on a success they are sickened for 1 round.
  5e: The weapon deals lightning damage instead of 
  its normal damage type. While activated, it bypasses 
  resistance against its normal damage type, but may be 
  affected by lightning resistance. The Constitution saving 
  throw DC is 8 + your proficiency bonus + your Strength 
  or Dexterity modifier, whichever is higher. On a failure, 
  the target is restrained for 1 round; on a success they 
  are sickened and have disadvantage on attack rolls and 
  ability checks for 1 round.
  Enhanced Draw
  Category: bow or crossbow; Build Points: 2
  Refining the strength of the cord and how it’s attached, 
  you can make a bow or crossbow harder to pull back but 
  release that much more power when fired.
  PF: When applied to a bow, this allows you to make 
  it a mighty bow. A crossbow is similarly enhanced. 
  When adding this modification or while adding another 
  modification while this exists on the item, the crafter 
  may decide the strength rating the weapon. Just like a 
  composite longbow, if your Strength bonus is less than 
  the strength rating of the weapon, you can’t effectively 
  use it, so you take a –2 penalty on attacks with it. 
  This feature allows you to add your Strength bonus to 
  damage, up to the maximum bonus indicated for the 
  weapon. This modification can be reapplied to change 
  the rating of a weapon, overriding the original.
  5e: When wielded by a user with 13 or higher Strength, 
  this weapon deals 2 extra damage.
  Environmentally Sealed
  Category: medium or heavy armor; Build Points: 5
  This armor has the ability to be completely sealed from 
  the environment. The suit can use level 1 empowerment, 
  which allows it to finish the sealing and produce its own 
  air. On a battery, this lasts for an hour, and a level 1 
  battery will last for up to 10 uses.
  PF: You gain cold and fire resistance 5, and harmful 
  effects from radiation levels are reduced by one step. 
  While active, harmful effects from radiation levels are 
  reduced by two steps and inhaled poisons cannot affect 
  you.
  5e: You gain fire resistance. While active, you also 
  gain poison resistance and advantage against radiation 
  saves and poison saves, provided the poison is gas 
  based.
  Excellent Joints
  Category: armor; Build Points: 3
  Working on the articulation of where the various 
  plates of the armor meet and the joints of the wearer 
  should be, you make it easier to make sudden moves 
  while wearing the armor.
  PF: The armor’s maximum Dexterity bonus increases 
  by 1.
  5e: Your maximum Dexterity bonus increases by 1, 
  even for heavy armor, to a maximum of +2. If the armor 
  already allowed +2 Dexterity and gave disadvantage to 
  stealth, it stops doing so.
  Extended Magazine
  Category: crossbow or firearm; Build Points: 3
  Many pipe weapons don’t even have a magazine at all. 
  You can help with this. This modification increases the 
  capacity of a crossbow or firearm by five.
  PF: Reloading an entire magazine is the same action 
  as reloading a single bullet or bolt, if the weapon 
  normally did not normally have a magazine.
  5e: A firearm with a capacity greater than 1 ignores 
  the loading property while it has shots remaining. 
  Reloading a magazine requires an action per four pieces 
  of ammunition.
  Extended Magazine, Greater
  Category: crossbow or firearm; Build Points: 2
  This modification can only be added to a weapon that 
  already has the extended magazine modification. This 
  further increases its capacity, doubling it. The weight of 
  the weapon increases by 50%.
  Extra Damage
  Category: weapon; Build Points: 5
  You refine the design of the weapon for maximize 
  lethality. That is the point, is it not? The damage for this 
  weapon increases by one step on the following list, as if 
  the weapon’s size had increased by one size category.
  PF: The damage dice increase as follows: 1d2, 1d3, 
  1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A weapon 
  that deals 1d10 points of damage increases as follows: 
  1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
  5e: Double the weapon dice.
  Fingerless Adjusted
  Category: any; Build Points: 1
  With this modification, any item can be adjusted to suit 
  a user with no fingers. Oversized triggers fit for hooves 
  or paws, or a mouth grip and handling schematic, allow 
  for easy use by fingerless races. This modifier can be 
  applied to traditionally fingerless items to make them 
  suited for fingered use, with GM approval. If applied 
  while creating the item, this modifier is 0 build points 
  and does not require the item have the modified special 
  ability.
  
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  Flamethrowing
  Category: firearm; Build Points: 5
  This modification allows a firearm to use alchemist’s 
  fire as ammunition.
  PF: Switching between ammunition types is a move 
  action. The firearm can hold one vial at a time, unless 
  extended magazine modifications are dedicated to the 
  task. When fired, you have three options:
  • 
  You can fire a solid glob of flammables, in which 
  case it works just as a standard alchemist’s 
  fire, but uses the range, critical chance, critical 
  multiplier, and misfire of the firearm.
  • 
  You can fire a stream of alchemist’s fire, causing 
  it to deal its damage to everything in a 30-foot 
  line, but they don’t catch fire unless they fail the 
  saving throw (Reflex DC 13 + 1/2 your base attack 
  bonus) by 5 or more.
  • 
  You can wave the firearm back and forth, creating 
  a 15-foot cone. Those caught in it don’t catch fire 
  unless they fail the saving throw (Reflex DC 13 + 
  1/2 your base attack bonus) by 5 or more.
  No matter the mode used, any increases of damage 
  the firearm provides through its modifications apply to 
  the alchemist’s fire.
  SF: This modification simply allows the firearm to 
  deal fire damage as an option made before rolling an 
  attack.
  5e: Switching between ammunition types is a bonus 
  action. The firearm can hold one vial at a time, unless 
  extended magazine modifications are dedicated to the 
  task. When fired, you have three options for the area of 
  the attack:
  • 
  You can fire a solid glob of flammables, which 
  strikes any area within the firearm’s short range, 
  affecting any creature within 5 feet of the impact.
  • 
  You can fire a stream of alchemist’s fire, affecting 
  all creatures in a 30-foot line.
  • 
  You can wave the firearm back and forth, affecting 
  all creatures within a 15-foot cone.
  Affected creatures must attempt a Dexterity saving 
  throw against a DC of 8 + your proficiency bonus (if you 
  are proficient with the base firearm) + your Dexterity 
  modifier. On a failed save, they catch fire as per normal 
  for an alchemist’s fire, while on a successful save they 
  do not catch fire.
  No matter the mode used, any increases of damage 
  the firearm provides through its modifications apply 
  to the alchemist’s fire and the damage it deals to those 
  caught on fire.
  Flechette
  Category: thrown non-area weapon; 
  Build Points: 2
  Such a thrown weapon is modified to be dropped 
  rather than thrown. The weapon has half its range when 
  hurled horizontally. When dropped onto a target, it 
  deals 1 extra die of damage or every 20 feet it fell before 
  striking the target. Range and range increments are 
  still applied, as aiming a dropped weapon can be just as 
  tricky as throwing it. Dropping a weapon offensively is 
  the equivalent of attacking, action-wise.
  Flying Adjusted
  Category: armor; Build Points: 2
  PF: Such armor is one category lighter for purposes 
  of flying. Heavy armors are treated as medium, and 
  medium armors are treated as light, but light armors 
  are still treated as light. This decrease does not apply 
  to proficiency in wearing the armor. The armor check 
  penalty of the armor no longer applies to Fly checks.
  5e: This has no mechanical effect.
  Hand Cranked
  Category: firearm with a capacity greater than 1; 
  Build Points: 2
  Instead of relying on automatic or semi-automatic 
  mechanisms that can fail, sometimes spectacularly, this 
  firearm is made for manual loading of the next shot. 
  Despite its capacity, the gun must be effectively ‘loaded’ 
  as if it were a one-handed firearm to make the next shot 
  available. In return for this inconvenience, the misfire 
  chance of the gun decreases by 1. In the case of a burst-
  firing weapon, the user cranks through the entire action 
  of firing, but it does not require additional actions. A 
  firearm requires two hands to fire and crank at the 
  same time.
  Heated
  Category: melee weapon; Build Points: 4
  Such a weapon is designed to ignite. While lit, the 
  weapon deals fire damage instead of its normal damage 
  type. The weapon requires level 1 empowerment to gain 
  10 charges. Each time the weapon is ignited, it lasts 
  for five minutes and uses 1 charge. While ignited, the 
  weapon sheds normal light in a 20-foot radius, and 
  increases the light level, up to normal, for an additional 
  20 feet. You may declare you are attempting to cauterize 
  the target before rolling to attack. If you land the hit, 
  you deal no damage, but the victim must make a saving 
  throw.
  PF: You may activate the weapon as a swift action. 
  While activated, it bypasses DR, but may be affected by 
  fire resistance. The Fortitude saving throw DC is 10 + 
  1/2 your level + your Strength or Dexterity modifier, 
  whichever is higher. On a failure, for 1d4 rounds, any 
  healing the target would receive must succeed a caster 
  level check against the same DC or fail and any fast 
  healing ceases to function for the same duration. On a 
  success this only lasts 1 round.
  5e: You may activate the weapon as a swift action. 
  While activated, it bypasses resistance against its normal 
  damage type, but may be affected by fire resistance. The 
  
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  Constitution saving throw DC is 8 + your proficiency 
  bonus + your Strength or Dexterity modifier, whichever 
  is higher. On a failure, any healing the victim would 
  receive prompts another Constitution save by the victim 
  against the same DC or the healing fails. This lasts for 
  1d4 rounds and any regeneration ceases to function for 
  the same duration. On a success this only lasts 1 round.
  Heavy Momentum
  Category: bludgeoning weapon; Build Points: 3
  With the weight of this weapon focused on the 
  greatest impact at the end of an attack, the wielder can 
  knock their foes off-balance with greater ease.
  PF: On a critical hit, or if 6 dice of sneak attack are 
  sacrificed, the creature struck becomes staggered for 1 
  round. This does not function against creatures immune 
  to critical hits or sneak attacks.
  SF: On a critical hit, the creature struck becomes 
  staggered for 1 round. This does not function against 
  creatures immune to critical hits or sneak attacks. An 
  operative that succeeds at a trick attack with such a 
  weapon may trigger the effect in return for dealing no 
  trick attack damage.
  5e: The target is restrained for one round on a critical 
  hit.
  Heroic Strength
  Category: weapon; Build Points: 3
  Despite its name, it’s usable by anyone. Such a 
  weapon deals another die of damage. This damage is not 
  multiplied in the case of a critical hit. This modification 
  can be added multiple times. The Big Mao say such 
  techniques work on the ‘ki’ of the user. Others just note 
  that if you don’t have a powerful enough personally, it 
  doesn’t work. You can only take advantage of one extra 
  die of damage for every five levels (or hit dice) you 
  possess.
  Insulated
  Category: armor; Build Points: 2
  Layering rubbers and plastics where you can, along 
  with conductive paths that lead away from the wearer, 
  this dramatically improves the armor’s ability to 
  harmlessly deflect electrical attacks.
  PF: You gain electricity resistance 5 for light armor, 
  10 for medium armor, or 15 for heavy armor. This 
  increases the armor check penalty of the armor by 1.
  5e: You gain lightning resistance, but the armor 
  becomes one step heavier (light becomes medium, 
  medium becomes heavy), to a maximum of heavy. This 
  affects both its maximum Dexterity bonus (if any), 
  and armor type for the purposes of armor proficiency. 
  Heavy armor always gives disadvantage on stealth, but 
  medium armor does not unless the armor already has 
  that quality. Armor modified in this way does not gain a 
  Strength requirement.
  Integration
  Category: any; Build Points: 2
  Though this makes items much more complex, its 
  usefulness is hard to argue. Adding a set of binoculars 
  to a helmet allows a user to enjoy the benefits of zoom 
  without reaching for their pack. It is a move action in 
  most cases to activate, deactivate, or otherwise use 
  the integrated item. If the integrated item normally 
  requires longer than a move action to use, use that 
  activation time. The integrated item may be modified, 
  but is considered to have this modification already, and 
  does not share any properties with its host item. The 
  weight of the resulting item is the combination of the 
  added item and its host.
  Jet Propelled
  Category: armor; Build Points: 5
  What happens when you apply electric motors just 
  right with the slightest dash of cobbled-together air 
  magic? You get this modification! Press the button, 
  listen to it hum like an angry hive of bees, and kiss 
  gravity goodbye!
  This modification requires level 2 empowerment to 
  gain 10 charges. Starting to fly takes a charge and grants 
  a fly speed of 30 feet for one minute. If you could already 
  fly, your speed is instead increased by 15 feet, with a 
  minimum of 30 feet. If you are still airborne when the 
  duration expires, the modification will automatically 
  expend another charge for an additional minute of 
  uninterrupted flight time.
  If empowerment 3 is provided, the speed increases 
  to 45 feet and the duration is measured in ten-minute 
  increments. If the user could already fly, their speed is 
  instead increased by 25 feet, to a minimum of 45 feet.
  If empowerment 4 is provided, the speed increases 
  again to 60 feet. If the user could already fly, their speed 
  is instead increased by 35 feet, to a minimum of 60 feet.
  PF: The fly speed granted by this modification has 
  clumsy maneuverability.
  Jury Rigged
  Category: any; Build Points: 3
  This modification is applied to non-scrap items, 
  giving them the scrap quality. Besides making further 
  modifications possible, it also allows them to be 
  powered through unusual means. Such an item can be 
  empowered with a universal battery even if it would 
  normally not be compatible. The DC or caster level 
  needed to repair this item increases by 5. Firearms have 
  their misfire range increased by 1.
  Laser Powered
  Category: firearm; Build Points: 3
  The affected firearm no longer uses bullets, instead 
  requiring level 1 empowerment to gain 20 charge. It 
  
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  takes one charge per shot. While powered, it deals fire 
  damage instead of its usual damage type.
  PF: The weapon ignores damage resistance, though 
  can be affected by fire resistance. Its attacks are 
  considered rays, not bullets. It resolves against touch 
  or standard AC as normal for the firearm this modifier 
  is applied to.
  Long Barrel
  Category: firearm; Build Points: 3
  This firearm’s barrel has been dramatically extended. 
  This requires extra gunpowder, creating an element 
  of risk, but increasing the range of the weapon 
  considerably.
  PF: Increase the range of the weapon by 50% and 
  increase its misfire chance by 1.
  SF: Increase the range of the weapon by 50% and 
  on a roll of natural 1 while attacking, the weapon 
  becomes broken. If the weapon was already broken, it 
  is destroyed instead.
  5e: Increase the range of the weapon by 50% and 
  on a roll of natural 1 while attacking, the weapon 
  becomes broken. If the weapon was already broken, it 
  is destroyed instead.
  Magic Disruption
  Category: weapon; Build Points: 2
  The weapon requires level 1 empowerment to gain 20 
  uses. While powered, the user can choose on each hit if 
  they wish to disrupt the target’s connection to the local 
  elements.
  PF:The DC of any spells the victim casts until the end 
  of their next turn is reduced by 1. If the spell has no DC, 
  instead reduce its effective caster level by 2 (but this 
  reduction cannot make a spell unable to be cast, only 
  weaker).
  5e: If the target is concentrating on a spell when hit 
  with this weapon, they must make their Constitution 
  saving throw with disadvantage to keep concentration. 
  Otherwise, if they attempt to cast a spell before the end 
  of their next turn, the must succeed a DC 13 Constitution 
  save or the spell fails.
  Magic Powered
  Category: any; Build Points: 3 (priceless)
  Though the process of creating these engines is long 
  lost, partially requiring tools and infrastructure that 
  simply don’t exist anymore, it is possible to find an 
  item that already has this modification. Such an item 
  provides its own empowerment daily. It can be activated 
  at level 1 as if fed a mark 1 universal battery. At level 2, 
  it lasts half as long or has half as many charges. At level 
  3 it has half again as many charges or duration (1/4 the 
  amount as level 1). Once level 2 or 3 is used, the item 
  remains at that level until the end of the day, or it runs 
  out of power.
  Miniaturized
  Category: any (except weapons or armor); 
  Build Points: 2
  An item with this modification has been refined to 
  the point that it is much smaller than one would expect. 
  Such an item weighs 33% less.
  Mirror Finish
  Category: armor; Build Points: 10
  This incredibly complex process causes armor to turn 
  aside hostile forces, physical and otherwise.
  PF: The armor bonus of the armor becomes a 
  deflection bonus. This modification cannot be added 
  to enchanted armor and will cease functioning if the 
  armor it is already installed on becomes a permanent 
  magic item.
  SF: The lower of the armor’s kinetic and energy armor 
  bonus raises to match the other and any bonuses to one 
  is shared between the two.
  5e: As a reaction, you may use the armor’s AC as the 
  result of a Dexterity save against a spell or effect. This 
  choice must be made before you roll.
  Modular Design
  Category: any; Build Points: 1
  By adjusting an item to use things with sizes that 
  match what was left behind in the ashes, it becomes 
  easier to repair such an item in the future. Repairs to 
  the device take half as long and require half as much 
  gold to complete. If the item becomes destroyed, it can 
  be scavenged for 1/4 its market value in parts.
  Oversized
  Category: firearm; Build Points: 0
  Why not bigger? With firearms, it’s not an 
  unreasonable thought. This changes a one-handed 
  firearm to a two-handed one. If it was two-handed, 
  it remains two-handed, but requires stabilization or 
  it must be mounted securely on a stable surface. The 
  damage die of the weapon is increased by one size. 
  The weight of the weapon quadruples. Unlike other 
  modifications, this can only be applied to weapons 
  while they are being constructed, not afterwards.
  If you are wearing armor that equals or exceeds the 
  weight of the firearm, no stabilization is required.
  PF: Two-handed firearms with this modification 
  require a move action to deploy stabilization. If fired 
  without being secured, you are knocked prone and 
  suffer a -4 penalty to any attacks made with it (the DC 
  of such weapons is also reduced by 4).
  5e: Two-handed firearms with this modification 
  require an action to deploy stabilization. If fired 
  without being secured, you are knocked prone and 
  suffer disadvantage to any attacks made with it (the DC 
  of such weapons is also reduced by 4).
  
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  Pocketed
  Category: armor; Build Points: 2
  You’ve placed pockets in well-balanced points all 
  through the armor, making it easier to carry more 
  through the wastes. While worn, the armor increases the 
  user’s Strength by 1 for purposes of carrying capacity.
  Pocketed, Concealed
  Category: armor; Build Points: 1
  This modification can only be added to armor that 
  already has the pocketed modification. Any one-handed 
  weapon or other small item can be concealed.
  PF: You gain a +2 circumstance bonus to any Sleight 
  of Hand check to hide the item.
  5e: You gain a +2 bonus to any Dexterity (Sleight of 
  Hand) check to hide the item.
  Pocketed, Deluxe
  Category: armor Build Points: 3
  This modification can only be added to armor that 
  already has the pocketed modification. This modification 
  increases the user’s Strength by an additional 1 (to a 
  total of +2) for purposes of carrying capacity.
  Power Tool
  Category: any (except weapons or armor); Build 
  Points: 5
  Applying a motor to some tools makes them better. 
  Why use a drill you have to crank yourself when a power 
  drill gets it done faster and easier? This goes for basically 
  any crafting tool and many others. Such an item requires 
  level 1 empowerment to gain 10 charges. It uses 1 charge 
  to activate and remains active for one minute, or until 
  dropped. While active and held, a powered object will 
  reactivate itself without pause so long as it has power. 
  If you are engaged in a long-duration project, such as 
  crafting, each day of work requires 20 charges. While 
  active, the bonus the item provides is increased by 50% 
  or the item works 50% faster, at the GM’s discretion.
  PF: It is a standard action to activate.
  5e: It is an action to activate.
  Powered
  Category: melee weapon; Build Points: 4
  A little ingenuity can enhance a weapon with some 
  technology. Perhaps you attach a chainsaw to your 
  sword, or your spear can thrust itself into an enemy 
  you’ve already skewered. Whatever the cause, the 
  weapon deals one additional die of damage while active. 
  Such an item requires level 1 empowerment to gain 10 
  charges. It uses 1 charge to activate and remains active 
  for one minute, ten hits, or until it is dropped. While 
  active and held, a powered object will reactivate itself 
  without pause so long as it has power.
  PF: It is a standard action to activate.
  5e: It is an action to activate.
  Precise Incision
  Category: piercing weapon; Build Points: 3
  Properly weighted and given a tip specialized for the 
  task, such a weapon can deliver crippling blows when 
  aimed true.
  PF: As a standard action, you may make a single 
  melee attack. On a hit, the enemy suffers a -2 penalty to 
  attacks and saving throws for 1d4 rounds. If the attack 
  was also a sneak attack, you may forfeit the sneak attack 
  damage to increase the penalty by 1 per three sneak 
  attack dice (round up). Creatures immune to precision 
  damage or critical attacks are immune to this effect. 
  This attack still deals its normal damage.
  SF: As a standard action, you may make a single 
  melee attack. On a hit, the enemy suffers a -2 penalty to 
  attacks and saving throws for 1d4 rounds. An operative 
  that succeeds at a trick attack with such a weapon may 
  increase the penalty by 1 per 5 operative levels in return 
  for dealing no trick attack damage. This attack still 
  deals its normal damage.
  5e: As an action, you may make single attack with 
  this weapon. On a hit, the target gains disadvantage on 
  saving throws for 1d2 rounds.
  Radio-Enabled
  Category: any; Build Points: half the rating of the 
  implanted radio, minimum 1
  Want your helmet to double as a radio device? Maybe 
  you want a pin on your armor you can press to chat 
  with your team? Either way, this is your modification. 
  Decide on the rating of the radio transmitter you wish 
  to install. A radio receiver is included at no extra cost 
  or weight, but the weight of the item increases from the 
  transmitter. This requires level 1 empowerment to gain 
  4 charges. 1 charge allows it to function for up to 24 
  hours. This duration does not need to be consecutive, 
  but it must be used in 1-hour increments.
  Reinforced
  Category: armor; Build Points: 3
  What is armor designed to do, ultimately? Protect its 
  user. This does just that.
  PF: Increase the armor bonus of the armor by 1, 
  stacking with any enhancement bonus the armor may 
  have. The construction does come at the expense of 
  mobility, increasing the armor check penalty of the 
  armor by 1.
  SF: Increase the KAC and armor check penalty of the 
  armor by 1.
  5e: Increase the armor class of the armor by 1. 
  Decrease the maximum Dexterity bonus by the armor 
  by 1, to a minimum of 0. If it had no maximum, it 
  becomes +3.
  
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  Remote Controlled
  Category: any; Build Points: 3
  An item with this modification can be triggered with 
  any radio, provided you know the right channel on 
  which to send the command. Such an activation will be 
  blind, so while a gun could be triggered to fire, it will 
  only do so directly ahead without any ability to aim. The 
  function that the item can trigger must be specified. For 
  example, a door could be set to toggle being locked or 
  unlocked when triggered.
  Rifling
  Category: firearm; Build Points: 2
  It’s amazing what some grooves in the barrel of the gun 
  can do to really transform it! Adding this modification 
  to an existing gun renders all scrap ammunition made 
  for it inoperative until adjusted (takes 10 minutes per 
  bullet). The resulting gun has its range increased by 50% 
  (+5 feet per 10 feet). This modification is incompatible 
  with the tolerant tube modification and cannot exist at 
  once on the same firearm.
  Rugged Design
  Category: firearm; Build Points: 3
  Made of the best metal you could scrape up, your 
  gun is hardened against misfires. It can become broken 
  from misfiring but will not damage itself beyond that.
  Scattershot
  Category: firearm; Build Points: 4
  Instead of firing a single bullet, the firearm disgorges 
  a hail of deadly shot.
  PF: Choose a single target and attack normally. 
  Anyone other than the target standing within 5 feet of 
  them takes half damage (1/4 damage if they succeed on 
  their saving throw). A Reflex save (DC 10 + 1/2 your base 
  attack bonus + your Dexterity modifier) allows them to 
  take half damage. If you miss the primary target, they 
  become a target of the secondary effect (taking half 
  damage, save for 1/4).
  5e: Whenever you use the firearm, those within 5 feet 
  of the target must make a Dexterity save against DC 8 
  + your proficiency bonus (if you are proficient with the 
  base firearm) + your Dexterity modifier. Those who fail 
  take half the rolled damage of the gun. If you miss your 
  target, they also make a saving throw against the area 
  effect, otherwise they just take the direct damage.
  Scoped
  Category: firearm; Build Points: 2
  The addition of a scope to the firearm allows you to 
  aim more accurately.
  PF: Aim at a target as a move action. Provided the 
  target has not moved from their starting square by 
  the time you fire, you only take a -1 penalty per range 
  increment instead of -2. Attacking or moving ends this 
  bonus.
  5e: The short range of the weapon increases by 50%, 
  to a maximum of the long range of the weapon, provided 
  you do not move that round.
  Silenced
  Category: firearm; Build Points: 2
  A silencer extends from the barrel of the firearm and 
  muffles the sound it makes by letting the gas escape in a 
  more controlled and less rapid fashion. The DC to hear 
  such a firearm be used is 0 instead of the normal -10. It 
  also suppresses the flash of a firing gun.
  Solid Construction
  Category: firearm; Build Points: 3
  A firearm that jams in the middle of trouble could be 
  the end of you. Does it matter how big of a bullet it can 
  spit if it stops working? Build it to last. This increases 
  the hit points of the firearm by 25%. The misfire chance 
  of the firearm is reduced by 1.
  Spring Loaded
  Category: one-handed or two-handed melee weapon 
  (not light weapons); Build Points: 2
  With a swift action, you may activate or deactivate 
  the reach quality on the weapon, causing it to spring 
  outward or collapse inward. It remains locked in either 
  position.
  PF: Gaining or losing the reach quality changes 
  the reach of the weapon accordingly when wielded (a 
  Medium creature has a reach of 10 feet with a reach 
  weapon).
  Stabilizing Wings
  Category: armor Build Points: 2
  On command (or a pull of a cord or lever), your armor 
  sprouts wings to assist in flying. They are stiff and don’t 
  help you move faster, but you are more stable.
  PF: Your flight maneuverability increases by one 
  category.
  5e: You gain advantage to feats of acrobatics that 
  involve flying.
  Static
  Category: ranged weapon; Build Points: -2
  Such a weapon is literally bolted to the ground or 
  vehicle. It cannot be used unless completely secured. 
  This is a limitation, but without concerns for weight or 
  ease of use, it gives more room for other concerns.
  Supersonic Ammunition
  Category: firearm; Build Points: 4
  PF: The range at which you can target the touch AC of 
  
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  your target with your firearm is increased by one range 
  increment. The DC to hear your gun fire is reduced by 
  10.
  SF: This modification is not valid.
  5e: This modification is not valid.
  Tolerant Tube
  Category: firearm; Build Points: 2
  A firearm with this modification is made to accept a 
  wide margin of error in its ammunition. You can reload 
  it with any scrap ammunition, even if it wasn’t made 
  for that specific gun. This modification is incompatible 
  with the rifling modification and cannot exist at once on 
  the same firearm.
  Under-Barrel Launcher
  Category: firearm; Build Points: 2
  This ingenious device allows you to propel grenades. 
  Loaded as ammunition, the firearm can propel the 
  grenade with the same accuracy as a bullet, and the 
  grenade will explode on impact, hit or miss. The firearm 
  can still fire bullets normally, and can even hold a 
  magazine of them, but can only hold one grenade at a 
  time. If you have or add a modification that changes the 
  capacity of the firearm, you must choose which type of 
  ammunition it applies to.
  Unhinged
  Category: weapon or armor; Build Points: -3
  An item with this modification requires attunement 
  to function.
  PF: Once attuned, it decreases the enhancement 
  bonus you could grant by 1 in order to activate. If you 
  can’t attune the item with at least a +1 enhancement 
  bonus, the item does not function.
  SF: This modification occupies an upgrade slot in 
  armor. It cannot be installed on a weapon.
  5e: You must have the Unhinged feat to attune to this 
  item. When attuned to an item with this modification, 
  you provide one less empowerment than normal.
  Waterproof
  Category: any; Build Points: 1
  Sealed tight, such a device is not harmed by 
  submerging or using it in water. Firearms with this 
  modification can be used underwater without issue. 
  Scrap ammunition is not waterproof by default and 
  using wet scrap ammunition increases the misfire 
  chance of the gun by 1.
  Weapon Mounts
  Category: any; Build Points: 2
  An item with this modification has convenient slots 
  for inserting weapons for use while operating the device. 
  This could take the form of built in weapon racks in 
  pony armor, or a place to hold guns on an electrocycle. 
  Installing or removing weapons requires a minute of 
  work. Such a weapon can be used without ceasing to 
  use the item it’s installed on. For example, if you put 
  weapon mounts on an electrocycle and put a firearm 
  in one of those slots, you could fire while keeping both 
  hands, or hooves, on the controlling device. This does 
  not let you make more attacks per round or take more 
  actions per round than normal.
  Weather Proofed
  Category: armor; Build Points: 1
  Designed specifically for hot or cold weather, this 
  armor either keeps the heat in or helps get it away from 
  the user.
  PF: This grants a +2 bonus to Fortitude checks against 
  the targeted temperature extreme for environmental 
  effects.
  5e: While worn, you gain advantage to saving throws 
  against hot or cold weather, as chosen when adding the 
  modification.
  Well Balanced
  Category: masterwork weapon; Build Points: 4
  It’s quite simple, in theory, but to squeeze that last 
  bit of accuracy that reaches beyond masterwork alone 
  is quite a feat. This increases the attack rolls made with 
  the weapon by 1, stacking with other bonuses.
  Vampiric
  Category: weapon; Build Points: 5
  A device with this modification draws essence from 
  the victim, strengthening yourself. For every 3 points 
  of damage inflicted in a strike, you gain 1 temporary hit 
  point. These temporary hit points last for 1 minute and 
  don’t stack. Successive strikes will reset the duration 
  and refresh your temporary hit points to the highest 
  amount. This item requires level 2 empowerment to 
  gain 10 charges. Activating the item causes it to work 
  for up to 1 minute or ten hits. If it is still active and being 
  held, it will reactivate itself without pause, provided it 
  has power.
  This modification makes use of the proximity of 
  Everglow to both negative and positive planes and may 
  not work as expected outside of it.
  PF: This feature must be turned on as a swift or move 
  action.
  5e: This feature must be turned on as a bonus or move 
  action.
  Zip-Line Harness
  Category: armor Build Points: 10
  Installed in armor, this suit greatly enhances the 
  mobility of the wearer. As a move action, you may 
  designate any surface with a hardness less than that 
  
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  used in the harness itself (the default is iron/10 
  hardness). The surface must be within 30 feet. You then 
  move immediately to that square, provoking attacks 
  of opportunity as normal. You can detach the hook as 
  a move action. If you use this ability again, detaching 
  is automatic and included as part of the movement. 
  You can hang from a deployed hook but being pushed 
  or knocked down while doing so results in the hook 
  coming loose and you begin falling.
  Replacing the hooks with more exotic (and harder) 
  metals is possible, provided you have access to them. 
  Increase the build points of this modification by 3 if 
  harder material is used. The hooks can be used to make 
  a ranged disarm attempt in place of an attack, but a 
  failure of 5 or more allows the target to make a free 
  trip attempt against you by pulling the rope. The zip-
  line works with cunning springs and coils, but provided 
  power, can operate at greater efficiency depending on 
  the empowerment. Empowerment persists for 1 hour, 
  starting from the first time the harness is used with any 
  of its empowered benefits.
  Level 1: You can target points up to 45 feet away.
  Level 2: You may move as a move or swift action.
  Level 3: Movement ceases to provoke while using a 
  swift action.
  
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  Settlements of the 
  Ashen Age
  Buzzard’s Bluff
  N small city
  Demographics
  Government Autocracy (mayor)
  Population 6,268 (65% hippogriffs, 10% griffons, 
  10% pegasi, 5% humans, 5% short leg ponies, 5% 
  other)
  Holdings
  Electricity Wind turbines provide a low level of 
  steady power. (Empowerment 1)
  Description
  Situated high above sea level, this mountain city was 
  the birthplace of a species. Though hippogriffs existed 
  before the Blaze, they were always a secondary race, 
  neither griffon nor pegasus. Outcasts and strange, they 
  always had to struggle to find their own space. During 
  the rebuilding, this changed.
  Pegasi and griffons never forgot their bond. They 
  were as kin, and they became only tighter as the world 
  became less habitable. Need drove them together, and 
  their blood spilled, and mixed. This city is filled with 
  the result. Hippogriffs here consider themselves a dis-
  tinct species of their own, even if they acknowledge that 
  they are children of two other species. If pegasi were the 
  younger cousins of griffons, hippogriffs proudly took on 
  the mantle of being the children of their marriage.
  Visitors from any of the three dominant races are wel-
  come, even if the individual is not personally known. 
  Any person of avian blood is given a chance to prove 
  themselves; others are treated with the usual suspicions 
  saved for strangers. Their high altitude makes them a 
  poor choice for casual attack: the way to approach them 
  is hazardous unless one happens to be flying, and flyers 
  can only carry so much.
  Their specific vantage point also makes them relative-
  ly safe from the hazards of the Ashen Age. The ash itself 
  does not blow as thickly on their mountain-top homes. 
  The imbalances seem more sedate so far away from the 
  injured world. It also makes them further away from 
  sources of food and water. Brave traders soar out reg-
  ularly, laden with saddlebags filled with quartz vital for 
  electronics, to say nothing of assembled trinkets con-
  structed from the same.
  Small ranches allow tough mountain herbivores to 
  provide milk and meat to supplement the diet of the 
  city, but there are not enough plants to sustain a herd of 
  sufficient size for the entire population of the city. Some 
  residents of the city labor to fix that, trying to enrich the 
  tough stone of their homeland to support life.
  During the forming of the city they took to other 
  means, and when times grow lean in trade they some-
  times fall back on those methods. Though most of the 
  city don’t take pride in it, there are those who are ready 
  to raid other settlements for what they need. Needed or 
  not, it makes their trading expeditions all the more pre-
  carious. Memories are long in the wastes when it comes 
  to being attacked.
  Nickleton
  N large town
  Demographics
  Government Varies
  Population 3,842 (40% ponykind [80% short legs, 
  20% other], 40% humanoid [60% humans, 40% 
  other], 10% cloven, 10% other)
  Holdings
  Electricity Coal burning furnaces provide power to 
  the town. (Empowerment 1)
  Improvements Abundant Salvage Source, 
  Generators, Trade Routes
  Description
  Built right on top of the ruins of Camp Nicklevee, the 
  bones of the past age have become the source of the 
  new one. Miners work through the hours, dredging up 
  ore and metal to be melted down, purified, and ready 
  for reforging into new tools and supplies. While Camp 
  Nicklevee continues to yield up a bounty, the ores that 
  the old settlement once sat on remain there, waiting to 
  be dug up.
  The presence of such abundance has drawn the atten-
  tion of others. Control has passed from hand to hoof to 
  talon and back. Those that live and work in the town 
  seem to pay it little mind. They pay a share to whoever 
  wears the biggest hat at the moment, so long as they are 
  allowed to continue their digging and working, and this 
  seems to be just fine to those who are receiving those 
  shares.
  Unlike other places, Nicklevee offers up few ghosts 
  to harass those that dare to live within the limits of 
  the old settlement. The locals claim it’s because, Blaze 
  be damned, the workers of yesterday understand the 
  working spirit. So long as the ore continues to be delved 
  up and worked, they will not be bothered by tormented 
  souls. Other, more historically minded sorts claim that 
  whatever made the old Nicklevee miners unbalanced 
  may have prevented their souls from returning, and the 
  new miners may yet encounter it.
  
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  Greegate Community
  LG metropolis
  Demographics
  Government Autocracy (Chief Bunk Officer)
  Population 23,247 (60% humans, 15% other 
  humanoids, 10% ponykind, 10% other fey, 10% 
  other)
  Holdings
  Electricity Greegate Community has intact and 
  lovingly preserved generators in its bunkers. The 
  wiring leading out to the rest of the community 
  offers a more stingy, but reliable, source of 
  electricity. Outside the wall, wiring is unreliable 
  and a fire hazard, making getting power a chancy 
  prospect at best. (Empowerment up to 3 inside the 
  bunkers, empowerment 1 within the walls)
  Description
  As the war intensified, some humans decided that 
  caution was worth a little investment. More specifically, 
  another set of humans decided safety would get people 
  to pay them for the promise of safety. They were correct, 
  and collected generous amounts of funds to construct a 
  bunker that could hold a good number of paying cus-
  tomers safely until disaster, whatever it was, passed by. 
  When word began to spread that the fae were preparing 
  a spell so terrible it may end everything, many fled to 
  the bunker, waving their passes. Some arrived without 
  them, begging for mercy.
  Greegate, the city it was closest to, became visibly less 
  populated seemingly overnight. Those that remained 
  in the city laughed and raised glasses to their friends. 
  Wouldn’t those that fled feel silly when the war ended 
  and they came slinking home, ashamed and poorer for 
  their paranoia? They laughed until the Blaze came and 
  turned it into screams. The great floating runes that had 
  named the city crashed down, only adding to the chaos 
  as they struck like meteors among the other buildings 
  that had been set to drift with the power of magic that 
  had failed them. The city was lost, but the bunker re-
  mained.
  the Blaze, for how terrible it was, did not persist long. 
  It came upon the world as a sudden strike. It was only a 
  short time later that the hiss of an opening door echoed 
  across the ashen lands. The first that emerged were not 
  paying residents. Those who had not had a pass were 
  sent out first to establish the land for those who would 
  follow. They were fed and watered, but the bunker was 
  not their home, and they were never allowed to forget it.
  Even as the rest of the world staggered through the 
  Age of Numbness, Greegate Community, as it called 
  itself, began to spread. Fences were erected, later up-
  graded to actual walls. Wiring went out, buildings were 
  constructed, and a city began to grow. The social divide 
  between those who were allowed in the bunker prop-
  er and those were not became a visible gap. While the 
  
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  population grew, both with immigrants and through 
  the natural ways people are made, those ticket hold-
  ing families were always considered better than those 
  who simply were not allowed in the bunker even as they 
  were forced to consider housing aboveground.
  The city is human majority measurably, but not en-
  tirely. Even among the haves, there exist the inhuman. 
  The most notable is a pony satyr family. They were the 
  result of a pony slave whose owner found love and freed 
  them. Their children became known for their technical 
  prowess, showing excellent skill at magic, electricity, 
  and how they interact. Few in the city don’t know of the 
  Longhoofs.
  While they have preserved their technology as well as 
  they could, education was never a high priority during 
  the bunker’s design. Those that fled to it certainly didn’t 
  bring textbooks with them. Within a few generations, 
  only verbal tradition remained to pass on how to fix 
  things and how things worked. The city backslid along 
  with the rest of the wastes, even as they enjoyed indoor 
  lighting and filtered water.
  In the current times, the city accepts visitors, but any 
  who don’t have a surface or bunker identification badge 
  are treated with suspicion. It is possible to gain perma-
  nent residence within the city through marriage or by 
  demonstrating a needed skill. Others simply dwell in 
  the periphery of the city, enjoying the security that its 
  walls and guards provide against the hostile world.
  Murrage
  LN metropolis
  Demographics
  Government Monarchy
  Population 31,247 (60% purrsians, 35% ponykind 
  [90% sun ponies, 10% other], 5% other)
  Holdings
  Electricity Murrage is completely connected, with 
  even their lamp-posts being electrical and active. 
  Those living outside its walls are denied access. 
  (Empowerment up to 3, if the fees are paid)
  Description
  Murrage did as it once had before. When the war be-
  
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  gan, it faded away. Those purrsians outside of their city 
  were forced to fend for themselves, but the city itself 
  ceased to be for many years, allowing the Blaze to come 
  and go and for the new age to begin in earnest by the 
  time it returned. The new world had both outpaced it 
  and was outpaced by it. Technology had moved ahead 
  in ways the purrsians had not predicted, but what tech-
  nology Murrage did have was blessedly intact, and that 
  counted for a lot.
  The purrsians of the city were swift to return to their 
  oldest tradition, mercantilism. While much of the waste-
  lands mistrusted visitors, Murrage has its doors open 
  to traders and travelers. It also sends out a number of 
  caravans to trade local goods for needed supplies. The 
  city does not produce its own food, making this practice 
  basically essential. The desert remains rich in mineral 
  resources, especially gems and the like, and those are 
  traded to settlements in return for needed sundries.
  A gleaming jewel of the sands previously, Murrage 
  has been upgraded by merit of all the other cities be-
  ing brought low. With so much wealth concentrated in 
  one place, it attracts raiders willing to try their luck. The 
  walls of the city have become well-fortified with auto-
  mated firearm turrets that unleash a rain of death on 
  any force the purrsians deem needed.
  Defenders of the city eagerly purchase long-range 
  armaments, enabling them to spot and react to ap-
  proaching troublemakers long before they get within 
  easy assault range of the city. It is advised that those 
  who approach the city peacefully have their weapons 
  shouldered or holstered, lest a misunderstanding oc-
  cur. Compensation for such misunderstandings is not 
  offered.
  Inside the city, the purrsians prefer to keep their city 
  clean and safe. As a result, all guns are confiscated, ex-
  amined, and, if nothing out of place is found, locked and 
  returned. Such a gun cannot fire unless a DC 25 Disable 
  Device (PF) / DC 17 Intelligence (thieves’ tools) (5e) 
  check is made. Failure by 5 or more breaks the firearm. 
  If the firearm is already broken, it is destroyed instead. 
  Such locks are removed by the guards when anyone 
  leaves the city. People who live in the city are not under 
  restriction and can be armed if they wish.
  Riverton
  N small city
  Demographics
  Government Autocracy (mayor)
  Population 7,492 (30% ponykind, 15% humans, 10% 
  gem gnolls, 5% Big Mao, 5% elves, 5% purrsians, 
  4% orcs, 2% cloven, 2% gnomes, 2% halflings, 1% 
  luminous dragons, 16% other)
  Holdings
  
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  Electricity After several failed attempts to generate 
  from the river itself, a building-sized generator was 
  cobbled together, safe behind the thick walls of the 
  city. Flooding deprives the city of power for weeks at 
  a time. (Empowerment 1)
  Description
  Located roughly equidistant from the ruins of Gal-
  loping Dam and St. Moon’s Reach, this river-side city 
  continues civilization’s grand tradition of sprouting up 
  alongside rivers. Though Moody River (so named af-
  ter the second flooding) went dry during the Blaze, it 
  returned after many hard years in a terrible flooding, 
  eventually settling to the Moody River that people bless 
  and curse with equal strength.
  Many of its buildings are constructed above the 
  ground on stilts with stairs and ladders to reach the 
  inside of any particular building. During dry seasons, 
  this makes going about one’s business a feat of athletics. 
  When the river overflows its banks, this keeps the dam-
  age to a minimum, and gives the local boat makers extra 
  business as the city becomes a canal town.
  The gem gnolls joined the community when oppor-
  tunity compounded. A flood caused an unfortunate 
  amount of damage when the levy and defensive wall 
  around the city failed disastrously. As the people of the 
  city scrambled to rebuild their defenses, a caravan of 
  shaggy gem gnolls approached. They were regarded 
  with extreme suspicion, especially with the city so vul-
  nerable, but the gem gnolls were scavengers just back 
  from Galloping Dam and were willing to trade the plen-
  tiful resources they had secured.
  The gnolls were bartered with, then enlisted to help 
  use those goods to rebuild the wall and the damaged 
  buildings. By the time it was done, many of the gem 
  gnolls had settled into living in Riverton. Those that 
  still felt the itch to seek their fortunes became scaven-
  gers for the city, regularly leading parties to the neigh-
  boring skeletons of old cities to get what would help 
  keep Riverton going.
  The short legs of the city were wary of their new 
  neighbors. Though none living could personally re-
  member the times of their bondage, verbal history had 
  passed down dark tidings of those days when once they 
  were little more than disposable workers. This turned 
  around when it seemed the gem gnolls would be the 
  ones working. Some of the short legs cheered on the 
  gnolls as they labored, urging them to work harder and 
  faster. Eventually, the short legs joined in, and, in time, 
  the two communities grew close despite the ill blood be-
  tween their species.
  Shadow Path
  N metropolis
  Demographics
  Government Council
  Population Metropolis - 53,916 (90% ponykind (90% 
  leather wings, 10% other), 10% other)
  Holdings
  Electricity None
  Description
  Formed shortly after the Blaze, the leather wings that 
  spread out across the wastes were still held by the pow-
  erful want to be around others of themselves, even if 
  they had little desire to be social on a day to day basis. 
  A leather wing living beside another leather wing was 
  happy, even if they didn’t speak to them for years at a 
  time. This strangely anti-social social structure led to 
  their city becoming unusually large without many of the 
  problems that plagued cities of equal size. Their build-
  ings are tall, built with the assumption that their inhab-
  itants can fly up to the higher floors.
  Shadow Path is one of the largest cities of the age, 
  despite seemingly being backward. Lacking lighting or 
  power, Shadow Path’s great numbers come from their 
  farms. They raise animals and plants in the nearby 
  caves, unhindered by the Ashen Age and providing for 
  its people. Leather wings who perform any useful pro-
  fession for the city are assured food and shelter.
  The city is ruled by a council of guild leaders. Four 
  guilds are considered the voice of the people, and the 
  right to be one of the four is a constant struggle among 
  the varied guilds of the city. The guilds are also the 
  source of education and skill, training the next gener-
  ation to replace those who are lost through age, illness, 
  or violence. Unlike many other places, the city takes 
  pride in the education of its people. Even those who are 
  not leather wings will find their young invited, if they 
  live in the city.
  Night in the city is darker than any city has right to be. 
  No lights are lit, and the natives rely on their natural-
  ly given darkvision to navigate the road if they emerge 
  from their houses at all. Because of this, the other races 
  that join them tend to be others that are at home in the 
  darkness and can live alongside them, though there are 
  a few human families that simply go to sleep when it 
  becomes too dark to see.
  Their lack of power is not one entirely of choice. The 
  people of Shadow Path do want power and are seeking 
  ways to learn how to construct what they need. It seems 
  certain that whatever guild brings power to the city is 
  likely to become part of the voice, and this creates a 
  powerful incentive for them to explore the surround-
  ing world. Adventuring leather wings are just as eager 
  
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  to find the answer and bring it home to their people. 
  Unlike other cities, they had no working generators to 
  upkeep or salvage; they will have to find their own, or 
  build them, if they can.
  Guests are treated with stern and lingering stares. 
  There is never a time that a new person isn’t being 
  watched by a leather wing, often several. The people do 
  not abide the possible danger a stranger represents and 
  will monitor them with an almost paranoid zeal, even 
  when the visitor sleeps. This will continue until the vis-
  itor leaves, or they misbehave.
  Of of their natural resources, Shadow Path does not 
  hurt for gunpowder and several other vital minerals 
  that they can mine from their caves. They trade it, and 
  their food, for mechanical, electrical, and magical goods 
  from other settlements.
  Defense of the city appears unorganized and lacking 
  from the outside, but most members of the city are pre-
  pared to fight, each assuming they would have to defend 
  themselves without assistance. When trouble begins, 
  weapons emerge from the soft-seeming city in great 
  abundance. Firearms, melee weapons, and even sharp 
  teeth are all available in great quantities at the first hint 
  of trouble. There are towers that dot the suburbs of the 
  city where leather wings congregate to exchange news 
  and hone their aim on anything that approaches the 
  city, discouraging monsters and raiders alike.
  
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  Stone Cross
  N small town
  Demographics
  Government Council
  Population 1,789 (25% humans, 20% ponykind [80% 
  short legs, 20% other], 10% griffons, 5% Big Mao, 5% 
  hippogriffs, 20% other humanoids, 10% other fey, 
  5% other)
  Holdings
  Electricity As if rising from the ashes, a power 
  line provides to the settlement. Only the council 
  understands that gift is given by the steelheart 
  factory. (Empowerment 1)
  Description
  The small town of Stone Cross lies in the middle of 
  what is otherwise relative wasteland and has fortified 
  itself for survival. The town is pressed up against a cliff, 
  which helps to shelter it from the worst of the winds in 
  the region. The name of the town comes from the cross-
  ing of old cobble roads that run along the cliff face and 
  out into the wilderness; at the crossroads itself is a large 
  stone fountain that feeds the town’s water needs. One of 
  the roads appears to run directly up the cliff face after 
  passing through the town, with the remains and foun-
  dations of broken buildings facing outwards above the 
  town; a solemn reminder of the way the land itself was 
  broken.
  The town is open to all who are willing to follow its 
  relatively simple rules: knowledge is currency, and 
  fights are to be taken outside. Its position as an oasis 
  only a day’s travel from anywhere else has led it to have 
  a rather high transient population, and those who stay 
  come from all over. One can find someone of almost any 
  race here. Stone Cross also has one of the larger sur-
  viving libraries anywhere in Everglow, thanks in part to 
  their willingness to take new books as payment. Due to 
  its cosmopolitan nature, the market is one of the biggest 
  attractions in town, with its contents constantly chang-
  ing as travelling merchants move about.
  As welcoming as the town is, its residents have gen-
  erations of training in holding back the wastes and the 
  more desperate creatures living within it. They may not 
  start a fight, but they WILL end one and make certain 
  the instigator leaves. What is much less known is that 
  the town is also right next to one of the few surviving 
  steelheart factories, accessible through a well-hidden 
  cave entrance in the cliff. Aside from the steelhearts 
  
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  themselves and a few trusted members of the town 
  council, this is considered a state secret. Knowledge 
  may be currency, but some things have too high a price 
  to be given out casually.
  As a result of this, the Kollective and its agents can be 
  found around the area, helping to ensure that the facto-
  ry is kept safe and the needs of the Kollective are being 
  seen after.
  Tempus
  N large town
  Demographics
  Government None
  Population 3,916 (100% ponykind)
  Holdings
  Electricity Though there are no visible generators, 
  the houses appear powered. No one asks why. 
  (Empowerment 2)
  Description
  the Blaze destroyed it, then it was born. The town has 
  seen everywhen, and most timelines. It exists in the 
  Ashen Age as just another, if stranger, town where the 
  weary can relax in relative safety. There are a number 
  of extremely potent artifacts that appear in dire circum-
  stances, deterring any from making an organized attack 
  on the town. Most of the time, the residents wield noth-
  ing more dangerous than some pipe weapons or gre-
  nades, and they try not to have a reason to use those 
  either.
  Trash Heap
  NE small city
  Demographics
  Government None
  Population 6,532 (60% humanoids [80% humans, 
  20% other], 20% ponykind, 10% griffons, 10% other)
  Holdings
  Electricity Small generators power the homes and 
  workplaces of the most powerful. (Empowerment 0)
  Description
  It started as a hideout for one successful gang of raid-
  ers but grew over time. When another gang showed up 
  and was willing to pay for the right to be there instead of 
  fighting for it, an uneasy truce began, and spread. The 
  town has no formal government, just a tangled web of 
  agreements and hierarchies that make people not want 
  to start trouble in the city.
  
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  Those who don’t belong to one of the larger gangs, or 
  by proxy a submissive lesser gang, are open for harass-
  ment or worse. People who come expecting civility are 
  often disappointed, sometimes for the last time. While 
  the town has no formal defense force or structures, the 
  majority of its populace is armed and ready to fight, 
  making it an undesirable target for other hostile beings 
  that would visit this lawless place.
  Turves
  N large town
  Demographics
  Government Sheriff (Queen)
  Population 4,265 (40% ponykind [80% short legs, 
  20% other], 20% humanoids [50% humans, 50% 
  other], 10% griffons, 10% vulponies, 5% Big Mao, 5% 
  cloven, 10% other)
  Holdings
  Electricity Several large generators provide internal 
  power. (Empowerment 1)
  Improvements Abundant Food Source, Generators, 
  Trade Routes
  Description
  Turves is a town that has survived countless falls 
  and risings of ponykind. When the great empire came, 
  it was already there. When the lightning rail ran by it, 
  it remained, largely untouched. When the empire col-
  
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  lapsed, Turves was still there, untroubled. When the 
  humans came, the ponies bid them not trample their 
  fields, and otherwise ignored them. With taxes paid 
  punctually, the invading armies left the obedient little 
  town alone, and it survived. At last, when the Blaze de-
  manded Turves pay attention, still, it bent, but did not 
  break. Turves remained, defying the Ashen Age.
  One problem with this mode of living was that it was 
  unsuited for the Ashen Age. Raiders, unhinged mon-
  sters, and previously unheard-of weather patterns 
  threatened to wipe the town off the map. While various 
  people tried to rise to the position of leader and guide it, 
  the town shrank and bled people, until she came.
  Queen Longshot arrived in the dead of night, her 
  clothes dirty, her eyes haunted with her past. Shak-
  ing and thin with hunger, she declared herself queen 
  anyway. The people were unsure what to make of her 
  at first. A strange wanderer blown in with the ash, it 
  seemed more likely that she would be trouble than not, 
  but her advice was often good, and she had a way with 
  people. She won over the people and saved the town. It 
  has grown under her careful watch. Though she is ‘offi-
  cially’ the sheriff, she demands to be called queen, and 
  the people humor her in this.
  Turves stands as a quiet example for other settle-
  ments, despite their curious leader. Travelers are wel-
  come, so long as they follow the rules. They succeed in 
  raising enough food for themselves and some surplus 
  for trade, though not as much as they used to. They 
  even continue the Star Bear festival and invite any who 
  wish to attend to come and join them in their festivities, 
  even if they do increase security those few days.
  
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  Rebuilding from the 
  Ashes
  Downtime is a way to handle the actions of players 
  when not in the middle of exploring, fighting, and oth-
  er dramatic events. When not adventuring in one way 
  or another, they may be lurking around a town or city, 
  crafting things, stocking up supplies, and even just re-
  laxing and enjoying their time off.
  When using this system, a GM is encouraged to have a 
  set number of weeks in mind before starting the down-
  time. Downtime is measured in weeks, each week being 
  a new chance for characters to take actions. A character 
  can take up to two actions in a week, but not the same 
  action more than once per week.
  If the players are not in a settlement, many of these 
  actions are not available. Unless the players decide to 
  establish their own settlement, simply ignore settle-
  ment-based actions. If the players do wish to begin their 
  own settlement, they may do so. It begins at size 0 and 
  must use the Encourage Growth downtime action to 
  raise it to size 1, at which point the settlement officially 
  begins. Knowledge (geography) and Spellcraft rolls may 
  be useful to determine if it is a good place for such an 
  effort.
  Settlement Holdings
  There are things a settlement needs, from as small as 
  a single party (a thorpe) to a massive metropolis. For the 
  sake of this system, we will not worry about the specif-
  ics. We aren’t interested in exactly how many buckets of 
  rice and gallons of water you have, more in those needs 
  being met, and perhaps some surplus being achieved to 
  avoid disasters, trade, and work with.
  By default, a settlement can hold one surplus for ev-
  ery two sizes. Excess surplus is lost when the week ends.
  Similarly, a settlement can only sustain so many im-
  provements that expand its abilities beyond what its 
  size alone can account for. In order to increase in size, 
  a settlement needs to gain growth points. While this 
  may occur slowly over time, gaining them naturally is 
  outside the scope of this system. A player may actively 
  encourage this growth (see the Encourage Growth ac-
  tion) to help foster their settlement. When a settlement 
  has twice as many growth points as its size, it begins to 
  grow.
  What goes up, can certainly come down. Unfortunate-
  ly, it’s easier for settlements to shrink than it is for them 
  to grow. Negative events can give reduction points. If 
  the settlement has medical surplus, they cancel out re-
  duction points on a 1:1 basis. If there are still reduction 
  points and the settlement has any growth points, these 
  reduction points immediately cancel out with them on a 
  1:1 basis. If a settlement ends a week with half as many 
  reduction points as its size, it is reduced to the next 
  smaller size and loses its reduction points.
  Social Standing
  In the Ashen Age, reputation has a hard time spread-
  ing from place to place, as the people do not often travel 
  outside the relative bubble of safety they have managed 
  to find. It is important to establish rapport with those 
  you deal with. Your social standing is different per set-
  tlement, and can rise and fall due to your actions, start-
  ing at 0 and following the modifiers below. If you found 
  Table: Settlement Holdings
  Settlement 
  Size
  Settlement 
  Type
  Population 
  Range
  Surplus 
  Capacity
  Improvement 
  Capacity
  Growth 
  Required
  Reduction 
  Required
  1
  Thorpe
  Fewer than 20
  0
  1
  2
  1
  2
  Hamlet
  20–60
  1
  1
  4
  1
  3
  Village
  61–200
  1
  2
  6
  1
  4
  Small town
  201–2,000
  2
  3
  8
  2
  5
  Large town
  2,001–5,000
  2
  5
  10
  2
  6
  Small city
  5,001–10,000
  3
  7
  12
  3
  7
  Large city
  10,001–25,000
  3
  8
  14
  3
  8
  Metropolis
  More than 25,000
  4
  10
  16
  4
  Table: Social Standing Modifiers
  Action
  Effect on Social Standing
  Stranger
  -10 (applied once on encountering a settlement)
  Traders bring word of new deeds
  -2 to +2 depending on severity
  Worships a known and friendly god
  +5 (applied once on proof of piety)
  An especially rare race that is not present or a vanishing minority in the settlement
  -5 (applied once on sight)
  
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  a settlement yourself, you begin with 50 social standing 
  within it.
  Social standing can be spent as one calls in favors and 
  uses their goodwill to get things done. Even the most 
  liked person can wear out their welcome with constant 
  requests, presuming they don’t continue to show they 
  are worth the effort.
  Downtime Actions
  You can spend your two weekly downtime actions as 
  you please. You may not perform the same action more 
  than once per week. Each person in the party gets their 
  own, though they may assist one another with any task 
  they could theoretically do on their own. Aiding another 
  in a downtime action is a downtime action of its own. 
  NPCs do not get downtime actions. Cohorts from Lead-
  ership or animal companions, eidolons, and other relat-
  ed creatures may assist their master with one action per 
  week if they have the skill and anatomy for it. You may 
  take 10 on your own actions, but not when aiding an-
  other or while an event, positive or negative, is in effect. 
  You may not take 20.
  To engage in an action typically requires rolling the 
  primary skill listed for that action. If you prefer, you 
  may roll the secondary skill, with a +5 to the target DC.
  At the end of a week, roll 1d100 against the highest 
  Chance of Event action performed that week among 
  the party. If you roll equal to or lower than that, some-
  thing happens. We encourage the GM to be creative and 
  thematic with it, or you can roll on the table of random 
  events.
  Settlement Actions
  Construct Improvement
  Add an improvement to the settlement.
  Primary Skill: 
  varies
  Secondary Skills: 
  varies
  Social Standing: 
  varies
  Success: varies
  Chance of Event: 
  5%
  Magic: —
  A player can start or continue construction of an im-
  provement if the settlement has enough capacity. An 
  improvement costs a number of surpluses of each type, 
  based on improvement type and settlement cost. Each 
  action, a player may spend one surplus toward the con-
  struction of the improvement. If the improvement is to 
  be publicly owned, the player pays nothing for this sur-
  plus. Otherwise, the player must have at least five social 
  standing and spend five social standing to pay for the 
  surplus spent.
  The owner of an improvement can always choose to 
  deny its benefit to another person.
  Success allows one required surplus to be paid and 
  one week of progress to be made. Succeeding by 5 or 
  more allows up to two required surpluses to be paid and 
  two weeks of progress to be made.
  Failure wastes time. Failure by 5 or more causes a 
  surplus to be spent to no effect.
  Table: Social Standing
  Social Standing
  Title
  -20 or less
  Pariah
  -11 to -20
  Disliked
  -10 to 0
  Stranger or Shady
  1-20
  Familiar
  21-33
  Trusted
  34-50
  Respected
  51-70
  Admired
  71-90
  Honored
  91+
  Pillar of the Community
  Table: Settlement Actions
  Action
  Primary Skills
  Secondary Skills
  Success DC (+5 if 
  using secondary skill)
  Chance of Event
  Construct Improvement
  Varies
  Varies
  Varies
  5%
  Deconstruct Improvement
  Diplomacy or Perform 
  (oratory)
  Intimidate
  8+2*size
  5%
  Encourage Growth
  —
  —
  8+2*size
  10%
  Found Settlement
  —
  —
  —
  —
  Manage Event
  Diplomacy
  —
  8+2*size
  5%
  Manage Water
  Survival
  Knowledge (geography)
  8+3*size
  10%
  Practice Medicine
  Heal
  Craft (alchemy)
  8+3*size
  5%
  Produce Food
  Profession (farmer) or 
  Profession (hunter)
  Survival
  8+2*size
  10%
  Salvage
  Craft (electronics) or 
  Knowledge (engineering)
  Disable Device or 
  Perception
  8+2*size
  25%
  Security Detail
  Perception
  Disable Device or Sense 
  Motive
  8+3*size
  10%
  
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  Deconstruct Improvement
  Remove an improvement.
  Primary Skill: 
  Diplomacy or 
  Perform (oratory).
  [5e: Persuasion]
  Secondary Skills: 
  Intimidate.
  Social Standing: 
  A character must 
  have at least 30 
  social standing. This 
  standing is spent 
  attempting this 
  action.
  Success: 8 + 2 
  per settlement size 
  (10-24).
  Chance of Event: 
  5%.
  Magic: —
  While some improvements remain a steadfast land-
  mark of the settlement they were part of, sometimes 
  their usefulness passes, and there’s only so much room.
  Success results in the improvement being torn down 
  or simply abandoned.
  Failure wastes time as the character tries to convince 
  the people of the settlement. If the improvement is 
  owned by the character, this counts as a success provid-
  ed it was not a failure by 5 or more.
  If the character fails by 5 or more, the people of the 
  settlement rally behind the improvement with emo-
  tional cries. The DC to remove this improvement per-
  manently increases by 10. This can stack with multiple 
  botched attempts. If such an improvement is destroyed 
  in some other way (such as arson or having the military 
  might to simply command its destruction), the party re-
  sponsible suffers a loss of social standing equal to the 
  increase in DC the improvement had accrued.
  Encourage Growth
  Make the settlement grow.
  All settlements, given the proper love and conditions, 
  will grow over time. That doesn’t mean you always want 
  to wait for it to happen on its own. Provided you have a 
  social standing of 30 or higher, you may spend 10 of your 
  social standing to encourage the settlement’s growth. 
  The settlement loses 2 reduction points. If it had no re-
  duction points, it instead gains a growth point. If the 
  settlement gains reduction points while having growth 
  points, they immediately cancel out on a 1:1 basis.
  Should a settlement have twice as many growth 
  points as its size (or is size 0), it begins to grow into the 
  next size. This takes four weeks, during which growth is 
  impossible. At the end of that time, the settlement ad-
  vances to that next size and loses its growth points. If a 
  settlement gains a reduction point while advancing, the 
  advancing is immediately canceled.
  Found Settlement
  Before you can improve it, you need to create it. The 
  settlement begins at size 0 and the characters must use 
  the Encourage Growth downtime action to raise it to 
  size 1, at which point the settlement officially begins. 
  Knowledge (geography) and Spellcraft rolls may be use-
  ful to determine if it is a good location for such an effort.
  Manage Event
  Handle bad situations.
  Primary Skill: —
  Secondary Skills: 
  —
  Social Standing: 
  If the character 
  has less than 
  10, a Diplomacy 
  roll is required, 
  otherwise this 
  action automatically 
  succeeds.
  Success: 8 + 2 
  per settlement size 
  (10-24).
  Chance of Event: 
  5%.
  Magic: —
  If an event occurs and is hindering the settlement, a 
  character can take time making sure surpluses are used 
  to resolve them. One surplus can be used per use of this 
  action, reducing the event by 1 level if it is an appropri-
  ate surplus. This is usually easy to manage, but some 
  minimum social standing is required to get people to 
  go along with the request. This may be bypassed if the 
  character owns the means of producing the surplus, at 
  the GM’s discretion. Similarly, if an NPC is especially 
  miserly with their resources, this may be more difficult.
  Manage Water
  Produce water surpluses.
  Primary Skill: 
  Survival.
  Secondary 
  Skills: Knowledge 
  (geography).
  [5e: Nature]
  Social Standing: 
  -2 penalty if below 
  0, +2 to the skill 
  check at 50 or 
  higher.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  10%.
  Magic: Spells that 
  can create water 
  are chancy but 
  could provide a +2 
  enhancement bonus 
  on this check.
  Success on an attempt means you found a supply of 
  water, sating thirst and reducing any water event by 1. 
  This also produces a water surplus. Succeeding by 5 or 
  more creates 2 water surpluses.
  Failure by 5 or more increases the odds of a ran-
  dom occurrence by 10% and they are more likely to be 
  something hostile you met while looking. Failure by 10 
  or more means you found something dangerous and 
  brought it back, thinking it was harmless. It was not. A 
  random negative event begins, at the GM’s discretion. 
  Depending on if the people of the town know it was your 
  fault, you may lose social standing.
  
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  Practice Medicine
  Produce medical surpluses.
  Primary Skill: 
  Heal.
  Secondary Skills: 
  Craft (alchemy), 
  Knowledge (nature).
  Social Standing: 
  -2 penalty to the 
  skill check per 10 
  points below 0.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  5%.
  Magic: Spells that 
  can heal wounds, 
  banish disease, or 
  remove poisons can 
  help if they can be 
  used daily. Gain an 
  enhancement bonus 
  equal to half the 
  spell level (round 
  up).
  Success on an attempt means the ill are tended to, 
  reducing any medical event by 1. This also produces 1 
  medical surplus. Succeeding by 5 or more reduces any 
  related negative event by 3 and produces 2 surpluses.
  Failure by 5 or more causes a surplus to be lost. Fail-
  ure by 10 or more causes the character(s) to lose 10 
  social standing as their quack medicine immediately 
  prompts a level 1 medical event or increases an existing 
  event by 1 level.
  Produce Food
  Produce food surpluses.
  Primary Skill: 
  Profession (farming) 
  or Profession 
  (hunter).
  Secondary Skills: 
  Survival.
  Social Standing: 
  0 required, +2 to the 
  skill check at 25 or 
  higher.
  Success: 8 + 2 
  per settlement size 
  (10-24).
  Chance of Event: 
  10%.
  Magic: Food 
  production spells 
  are chancy but 
  do grant a +2 
  enhancement bonus 
  if they can be cast 
  daily. Spells that 
  assist with crop 
  growth offer a +2 
  enhancement bonus 
  if used with farming.
  Success on an attempt to produce food not only feeds 
  the people of the town, reducing any current famine 
  event, but also produces a food surplus. Succeeding by 
  5 or more reduces any related negative event by 3 and 
  produces 2 surpluses.
  Failure by 5 or more causes a surplus to be lost. Fail-
  ure by 10 or more causes the character(s) to lose 10 
  social standing as their gross mismanagement imme-
  diately prompts a level 1 famine event or increases an 
  existing event by 1 level.
  Salvage
  Produce salvage surpluses.
  Primary Skill: 
  Knowledge 
  (engineering) or 
  Craft (electronics).
  Secondary Skills: 
  Disable Device or 
  Perception.
  Social Standing: 
  -2 penalty if below 
  0, +2 to the skill 
  check at 50 or 
  higher.
  Success: 8 + 2 
  per settlement size 
  (10-24).
  Chance of Event: 
  25%.
  Magic: Spells that 
  can detect magic 
  or technological 
  devices grant a +2 
  enhancement bonus 
  on this check.
  Success on an attempt means you surveyed the area 
  around the town and found something that could be 
  useful later. This produces a salvage surplus. Succeed-
  ing by 5 or more creates 2 salvage surpluses.
  Failure wastes your time. Failure by 5 or more in-
  creases the odds of a random occurrence by 10% and 
  they are more likely to be something hostile you met 
  while looking. Failure by 10 or more means you found 
  something dangerous and brought it back, thinking it 
  was harmless. It was not. A random negative event be-
  gins, at the GM’s discretion. Depending on if the people 
  of the town know it was your fault, you may lose social 
  standing.
  Security Detail
  Produce security surpluses.
  Primary Skill: 
  Perception.
  Secondary Skills: 
  Disable Device or 
  Sense Motive.
  Social Standing: 
  -5 if under 15, +2 to 
  the skill check at 50 
  or higher.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  10%.
  Magic: Spells 
  that could feasibly 
  enhance the security 
  of an area and 
  can be cast daily, 
  or lasts at least a 
  week, grants a +1 
  enhancement bonus 
  to the check per 2 
  spell levels (round 
  up).
  Success on an attempt to secure the town keeps 
  things safe and sane in the settlement, reducing any on-
  going security event by 1. This also produces a security 
  surplus. Succeeding by 5 or more reduces any related 
  negative event by 3 and produces 2 surpluses.
  Failure by 5 or more causes a surplus to be lost. Fail-
  ure by 10 or more causes the character(s) to lose 10 
  social standing as their flawed approach immediately 
  prompts a level 1 security event or increases an existing 
  event by 1 level.
  Personal Actions
  Craft
  
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  Crafting, be it magical or mundane, is a popular pas-
  time for adventurers with time to burn. If you decide 
  to craft, you get 7 days’ worth of crafting done as part 
  of the action. This may result in multiple items being 
  made, if they can be constructed fast enough. You can 
  continue existing projects or start new ones as you 
  please with these 7 days of effort. Unlike other actions, 
  crafting does not affect the settlement you do it in.
  Prepare for an Action
  When engaging in difficult actions, especially on the 
  settlement level, it can seem quite difficult. The charac-
  ter may spend an action to give themselves a +2 bonus 
  to the named settlement action. This can stack but fades 
  once the character attempts the action.
  Relax
  Sometimes the best thing to do is nothing at all. Using 
  this downtime action gives you a needed reprieve from 
  the world. You heal as if taking a full bed rest each day 
  for each day of the week.
  Retrain
  Retraining rules, as presented in Pathfinder: Ultimate 
  Campaign, are a fine use of one’s time. Engaging in re-
  training is a downtime action, giving you 7 days’ worth 
  of progress towards retraining. You may need to spend 
  an action over several weeks to complete your retrain-
  ing. Unlike many other downtime actions, this has no 
  effect on the settlement you are in.
  Schmooze
  Gain social standing.
  Primary Skill: 
  Diplomacy.
  Secondary Skills: 
  Bluff or Intimidate.
  Social Standing: 
  -2 penalty to the 
  skill check per 10 
  points below 0.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  15%.
  Magic: Most 
  spells that would 
  influence people 
  do not persist long 
  enough to make 
  a meaningful 
  difference across a 
  population.
  Success raises the social standing of a specific person 
  by 5 points. If that person contributed to the settlement 
  during the same week, they gain another 5 points. Suc-
  ceeding by 5 or more causes the target’s social standing 
  to be cut in half if it was below 0. If this would result in 
  a change less than 10, they gain 10 points instead.
  Failure by 5 or more causes the character(s) attempt-
  ing the action to lose 5 points of social standing. Failure 
  by 10 or more causes the character(s) to lose 10 social 
  standing and they may not attempt to schmooze next 
  week.
  Shop
  Perhaps you want to gather some supplies or buy 
  some equipment. In either event, this action lets you do 
  just that. It’s also a fine time to sell off your extras, earn-
  ing you funds to buy other things. You can buy and sell 
  at once with this action and buy multiple items without 
  limit, unless the GM decides something will take time 
  to make available. Your settlement’s size and improve-
  ments determine its buying and selling limits.
  Improvements
  Improvements are, with a few exceptions, not a sin-
  gle building. They represent a communal focus of the 
  settlement. Every settlement tries to make some of its 
  own food, but does this one set aside a large amount of 
  real estate for the task? Does this settlement have a wall 
  that surrounds it? Are there notable entertainment dis-
  tricts or just the few that happened to crop up on their 
  own? Every settlement has different focuses, and thus, 
  improvements.
  Abundant Food Source
  Primary Skill: 
  Profession (farmer) 
  or Knowledge 
  (nature).
  Secondary Skills: 
  Survival.
  Social Standing: 
  0 required.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  10%.
  Magic: —
  Surpluses Required:1 medical, 1 food, 2 water; 1 water per 2 
  city size.
  Work Weeks: 4 + 1 per 2 city size.
  Effect: Acres of farms, ranches, or other food supplies ensures 
  that your settlement always has an abundance of food, hopefully. 
  Every week, the settlement produces 1 food surplus.
  Abundant Salvage Source
  Primary Skill: 
  Perception.
  Secondary Skills: 
  —
  Social Standing: 
  0 required.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  10%.
  Magic: —
  Surpluses Required: 3 food, 1 water; 1 security per 2 city size.
  Work Weeks: 4 + 1 per 2 city size.
  Effect: A great collection of supposed scrap allows for easy 
  scavenging. It’s possible the settlement is even built on top of a 
  pre-Blaze settlement, allowing it to harvest the lost pieces. The city 
  produces 1 salvage every week.
  Advanced Education
  
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  Primary Skill: 
  Profession 
  (teacher).
  Secondary 
  Skills: Knowledge 
  (engineering) or 
  Perform (oratory).
  Social Standing: 
  30 required.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  5%.
  Magic: —
  Surpluses Required: 2 medical, 2 water; 1 security per city size.
  Work Weeks: 8 + 1 per city size.
  Effect: Building on and requiring the school improvement, 
  this improvement implies colleges, advanced mentorships and 
  other programs to exchange information between the people of 
  your settlement. Retraining times are cut in half. Those who are 
  illiterate can remedy that fact by taking a downtime action to 
  accept tutoring for four weeks. Becoming fluent in the written 
  word will take longer, but this is enough to have a basic grasp. 
  The chance of someone in the town interrupting a magic event 
  increases to 33%. The Scribe Scroll and Brew Potion feats become 
  available for anyone who lives or is raised in this settlement.
  Automated Servants
  Primary Skill: 
  Craft (electronics).
  Secondary Skills: 
  —
  Social Standing: 
  30 required.
  Success: 8 + 4 
  per settlement size 
  (12-40).
  Chance of Event: 
  15%.
  Magic: Having the 
  Craft Golem feat, 
  rare as that is, gives 
  a +4 circumstance 
  bonus.
  Surpluses Required: 5 salvage, 2 medical, 2 water; 1 security 
  per city size; settlement empowerment of level 2.
  Work Weeks: 8 + 2 per city size.
  Effect: The settlement has a fleet of robotic assistants to 
  distribute the work, take menial tasks, and generally be helpful, 
  provided they have sufficient power and salvage. Once per week, 
  one salvage surplus can be turned into any one other surplus.
  Clinic
  Primary Skill: 
  Heal.
  Secondary Skills: 
  Diplomacy.
  Social Standing: 
  10 required.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  10%.
  Magic: —
  Surpluses Required: 3 medical, 2 salvage; 1 salvage per 2 city 
  size.
  Work Weeks: 4 + 1 per 2 city size.
  Effect: Either an actual building dedicated to the task, or a more 
  widespread understanding and practice of the medical arts. In 
  any event, the settlement is more prepared than most to deal with 
  injuries, illnesses, and other medical emergencies. Whenever the 
  city would gain a reduction point, there is a 1/3 chance of avoiding 
  it. Whenever the city would gain a growth point, there is a 1/3 
  chance of gaining an additional growth point.
  Enhanced Bureaucracy
  Primary Skill: 
  Diplomacy.
  Secondary Skills: 
  Perception, Sense 
  Motive.
  Social Standing: 
  —
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  10%.
  Magic: If you have 
  the Leadership feat, 
  you gain a +2 to 
  rolls to create this 
  improvement.
  Surpluses Required: 2 salvage.
  Work Weeks: 4 + 1 per 2 city size.
  Effect: The settlement has a refined and well-oiled bureaucratic 
  machine that gets things handled as if the settlement were two 
  sizes smaller, reducing the DC of Settlement Actions within the 
  settlement.
  Entertainment
  Primary Skill: 
  Knowledge 
  (engineering).
  Secondary Skills: 
  Bluff, Disguise, 
  Intimidate, Perform 
  (any).
  Social Standing: 
  —
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  10%.
  Magic: Spells 
  that can create 
  permanent walls, 
  help fashion 
  permanent tools, 
  or reinforce/shape 
  existing walls can 
  help, giving a +1 
  circumstance bonus 
  per 2 spell levels 
  (round up).
  Surpluses Required: 2 salvage, 1 security; 1 salvage per 2 city 
  size.
  Work Weeks: 4 + 1 per 2 city size.
  Effect: This settlement boasts an especially robust entertainment 
  area. This could be as simple as a good bar to a full row of opera 
  houses, depending on the size of the settlement and the culture 
  involved. In any event, people gather and friends are made. 
  Whenever a character would gain social standing, they gain one 
  extra point.
  Extra Housing
  Primary Skill: 
  Knowledge 
  (engineering).
  Secondary Skills: 
  —
  Social Standing: 
  30 required.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  5%.
  Magic: Spells 
  that can create 
  permanent 
  structures can 
  help, giving a +1 
  circumstance bonus 
  per 2 spell levels 
  (round up).
  Surpluses Required: 1 salvage; 1 salvage per 2 city size.
  Work Weeks: 1 + 1 per 2 city size.
  Effect: The settlement gains an additional growth point every 
  time it gains 1 or more growth points. If the city advances to the 
  next size, this improvement is immediately lost.
  
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  Generators
  Primary Skill: 
  Craft (electronics).
  Secondary Skills: 
  —
  Social Standing: 
  0 required.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  15%.
  Magic: —
  Surpluses Required: 1 water, 5 salvage; 1 salvage per city size.
  Work Weeks: 8 + 1 per city size.
  Effect: Not all settlements have reliable power, but this one does. 
  This provides level 1 empowerment to the entire settlement. This 
  improvement can be constructed more than once, increasing the 
  empowerment level of the settlement by 1 each time. Getting more 
  than two generators to cooperate requires priceless technology 
  and an appropriate effort to secure such devices.
  Keep
  Primary Skill: 
  Knowledge 
  (engineering).
  Secondary Skills: 
  —
  Social Standing: 
  50 required.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  10%.
  Magic: Spells 
  that can create 
  permanent walls 
  or reinforce/shape 
  existing walls can 
  help, giving a +1 
  circumstance bonus 
  per 2 spell levels 
  (round up).
  Surpluses Required: 1 medical, 1 food, 1 salvage; 1 salvage per 
  2 city size.
  Work Weeks: 8 + 1 per city size.
  Effect: The logical extension to walls, which must be built before 
  this improvement, this improvement creates an inner walled area 
  of the settlement with a keep, castle, or palace rising for all to 
  see and hopefully respect. It also acts as a focal point for security 
  concerns. Any time security events are lowered in level, there is a 
  50% chance of them lowering an additional level. The Chance of 
  Event is lowered by 5% for the settlement.
  Lighting
  Primary Skill: 
  Craft (electronics).
  Secondary 
  Skills: Knowledge 
  (engineering).
  Social Standing: 
  0 required.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  10%.
  Magic: Spells that 
  create permanent 
  light or can be 
  cast daily can 
  help, giving a +1 
  circumstance bonus 
  per 2 spell levels 
  (round up).
  Surpluses Required: 1 salvage; 1 salvage per 2 city size.
  Work Weeks: 4 + 1 per 2 city size.
  Effect: This improvement, which requires level 1 empowerment 
  be made available to it, sheds light across the settlement during 
  the night hours, and inside buildings. This allows for increase in 
  comfort, security, and efficiency. Any downtime skill check gains 
  a +1 bonus.
  Magic Supplies
  Primary Skill: 
  Spellcraft.
  Secondary Skills: 
  Use Magic Device.
  Social Standing: 
  30 required.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  10%.
  Magic: Having 
  an item creation 
  feat grants a +2 
  circumstance bonus.
  Surpluses Required: 5 salvage; 1 salvage per 2 city size.
  Work Weeks: 8 + 1 per 2 city size.
  Effect: Encouraging the scouring of the wastes and sifting 
  through the results, the settlement has established a collection 
  of magical devices. They even promise to be close to figuring out 
  how to make new things, but that could just be boasting. In either 
  event, magic items with a caster level up to 3rd may be purchased 
  in the settlement. This improvement may be erected a second 
  time, increasing that caster level to 6th.
  Militia Barracks
  Primary Skill: 
  Profession (soldier).
  Secondary 
  Skills: Knowledge 
  (engineering).
  Social Standing: 
  50 required.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  5%.
  Magic: —
  Surpluses Required: 2 security, 1 medical, 1 salvage; 1 security 
  per 2 city size.
  Work Weeks: 2 + 1 per 2 city size.
  Effect: The militia of the settlement is organized and ready for 
  action. Every week, one negative security event is reduced by 1 
  level. If a battle takes place within the city against an obvious 
  enemy of the settlement (such as a monster or a raiding force), the 
  militia will make a ranged attack at the start of each round with a 
  +10 to hit for 1d10 + 3 points of piercing and bludgeoning damage.
  Natural Landmark
  Primary Skill: 
  Knowledge (nature).
  Secondary Skills: 
  Survival.
  Social Standing: 
  0 required.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  5%.
  Magic: Spells that 
  can encourage 
  long term plant 
  growth or animal 
  population can 
  help, giving a +1 
  circumstance bonus 
  per 2 spell levels 
  (round up).
  Surpluses Required: 2 water, 1 food; 1 security per 2 city size.
  Work Weeks: 2 + 1 per 2 city size.
  Effect: It could be a park, a large and protected wild animal 
  reserve, or some other feature, but there is a place in or near the 
  settlement where the natural world is showing signs of recovery 
  from the Ashen Age. This has little direct effect on the city, but 
  it is a good sign of the times. There is hope. If the settlement is 
  suffering a food event, this improvement can lower one such event 
  by 1 level per week.
  
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  Public Forum
  Primary Skill: 
  Diplomacy or 
  Perform (oratory).
  Secondary Skills: 
  Intimidate.
  Social Standing: 
  30 required.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  10%.
  Magic: —
  Surpluses Required: 3 security, 1 salvage; 1 salvage per 2 city 
  size.
  Work Weeks: 8 + 1 per 2 city size.
  Effect: The settlement has developed and fostered an active local 
  politic that includes most of its people, even those not involved in 
  the direct decision-making. This may take place in a literal open 
  forum, or in an agreed upon open space, bar, or other place. This 
  improvement emboldens the people of the settlement. Once per 
  week, they will lower the level of a negative event by 1 as they, and 
  the GM, pleases. Power to the people.
  Radio Tower
  Primary Skill: 
  Craft (electronics).
  Secondary Skills: 
  —
  Social Standing: 
  0 required.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  10%.
  Magic: —
  Surpluses Required: 3 food, 1 water; 1 security per 2 city size.
  Work Weeks: 4 + 1 per 2 city size.
  Effect: A great radio tower broadcasts a station that can easily be 
  tuned into while inside the settlement. This improvement requires 
  level 2 empowerment to function. Level 1 empowerment will 
  only allow the radio to be heard a short distance away, perhaps 
  good enough for very small settlements. While present, the 
  growth points required to advance the city’s size is reduced by the 
  empowerment level of the city.
  Religious District
  Primary Skill: 
  Knowledge 
  (religion).
  Secondary 
  Skills: Knowledge 
  (engineering).
  Social Standing: 
  60 required.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  10%.
  Magic: Visibly 
  divine spells 
  can inspire the 
  populace, giving a 
  +1 circumstance 
  bonus per 2 spell 
  levels (round up).
  Surpluses Required: 2 medical, 1 food, 1 water; 1 security per 
  2 city size.
  Work Weeks: 6 + 1 per 2 city size.
  Effect: Whether it’s a grand single church or a row of temples to 
  respect various gods, it is clear that religion plays an important 
  part in the settlement. The priests who work there and the 
  sermons they give keep people calm during times of trial. When 
  suffering from negative events, treat them as one level lower for 
  their actual effect, to a minimum of level 1.
  School
  Primary Skill: 
  Profession 
  (teacher).
  Secondary 
  Skills: Knowledge 
  (engineering) or 
  Perform (oratory).
  Social Standing: 
  30 required.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  5%.
  Magic: —
  Surpluses Required: 1 food, 1 water; 1 security per 2 city size.
  Work Weeks: 4 + 1 per 2 city size.
  Effect: Education is a priority in the settlement, resulting in a 
  higher literacy rate and more of its citizens knowing both what a 
  lightbulb is and how it works. The empowerment of the settlement 
  is increased by 50% (round down). There is a 25% chance of 
  evading negative supernatural or magic events, such as curses.
  Trade Routes
  Primary Skill: 
  Knowledge 
  (geography).
  Secondary Skills: 
  —
  Social Standing: 
  0 required.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  10%.
  Magic: —
  Surpluses Required: 3 security, 1 medical; 1 security per 2 city 
  size.
  Work Weeks: 4 + 1 per 2 city size.
  Effect: While many settlements are isolated, this one has reached 
  out and established trade lines with others. As a downtime action, 
  a character may trade away 2 surpluses for one other surplus 
  of their choosing. While traveling between this settlement and 
  another with this improvement, the chance of random encounters 
  is halved.
  Warehouses
  Primary Skill: 
  Knowledge 
  (engineering).
  Secondary Skills: 
  —
  Social Standing: 
  0 required.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  10%.
  Magic: Spells 
  that can create 
  permanent walls 
  or reinforce/shape 
  existing walls can 
  help, giving a +1 
  circumstance bonus 
  per 2 spell levels 
  (round up).
  Surpluses Required: 1 salvage; 1 salvage per 2 city size.
  Work Weeks: 4 + 1 per 2 city size.
  Effect: Literal warehouses, grain silos, and other storage facilities 
  have expanded the settlement’s ability to contain its surpluses. 
  The settlement can hold 50% more surpluses (round up).
  Wall
  Primary Skill: 
  Knowledge 
  (engineering).
  Secondary Skills: 
  —
  Social Standing: 
  30 required.
  
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  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  10%.
  Magic: Spells 
  that can create 
  permanent walls 
  or reinforce/shape 
  existing walls can 
  help, giving a +1 
  circumstance bonus 
  per 2 spell levels 
  (round up).
  Surpluses Required: 2 salvage; 1 salvage per 2 city size.
  Work Weeks: 4 + 1 per 2 city size.
  Effect: External security events, such as raids or monster attacks, 
  are reduced by 1 level, to a minimum of 1.
  Workshops
  Primary Skill: 
  Craft (any) or 
  Knowledge 
  (engineering).
  Secondary Skills: 
  —
  Social Standing: 
  10 required.
  Success: 8 + 3 
  per settlement size 
  (11-32).
  Chance of Event: 
  10%.
  Magic: Spells 
  that can create 
  permanent walls, 
  help fashion 
  permanent tools, 
  or reinforce/shape 
  existing walls can 
  help, giving a +1 
  circumstance bonus 
  per 2 spell levels 
  (round up).
  Surpluses Required: 2 salvage, 1 security; 1 salvage per 2 city 
  size.
  Work Weeks: 4 + 1 per 2 city size.
  Effect: The settlement offers fine crafting supplies. Crafting 
  actions gain a +2 bonus within the settlement provided the crafter 
  has at least 0 social standing.
  Events
  While trying to do their business, settlements can 
  suffer, or benefit, from various events. Some are caused 
  by poorly-skilled workers, while others roll in from the 
  wastes itself, visiting harm upon the settlement. If not 
  handled expediently, they can cause a settlement to 
  shrink as people die or move away, desperate to survive 
  even if it means abandoning their home.
  If a settlement has the surplus needed to solve an 
  event just as it occurs, this happens immediately, and 
  the loss of the surplus is the only tragedy that must be 
  faced. For instance, a small famine may be averted en-
  tirely by dipping into the surplus of foods, forcing the 
  warehouse of grains to be opened to the public, but no 
  one starves that day. If the players own the settlement 
  or control that particular aspect, they can prevent the 
  automatic use of surplus from happening, but people 
  will likely know about it, and bad feelings will brew 
  (-15 social standing). Evil-aligned settlements may also 
  suffer this problem, but we leave that to clever GMs to 
  handle.
  If a player takes an action to lower a negative event, 
  they gain 5 social standing per level by which they lower 
  it. Of course, there are good ways and bad ways to end 
  an event. Should a player take an undesirable method of 
  settling an event, they may lose 10 social standing per 
  level instead of gaining it. Murdering a rioting crowd 
  rarely earns one friends.
  Similarly, though happiness is not a number we have 
  attempted to track, it should be thought of. If the people 
  of a settlement are unhappy with how they are treated 
  or the conditions they live in and their opportunities, 
  they will lash out in various ways, prompting events. 
  Don’t feel limited by the events below; this is a great 
  time for GM creativity.
  If a player is below -10 social standing, consider that 
  an immediate prompt for an event likely aimed directly 
  at their character, requiring their attention.
  Sample Events
  Though the downtime system offers ways of dealing 
  with these events within the confines of the downtime 
  system, we thoroughly encourage players and GMs to 
  take any event in the player’s settlement to be a pos-
  sible plot hook. Roleplay and action could help to ease 
  an event or even end it, though that is clearly time the 
  players are not engaging in the downtime system.
  Curse (level 1-5; magic): Someone in your settle-
  ment has angered the wrong person or being. They have 
  woven a curse on your people. It doesn’t hurt them, di-
  rectly, but it makes life in the settlement… interesting. 
  While it persists, trading downtime actions are impos-
  sible. Those who live in the settlement suffer a penalty 
  to Diplomacy and Intimidate checks equal to the level of 
  Table: Random Events
  Roll (1d100)
  Event
  Rating
  1-10
  Disaster
  1d6-2 (min 1)
  11-15
  Faux Pas
  1d4
  16-20
  Foul Water
  1d3
  21-25
  Foul Water
  1d3+2
  26-30
  Curse
  1d3
  31-35
  Curse
  1d3+2
  36-45
  Local Calamity
  1d6
  46-55
  Monster Attack
  1d6-1 (min 1)
  56-60
  Famine
  1d3
  61-65
  Famine
  1d3+2
  66-70
  Magic Carnival
  1d4
  71-75
  Null Magic
  1d4
  76-85
  Political Unrest
  1d6
  86-95
  Raid
  1d4+1
  96-99
  Tourism Boon
  1d3+1
  100
  GM Discretion
  —
  
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  the event when dealing with anyone who does not live 
  in the settlement. Ending the curse is a complex task, 
  requiring a downtime action dedicated to the event and 
  a Spellcraft (SF: Mysticism) check (DC 15 + 3 × event 
  level) to lower the event by 1 level.
  Disaster (level 1-5): Disasters do not persist. It 
  comes, destroys a good section of the settlement, then is 
  gone. Its damage remains, leaving people homeless and 
  facilities demolished. Until it is fixed, everyone suffers. 
  Determine a number of improvements the settlement 
  has equal to 1d4 + half the level of the event. They cease 
  operating until this event is ended. This event can be 
  reduced with salvage surplus, but not prevented with it.
  Famine (level 1-3; food): This event means the 
  city has insufficient food for its population. A settle-
  ment may not grow while suffering this event. Every 
  week this event persists, roll 1d8 − the level of famine. If 
  the result is less than the size of the settlement, the set-
  tlement gains a reduction point. When the settlement 
  has half as many reduction points or more as its size, 
  the settlement falls to the next size down and loses its 
  reduction points.
  Faux Pas (level 1-5; social): The party tripped 
  over a local custom, said the wrong thing, or otherwise 
  set off sensitive nerves. Even in the Ashen Age, broth-
  er can turn against brother when fighting words are 
  heard, even if they never were intended. A successful 
  schmooze action must be performed, gaining no social 
  standing, to avoid the harm of this event. If this is not 
  done successfully, each member of the party suffers a 
  loss to social standing equal to 1d10 + the event level. If 
  this reduces any member of the party to -20 or worse, 
  a security event is started with a level equal to 1d3. The 
  event ends the following week, whether the party suc-
  ceeds or fails.
  Feared (level —; social): This event targets a spe-
  cific person, or perhaps the player party. You would be 
  hated, if people didn’t fear your reactions to any obvi-
  ous attempt on their part to exact revenge. People are 
  tersely polite, possibly even groveling and playing nice, 
  but behind their smiles lies a seething hatred. You may 
  not use Diplomacy during downtime actions, instead 
  using Intimidate if possible, or simply being unable to 
  perform the action. Your social standing becomes fear-
  ful respect, rather than genuine adoration or trust.
  Festival (level 1-5; social): It may be a religious 
  ceremony, or maybe it’s an anniversary or some-
  one caught the biggest fish they ever saw. Whatever 
  the reason, the people of the settlement are rejoicing 
  in the streets. While this event is active, attempts to 
  schmooze gain a circumstance bonus equal to the level 
  of the event. Unfortunately, attempts to get work done 
  are more difficult, with anything that would result in a 
  surplus having a 50% chance of failing to produce that 
  surplus. Roll for every surplus that should be generated. 
  This event loses 1 level automatically per week.
  Foul Water (level 1-5; water): Something could 
  be tainting the water, or you just don’t have enough for 
  your people. A settlement may not grow while suffering 
  this event. Every week this event persists, roll 1d8 − the 
  level of foul water. If the result is less than the size of the 
  settlement, the settlement gains two reduction points. 
  When the settlement has half as many reduction points 
  or more as its size, the settlement falls to the next size 
  down and loses its reduction points.
  Hated (level —; social): Now you’ve done it. The 
  community has had enough of you. People get out their 
  guns or run at the sight of you. You are not welcome. 
  The local militia has added you to their target list. You 
  gain no benefit from any improvement in the settle-
  ment, even those you “own.” You must have done some-
  thing pretty bad…. This is left up to the GM in how you 
  resolve it, if you ever do. Perhaps it’s time to leave.
  Local Calamity (level 1-X): Not every event con-
  sumes an entire settlement. This event means that 
  something has stopped the working of an improve-
  ment, disabling it. The GM should have in mind what 
  that event is, be it a worker strike, fire, collapsed roof, 
  or a targeted riot. This event will lose a level every week 
  on its own but may be hastened with an manage event 
  downtime action, possibly with a social skill roll or ap-
  propriate surplus expenditure.
  Magic Carnival (level 1-5): Traders have arrived, 
  and they have all sorts of wonders to bedazzle and 
  amaze. While they are present, people are distracted 
  and curious. It is impossible to create security or sal-
  vage surpluses. The players, as a whole, may purchase a 
  single magic or priceless technological item as a down-
  time action, using the size of their settlement + the level 
  of this event as the maximum purchase limit. The item 
  will have a curious quirk, that is left up to the GM’s 
  imagination. Each week roll 1d6. If the result is greater 
  than the level of this event, it ends. A player may use 
  the manage event downtime action to force a new 1d6 
  roll to encourage the carnival to move early. Doing so 
  requires a Diplomacy check.
  Monster Attack (level 1-5): Different than a raid, 
  the presence of hostile monsters is immediate and le-
  thal. Every week this security event persists, roll 1d8 
  − the level of monster attack. If the result is less than 
  the size of the settlement, the settlement gains two re-
  duction points. If the result is 5 or more below the size 
  of the settlement, the settlement gains another reduc-
  tion point. When the settlement has half as many re-
  duction points or more as its size, the settlement falls to 
  the next size down and loses its reduction points. The 
  players, being the brave lot they are, can end this event 
  as a downtime action, prompting a battle against an op-
  posing force with a CR equal to the average level of the 
  party − 1 for each member of the party + the level of the 
  
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  event.
  Null Magic (level 1-5): Unlike other events, the 
  level of this event only determines how long it lasts, not 
  its strength. While it persists, spells, spell-like abilities, 
  and supernatural abilities are impossible within the set-
  tlement. Enchanting is similarly impossible. This event 
  automatically reduces by 1 level per week.
  Plague (level 1-5; medical): A horrible disease has 
  crippled the population of the settlement. A settlement 
  may not grow while suffering this medical event. Every 
  week this event persists, roll 1d8 − the level of plague. If 
  the result is less than the size of the settlement, the set-
  tlement gains a reduction point. When the settlement 
  has half as many reduction points or more as its size, 
  the settlement falls to the next size down and loses its 
  reduction points.
  Political Unrest (level 1-X; security): This se-
  curity event manifests in a core disagreement on some 
  policy of the settlement. It could even be someone de-
  ciding they would be better at ruling than the current 
  government. In any event, this hampers the settlement’s 
  ability to react to other events. Attempts to alleviate any 
  other event instead reduces the level of this event by 1 
  and leaves the other event unchanged.
  Racial Tensions (level 1-5): Though the Ashen 
  Age has brought down some of the racial barriers, they 
  have not faded entirely. Your settlement has fallen into 
  a bitter bout of racial tension. Perhaps the dominant 
  race is trying to become the only race, or one of the mi-
  nority races is trying desperately to be recognized. It’s 
  even possible that a lone member of some rare race is 
  causing no end of trouble with their mere presence. In 
  any event, this hampers the settlement’s ability to react 
  to other events. Attempts to alleviate any other event 
  instead reduces this the level of event by 1 and leaves 
  the other event unchanged.
  Raid (level 1-5; security): This security event 
  means the settlement has gained the attention of a 
  raiding gang that has begun to predate on its popula-
  tion. This force could be an external raiding group or 
  an internal gang that sprung up within the settlement 
  or even a riot. In any event, the DC of any long-term 
  activity within the settlement (any downtime activity) 
  is increased by 2 per event level. The players, being the 
  brave lot they are, can end this event as a downtime ac-
  tion, prompting a battle against an opposing force with 
  a CR equal to the average level of the party − 1 for each 
  member of the party + the level of the event. How they 
  handle things are left in the capable hands of the GM.
  Shunned (level 1-5; social): This event targets a 
  specific player, or possibly the player party as a whole. 
  The affected party has offended the community and is 
  getting the collective cold shoulder, when insults and 
  outright hostility aren’t involved. This event can only 
  be countered by performing actions that increase so-
  cial standing, with each action reducing the level of this 
  event by 1 but not earning social standing. While it per-
  sists, the affected player treats most NPCs in the set-
  tlement as unfriendly in disposition, and they may not 
  access the benefits of improvements unless they own 
  them. Improvements they do own may become targets 
  of Local Calamity events.
  Tourism Boom (level 1-X; security): This se-
  curity event happens when something is found in or 
  around the settlement that attracts others in great num-
  bers. These tourists don’t stay, but tax the resources of 
  the city badly while contributing little. Roll 1d8 − the 
  level of this event. If the result is equal to or less than 
  the number of surpluses the settlement has stored, one 
  surplus is lost.
  Qualities
  Not all settlements begin as a blank slate, and even 
  those that do can pick up quirks as time and events go 
  by. Qualities are like events, but they are not solvable 
  within the downtime system. One can only work around 
  them and try to overcome them as best they can.
  Sample Qualities
  Fertile Lands (level —): Patches of grass dot the 
  area. The occasional edible plant claws its way up from 
  the tortured soil, providing for the people. If the city has 
  no food surpluses at the start of a week, one is produced.
  Fresh Water (level —): A lake or river is found 
  near the settlement and its water is potable. Its pres-
  ence makes life much easier for the people, though it 
  also makes the area more desirable. When using the 
  water management action, one extra water surplus is 
  always created. Every week, there is a 5% chance of a 
  negative security event.
  Infested (level 1-5): Perhaps the settlement is 
  haunted, the area is prone to elemental rifts, it was built 
  on an uncooperative graveyard, it is in the migratory 
  path of hostile monsters, or the raiders just think you’re 
  in the perfect spot for an attack. Every week, there is a 
  5% chance of suffering an attack in the form of a mon-
  ster attack event with a level equal to this quality.
  Mineral Rich (level —): The settlement has a rich 
  source of materials within easy reach. This functions as 
  an abundant salvage source and will stack with one if 
  one is constructed.
  Natural Caverns (level 1-5): Clear, dry, and se-
  cure, the settlement has a convenient place to store 
  their things. The surplus capacity of the settlement is 
  increased by the level of this quality.
  Naturally Isolated (level 1-5): Perhaps the set-
  tlement is atop a mountain or hidden from easy sight 
  in some obscure valley. Perhaps it is perched on the 
  clouds, a haven for flying species. Whatever the case, 
  trouble has a harder time finding you. Whenever an ex-
  
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  ternal event like a raid, tourist boon, or monster attack 
  should occur, you have a percent chance of negating the 
  event equal to 5 × the level of this quality.
  Irradiated (level —): Most people would consider 
  this a deal breaker, but here we are. The settlement suf-
  fers from mild amounts of radiation, slowing its growth 
  and weakening its people. Whenever a growth point 
  would be earned, there is a 25% chance of not earning 
  it. Whenever a reduction point is gained, there is a 50% 
  chance of an additional reduction point being gained 
  (which does not trigger another chance).
  Resource Scarcity (level 1-5; food or water): 
  Are you sure this was a good place to put a settlement? 
  Perhaps it has other features that drew you here, or 
  maybe it’s just the only place you could call home. In 
  either case, it is critically short on food or water. Ev-
  ery week the settlement begins in famine or foul water, 
  as per the event, with a level equal to the level of this 
  quality. If sufficient surpluses are on hand to handle the 
  event by the end of the week, the town survives, other-
  wise, it suffers. The famine or drought will recur every 
  week, however.
  Story Focus (level 1-5): Yours is an interesting 
  curse. The Author has blessed the settlement, keeping 
  minor conflicts away in favor of larger events. When-
  ever a raid or monster attack should occur, you have a 
  percent chance of negating the event equal to 15 × level 
  of this quality. If the event is not negated, its level is 
  instead increased by half the level of this quality (round 
  up). This increase can exceed the normal level range of 
  events.
  
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  History of the Ashen Age
  There exists no age without a continuing narrative; the Author would not allow it. As the ash rained upon the sur-
  vivors and those that would soon die, thoughts of the war, however personal or distant, quickly fell to the ground to 
  settle beneath the falling ash of the old age.
  Cities were struck the most visibly, their tallest buildings reduced to scattered rubble, and the smaller ones fairing 
  little better. The people living in them suffered massive losses but were not instant in their departure from their 
  homes. In the following generation, settlements grew around the bones of the last age with people living, fighting, 
  and dying amidst the fallen of the last generation.
  As people gave up trying to make ends meet in the hostile remains of the old age, true history began. The table 
  below expresses years in bb and aa, for Before Blaze and Ashen Age.
  Table: Timeline
  Year
  Event
  −20 ba
  Tempus founded.
  −15 ba
  First plans of the Blaze are put forward.
  −12 ba
  Those loyal to the ideals of the dead flutterpony leader scatter out, warning fey of the coming catastrophe.
  −8 ba
  Kara-inspired attempts to warn humanity of the coming calamity begin.
  −4 ba
  War intensifies as some humanoids move to stop the Blaze.
  −3 ba
  Big Mao catch wind of what’s going on from their human allies. Being far too distant to make a meaningful contribution, they 
  focus instead on preparing to minimize the harm.
  −2 ba
  The source of the Blaze is located, and the various kingdoms of the humanoid races set aside their differences in a last-minute 
  attempt to stop the fey races.
  −1 ba
  The last city of Ponykind, Stone Bruise, comes under the final siege. The spell that would become the Blaze begins before all 
  preparations are complete.
  0 ba
  The spell, as unfinished as it is, destroys the world as it is known.
  Tempus is destroyed.
  The Ashen Age begins.
  Tempus is named and its inhabitants seem to be unharmed by the Blaze.
  0-24 aa
  The minor Age of Numbness passes. The population remaining in the cities of Everglow begin to spread in earnest, seeking 
  more fertile lands to build a future in.
  27 aa
  The first documented encounter with the queen’s roses.
  29 aa
  The Faithful Subjects set their crown on what would become the first False Queen.
  32 aa
  Riverton is founded.
  90 aa
  Murrage returns from where it hid.
  96 aa
  Queen Longshot assumes leadership of Turves and begins the slow healing of the town.
  135 aa
  Trash Heap evolves from an outpost to a proper city and is named.
  145 aa
  Murrage re-establishes many trade routes out across the wastes, bringing a shred of hope, and riches for the purrsians.
  160 aa
  Radios crackle with a strangely lively broadcast of music and outdated news. The source is not located, but few complain 
  about the new option to tune their radios to.
  175 aa
  The first true tree of the Ashen Age grows its first fruit. Found by a passing ash tender, the moment was celebrated as a sign of 
  that the Ashen Age would not last forever. The lemon was watched anxiously and preserved once the tree yielded it.
  180 aa
  After many unsuccessful attempts to plant a new lemon tree from the fruits of the first failed, the ash tenders declare the tree 
  a protected and holy site but cease their attempts.
  186 aa
  The Kunja establish a line of outposts between Riverton and Murrage, successfully defending the entire line of trade. Murrage 
  gives thanks and little else. Riverton gives even less.
  188 aa
  A careless soul drops a precious lemon and leaves it for lost, already cut in half as it was when it hit the ash. An ash tender 
  decides to plant the remains rather than let it go to waste. A second lemon tree grows despite the odds.
  196 aa
  Someone notices Queen Longshot has been reigning for a hundred years. She dismisses it as a mild thing, but rumors spread 
  about the true nature of their seemingly blessed sheriff.
  201 aa
  Through uncertain causes, constructs of the former age begin to emerge from the old cities, attacking anyone that happens to 
  be nearby. The cities gain all the more reputation for being a place no sane person wants to be.
  205 aa
  The first major conflict between two entire settlements unnerves the people of Everglow. It seems the idea of outright warfare 
  has not died, simply been rendered numb for a few relatively peaceful centuries. A sign of recovery?
  216 aa
  Play begins (by default; you are free to run a game at any point in the history of Everglow).
  
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  Legends and Plot 
  Hooks
  There are many tales that circulate the wastes, from 
  whispered stories told around a crackling fire to gossip 
  passed around a bar table, people never lost their desire 
  to exchange stories; true, false, or usually somewhere in 
  between. Most races can enjoy the practice, and it can 
  bring a community closer together, even if simply unit-
  ing them behind a shared fear.
  Angry Ancestors
  A lot of people died during the Blaze, you know that, 
  everyone does. They say that much dying all at once was 
  too much, even for Soft Whisper. The spirits of those 
  who passed never got to where they needed to go, and 
  many of them hid away from her when she tried to find 
  them later. If you go to where she didn’t think to go, 
  you’re more likely to run into them.
  Deep places, dark places; the further away from the 
  light, the better, or worse. The unliving thrive where the 
  dim light of day can’t disturb them, and Soft Whisper 
  hasn’t found them yet. If you want to do good by her, 
  go ahead and fight them, but they may already know 
  you. They were here first. You could be fighting a great 
  grandfather, and I hear they know it when it happens.
  They’ll call you by name and poke at your weakness-
  es. Ever did something you regret? They know. They 
  know and they’re more than happy to rub your face into 
  it even as they rip you apart limb from limb. Some, I 
  hear, don’t even need to get physical. They’ll have you 
  ready to lay down and join them, in that eternal shuff-
  ing, away from Soft Whisper.
  Dead Purrsians
  Ever see a dead purrsian? Me neither. They die like 
  anyone else, sure, but they say once they’re finished dy-
  ing, they’ll get yanked back to that fortress city of theirs. 
  Murrage is for purrsians, living or not. On the positive 
  side, you’re unlikely to run into a ghost purrsian… un-
  less it’s so awful even the purrsians don’t want it.
  I’m pretty sure I wouldn’t want to run into that.
  Deep Mirror
  Snuff out the lights, but not all of them. You should 
  be just able to see yourself in a mirror. Stare deep into 
  your own eyes and call out the name of an old departed 
  relative. If you do it right, you will see them. Beware, 
  you may not get the right spirit. If the vision seems to 
  deform into a horrible visage, you have angered your 
  ancestor, or you’ve called the wrong ghost. Run away, 
  fast, and slam a door between you and the mirror. Do it 
  fast enough, and you’ll be safe.
  Eternal Walkers
  Though not a widely known trick, did you know that 
  earth-bound, once they get powerful enough, can tether 
  themselves to Everglow itself? You can kill them howev-
  er you want; they’ll sprout back like a weed somewhere 
  else in the world, ready to go. That’s somewhat fright-
  ening enough, considering dying of old age will set it off 
  like anything else.
  But here’s where it gets worse. Imagine, you’re tied 
  to the world, then the world gets blown up. You die like 
  everyone else, but instead of becoming a ghost or some-
  thing, you go through whatever crazy machine they 
  have even as the world is burning. Can you even blame 
  a person for going a little nuts?
  Most of them are dangerously insane, but it’s not al-
  ways obvious. They look normal at a glance, until the 
  secret comes out. Some of them try to forget they’re im-
  mortal; each time they come back, it’s a new life. Some 
  of them are just a walking mass of psychic faults, wait-
  ing for a chance to explode. Just another reason to be 
  worried about those you don’t already know well.
  GM Note: Does your player want to be a long-lived, 
  potentially immortal, person that saw the end of things 
  and still persists? They can do that. Their required 
  mental fragility is the key. In order to cope with the Age 
  of Numbness and the slow climb since, such a person 
  would either be extremely broken, or have developed a 
  coping mechanism that let them put aside their immor-
  tality, for the time. Basically, such a person would, as a 
  PC, likely not be fully, or even vaguely, aware of what 
  they were, and may become quite upset if/when they 
  found out about it.
  There is plenty of roleplay opportunity here, if the 
  table is alright with it. Have fun with it! One import-
  ant note is that centuries have passed. They will not be 
  a font of pre-Blaze knowledge, even if they remember 
  their origins.
  Fire Snatchers
  Legends abound that, where the elemental forces 
  rub vigorously, often during violent weather, fire ele-
  mentals spring forth with comely forms that match the 
  general shape of their intended quarry. They slip into 
  a settlement under cover of whatever force gave rise to 
  them and sneak into the home of their would-be vic-
  tim. Silent until they draw close to their target, the only 
  thing the victim is likely to hear is a soft speaking voice 
  of the opposite gender saying, “It’s time to go home.”
  If you hear this, it’s very possibly too late! Your only 
  chance to avoid being grabbed by the elementals and 
  dragged away without a trace is to jump into a tub full 
  of salty water. Don’t have salt? Don’t have a tub of wa-
  ter drawn? Sorry to hear that… hopefully wherever they 
  take people isn’t so bad….
  Ghost City
  
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  If you go out wandering long enough, you’ll find it. 
  It’s easiest at night. Why? Because it glows. Countless 
  lights, cars that work, a whole city, glowing across the 
  ashes. Go on in, if you dare. They have running water, 
  open stores at any time of the day, and the whole place 
  is one big fake-out. All the people you might meet will 
  be nice enough, at least at first. Watch your back. Half 
  of them know they’re dead and are happy to welcome 
  you to their party.
  Don’t think you can get away with causing trouble 
  just because the whole place is one big illusion either. 
  They have guns, and they never run out of ammunition. 
  I don’t think they even have to reload. They’re ghosts, 
  they just keep shooting until you’ve joined them. Don’t 
  give them an excuse, and maybe just stay away, no mat-
  ter how desperate you’re feeling.
  Immortal Vanguard
  Once a soldier in the very armies that waged the fi-
  nal wars, Shield Blitzer, more commonly called ‘Blitzer’, 
  marches on the ashy stretches. Unlike the Faithful Sub-
  jects, he labors under no delusion of needing a queen. 
  He will be the king, and those who don’t agree to join 
  his growing army soon find themselves on the wrong 
  end of his guns.
  Despite this, I hear tale that he helps towns and cities 
  out once in a while. Not sure what to make of him, but 
  if you see a unicorn doppelganger, you maybe should 
  watch yourself? Of course, being a doppelganger, you 
  might not know who you’re talking to until it’s too late 
  to reconsider the idea.
  Lost and Found
  There once was a race of humanoids that were short-
  er than humans or elves, but not as tiny as a goblin. 
  They were wide, heavy, and powerful. They were strong 
  enough that when the war started, they saw its end 
  coming and told the entire world it could deal with its 
  problems on its own. They hid, deep in the bowels of the 
  earth, with the other things that never cared for the sun.
  I hear it changed them. They never suffered the Blaze, 
  but they suffered. Maybe it was punishment for leaving 
  the rest of us behind. Maybe it was just being too close 
  to the horrible things that Should Not Be that live so 
  far below the surface. In either event, they are terrible 
  things, with all the lost magic and technology of the last 
  age. The only reason we survive is their utter superior-
  ity. They don’t see us as more than a lone rat scuttling 
  across their field of vision.
  Perhaps it’d be best if we kept it that way.
  Monochrome Howlers
  You ever meet a Big Mao? Big, usually friendly, al-
  most dopey half the time, but the ones that are left are 
  just the little children of the ones that put the capital B 
  in Big Mao. The big ones died trying to fight the Blaze. 
  They failed, but they tried, for what it’s worth. What’s 
  left of them is still around. You can hear them, shriek-
  ing and howling when the wind picks up. When the 
  wind touches with lightning and fire especially, they 
  come, howling their anger. Are they angry they failed? 
  Are they angry they didn’t get help? Don’t know. Feel 
  free to try asking.
  If you don’t like living, that is. I’m told if you ever ac-
  tually see one of the monos, they’ll bend the elements 
  like straw. They will wrap you in whatever you hate the 
  most and destroy you with it, howling the entire time. 
  Don’t bother with guns, it just irritates them, unless you 
  have silver bullets. I hear those work. Don’t miss….
  Moon Children
  While Everglow burned to ash, the moon watched on, 
  untouched and unharmed. We can’t see it now. Only the 
  older documents even talk about it. Never heard of it? 
  Imagine this big grey disc that floats there in the sky 
  during the night, surrounded by countless little dots 
  of… stop looking at me like that. This part isn’t even 
  a myth! Fine, believe me or not, there’s another world 
  above this one, the moon. It wasn’t caught up in the 
  Blaze.
  Now, nobody thought anyone lived up there, on that 
  other world. But they were wrong. They come down 
  here, to this miserable pile. They come and they look 
  and explore. I’m told they’re white, just as white as their 
  home. Fuzzy, big eyes, long tails. Biped, with clever fin-
  gers to use technology even more advanced than before 
  the Blaze tore our society apart.
  What’s their deal? Don’t know. I never got to talk to 
  one, and if you’re smart, you’ll avoid them. Anything 
  that can do that can make you disappear, if you get my 
  meaning.
  Space-Bound
  Now, look, before the Blaze, we had it all, right? Hot 
  and cold running water on demand, with bubbles if 
  you liked it that way. People wore clean clothes every 
  day, and they were different clothes each time! Every-
  one had electricity and didn’t even think about where it 
  came from. It was a grand time.
  While the war was going on, a human kingdom made 
  the proclamation that it would reach the stars first, 
  and called dibs on the whole thing, the entire universe. 
  Some people laughed, but other people took it serious, 
  dead serious. The race was on, right in the middle of 
  the war. Everyone who had the cash was rushing to get 
  their spaceship up and out first.
  They say that one ship did get up there, touched down 
  on the moon.
  Then the world exploded. Those people never came 
  back. Where are they, do you think? Did they find a nic-
  er planet to live on? Maybe they were killed by space 
  
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  aliens. Maybe they’re still up there, on the moon, watch-
  ing us mess around on the surface. Couldn’t say, but it 
  makes you wonder, right?
  Sure Shot (Sunset Sally)
  In the last days before the Blaze, they were busy telling 
  stories about how the fey races would come out on top, 
  and they had a spokespony for the job. Dressed in tight 
  blue and yellow, she was always smiling and cheerful, 
  even as everything blew up around her. You’ve probably 
  seen her grinning mug on old things, still smiling from 
  ages past. You may have heard of that, but it gets better.
  They say she was a real pony, not just a story. She was 
  real and she survived. She wandered around in those 
  first days in that suit of hers. Everyone else was busy 
  being dead, on the inside or outside, but she was still all 
  smiles. Don’t be fooled!
  Behind that perfect white grin is a broken mind. Her 
  world is dead, wiped out by the Blaze. She hates what’s 
  left, our world. She’ll greet you warm as can be, but 
  she’ll make sure you meet your end in a way that amus-
  es her. She loves leading people into monster dens or 
  selling them off to raiders to be stolen from, killed, kid-
  napped or all of the above.
  She’s a cold-hearted unaging monster, and she’ll keep 
  smiling….
  Tinkerthefts
  Ever have a flashlight just… vanish? A wrench you set 
  down just a minute ago is suddenly gone? That’s bad 
  enough, but sometimes it’s something even more valu-
  able. It would be easy to blame it on anyone else, but it 
  happens even when you’re all alone, so far you can tell. 
  Still, away they go, as if they grew tiny legs and took off 
  running the moment you stopped watching them.
  It’s rumored that the cause of this is the world itself, 
  faint breezes of elemental power that remain angry at 
  us and everything we have that could, even in theory, 
  lead to another Blaze. Magicians are not immune to 
  this, if you’ve ever heard the piercing screech when one 
  of their spellbooks turn up missing. Be careful….
  Unending Road
  Only the mad think it’s a good idea to go wandering 
  through the ashes. Any time I see the same trader twice, 
  I know I’m dealing with a person who has lost all grip 
  on sanity. They say when you try to go somewhere, far 
  from where home is, even with a map, the ashes start 
  to look the same. You can travel for five days when oth-
  ers swear it should only take three. Other times you 
  get there in two days when it should have taken weeks. 
  Those you can shrug off, blame the gods, if you like.
  But sometimes… it just never ends. You keep walking 
  and walking. You’ll never get where you’re going. You’ll 
  just keep going, fighting, starving…. You’ll keep going 
  and going and nobody can save you. Scream, if you 
  like, the waste’s a big place, and the odds that someone 
  that cares enough to help will hear you is pretty slim. If 
  something does hear you, it’s probably not interested 
  in lending a helping hand. Maybe, if you’ve been hiking 
  long enough, you won’t mind that.
  Wasteland Beep
  Though called ‘the’ beep, there are many beeps. Each 
  one tends to inhabit a short-range specific band on the 
  radio. When tuned in while standing close enough, one 
  can hear a series of beeps in code. They often repeat im-
  mediately, though some only play once an hour or even 
  once a day. The rarest give only the most occasional 
  noise, making them easy for even those local to the area 
  to forget about.
  The source of the beeps is usually pre-Blaze in nature, 
  and dangerous at that. If you want trouble, try finding a 
  beep and getting what it has. If, on the other hoof, you 
  just like breathing, avoid them.
  
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  Ashen Champions
  The Champions of Everglow existed before the Blaze 
  and its ruination did not stop them. While others that 
  possessed the gift of rebirth were delivered terrible 
  psychic wounds, the Champions were protected by the 
  blessing of the Author herself. Each life that a Champi-
  on lives is the only one, so far as they are aware. They 
  wield no secrets of the past, but also bear no scars from 
  it.
  When the world and its people have need of them, 
  they simply are. Those around them do not notice, for 
  they were always there, as neighbors, rivals, or even 
  enemies. Their lives are full and complete up until the 
  point where they ride out, fulfilling their purpose.
  
  127
  127
  Aeroean, Ashen Druid
  Though nature took a brutal blow entering the Ash-
  en Age, Aeroean refuses to wallow in the darkness of 
  it. The world is still alive, and so is he. With wings as 
  light as always, he is ready to wade into the thick of con-
  flicts with a laugh and a smile, eager to set things right 
  one step at a time. As restless as ever, he bounces from 
  cause to cause, always looking for the next great call to 
  action.
  Aeroean
  XP 200
  Male pony (pegasus) druid (ashen druid) 1 
  (Ponyfinder: Campaign Setting, Ponyfinder: 
  From the Ashes)
  NG Medium fey (ponykind)
  Init +5; Senses low-light vision; Perception +7
  Defense
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 9 (1d8+1)
  Fort +3, Ref +3, Will +5
  Offense
  Speed 40 ft., bipedal 20 ft., fly 30 ft. (clumsy)
  Melee shortspear +0 (1d6)
  Ranged pipe pistol +3 (1d8/x4)
  Spell-Like Abilities (CL 1st)
  1/day—acid splash
  Domain Spell-Like Abilities (CL 1st, 
  concentration +4)
  6/day—storm burst (6/day)
  Druid Spells Prepared (CL 1st, concentration +4)
  1st—cure light wounds, obscuring mistD, produce 
  flame
  0 (at will)—create water, detect magic, light
  D Domain spell; Domain weather
  Statistics
  Str 10, Dex 16, Con 13, Int 12, Wis 17, Cha 11
  Base Atk +0; CMB +0; CMD 13 (17 vs. trip)
  Feats Brew Potion, Cloud KickerPCS, Weather 
  PonyPCS
  Skills Acrobatics +1 (+3 when jumping), Fly -3, 
  Heal +7, Knowledge (nature) +7, Perception 
  +7, Sense Motive +4, Spellcraft +5, Survival +5; 
  Armor Check Penalty -2
  Traits magical talent (acid splash)APG, 
  reactionaryAPG,*
  Languages Auran, Common, Druidic, Sylvan
  SQ cloud walkerPCS, fingerlessPCS, mastery focus 
  CR 1/2
  Aeroean
  XP 1,200
  Male pony (pegasus) druid (ashen druid) 5 
  (Ponyfinder: Campaign Setting, Ponyfinder: 
  From the Ashes)
  NG Medium fey (ponykind)
  Init +6; Senses low-light vision; Perception +13
  Defense
  AC 19, touch 15, flat-footed 15 (+4 armor, +1 
  deflection, +4 Dex)
  hp 37 (5d8+9)
  Fort +6, Ref +6, Will +10; +4 vs. fey and plant-
  targeted effects
  Defensive Abilities armor attunement +1PU, 
  deflection +1PU,*, resistance +1PU,*
  Offense
  Speed 40 ft., fly 50 ft. (average), bipedal 20 ft.
  Melee masterwork shortspear +4 (1d6)
  Ranged pipe pistol [attuned +1] +8 (1d8+1/x4)
  Special Attacks weapon attunement +1PU
  Spell-Like Abilities (CL 5th)
  1/day—acid splash
  Domain Spell-Like Abilities (CL 5th; 
  concentration +10)
  8/day—storm burst (8/day)
  Druid Spells Prepared (CL 5th; concentration 
  +10)
  3rd—call lightningD (DC 18), cure moderate 
  wounds, protection from energy
  2nd—barkskin, fog cloudD, lesser restoration, 
  rainbow wingsPCS
  1st—cure light wounds (2), obscuring mistD, 
  produce flame (2)
  0 (at will)—create water, detect magic, light, 
  stabilize
  CR 4
  (alchemical focus 3/day)FTA, nature bond (weather 
  domain), nature sense, wasteland curativesFTA, 
  wild empathy +1
  Combat Gear acid (3); Other Gear light 
  scavenged armorFTA, pipe pistolFTA with 20 scrap 
  bulletsFTA, shortspear, belt pouch, flint and steel, 
  holly and mistletoe, mess kitUE, pony saddle 
  bagsPCS, pot, powder hornUC with 10 doses of black 
  powderUC, soap, spell component pouch, trail 
  rations (5), waterskin
  * The effects of this ability have already been 
  calculated into Aeroean’s statistics.
  
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  128
  Circle of the Land: Wasteland
  Druids of the wastelands have a new option to 
  choose from their Circle of the Land circle spells fea-
  ture, gaining the following spells at the indicated lev-
  els:
  Druid 
  Level
  Circle Spells
  3rd
  find traps, radiation buffer*
  5th
  create food and water, tiny hut
  7th
  giant insect, speak with ashes*
  9th
  antilife shell, wall of stone
  *indicates a spell from this book.
  Aeroean
  Medium fey (pegasus, ponykind), neutral good 
  druid 1
  Armor Class 13 (light scavenged armor)
  Hit Points 10 (1d8 + 2)
  Speed 40 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  15 (+2)
  14 (+2)
  12 (+1)
  16 (+3)
  10 (+0)
  Saving Throws Int +3, Wis +5
  Skills Acrobatics +4, Medicine +5, Nature +3, 
  Perception +5, Survival +5
  Tools herbalism kit, an instrument
  Senses passive Perception 15
  Languages Common, Druidic, Primordial, Sylvan
  Cloud Walker. Aeroean may treat fog or other 
  D Domain spell; Domain weather
  Statistics
  Str 10, Dex 18, Con 13, Int 12, Wis 20, Cha 11
  Base Atk +3; CMB +3; CMD 18 (22 vs. trip)
  Feats Brew Potion, Cloud KickerPCS, Dashing Flyer 
  (2x)PCS,*, Run, Weather PonyPCS
  Skills Acrobatics +4 (+8 when jumping), Fly +11, 
  Heal +13, Knowledge (nature) +10, Perception 
  +13, Sense Motive +10, Spellcraft +7, Survival +7
  Traits magical talent (acid splash)APG, reactionaryAPG
  Languages Auran, Common, Druidic, Sylvan
  SQ cloud walkerPCS, elemental survivalFTA, 
  fingerlessPCS, mastery focus (additional alchemical 
  focus, alchemical focus [2x] 4/day, mental focus, 
  physical focus [2x])FTA, mental prowess (Wis +2)
  PU,*, nature bond (weather domain), nature sense, 
  physical prowess (Dex +2)PU,*, trackless step, 
  unhinged shapeFTA, wasteland curativesFTA, wild 
  empathy +5, woodland stride
  Combat Gear potion of bull’s strength, acid (3); 
  Other Gear modified light scavenged armor 
  [attuned +1] (ballistic weave, custom fit, excellent 
  joints, pocketed)FTA, pipe pistol [attuned +1]FTA 
  with 20 scrap bulletsFTA, masterwork shortspear, 
  muleback cordsAPG, belt pouch, flint and steel, 
  holly and mistletoe, mess kitUE, pony saddle 
  bagsPCS, pot, powder hornsUC (2) with 20 doses of 
  black powderUC, soap, spell component pouch, trail 
  rations (5), traveler’s outfit, waterskin
  * The effects of this ability have already been 
  calculated into Aeroean’s statistics.
  clouds as solid objects.
  Fingerless. Aeroean may use his mouth as one 
  hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Spellcasting. Aeroean is a 1st level spellcaster. His 
  spellcasting ability is Wisdom (spell save DC 13, +5 
  to hit with spell attacks). By increasing the casting 
  time of any prepared spell with the Ritual tag by 10 
  minutes, Aeroean may cast it without using a spell 
  slot. He has the following druid spells prepared:
  Cantrips: (at will): guidance, produce flame
  1st level: (2 slots): create or destroy water, cure 
  wounds, detect magic, fog cloud
  Uncanny Purpose. Aeroeans adds +1 to his death 
  saving throw rolls.
  Actions
  Pipe Pistol. Ranged Weapon Attack: +2 to hit, 
  range 30/120 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage.
  Spear. Melee or Ranged Weapon Attack: +1 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d6 - 
  1) piercing damage.
  Gear
  Bedroll, common clothes, hempen rope (50 feet), 
  herbalism kit, light scavenged armorFTA, mess kit, 
  pipe pistolFTA, pony saddle bagsPCS, rations (10), scrap 
  bulletsFTA (20), spear, sprig of mistletoe, tinderbox, 
  torches (10), waterskin.
  
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  129
  Aeroean
  Medium fey (pegasus, ponykind), neutral good 
  druid (circle of ashesFTA) 5
  Armor Class 13 (modified light scavenged armor) 
  (16 with barkskin)
  Hit Points 38 (5d8 + 10)
  Speed 40 ft., fly 30 ft. (40 ft. with rainbow wings)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  15 (+2)
  14 (+2)
  12 (+1)
  16 (+3)
  10 (+0)
  Saving Throws Int +4, Wis +6
  Skills Acrobatics +5, Medicine +6, Nature +4, 
  Perception +6, Survival +6
  Damage Resistances sling bullets and firearms 
  that deal piercing damage
  Tools herbalism kit, an instrument
  Feats Weather PonyPCS
  Senses passive Perception 16
  Languages Common, Druidic, Primordial, Sylvan
  Cloud Walker. Aeroean may treat fog or other 
  clouds as solid objects.
  Elemental Survival. Aeroean may select a 
  damage type (acid, cold, fire, lightning, poison, 
  thunder) whenever he uses Wild Shape. For the 
  duration of the Wild Shape, he gains resistance to 
  that damage type.
  Fingerless. Aeroean may use his mouth as one 
  hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Spellcasting. Aeroean is a 5th level spellcaster. His 
  spellcasting ability is Wisdom (spell save DC 14, +6 
  to hit with spell attacks). By increasing the casting 
  time of any prepared spell with the Ritual tag by 10 
  minutes, Aeroean may cast it without using a spell 
  slot. He has the following druid spells prepared:
  Cantrips (at will): guidance, mending, produce 
  flame, resistance
  1st level (4 slots): create or destroy water, cure 
  wounds, detect magic, fog cloud
  2nd level (3 slots): barkskin, lesser restoration, 
  rainbow wingsPCS
  3rd level (2 slots): create food and water
  Uncanny Purpose. Aeroean adds +1 to his death 
  saving throw rolls.
  Actions
  Pipe Pistol. Ranged Weapon Attack: +5 to hit, 
  range 30/120 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage.
  Spear. Melee or Ranged Weapon Attack: +2 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d6 - 
  1) piercing damage.
  Wild Shape (2/Day). Aeroean magically 
  polymorphs into a beast with a challenge rating of 
  1/2 or less, and can remain in this form for up to 2 
  hours. Aeroean can choose whether his equipment 
  falls to the ground, melds with his new form, or is 
  worn by the new form. Aeroean reverts to his true 
  form if he dies or falls unconscious. Aeroean can 
  revert to his true form using a bonus action on his 
  turn. 
  While in a new form, Aeroean retains his game 
  statistics, but his AC, movement modes, Strength, 
  Dexterity, and Constitution are replaced by those 
  of the new form, and he gains any special senses, 
  proficiencies, traits, actions, and reactions (except 
  class features, legendary actions, and lair actions) 
  that the new form has but that he lacks. He can’t cast 
  his spells, speak, or take any action that requires 
  hands.
  Gear
  Bedroll, common clothes, hempen rope (50 feet), 
  herbalism kit, mess kit, modified light scavenged 
  armorFTA (ballistic weave, pocketed), pipe pistolFTA, 
  pony saddle bagsPCS, potion of healing (3), potion of 
  hill giant strength, rations (10), scrap bulletsFTA (20), 
  spear, sprig of mistletoe, tinderbox, torches (10), 
  waterskin.
  
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  130
  
  131
  131
  Brave Stomp, Township Guardian
  Brave Stomp is a powerfully built earth-bound stal-
  lion with a light gray-blue coat, close cut dirty blond 
  mane and piercing blue eyes. His body bears the scars 
  of many trials, conflicts and the faintest touch of age. 
  He stands tall and sure, guarding those who cannot de-
  fend themselves and fighting for a world healed from 
  the damage done to it from long ago.
  Brave Stomp enters battle encased in a suit of ornate 
  steel plate that is a mix of both old and new technology, 
  runes and arcane formulae crackle with magic next to 
  hissing hydraulics and polished, silver fluted panels all 
  combined in a design to aid and enhance the wearer’s 
  already formidable strength and abilities. His brand of 
  destiny and emblem, a gold shield with a green leaf on 
  its field crowned with a dark gray storm cloud above, 
  is emblazoned on both his and his armor’s flanks. His 
  armor’s emblem also features several symbols of towns 
  and individuals to indicate an allegiance with the oth-
  ers. He wields mighty weapons, most notably of which 
  are a massive greatsword, the reinforced blade of which 
  is wreathed in lightning and does not so much cut but 
  impacts with a peal of thunder, and a belt fed, snub-
  nosed, dual-barreled firearm that began its life as a 
  humble shotgun, but has long since grown beyond what 
  it was. Modifications and reinforcements have turned it 
  into a rapid firing bringer of destruction at ranges be-
  yond what many would consider unnatural for its size.
  When he is not involved with a battle or adventuring, 
  either by himself or with others, Brave Stomp wears a 
  simpler garb, much like that of a farmer or a crafts crea-
  ture and carries a knife in a harness within easy reach.
  Encounter Notes: A Champion of Everglow, chris-
  tened by a time in need of him, Brave Stomp can appear 
  where he is most valuable. He has no awareness of his 
  rebirthing but is dedicated to doing what he can. He will 
  join a party easily, should he like the quest they have 
  taken up, possibly permanently. Should a past Brave 
  Stomp be brought up, he will laugh it off. His parents 
  picked the name, hoping it would rub off on him. Maybe 
  he’s right?
  Brave Stomp
  XP 200
  Male pony (earth-bound) cavalier (constable) 1 
  (Pathfinder RPG Advanced Player’s Guide, 
  Pathfinder Player Companion: Heroes of the 
  Streets, Ponyfinder: Campaign Setting)
  NG Medium fey (ponykind)
  Init +3; Senses low-light vision; Perception +6
  Defense
  AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
  hp 12 (1d10+2)
  Fort +4, Ref +1, Will +2; +2 vs. poison, spells, and 
  spell-like abilities
  Offense
  Speed 30 ft., bipedal 15 ft.
  Melee dagger +3 (1d4+2/19-20) or greatsword +3 
  (2d6+3/19-20) or unarmed strike +3 (1d3+2)
  Ranged long pipe gun +2 (1d10/x4)
  Special Attacks apprehendHOTS,*, challenge 1/day 
  (+1 damage, allies receive +1 to melee attacks)APG, 
  tactician 1/day (Extend the Bulwark)APG
  Statistics
  Str 15, Dex 13, Con 15, Int 10, Wis 14, Cha 11
  Base Atk +1; CMB +3; CMD 14 (18 vs. trip)
  Feats Endurance, Exotic Weapon Proficiency 
  (greatsword)*, Extend the BulwarkMM, Improved 
  Unarmed Strike, Strong JawPCS
  Skills Bluff +0 (+1 fool someone), Diplomacy +5, 
  Intimidate +4, Perception +6, Sense Motive +6, 
  Survival +6; Armor Check Penalty -4
  Traits reactionaryAPG,*, trustworthyUCA,*
  Languages Common, Sylvan
  SQ fingerlessPCS, mastery focus (ammunition focus)
  FTA, order of the dragonAPG
  Gear medium scavenged armorFTA, dagger, 
  greatsword, long pipe gunFTA with 40 scrap 
  bulletsFTA, bedroll, belt pouch, fishhooks (2), 
  flint and steel, mug, pony saddle bagsPCS, powder 
  hornsUC (2) with 20 doses of black powderUC, 
  saddle rackPCS, sewing needle, signal whistle, 
  soldier’s uniform, string (50 ft.), trail rations (5), 
  waterskin, whetstone
  * The effects of this ability have already been 
  calculated into Brave’s statistics.
  CR 1/2
  
  132
  132
  Brave Stomp
  XP 1,200
  Male pony (earth-bound) cavalier (constable) 5 
  (Pathfinder RPG Advanced Player’s Guide, 
  Pathfinder Player Companion: Heroes of the 
  Streets, Ponyfinder: Campaign Setting)
  NG Medium fey (ponykind)
  Init +3; Senses low-light vision; Perception +11
  Defense
  AC 21, touch 11, flat-footed 21 (+10 armor, +1 
  deflection)
  hp 47 (5d10+15)
  Fort +8, Ref +3, Will +4; +2 vs. poison, spells, and 
  spell-like abilities
  Defensive Abilities armor attunement +1PU,*, 
  deflection +1PU,*, resistance +1PU,*
  Offense
  Speed 30 ft., bipedal 15 ft.
  Melee jury rigged greatsword [attuned +1] +9 
  (3d6+5/19-20) or unarmed strike +8 (1d3+3)
  Ranged modified snub pipe gun +6 (1d10/x4)
  Special Attacks apprehendHOTS,*, challenge 2/day 
  (+5 damage, allies receive +2 to melee attacks)APG, 
  tactician 2/day (Extend the Bulwark)APG, weapon 
  attunement +1PU,*
  Tactics
  Before Combat At the start of each day Brave uses 
  his battery focus to charge his greatsword, giving it 
  20 charges.
  Statistics
  Str 16, Dex 13, Con 17, Int 10, Wis 14, Cha 11
  Base Atk +5; CMB +8 (+9 disarm, +9 grapple, +9 
  trip); CMD 20 (24 vs. trip)
  Feats Endurance, Exotic Weapon Proficiency 
  (greatsword)*, Extend the BulwarkMM, Gunnery 
  SquadPCS, Improved Unarmed Strike, Practiced 
  Automatic WielderFTA, Strong JawPCS
  Skills Bluff +0 (+1 fool someone), Diplomacy +9, 
  Intimidate +8, Perception +11, Sense Motive +10, 
  Survival +10; Armor Check Penalty -7
  Traits reactionaryAPG,*, trustworthyUCA,*
  Languages Common, Sylvan
  SQ aid allies +3APG, badge +2HOTS, fingerlessPCS, 
  mastery focus (ammunition focus, battery focus 
  [2x] [3 charge/day], physical focus [2x])FTA, order 
  of the dragonAPG, physical prowess (Con +2)PU,*, 
  quick interrogatorHOTS, squad commanderHOTS
  Gear modified heavy scavenged armor [attuned 
  +1] (ballistic weave, bulky, reinforced, waterproof)
  FTA, jury riggedFTA greatsword [attuned +1] 
  CR 4
  (electric powered, extra damage)FTA, modified 
  snub pipe gun (automatic fire, extended 
  magazine, greater extended magazine)FTA with 4 
  magazinesFTA, bedroll, belt pouch, fishhooks (2), 
  flint and steel, mug, pony saddle bagsPCS, powder 
  hornsUC (2) with 20 doses of black powderUC, 
  saddle rackPCS, sewing needle, signal whistle, 
  soldier’s uniform, string (50 ft.), trail rations (5), 
  waterskin, whetstone
  * The effects of this ability have already been 
  calculated into Brave’s statistics.
  Special Abilities
  Automatic Fire Brave Stomp’s firearm has the 
  automatic fire modification. As a full attack 
  action, with a least half or more of his ammunition 
  remaining, he may make a cone attack covering 
  the first range increment of the weapon (40 ft.). 
  All targets in range must make a Reflex saving 
  throw against DC 12. On a success targets take 
  half damage. He can’t affect more targets than 
  he has ammunition remaining in the weapon. 
  Roll damage as normal for the weapon. Brave 
  Stomp may also focus on one target, in which case 
  he makes a single attack. On a hit, calculate the 
  damage as if he had hit twice, but the damage is 
  added together before applying DR or resistance. 
  He can’t hit more times than he has remaining 
  ammunition in the weapon. A critical only applies 
  to the first hit. In either event, all remaining 
  ammunition in the weapon is expended.
  Electric Powered Brave Stomp’s greatsword has 
  the electric powered modification, which allows 
  him to spend a charge to deal electric damage with 
  his greatsword instead of its normal damage type, 
  or he may use the attack to stun (DC 15 Fortitude 
  save). On a failure, the target is staggered for one 
  round. On a success it is sickened for one round. 
  The DC uses Strength or Dexterity, whichever is 
  higher.
  
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  Brave Stomp
  Medium fey (earth-bound, ponykind), neutral good 
  fighter 1
  Armor Class 14 (medium scavenged armor)
  Hit Points 13 (1d10 + 3)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  12 (+1)
  16 (+3)
  8 (-1)
  14 (+2)
  10 (+0)
  Saving Throws Str +4, Con +5
  Skills Insight +4, Intimidation +2, Investigation +1, 
  Persuasion +2, Survival +4
  Damage Resistances poison
  Senses passive Perception 12
  Languages Common, Sylvan
  Fingerless. Brave Stomp may use his mouth as one 
  hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Great Weapon Fighting. When Brave Stomp 
  rolls a 1 or 2 on a damage die for an attack he makes 
  with his greatsword, he can reroll the die and must 
  use the new roll, even if the new roll is a 1 or a 2.
  Like a Weed. Brave Stomp has advantage on 
  saving throws against poison.
  Tougher than Magic. Brave Stomp has advantage 
  on Strength, Dexterity, or Constitution saving throws 
  against magic spells and effects.
  Uncanny Purpose. Brave Stomp adds +1 to his 
  death saving throw rolls.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to 
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 
  (1d4 + 2) piercing damage.
  Greatsword. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing 
  damage.
  Long Pipe Gun. Ranged Weapon Attack: +3 to 
  hit, range 40/160 ft., one target. Hit: 6 (1d10 + 1) 
  piercing damage.
  Second Wind (Recharges after a Short or 
  Long Rest). On his turn, Brave Stomp can use a 
  bonus action to regain 1d10 + 1 hit points.
  Gear
  Bedroll, common clothes, dagger, greatsword, 
  hempen rope (50 feet), long pipe gunFTA, manacles, 
  medium scavenged armorFTA, pony saddle bagsPCS, 
  rations (10), saddle rackPCS, scrap bulletsFTA (40), 
  signal whistle, waterskin, whetstone.
  Brave Stomp
  Medium fey (earth-bound, ponykind), neutral good 
  fighter (champion) 5
  Armor Class 18 (modified heavy scavenged armor)
  Hit Points 49 (5d10 + 15)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  12 (+1)
  16 (+3)
  8 (-1)
  14 (+2)
  10 (+0)
  Saving Throws Str +5, Con +6
  Skills Insight +5, Intimidation +3, Investigation +2, 
  Persuasion +3, Survival +5
  Damage Resistances poison, sling bullets and 
  firearms that deal piercing damage
  Feats Unhinged PowerFTA
  Senses passive Perception 12
  Languages Common, Sylvan
  Fingerless. Brave Stomp may use his mouth as one 
  hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Great Weapon Fighting. When Brave Stomp 
  rolls a 1 or 2 on a damage die for an attack he makes 
  with his greatsword, he can reroll the die and must 
  use the new roll, even if the new roll is a 1 or a 2.
  Improved Critical. Brave Stomp’s weapon attacks 
  score a critical hit on a roll of 19 or 20.
  Like a Weed. Brave Stomp has advantage on 
  saving throws against poison.
  Tougher than Magic. Brave Stomp has advantage 
  on Strength, Dexterity, or Constitution saving throws 
  against magic spells and effects.
  Uncanny Purpose. Brave Stomp adds +1 to his 
  death saving throw rolls.
  Actions
  Multiattack. Brave Stomp can make two attacks 
  with his weapons each round.
  Dagger. Melee or Ranged Weapon Attack: +5 to 
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 
  (1d4 + 2) piercing damage.
  Jury Rigged Greatsword. Melee Weapon 
  Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (4d6 
  + 2) slashing damage.
  Modified Snub Pipe Gun. Ranged Weapon 
  Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 
  (1d10 + 1) piercing damage.
  Automatic Fire. As an action, provided he has 
  at least half the capacity of his firearm remaining, 
  Brave Stomp can attack a cone with a range of 40 
  feet. Those caught in the cone must make a Dexterity 
  saving throw against DC 12 or take the gun’s 
  
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  damage. Success halves this damage. This action 
  uses up all remaining ammunition in the gun at 
  once.
  Electric Powered. Brave Stomp’s greatsword can 
  deal lightning damage instead of its normal damage 
  type. While activated, it bypasses resistance against 
  its normal damage type, but may be affected by 
  lightning resistance. Brave Stomp may declare he is 
  attempting to stun the target before rolling to attack. 
  If he lands the hit, he deals no damage, but the 
  victim must make DC 13 Constitution saving throw. 
  On a failure, the target is restrained for 1 round; on a 
  success they are sickened and have disadvantage on 
  attack rolls and ability checks for 1 round.
  Action Surge (Recharges after a Short or 
  Long Rest). On his turn, Brave Stomp can take one 
  additional action on top of his regular action and a 
  possible bonus action.
  Second Wind (Recharges after a Short or 
  Long Rest). On his turn, Brave Stomp can use a 
  bonus action to regain 1d10 + 5 hit points.
  Gear
  Bedroll, common clothes, dagger, hempen rope (50 
  feet), jury riggedFTA greatsword (electric powered, 
  extra damage), manacles, modified heavy scavenged 
  armorFTA (ballistic weave, bulky, reinforced, 
  waterproof), modified snub pipe gunFTA (automatic 
  fire, extended magazine, greater extended 
  magazine), pony saddle bagsPCS, rations (10), 
  saddle rackPCS, scrap bulletsFTA (40), signal whistle, 
  waterskin, whetstone.
  
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  Brie Brightwing, Junk Smasher
  Raised among other griffons and hippogriffs in Buzzard’s Bluff, she rose to the top of the social structure there as 
  a bully. With strength and savagery, she got her way. When she descended from their peak with a raiding party and 
  ran across a beast fearsome enough to put some fear in her, things began to change. Still irritable, she claims she 
  has put her rough past behind her and wanders the waste in search of things worthy of applying her anger against.
  Brie Brightwing
  XP 200
  Female griffon unchained barbarian (furious 
  gunslinger) 1 (Pathfinder RPG Pathfinder 
  Unchained, Ponyfinder: Campaign Setting, 
  Ponyfinder: From the Ashes)
  CN Medium fey (griffon)
  Init +1; Senses low-light vision; Perception +5
  Defense
  AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
  hp 14 (1d12+2)
  Fort +4, Ref +1, Will +1
  Offense
  Speed 40 ft., bipedal 20 ft., fly 40 ft. (poor)
  Melee spear +5 (1d8+6/x3) and bite +0 (1d6+2)
  Ranged long pipe gun +2 (1d10/x4)
  Special Attacks rage (6 rounds/day)PU
  Tactics
  Raging Statistics When raging, Brie’s statistics 
  are AC 12, touch 9, flat-footed 11; hp 16; Will +3; 
  Melee spear +7 (1d8+8/x3) and bite +2 (1d6+4); 
  Ranged long pipe gun +4 (1d10+2/x4); CMD 14 
  (18 vs. trip).
  Statistics
  Str 18, Dex 12, Con 14, Int 12, Wis 13, Cha 8
  Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
  Feats Intimidating Prowess
  Skills Acrobatics +4 (+8 when jumping), Fly +0, 
  Intimidate +9, Knowledge (nature) +5, Perception 
  +5, Survival +5; Armor Check Penalty -1
  Traits armor expertAPG, predator’s roarGOE
  Languages Auran, Common
  SQ cloud walkerGOE, fast movementPU, mastery focus 
  (ammunition focus)FTA
  Combat Gear alchemist’s fire; Other Gear light 
  scavenged armorFTA, long pipe gunFTA with 20 scrap 
  bulletsFTA, spear, backpack, bedroll, belt pouch, 
  explorer’s outfit, flint and steel, mess kitUE, pot, 
  powder hornUC with 10 doses of black powderUC, 
  silk rope (50 ft.), soap, torches (10), trail rations 
  (5), waterskin
  CR 1/2
  
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  Brie Brightwing
  XP 1,200
  Female griffon unchained barbarian (furious 
  gunslinger) 5 (Pathfinder RPG Pathfinder 
  Unchained, Ponyfinder: Campaign Setting, 
  Ponyfinder: From the Ashes)
  CN Medium fey (griffon)
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +9
  Defense
  AC 19, touch 13, flat-footed 17 (+6 armor, +1 
  deflection, +2 Dex)
  hp 54 (5d12+14)
  Fort +7, Ref +4, Will +3
  Defensive Abilities armor attunement +1PU, 
  danger sense +1PU, deflection +1PU,*, improved 
  uncanny dodge, resistance +1PU,*
  Offense
  Speed 30 ft., fly 30 ft. (poor), bipedal 15 ft.
  Melee modified bayonet [attuned +1] +10 
  (1d8+7+1d8) and bite +4 (1d6+2)
  Ranged modified long pipe gun [attuned +1] +8 
  (2d8+1/x4)
  Special Attacks rage (14 rounds/day)PU, rage 
  powers (no escape, strength stancePU), weapon 
  attunement +1PU
  Tactics
  During Combat When fighting in melee range, 
  Brie uses Power Attack, giving her bayonet a -2 on 
  attack rolls and a +6 on damage rolls, and giving 
  her bite attack a -2 to attack rolls and a +4 to 
  damage rolls.
  Raging Statistics When raging, Brie’s statistics 
  are AC 17, touch 11, flat-footed 17; hp 64; Will 
  +5; Melee modified bayonet [attuned +1] +12 
  (1d8+9) and bite +6 (1d6+4); Ranged modified 
  long pipe gun [attuned +1] +10 (2d8+3/x4); CMD 
  20 (24 vs. trip).
  Statistics
  Str 19, Dex 14, Con 14, Int 12, Wis 13, Cha 8
  Base Atk +5; CMB +9; CMD 22 (26 vs. trip)
  Feats Intimidating Prowess*, Power Attack, Sudden 
  SaveGOE
  Skills Acrobatics +4, Fly +4, Intimidate +13, 
  Knowledge (nature) +9, Perception +9, Survival 
  +9; Armor Check Penalty -2
  Traits armor expertAPG,*, predator’s roarGOE
  Languages Auran, Common
  SQ cloud walkerGOE, fast movementPU,*, mastery 
  focus (ammunition focus [2x], mind vs body focus, 
  CR 4
  perception focus [2x]*, physical focus)FTA, physical 
  prowess (Dex +2)PU,*
  Combat Gear potion of bear’s endurance, potion 
  of blur, potion of cure serious wounds, potion 
  of delay poison, alchemist’s fire; Other Gear 
  medium scavenged armor [attuned +1]FTA, 
  modified bayonet [attuned +1] (extra damage, 
  heroic strength)FTA, modified long pipe gun 
  [attuned +1] (bayonet, extended magazine, extra 
  damage, scattershot)FTA with 3 magazinesFTA, 
  backpack, bedroll, belt pouch, explorer’s outfit, 
  flint and steel, mess kitUE, pot, silk rope (50 ft.), 
  soap, torches (10), trail rations (5), waterskin
  * The effects of this ability have already been 
  calculated into Brie’s statistics.
  
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  Brie Brightwing
  Medium fey (griffon), chaotic neutral barbarian 1
  Armor Class 14 (unarmored defense)
  Hit Points 14 (1d12 + 2)
  Speed 30 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  15 (+2)
  14 (+2)
  10 (+0)
  13 (+1)
  8 (-1)
  Saving Throws Str +4, Con +4
  Skills Athletics +4, Intimidation +1, Nature +2, 
  Perception +3
  Senses passive Perception 13
  Languages Common, Primordial, Sylvan
  Cloud Walker. Brie Brightwing may treat fog or 
  other clouds as solid objects.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Actions
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Greataxe. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 8 (1d12 + 2) slashing damage.
  Long Pipe Gun. Ranged Weapon Attack: +4 to 
  hit, range 40/160 ft., one target. Hit: 7 (1d10 + 2) 
  piercing damage.
  Rage (2/Day). While raging, Brie Brightwing 
  gains the following benefits if she isn’t wearing 
  heavy armor: she has advantage on Strength checks 
  and Strength saving throws. When she makes a 
  melee weapon attack using Strength, she gains a 
  +2 bonus to the damage roll. She has resistance to 
  bludgeoning, piercing, and slashing damage.
  Gear
  Backpack, bedroll, common clothes, greataxe, 
  hempen rope (50 feet), long pipe gunFTA, mess kit, 
  rations (10), scrap bulletsFTA (20), tinderbox, torches 
  (10), waterskin.
  Brie Brightwing
  Medium fey (griffon), chaotic neutral barbarian 
  (path of the berserker) 5
  Armor Class 16 (modified medium scavenged 
  armor)
  Hit Points 50 (5d12 + 10)
  Speed 40 ft. (30 ft. in heavy armor), fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  14 (+2)
  10 (+0)
  13 (+1)
  8 (-1)
  Saving Throws Str +6, Con +5
  Skills Athletics +6, Intimidation +2, Nature +3, 
  Perception +4
  Damage Resistances sling bullets and firearms 
  that deal piercing damage
  Senses passive Perception 14
  Languages Common, Primordial, Sylvan
  Cloud Walker. Brie Brightwing may treat fog or 
  other clouds as solid objects.
  Danger Sense. Brie Brightwing has advantage 
  on Dexterity saving throws against effects that she 
  can see, such traps and spells, so long as she is not 
  blinded, deafened, or incapacitated.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Actions
  Multiattack. Brie Brightwing can make two attacks 
  with her weapons each round.
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Modified Bayonet. Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing 
  damage.
  Modified Long Pipe Gun. Ranged Weapon 
  Attack: +6 to hit, range 40/160 ft., one target and 5 
  ft. area. Hit: 14 (2d10 + 3) piercing damage.
  Frenzy. When Brie Brightwing rages she can go 
  into a frenzy. For the duration of her rage she can 
  make a single melee weapon attack as a bonus action 
  each turn. When her rage ends, she suffers one level 
  of exhaustion.
  Rage (3/Day). While raging, Brie Brightwing 
  gains the following benefits if she isn’t wearing 
  heavy armor: she has advantage on Strength checks 
  and Strength saving throws. When she makes a 
  melee weapon attack using Strength, she gains a 
  +2 bonus to the damage roll. She has resistance to 
  bludgeoning, piercing, and slashing damage.
  Reckless Attack. When Brie Brightwing makes 
  her first attack on her turn, she can gain advantage 
  on melee weapon attack rolls using Strength during 
  her turn, but attack rolls against her have advantage 
  
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  until her next turn.
  Scattershot. Instead of firing a single bullet, Brie 
  Brightwing’s firearm disgorges a hail of deadly shot. 
  Whenever she uses the firearm, those within 5 feet 
  of the target must make a Dexterity save against DC 
  14. Those who fail take half the rolled damage of the 
  gun. If she miss her target, they also make a saving 
  throw against the area effect, otherwise they just 
  take the direct damage.
  Gear
  Backpack, bedroll, common clothes, hempen rope 
  (50 feet), mess kit, modified bayonetFTA (extra 
  damage, heroic strength), modified long pipe 
  gunFTA (bayonet, extended magazine, extra damage, 
  scattershot), modified medium scavenged armorFTA 
  (ballistic weave, custom fit), potion of healing, 
  rations (10), scrap bulletsFTA (20), tinderbox, torches 
  (10), waterskin.
  
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  Crescent Star, Ashen Alchemist
  Crescent Star is an alchemist unicorn gem pony. 
  Crescent comes from a town that had a few trees still 
  standing, cared for by the community. He prefers living 
  on the outskirts of the settlement, only coming to trade 
  with his healing tinctures and remedies. Crescent often 
  finds himself adventuring out to exotic and different lo-
  cations to find wild rare plants for better curatives. He 
  has a general carefree demeanor and a knack for explo-
  ration.
  Crescent Star
  XP 200
  Male gem pony (unicorn) alchemist 1 (Pathfinder 
  RPG Advanced Player’s Guide, Ponyfinder: 
  Campaign Setting)
  NG Medium fey (earth, ponykind)
  Init +1; Senses low-light vision; Perception +4
  Defense
  AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
  hp 11 (1d8+3)
  Fort +4, Ref +3, Will +0; +2 vs. fear and despair 
  effects
  Defensive Abilities crystalline form (+4 AC vs. ray 
  attacks, deflect ray attack 1/day)PCS, steady focusPCS
  Offense
  Speed 40 ft., bipedal 20 ft.
  Melee club +2 (1d6+2)
  Ranged bomb +2 (1d6+3 fire)
  Special Attacks bomb 4/day (1d6+3 fire, DC 13)APG
  Unicorn Spell-Like Abilities (CL 1st, 
  concentration +4)
  3/day—light
  2/day—unseen servant
  Alchemist Extracts Prepared (CL 1st; 
  concentration +4)
  1st—cure light wounds (2)
  Statistics
  Str 14, Dex 12, Con 15, Int 16, Wis 10, Cha 12
  Base Atk +0; CMB +2; CMD 13 (17 vs. trip)
  Feats Brew Potion, Lustrous CoatPCS, Throw 
  Anything
  Skills Acrobatics -1 (+3 when jumping), Craft 
  (alchemy) +7 (+8 to create alchemical items), 
  Disable Device +3, Heal +6, Knowledge (arcana) 
  +7, Perception +4, Sleight of Hand +3, Spellcraft 
  +7; Armor Check Penalty -2
  Traits a unicorn to light my wayTOE, medically 
  trainedFTA,*
  Languages Aquan, Common, Dwarven, Ignan, 
  Sylvan
  CR 1/2
  SQ alchemy (alchemy crafting +1)APG, eternal hope 
  (1/day)PCS, fingerlessPCS, horn magicPCS, mastery 
  focus (alchemical focus 3/day)FTA, mutagen (+4/-2, 
  +2 natural armor, 10 minutes)APG, steady focusPCS
  Gear light scavenged armorFTA, club, alchemy 
  crafting kitAPG, bedroll, belt pouch, flint and steel, 
  formula book (contains all prepared extracts plus 
  4 more 1st-level extracts), ink, inkpens (2), mess 
  kitUE, pony saddle bagsPCS, pot, scholar’s outfit, 
  soap, torches (10), trail rations (5), waterskin
  * The effects of this ability have already been 
  calculated into Crescent’s statistics.
  Crescent Star
  XP 1,200
  Male gem pony (unicorn) alchemist 5 (Pathfinder 
  RPG Advanced Player’s Guide, Ponyfinder: 
  Campaign Setting)
  NG Medium fey (earth, ponykind)
  Init +1; Senses low-light vision; Perception +8
  Defense
  AC 19, touch 13, flat-footed 18 (+5 armor, +1 
  deflection, +1 Dex, +2 shield)
  hp 48 (5d8+20)
  Fort +8 (+2 vs. hot environments), Ref +6, Will 
  +2; +4 vs. poison, +2 vs. fear and despair effects
  Defensive Abilities armor attunement +1/+1PU, 
  crystalline form (+4 AC vs. ray attacks, deflect ray 
  attack 1/day)PCS, deflection +1PU,*, resistance +1PU,*, 
  steady focusPCS
  Offense
  Speed 40 ft., bipedal 20 ft.
  Melee force morningstar [attuned +1] +8 (1d8+5)
  Ranged bomb +5 (3d6+4 fire)
  Special Attacks bomb 9/day (3d6+4 fire, DC 16)
  APG, weapon attunement +1PU
  Unicorn Spell-Like Abilities (CL 5th, 
  concentration +9)
  3/day—light
  2/day—unseen servant
  Alchemist Extracts Prepared (CL 5th; 
  concentration +9)
  2nd—ablative barrierUC, cure moderate wounds 
  (2)
  1st—ant haulAPG, comprehend languages, cure 
  light wounds (2), expeditious retreat
  CR 4
  
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  142
  Statistics
  Str 14, Dex 12, Con 16, Int 18, Wis 10, Cha 12
  Base Atk +3; CMB +5; CMD 17 (21 vs. trip)
  Feats Blade of the MindTOE, Brew Potion, Lustrous 
  CoatPCS, Practiced Horn MagicPCS,*, Throw 
  Anything
  Skills Acrobatics +0 (+4 when jumping), Craft 
  (alchemy) +12 (+17 to create alchemical items), 
  Diplomacy +6, Disable Device +8, Heal +10, 
  Knowledge (arcana) +12, Perception +8, Sleight of 
  Hand +8, Spellcraft +12; Armor Check Penalty 
  -1
  Traits a unicorn to light my wayTOE, medically 
  trainedFTA,*
  Languages Aquan, Big Mao, Common, Dwarven, 
  Ignan, Sylvan
  SQ alchemy (alchemy crafting +5)APG, discoveries 
  (infusion)APG, eternal hope (1/day)PCS, fingerlessPCS, 
  horn magicPCS, mastery focus (additional 
  alchemical focus, alchemical focus 4/day, armor 
  focus [3x], mental focus)FTA, mental prowess (Int 
  +2)PU,*, mutagen (+4/-2, +2 natural armor, 50 
  minutes)APG, poison useAPG, steady focusPCS, swift 
  alchemyAPG
  Combat Gear oil of invisibility, potion of barkskin, 
  potion of shield of faith, wand of cure light 
  wounds; Other Gear modified light scavenged 
  armor [attuned +1] (ballistic weave, custom 
  fit, reinforced, waterproof, weather proofed 
  [hot weather])FTA, buckler [attuned +1], force 
  morningstar [attuned +1], boro beadUE (1st level) 
  (2), horn focus [attuned +1]TOE, alchemy crafting 
  kitAPG, bedroll, belt pouch, flint and steel, formula 
  book (contains all prepared extracts plus 3 more 
  1st-level extracts), ink, inkpens (2), masterwork 
  mouth kitPCS, mess kitUE, pony saddle bagsPCS, pot, 
  scholar’s outfit, soap, torches (10), trail rations (5), 
  waterskin
  * The effects of this ability have already been 
  calculated into Crescent’s statistics.
  
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  Crescent Star
  Medium fey (gem pony, ponykind, unicorn), neutral 
  good fighter 1
  Armor Class 16 (medium scavenged armor)
  Hit Points 12 (1d10 + 2)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  14 (+2)
  14 (+2)
  16 (+3)
  8 (-1)
  11 (+0)
  Saving Throws Str +3, Con, +4
  Skills Acrobatics +4, Arcana +5, Medicine +1, 
  Perception +1
  Tools alchemist’s supplies, herbalism kit
  Senses passive Perception 11
  Languages Common, Sylvan
  Eternal Hope. When Crescent Star rolls a 1 on the 
  d20 for an attack roll, ability check, or saving throw, 
  he can reroll the die and must use the new roll.
  Innate Spellcasting. Crescent Star’s innate 
  spellcasting ability is Intelligence (spell save DC 13). 
  He can innately cast the following spells, requiring 
  no components:
  At will: light, mage hand
  Fingerless. Crescent Star may use his mouth as 
  one hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Resolute. Crescent Star has advantage on saving 
  throws against being frightened.
  Actions
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4 + 1) bludgeoning damage.
  Pipe Pistol. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage.
  Second Wind (Recharges after a Short or 
  Long Rest). On his turn, Crescent Star can use a 
  bonus action to regain 1d10 + 1 hit points.
  Reactions
  Elegant Spellcaster. Crescent Star can use his 
  reaction to gain advantage on Constitution saving 
  throws to avoid losing concentration on a spell.
  Gear
  Alchemist’s supplies, bedroll, club, common clothes, 
  flasks of alchemist’s fire (2), hempen rope (50 feet), 
  herbalism kit, medium scavenged armorFTA, mess kit, 
  pipe pistolFTA, pony saddle bagsPCS, rations (10), scrap 
  bulletsFTA (20), soap, tinderbox, torches (10), vials of 
  acid (3), waterskin.
  Crescent Star
  Medium fey (gem pony, ponykind, unicorn), neutral 
  good fighter (alchemical knightPCS) 5
  Armor Class 17 (medium scavenged armor)
  Hit Points 44 (5d10 + 10)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  14 (+2)
  14 (+2)
  16 (+3)
  8 (-1)
  11 (+0)
  Saving Throws Str +4, Con, +5
  Skills Acrobatics +5, Arcana +6, Medicine +2, 
  Perception +2
  Damage Resistances sling bullets and firearms 
  that deal piercing damage
  Tools alchemist’s supplies, herbalism kit
  Feats Practiced Horn MagicPCS
  Senses passive Perception 12
  Languages Common, Sylvan
  Alchemical Concentration. Crescent Star’s 
  alchemical knight spells that require concentration 
  cannot be interrupted by taking damage or other 
  effects that would call for such a check.
  Eternal Hope. When Crescent Star rolls a 1 on the 
  d20 for an attack roll, ability check, or saving throw, 
  he can reroll the die and must use the new roll.
  Innate Spellcasting. Crescent Star’s innate 
  spellcasting ability is Intelligence (spell save DC 14). 
  He can innately cast the following spells, requiring 
  no components:
  Cantrips (at will): light, mage hand
  Fingerless. Crescent Star may use his mouth as 
  one hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Resolute. Crescent Star has advantage on saving 
  throws against being frightened.
  Spellcasting. Crescent Star is a 5th level 
  spellcaster. His spellcasting ability is Intelligence 
  (spell save DC 14, +6 to hit with spell attacks). By 
  increasing the casting time of any prepared spell 
  with the Ritual tag by 10 minutes, Crescent Star may 
  cast it without using a spell slot. He has the following 
  alchemical knight spells prepared:
  Cantrips (at will): guidance, resistance
  1st level (4 slots): cure wounds, jump, longstrider, 
  mutating giftPLGPP
  Actions
  Multiattack. Crescent Star can make two attacks 
  with his weapons each round.
  
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  Force Mace. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning 
  damage.
  Grenade (Mk 3). Thrown Weapon Attack: +3 to 
  hit, range 20/60 ft., 20-foot radius. Hit: 10 (3d6) fire 
  damage.
  Modified Long Pipe Gun. Ranged Weapon 
  Attack: +6 to hit, range 40/160 ft., one target. Hit: 8 
  (1d10 + 3) piercing damage.
  Modified Long Pipe Gun (Grenade 
  Launcher). Ranged Weapon Attack: +6 to hit, 
  range 40/160 ft., 20-foot radius. Hit: 10 (3d6) fire 
  damage.
  Action Surge (Recharges after a Short or 
  Long Rest). On his turn, Crescent Star can take 
  one additional action on top of his regular action and 
  a possible bonus action.
  Second Wind (Recharges after a Short or 
  Long Rest). On his turn, Crescent Star can use a 
  bonus action to regain 1d10 + 5 hit points.
  Reactions
  Elegant Spellcaster. Crescent Star can use his 
  reaction to gain advantage on Constitution saving 
  throws to avoid losing concentration on a spell.
  Gear
  Alchemist’s supplies, bedroll, common clothes, 
  grenades (Mk 3)FTA (10), hempen rope (50 feet), 
  herbalism kit, horn focusA,TOE, mess kit, modified 
  long pipe gunFTA (tolerant tube, under-barrel 
  launcher), modified medium scavenged armorFTA 
  (ballistic weave, custom fit, reinforced, waterproof, 
  weather proofed [hot weather]), pony saddle bagsPCS, 
  potion of healing (3), rations (10), scrap bulletsFTA 
  (20), soap, tinderbox, torches (10), vials of acid (3), 
  waterskin.
  
  145
  145
  
  146
  146
  Dawn Event
  XP 200
  Male pony (earth-bound) cleric (dust minister) of 
  the Pony Pantheon 1 (Ponyfinder: Campaign 
  Setting, Ponyfinder: From the Ashes)
  LN Medium fey (ponykind)
  Init -1; Senses low-light vision; Perception +3
  Defense
  AC 14, touch 9, flat-footed 14 (+5 armor, -1 Dex)
  hp 14 (1d8+6)
  Fort +4, Ref -1, Will +6; +2 vs. poison, spells, and 
  spell-like abilities
  Offense
  Speed 30 ft., bipedal 15 ft.
  Melee scimitar +2 (1d6+2/18-20)
  Ranged long pipe gun -1 (1d10/x4)
  Special Attacks channel positive energy 5/day (DC 
  12, 1d6)
  Domain Spell-Like Abilities (CL 1st; 
  concentration +6)
  6/day—rebuke death (1d4)
  Cleric Spells Prepared (CL 1st; concentration +6)
  1st—bless, cure light woundsD, shield of faith
  0 (at will)—detect magic, light, stabilize
  D Domain spell; Domains friendship subdomain, 
  healing
  Statistics
  Str 14, Dex 8, Con 14, Int 11, Wis 17, Cha 14
  Base Atk +0; CMB +2; CMD 11 (15 vs. trip)
  Feats Endurance, Selective Channeling, Toughness*
  Skills Diplomacy +6, Knowledge (religion) +4; 
  Armor Check Penalty -4
  Traits focused mindAPG,*, indomitable faithUCA,*
  Languages Common, Sylvan
  SQ fingerlessPCS, mastery focus (alchemical focus 3/
  day)FTA, powerful bond (6/day)ISG, spontaneous 
  casting
  CR 1/2
  Dawn Event, Dust Minister
  The Ashen Age could do little to curb the way Dawn 
  Event approached the world. The gods are many and 
  mysterious, and that suits him just fine. Ever a panthi-
  est, he calls out to any god that acknowledges ponykind 
  and perhaps a few that don’t, if they happen to fit the 
  task he is endeavoring in. Devout despite his polytheis-
  tic ways, he takes his role as the agent of the gods quite 
  seriously and stands ready to enact their will in these 
  dark times.
  Combat Gear sunrods (2); Other Gear medium 
  scavenged armorFTA, long pipe gunFTA with 20 scrap 
  bulletsFTA, scimitar, bedroll, belt pouch, candles 
  (10), cleric’s vestments, flint and steel, holy text 
  (pony gods of Everglow), mess kitUE, pony saddle 
  bagsPCS, pot, powder hornUC with 10 doses of black 
  powderUC, rope (50 ft.), soap, spell component 
  pouch, torches (10), trail rations (5), waterskin, 
  wooden holy symbol (sun and moon)
  * The effects of this ability have already been 
  calculated into Dawn’s statistics.
  Dawn Event
  XP 1,200
  Male pony (earth-bound) cleric (dust minister) of 
  the Pony Pantheon 5 (Ponyfinder: Campaign 
  Setting, Ponyfinder: From the Ashes)
  LN Medium fey (ponykind)
  Init +0; Senses low-light vision; Perception +3
  Defense
  AC 21, touch 11, flat-footed 21 (+8 armor, +1 
  deflection, +2 shield)
  hp 48 (5d8+20)
  Fort +7, Ref +2, Will +9; +2 vs. poison, spells, and 
  spell-like abilities
  Defensive Abilities armor attunement +1PU, 
  deflection +1PU,*, resistance +1PU,*
  Offense
  Speed 30 ft., bipedal 15 ft.
  Melee masterwork scimitar +6 (1d6+2/18-20)
  Ranged modified long pipe gun [attuned +1] +4 
  (1d10+1/x4)
  Special Attacks channel positive energy 5/day (DC 
  14, 3d6), weapon attunement +1PU
  Magic Item Spell-Like Abilities (CL 1st)
  At Will—feather fall
  Domain Spell-Like Abilities (CL 5th; 
  concentration +10)
  6/day—rebuke death (1d4+2)
  Cleric Spells Prepared (CL 5th; concentration 
  +10)
  3rd—cure serious woundsD, radiation bufferFTA
  2nd—bull’s strength, cure moderate woundsD, 
  resist energy, spiritual weapon
  1st—bless, cure light woundsD, liberating 
  commandUC, magic weapon, protection from 
  evil, shield of faith
  0 (at will)—create water, detect magic, light, 
  stabilize
  CR 4
  
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  147
  D Domain spell; Domains friendship subdomain, 
  healing
  Statistics
  Str 14, Dex 10, Con 14, Int 12, Wis 17, Cha 14
  Base Atk +3; CMB +5; CMD 16 (30 vs. trip)
  Feats Deep HealingTOE, Deep RootedTOE,*, 
  Endurance, Selective Channeling, Toughness*
  Skills Diplomacy +10, Knowledge (religion) +9, 
  Sense Motive +11; Armor Check Penalty -5
  Traits focused mindAPG,*, indomitable faithUCA,*
  Languages Common, Dwarven, Sylvan
  SQ fingerlessPCS, mastery focus (alchemical focus 
  [2x] 3/day, ammunition focus, physical focus [2x])
  FTA, physical prowess (Dex +2)PU,*, powerful bond 
  (6/day)ISG, spontaneous casting
  Combat Gear potions of fly (2), sunrods (2); 
  Other Gear modified heavy scavenged armor 
  [attuned +1] (ballistic weave, custom fit, excellent 
  joints, weapon mounts)FTA, masterwork heavy 
  wooden shield, modified pipe pistol [attuned 
  +1] (extended magazine, greater extended 
  magazine)FTA with 2 magazinesFTA, masterwork 
  scimitar, pearl of power (1st), ring of feather 
  falling, bedroll, belt pouch, candles (10), cleric’s 
  vestments, flint and steel, holy text (pony gods of 
  everglow), mess kitUE, pony saddle bagsPCS, pot, 
  rope (50 ft.), saddle rackPCS, soap, spell component 
  pouch, torches (10), trail rations (5), waterskin, 
  wooden holy symbol (sun and moon)
  * The effects of this ability have already been 
  calculated into Dawn’s statistics.
  Dawn Event
  Medium fey (earth-bound, ponykind), lawful 
  neutral cleric (dust domainFTA) 1
  Armor Class 12 (medium scavenged armor)
  Hit Points 10 (1d8 + 2)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  8 (-1)
  14 (+2)
  10 (+0)
  16 (+3)
  14 (+2)
  Saving Throws Wis +5, Cha +4
  Skills History +2, Insight +5, Persuasion +4, 
  Religion +2
  Damage Resistances poison
  Senses passive Perception 13
  Languages Celestial, Common, Dwarvish, Sylvan
  Fingerless. Dawn Event may use his mouth as one 
  hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Like a Weed. Dawn Event has advantage on saving 
  throws against poison.
  Spellcasting. Dawn Event is a 1st level spellcaster. 
  His spellcasting ability is Wisdom (spell save DC 
  13, +5 to hit with spell attacks). By increasing the 
  casting time of any prepared spell with the Ritual 
  tag by 10 minutes, Dawn Event may cast it without 
  using a spell slot. He has the following cleric spells 
  prepared:
  Cantrips (at will): guidance, light, spare the dying
  1st level (2 slots): cure wounds, detect magic, fog 
  cloud*, healing word, sanctuary*
  *Domain spells
  Tougher than Magic. Dawn Event has advantage 
  on Strength, Dexterity, or Constitution saving throws 
  against magic spells and effects.
  Uncanny Purpose. Dawn Event adds +1 to his 
  death saving throw rolls.
  Actions
  Long Pipe Gun . Ranged Weapon Attack: +1 to 
  hit, range 40/160 ft., one target. Hit: 4 (1d10 - 1) 
  piercing damage.
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  Voice of the Wasteland (1/Day). Dawn Event 
  can make a Charisma (Persuasion) check with 
  advantage.
  Gear
  Bedroll, candles (10), cleric’s vestments, hempen 
  rope (50 feet), holy symbol, long pipe gunFTA, 
  medium scavenged armorFTA, mess kit, pony saddle 
  bagsPCS, rations (10), scimitar, scrap bulletsFTA (20), 
  soap, torches (10), waterskin.
  
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  Dawn Event
  Medium fey (earth-bound, ponykind), lawful 
  neutral cleric (dust domainFTA) 5
  Armor Class 16 (modified heavy scavenged armor)
  Hit Points 38 (5d8 + 10)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  8 (-1)
  14 (+2)
  10 (+0)
  16 (+3)
  14 (+2)
  Saving Throws Wis +6, Cha +5
  Skills History +3, Insight +6, Perception +6, 
  Persuasion +5, Religion +3
  Damage Resistances poison, sling bullets and 
  firearms that deal piercing damage
  Feats Deep HealerTOE
  Senses passive Perception 16
  Languages Celestial, Common, Dwarvish, Sylvan
  Fingerless. Dawn Event may use his mouth as one 
  hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Like a Weed. Dawn Event has advantage on saving 
  throws against poison.
  Spellcasting. Dawn Event is a 5th level spellcaster. 
  His spellcasting ability is Wisdom (spell save DC 
  14, +6 to hit with spell attacks). By increasing the 
  casting time of any prepared spell with the Ritual 
  tag by 10 minutes, Dawn Event may cast it without 
  using a spell slot. He has the following cleric spells 
  
  149
  149
  prepared:
  Cantrips (at will): guidance, light, sacred flame, 
  spare the dying**
  1st level (4 slots): cure wounds, detect magic, fog 
  cloud*, guiding bolt, healing word, sanctuary*
  2nd level (3 slots): aid, calm emotions*, lesser 
  restoration*, spiritual weapon
  3rd level (2 slots): beacon of hope*, dispel magic, 
  glyph of warding*, mass healing ward
  *Domain spells, **From the Deep Healing feat
  Tougher than Magic. Dawn Event has advantage 
  on Strength, Dexterity, or Constitution saving throws 
  against magic spells and effects.
  Uncanny Purpose. Dawn Event adds +1 to his 
  death saving throw rolls.
  Actions
  Modified Long Pipe Gun. Ranged Weapon 
  Attack: +2 to hit, range 40/160 ft., one target. Hit: 4 
  (1d10 - 1) piercing damage.
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  Channel Divinity (Recharges after a Short 
  or Long Rest). By channeling divine energy as 
  an action, Dawn Event can perform one of the 
  following:
  Protection from Projectiles. Dawn Event creates 
  a protective field that stretches 30 feet centered 
  on him and moves with him. Each ally within 
  this area gains resistance against ranged weapon 
  attacks. This protection fades after 3 rounds.
  Turn Undead. Each undead that can see or hear 
  Dawn Event within 30 feet of him must make 
  a DC 14 Wisdom saving throw. If the creature 
  fails its saving throw, it is turned for 1 minute or 
  until it takes any damage. When an undead with 
  a challenge rating of 1/2 or less fails its saving 
  throw, it is instantly destroyed.
  Voice of the Wasteland (Recharges after a 
  Long Rest). Dawn Event can make a Charisma 
  (Persuasion) check with advantage.
  Gear
  Bedroll, candles (10), cleric’s vestments, hempen 
  rope (50 feet), mess kit, modified heavy scavenged 
  armorFTA (ballistic weave, weapon mounts), modified 
  long pipe gunFTA (extended magazine, greater 
  extended magazine), pearl of power, pony saddle 
  bagsPCS, potions of healing (3), rations (10), scimitar, 
  scrap bulletsFTA (20), soap, torches (10), waterskin.
  
  150
  150
  
  151
  151
  Dusk Hammer, Ashen Remnant
  Dusk Hammer fought in the war before the Blaze. He 
  was a Paladin who served in an order that worshiped 
  the Sun Queen. He both had fame and infamy in almost 
  equal measure. To many, he was kind, gentle, and just, 
  almost an ideal Paladin. Those who fought against him 
  learned just how wrong that was. In battle, he fought 
  with extreme brutality with little to no mercy, or em-
  pathy, for his foes, and was willing to employ tactics 
  that were considered inhumane. Though such tactics 
  would normally land him in trouble with his order, his 
  effectiveness in combat, and the dire nature of the war, 
  caused his superiors to turn a blind eye to his actions. 
  As he fought in the final battle, just before the Blaze 
  was unleashed, he perished alongside everyone else. 
  Whether the Sun Queen blessed or cursed him with new 
  life was a question even he could not answer.
  For all he knew, everyone he cared about was gone. 
  The nation, and the world, he had fought so hard to pro-
  tect was in ruin. Unwilling to stand idly as the world 
  continued on, he dedicated himself to fight on. Though 
  the war was over, the war between good and evil nev-
  er ends. Evildoers would learn to fear Paladins again. 
  Those who come across him as he wanders either feel 
  his kindness or face his wrath. Dusk is normally impa-
  tient. He prefers to act, and though he can sit still when 
  the need arises, he hates every minute of it. Though 
  he is quite intelligent and charismatic, especially with 
  mares, he often prefers using brute force to solve prob-
  lems if he can. He often believes the direct solution is 
  the better solution. Though he is a Paladin, he wasn’t a 
  very good one in terms of following the tenants of the 
  Order. Though some aspects of it are hard-line rules for 
  him, others are simply guidelines meant to be broken 
  when the need arises.
  Encounter Notes: One would think that one who 
  had perished in the Blaze would be difficult to encoun-
  ter, but so long as the ash stirs, so too can his untended 
  soul. Saint or sinner, all the dead were equally aban-
  doned when they outnumbered the living so suddenly 
  with no god ready to receive them. Dusk Hammer may 
  form from the ashes, still convinced the war rages on. 
  He may appear with or without his unit, to the aid or 
  detriment of the player party, depending on the situa-
  tion.
  Dusk Hammer
  XP 200
  Male pony (earth-bound) paladin of the Sun Queen 1 
  (Ponyfinder: Campaign Setting)
  LG Medium fey (ponykind)
  Init +0; Senses low-light vision; Perception +1
  Defense
  AC 16, touch 10, flat-footed 16 (+6 armor)
  hp 13 (1d10+3)
  Fort +4, Ref +0, Will +3; +2 vs. poison, spells, and 
  spell-like abilities
  Offense
  Speed 30 ft., bipedal 15 ft.
  Melee bastard sword +4 (1d10+4/19-20)
  Ranged pistol +1 (1d8/x4)
  Special Attacks smite evil 1/day (+1 attack and AC, 
  +1 damage)
  Paladin Spell-Like Abilities (CL 1st)
  At Will—detect evil
  Tactics
  Ashen Creature If Dusk is encountered as an 
  ashen remnant, apply the following modifications: 
  Type outsider (elemental, native, ponykind); 
  Senses darkvision 60 ft.
  Reincarnated If Dusk in encountered as a 
  reincarnated champion, replace his breastplate 
  and pistol with magazine with medium scavenged 
  armor and pipe pistol with 20 scrap bullets. He is 
  also a paladin of the Brilliance rather than the Sun 
  Queen. His statistics are modified as follows: AC 
  15, touch 10, flat-footed 15; Ranged pipe pistol +1 
  (1d8/x4).
  Statistics
  Str 16, Dex 10, Con 14, Int 12, Wis 13, Cha 13
  Base Atk +1; CMB +4; CMD 14 (18 vs. trip)
  Feats Endurance, Exotic Weapon Proficiency 
  (bastard sword)*, Strong JawPCS
  Skills Heal +5, Knowledge (engineering) +7, 
  Profession (soldier) +5; Armor Check Penalty 
  -4
  Traits advanced educationFTA,*, axe to grindUCA
  Languages Celestial, Common, Sylvan
  SQ aura (faint good), code of conduct, fingerlessPCS, 
  mastery focus (ammunition focus)FTA
  Combat Gear potions of cure light wounds (2); 
  Other Gear breastplate, bastard sword, pistolFTA 
  with magazineFTA, bedroll, belt pouch, canned 
  foodFTA (5), canteenUE, flint and steel, mess kitUE, 
  pony saddle bagsPCS, pot, powder hornUC with 
  CR 1/2
  
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  152
  10 doses of black powderUC, rope (50 ft.), soap, 
  soldier’s uniformUE, torches (10), wooden holy 
  symbol of the Sun Queen
  * The effects of this ability have already been 
  calculated into Dusk’s statistics.
  Dusk Hammer
  XP 1,200
  Male pony (earth-bound) paladin of the Sun Queen 5 
  (Ponyfinder: Campaign Setting)
  LG Medium fey (ponykind)
  Init +0; Senses low-light vision; Perception +1
  Aura courage (10 ft.)
  Defense
  AC 22, touch 11, flat-footed 22 (+10 armor, +1 
  deflection, +1 natural)
  hp 43 (5d10+11)
  Fort +9, Ref +4, Will +8; +2 vs. poison, spells, and 
  spell-like abilities
  Defensive Abilities armor attunement +1PU,*, 
  deflection +1PU,*, resistance +1PU,*; Immune 
  disease, fear
  Offense
  Speed 30 ft., bipedal 15 ft., fly 20 ft. (good)
  Melee modified bastard sword [attuned +1] +10 
  (2d8+7/19-20)
  Ranged masterwork pistol +6 (1d8/x4)
  Special Attacks channel positive energy (DC 14, 
  3d6), smite evil 2/day (+2 attack and AC, +5 
  damage), weapon attunement +1PU,*
  Paladin Spell-Like Abilities (CL 5th)
  At Will—detect evil
  Paladin Spells Prepared (CL 2nd; concentration 
  +4)
  1st—sun metalUC (DC 13), tactical acumenUC
  Tactics
  Ashen Creature If Dusk is encountered as an 
  ashen remnant, apply the following modifications: 
  CR 5; Type outsider (elemental, native, 
  ponykind); Senses darkvision 60 ft.; Defensive 
  Abilities DR 3/—; Special Attacks Dusk’s 
  attacks deal an additional 1d2 Charisma damage. A 
  CR 4
  Will save (DC 14) will avoid the damage; a victim is 
  immune to this effect if they have taken Charisma 
  damage in this way since their last turn.
  Reincarnated If Dusk in encountered as a 
  reincarnated champion, replace his restful full 
  plate and masterwork pistol with magazine with 
  modified heavy scavenged armor (custom fit, 
  pocketed) and masterwork pipe pistol with 20 
  scrap bullets. He is also a paladin of the Brilliance 
  rather than the Sun Queen. His statistics are 
  modified as follows: AC 20, touch 11, flat-footed 
  20; Ranged masterwork pipe pistol +6 (1d8/x4); 
  Armor Check Penalty -4.
  Statistics
  Str 18, Dex 10, Con 14, Int 12, Wis 13, Cha 14
  Base Atk +5; CMB +9; CMD 20 (34 vs. trip)
  Feats Deep RootedTOE,*, Endurance, Exotic Weapon 
  Proficiency (bastard sword)*, Strong JawPCS, Tough 
  as RocksPCS,*
  Skills Heal +9, Knowledge (engineering) +11, 
  Profession (soldier) +9; Armor Check Penalty 
  -5
  Traits advanced educationFTA,*, axe to grindUCA
  Languages Celestial, Common, Sylvan
  SQ aura (strong good), code of conduct, divine 
  bond (weapon +1, 1/day), fingerlessPCS, lay on 
  hands (2d6, 4/day), mastery focus (ammunition 
  focus, flight focus*, mind vs body focus, physical 
  focus, precise flight*)FTA, mercy (shaken), physical 
  prowess (Str +2)PU,*
  Combat Gear potions of cure light wounds (2), 
  potions of cure moderate wounds (2); Other 
  Gear restful full plate [attuned +1], jury riggedFTA 
  bastard sword [attuned +1] (extra damage)FTA, 
  masterwork pistolFTA with magazineFTA, bedroll, 
  belt pouch, canned foodFTA (5), canteenUE, flint and 
  steel, mess kitUE, pony saddle bagsPCS, pot, powder 
  hornUC with 10 doses of black powderUC, rope (50 
  ft.), soap, soldier’s uniformUE, torches (10), wooden 
  holy symbol of the Sun Queen
  * The effects of this ability have already been 
  calculated into Dusk’s statistics.
  
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  Dusk Hammer
  Medium fey (earth-bound, ponykind), lawful good 
  paladin 1
  Armor Class 16 (heavy scavenged armor)
  Hit Points 13 (1d10 + 3)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8 (-1)
  16 (+3)
  10 (+0)
  12 (+1)
  13 (+1)
  Saving Throws Wis +3, Cha +3
  Skills Athletics +5, Insight +3, Medicine +3, 
  Perception +3
  Damage Resistances poison
  Tools herbalism kit
  Senses passive Perception 13
  Languages Common, Sylvan
  Fingerless. Dusk Hammer may use his mouth as 
  one hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Like a Weed. Dusk Hammer has advantage on 
  saving throws against poison.
  Tougher than Magic. Dusk Hammer has 
  advantage on Strength, Dexterity, or Constitution 
  saving throws against magic spells and effects.
  Uncanny Purpose. Dusk Hammer adds +1 to his 
  death saving throw rolls.
  Actions
  Longsword. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing 
  damage.
  Pipe Pistol. Ranged Weapon Attack: +1 to hit, 
  range 30/120 ft., one target. Hit: 3 (1d8 - 1) piercing 
  damage.
  Divine Sense (2/Day). As an action, until the end 
  of his next turn, Dusk Hammer knows the location 
  of any celestial, fiend, or undead within 60 feet of 
  him that is not behind total cover. He knows the type 
  of any being whose presence he senses, but not its 
  identity.
  Lay on Hands (5 hp/Day). As an action, Dusk 
  Hammer can touch a creature to restore a number 
  of hit points to that creature, up to the maximum 
  amount remaining in his pool. Alternatively, he can 
  expend 5 hit points from his pool of healing to cure 
  the target of one disease or neutralize one poison 
  affecting it.
  Gear
  Bedroll, common clothes, heavy scavenged armorFTA, 
  hempen rope (50 feet), herbalism kit, holy symbol, 
  longsword, mess kit, pipe pistolFTA, pony saddle 
  bagsPCS, rations (10), scrap bulletsFTA (20), soap, 
  torches (10), waterskin.
  
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  Dusk Hammer
  Medium fey (earth-bound, ponykind), lawful good 
  paladin (oath of devotion) 5
  Armor Class 17 (modified heavy scavenged armor)
  Hit Points 49 (5d10 + 15)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8 (-1)
  17 (+3)
  10 (+0)
  12 (+1)
  13 (+1)
  Saving Throws Wis +4, Cha +4
  Skills Athletics +6, Insight +4, Medicine +4, 
  Perception +4
  Damage Resistances poison, sling bullets and 
  firearms that deal piercing damage
  Condition Immunities diseased
  Tools herbalism kit
  Feats Tough as RocksPCS
  Senses passive Perception 14
  Languages Common, Sylvan
  Divine Smite. When Dusk Hammer hits a creature 
  with a melee weapon attack, he can expend one spell 
  slot to deal radiant damage to the target, in addition 
  to the weapon’s damage. The extra damage is 2d8 
  for a 1st-level spell slot, plus 1d8 for each spell level 
  higher than 1st, to a maximum of 5d8. The damage 
  increases by 1d8 if the target is an undead or a fiend.
  Dueling. When Dusk Hammer is wielding a melee 
  weapon in one hand and no other weapons, he gains 
  a +2 bonus to damage rolls with that weapon.
  Fingerless. Dusk Hammer may use his mouth as 
  one hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Like a Weed. Dusk Hammer has advantage on 
  saving throws against poison.
  Spellcasting. Dusk Hammer is a 5th level 
  spellcaster. His spellcasting ability is Charisma 
  (spell save DC 12, +4 to hit with spell attacks). By 
  increasing the casting time of any prepared spell 
  with the Ritual tag by 10 minutes, Dusk Hammer 
  may cast it without using a spell slot. He has the 
  following paladin spells prepared:
  1st level (4 slots): cure wounds, emergency 
  ammunitionFTA, protection from evil and good*, 
  sanctuary*
  2nd level (2 slots): lesser restoration*, magic 
  weapon, sanctuary*
  *Oath spells
  Tougher than Magic. Dusk Hammer has 
  advantage on Strength, Dexterity, or Constitution 
  saving throws against magic spells and effects.
  Uncanny Purpose. Dusk Hammer adds +1 to his 
  death saving throw rolls.
  Actions
  Multiattack. Dusk Hammer can make two attacks 
  with his weapons each round.
  Jury Rigged Longsword. Melee Weapon Attack: 
  +6 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) 
  slashing damage.
  Pipe Pistol. Ranged Weapon Attack: +2 to hit, 
  range 30/120 ft., one target. Hit: 3 (1d8 - 1) piercing 
  damage.
  Channel Divinity. By channeling divine energy 
  as an action, Dusk Hammer can perform one of the 
  following:
  Sacred Weapon. For 1 minute, he adds +1 to attack 
  rolls made with that weapon. The weapon also 
  emits bright light in a 20-foot radius and dim light 
  20 feet beyond that. If the weapon is not already 
  magical, it becomes magical for the duration. He 
  can end this effect on his turn as part of any other 
  action. If he is no longer holding or carrying this 
  weapon, or if he falls unconscious, this effect ends.
  Turn the Unholy. Each fiend or undead that can 
  see or hear Dusk Hammer within 30 feet of him 
  must make a DC 14 Wisdom saving throw. If the 
  creature fails its saving throw, it is turned for 1 
  minute or until it takes any damage.
  Divine Sense (2/Day). As an action, until the end 
  of his next turn, Dusk Hammer knows the location 
  of any celestial, fiend, or undead within 60 feet of 
  him that is not behind total cover. He knows the type 
  of any being whose presence he senses, but not its 
  identity.
  Lay on Hands (25 hp/Day). As an action, Dusk 
  Hammer can touch a creature to restore a number 
  of hit points to that creature, up to the maximum 
  amount remaining in his pool. Alternatively, he can 
  expend 5 hit points from his pool of healing to cure 
  the target of one disease or neutralize one poison 
  affecting it.
  Gear
  Bedroll, common clothes, hempen rope (50 feet), 
  herbalism kit, holy symbol, jury riggedFTA longsword 
  (extra damage), mess kit, modified heavy scavenged 
  armorFTA (ballistic weave, pocketed, reinforced), pipe 
  pistolFTA, pony saddle bagsPCS, potions of healing (5), 
  rations (10), scrap bullets (20), soap, torches (10), 
  waterskin.
  
  155
  155
  
  156
  156
  Fast Shadow, Lightning Lance
  The Seekers are no more, but that has not diminished 
  Fast Shadow’s basic need to lead her fellows into dan-
  ger and back out in one piece. A proud ash tender, she 
  looks forward to delving into forgotten places, looking 
  for scraps and clues that will lead the world out of the 
  darkness and towards the light. Though she has no tal-
  ent with magic, her passionate teamwork and loyalty 
  has won her many friends among the tenders during 
  their quest for answers.
  Fast Shadow
  XP 200
  Female pony (earth-bound) fighter 1 (Ponyfinder: 
  Campaign Setting)
  NG Medium fey (ponykind)
  Init +6; Senses low-light vision; Perception +1
  Defense
  AC 15, touch 10, flat-footed 15 (+5 armor)
  hp 16 (1d10+6)
  Fort +4, Ref +0, Will +1; +2 vs. poison, spells, and 
  spell-like abilities
  Offense
  Speed 30 ft., bipedal 15 ft.
  Melee lance +4 (1d8+3/x3) or striking horseshoe 
  +4 (1d4+3)
  Ranged pipe pistol +1 (1d8/x4)
  Space 5 ft.; Reach 5 ft. (10 ft. with lance)
  Statistics
  Str 16, Dex 10, Con 15, Int 13, Wis 12, Cha 12
  Base Atk +1; CMB +4; CMD 14 (18 vs. trip)
  Feats Endurance, Exotic Weapon Proficiency 
  (lance)*, Improved Initiative*, Toughness*
  Skills Climb +3, Diplomacy +2, Intimidate +6, 
  Survival +5; Armor Check Penalty -4
  Traits day greeter (Diplomacy)PCS,*, reactionaryAPG,*
  Languages Common, Sylvan, Terran
  SQ fingerlessPCS, mastery focus (alchemical focus 3/
  day)FTA
  Combat Gear acid, alchemist’s fire; Other Gear 
  medium scavenged armorFTA, lance, pipe pistolFTA 
  with 20 scrap bulletsFTA, striking horseshoePCS, 
  caltrops (2), explorer’s outfit, pony saddle bagsPCS, 
  powder hornsUC (2) with 20 doses of black 
  powderUC, saddle rackPCS, shovel, torches (4), trail 
  rations (5), waterskin
  * The effects of this ability have already been 
  calculated into Fast’s statistics.
  CR 1/2
  Fast Shadow
  XP 1,200
  Female pony (earth-bound) fighter 5 (Ponyfinder: 
  Campaign Setting)
  NG Medium fey (ponykind)
  Init +7; Senses low-light vision; Perception +1
  Defense
  AC 22, touch 12, flat-footed 21 (+7 armor, +1 
  deflection, +1 Dex, +1 natural, +2 shield)
  hp 59 (5d10+25)
  Fort +8, Ref +3, Will +5; +2 vs. poison, spells, and 
  spell-like abilities, +1 vs. fear
  Defensive Abilities armor attunement +1PU, 
  bravery +1*, deflection +1PU,*, resistance +1PU,*
  Offense
  Speed 40 ft., bipedal 20 ft.
  Melee jury rigged lance [attuned +1] +11 (2d6+5/
  x3) or masterwork striking horseshoe +9 (1d4+3)
  Ranged modified masterwork pipe pistol +7 (2d6/
  x4)
  Space 5 ft.; Reach 5 ft. (10 ft. with lance)
  Special Attacks weapon attunement +1PU, weapon 
  training (spears +1)*
  Tactics
  Before Combat At the start of each day Fast uses 
  her battery focus to charge her lance, giving it 20 
  charges.
  During Combat Fast charges into combat using 
  Power Attack, giving her lance a -2 on attack 
  rolls and a +6 on damage rolls. This counts as 
  a mounted charge with a lance, granting +2 to 
  the attack roll for a net +0, -2 to AC, and dealing 
  double damage.
  Statistics
  Str 16, Dex 12, Con 16, Int 13, Wis 12, Cha 12
  Base Atk +5; CMB +8; CMD 20 (24 vs. trip)
  Feats Endurance, Exotic Weapon Proficiency 
  (lance)*, Improved Initiative*, Iron Will*, Power 
  Attack, Tough as RocksPCS,*, Toughness*, Weapon 
  Focus (lance)*
  Skills Acrobatics -3 (+1 when jumping), Climb 
  +7, Diplomacy +6, Intimidate +10, Survival +8; 
  Armor Check Penalty -4
  CR 4
  
  157
  157
  Traits day greeter (Diplomacy)PCS,*, reactionaryAPG,*
  Languages Common, Sylvan, Terran
  SQ armor training 1*, fingerlessPCS, mastery focus 
  (alchemical focus [3x] 3/day, battery focus [1 
  charge/day], mind vs body focus, physical focus)
  FTA, physical prowess (Dex +2)PU,*
  Combat Gear potions of fly (2), acid, alchemist’s 
  fire; Other Gear modified medium scavenged 
  armor [attuned +1] (reinforced, weapon mounts)
  FTA, jury riggedFTA masterwork heavy plastic 
  shield (ballistic weave)FTA, jury riggedFTA lance 
  [attuned +1] (electric powered, extra damage)
  FTA, masterwork striking horseshoePCS, modified 
  masterwork pipe pistol (extended magazine, 
  extra damage)FTA with 3 magazinesFTA, caltrops 
  (2), explorer’s outfit, pony saddle bagsPCS, shovel, 
  torches (4), trail rations (5), waterskin
  * The effects of this ability have already been 
  calculated into Fast’s statistics.
  Special Abilities
  Electric Powered Fast Shadow’s lance has the 
  electric powered modification, which allows her 
  to spend a charge to deal electric damage with her 
  lance instead of its normal damage type, or she 
  may use the attack to stun (DC 15 Fortitude save). 
  On a failure, the target is staggered for one round. 
  On a success it is sickened for one round. The DC 
  uses Strength or Dexterity, whichever is higher.
  Fast Shadow
  Medium fey (earth-bound, ponykind), neutral good 
  fighter 1
  Armor Class 14 (medium scavenged armor, shield)
  Hit Points 12 (1d10 + 2)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8 (-1)
  15 (+2)
  14 (+2)
  12 (+1)
  10 (+0)
  Saving Throws Str +5, Con +4
  Skills Athletics +5, Intimidation +2, Perception +3, 
  Persuasion +2, Survival +3
  Damage Resistances poison
  Tools cartographer’s tools
  Senses passive Perception 13
  Languages Common, Sylvan
  Fingerless. Fast Shadow may use her mouth as one 
  hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Like a Weed. Fast Shadow has advantage on 
  saving throws against poison.
  Tougher than Magic. Fast Shadow has advantage 
  on Strength, Dexterity, or Constitution saving throws 
  against magic spells and effects.
  Uncanny Purpose. Fast Shadow adds +1 to his 
  death saving throw rolls.
  Actions
  Lance. Melee Weapon Attack: +5 to hit, reach 10 
  ft., one target. Hit: 9 (1d12 + 3) piercing damage.
  Pipe Pistol. Ranged Weapon Attack: +1 to hit, 
  range 30/120 ft., one target. Hit: 3 (1d8 - 1) piercing 
  damage.
  Striking Horseshoe. Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) 
  bludgeoning damage.
  Second Wind (Recharges after a Short or 
  Long Rest). On her turn, Fast Shadow can use a 
  bonus action to regain 1d10 + 1 hit points.
  Reactions
  Protection. When a creature Fast Shadow can see 
  attacks a target other than her that is within 5 feet of 
  her, she can use her reaction to impose disadvantage 
  on the attack roll.
  Gear
  Bedroll, caltrops (20), cartographer’s tools, common 
  clothes, flask of alchemist’s fire, lance, medium 
  scavenged armorFTA, pipe pistolFTA, pony saddle 
  bagsPCS, rations (10), saddle rackPCS, scrap bulletsFTA 
  (20), shield, shovel, striking horseshoePCS, torches 
  (10), vial of acid, waterskin.
  
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  Fast Shadow
  Medium fey (earth-bound, ponykind), neutral good 
  fighter (natural cavalierTAE) 5
  Armor Class 19 (modified heavy scavenged armor, 
  jury rigged shield)
  Hit Points 44 (5d10 + 10)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8 (-1)
  15 (+2)
  14 (+2)
  12 (+1)
  10 (+0)
  Saving Throws Str +6, Con +5
  Skills Athletics +6, Intimidation +3, Perception +4, 
  Persuasion +3, Survival +4
  Damage Resistances poison, sling bullets and 
  firearms that deal piercing damage
  Tools cartographer’s tools
  Feats SurvivorFTA
  Senses passive Perception 14
  Languages Common, Sylvan
  Fingerless. Fast Shadow may use her mouth as one 
  hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Like a Weed. Fast Shadow has advantage on 
  saving throws against poison.
  Tougher than Magic. Fast Shadow has advantage 
  on Strength, Dexterity, or Constitution saving throws 
  against magic spells and effects.
  Uncanny Purpose. Fast Shadow adds +1 to her 
  death saving throw rolls.
  Actions
  Multiattack. Fast Shadow can make two attacks 
  with her weapons each round.
  Jury Rigged Lance. Melee Weapon Attack: +6 
  to hit, reach 10 ft., one target. Hit: 16 (21d12 + 3) 
  piercing damage.
  Modified Pipe Pistol. Ranged Weapon Attack: +2 
  to hit, range 30/120 ft., one target. Hit: 83 (2d8 - 1) 
  piercing damage.
  Striking Horseshoe. Melee Weapon Attack: 
  +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) 
  bludgeoning damage.
  Electric Powered. Fast Shadow’s lance can deal 
  lightning damage instead of its normal damage 
  type. While activated, it bypasses resistance against 
  its normal damage type, but may be affected by 
  lightning resistance. Fast Shadow may declare she is 
  attempting to stun the target before rolling to attack. 
  If she lands the hit, she deals no damage, but the 
  victim must make DC 14 Constitution saving throw. 
  On a failure, the target is restrained for 1 round; on a 
  success they are sickened and have disadvantage on 
  attack rolls and ability checks for 1 round.
  Action Surge (Recharges after a Short or 
  Long Rest). On her turn, Fast Shadow can take one 
  additional action on top of her regular action and a 
  possible bonus action.
  Charging Strike. As an action, Fast Shadow may 
  charge at a hostile creature 10 feet or further away. 
  She may move up to her remaining movement 
  towards the creature, plus additional movement 
  equal to her speed. Once her movement has ended, 
  if the target is within reach, she may make a melee 
  weapon attack against the target with advantage.
  Ride Alone. Fast Shadow is always considered to 
  be mounted.
  Second Wind (Recharges after a Short or 
  Long Rest). On her turn, Fast Shadow can use a 
  bonus action to regain 1d10 + 5 hit points.
  Reactions
  Protection. When a creature Fast Shadow can see 
  attacks a target other than her that is within 5 feet of 
  her, she can use her reaction to impose disadvantage 
  on the attack roll.
  Gear
  Bedroll, caltrops (20), cartographer’s tools, common 
  clothes, flask of alchemist’s fire, jury riggedFTA lance 
  (electric powered, extra damage), jury riggedFTA 
  shield (ballistic weave), modified heavy scavenged 
  armorFTA (reinforced, weapon mounts), modified 
  pipe pistolFTA (extended magazine, extra damage), 
  pony saddle bagsPCS, rations (10), scrap bulletsFTA 
  (20), shovel, striking horseshoePCS, torches (10), vial 
  of acid, waterskin.
  
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  160
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  Sonja the Tinkerer, Heavy Gunner
  There was a certain irony in this new age. Her soul’s 
  hunger to toy with technology was never so satiated. 
  Her desire to repair and modify things was seen as 
  nothing but an asset by those around her. Her skill with 
  a gun was lauded and encouraged by her father, even if 
  he was a healer and preferred natural things over that of 
  metal and mechanisms.
  She has become an ally of the Kollective, able and 
  willing to repair their members in the field and be trust-
  ed to do so competently and discretely without asking 
  too many awkward questions. Clockwork ponies occa-
  sionally accompany her in her travels, and some of her 
  bits of armor or gear are gifts from them.
  Sonja the Tinkerer
  XP 200
  Female pony (zebra) gunslinger (mobile cannon) 1 
  (Pathfinder RPG Ultimate Combat, Ponyfinder: 
  Campaign Setting)
  LN Medium fey (ponykind)
  Init +2; Senses low-light vision; Perception +5
  Defense
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 12 (1d10+2)
  Fort +3, Ref +5, Will +1
  Offense
  Speed 30 ft., bipedal 15 ft.
  Ranged masterwork long pipe gun +4 (1d10+2/x4)
  Statistics
  Str 12, Dex 14, Con 13, Int 16, Wis 12, Cha 14
  Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
  Feats Point-Blank Shot, Precise Shot
  Skills Climb +2, Craft (clockwork) +7, Craft 
  (firearms) +7, Disable Device +4, Knowledge 
  (engineering) +7, Knowledge (local) +7, Perception 
  +5; Armor Check Penalty -3
  Traits deft dodgerAPG,*, vagabond child (Disable 
  Device)APG,*
  Languages Auran, Common, Dwarven, Elven, 
  Sylvan
  SQ deeds (deadeye, gunslinger’s dodge, quick clear)
  UC, fingerlessPCS, grit (1)UC, gun training (long pipe 
  gun +2)UC*, mastery focus (ammunition focus)FTA, 
  poison usePCS, quadrupedal reloadPCS
  Combat Gear potion of cure light wounds; Other 
  Gear light scavenged armorFTA, masterwork long 
  pipe gunFTA with 20 scrap bulletsFTA, bedroll, belt 
  pouch, flint and steel, gunsmith’s kitUC, mess kitUE, 
  mouth kitPCS, pony saddle bagsPCS, pot, powder 
  hornUC with 10 doses of black powderUC, rope (50 
  ft.), saddle rackPCS, scholar’s outfit, torches (10), 
  trail rations (5), waterskin
  * The effects of this ability have already been 
  calculated into Sonja’s statistics.
  Special Abilities
  Point Blank Shot When Sonja shoots at a target 
  within a range of 30 ft., she adds +1 to her attack 
  and damage rolls.
  CR 1/2
  
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  161
  Sonja the Tinkerer
  XP 1,200
  Female pony (zebra) gunslinger (mobile cannon) 5 
  (Pathfinder RPG Ultimate Combat, Ponyfinder: 
  Campaign Setting)
  LN Medium fey (ponykind)
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +10
  Defense
  AC 18, touch 14, flat-footed 15 (+4 armor, +1 
  deflection, +3 Dex)
  hp 49 (5d10+15)
  Fort +7, Ref +9, Will +4
  Defensive Abilities armor attunement +1PU, 
  deflection +1PU,*, resistance +1PU,*
  Offense
  Speed 40 ft., bipedal 20 ft.
  Ranged modified Large long pipe gun [attuned +1] 
  +5 (2d8+4/x4)
  Special Attacks weapon attunement +1PU
  Tactics
  During Combat If she has the time to take aim, 
  Sonja uses Bullseye Shot and Deadly Aim to give 
  her shot a +2 bonus to attack rolls and a +4 bonus 
  to damage rolls.
  Statistics
  Str 12, Dex 16, Con 14, Int 16, Wis 14, Cha 14
  Base Atk +5; CMB +6; CMD 20 (24 vs. trip)
  Feats Bullseye ShotFOP, Deadly Aim, Point-Blank 
  Shot, Precise Shot, Weapon Focus (long pipe gun)*
  Skills Acrobatics +2 (+6 when jumping), Climb 
  +8, Craft (clockwork) +10, Craft (firearms) +11, 
  Disable Device +11, Knowledge (engineering) +11, 
  Knowledge (local) +11, Linguistics +8, Perception 
  +10; Armor Check Penalty -1
  Traits deft dodgerAPG,*, vagabond child (Disable 
  Device)APG,*
  Languages Auran, Common, Dwarven, Elven, First 
  Speech, Gnoll, Sylvan
  SQ deeds (deadeye, gunslinger’s dodge, gunslinger 
  initiative, pistol-whip, quick clear, utility shot)
  UC, fingerlessPCS, grit (2)UC, gun training (long 
  pipe gun +3)UC,*, heavy calibrePCS,*, mastery focus 
  (ammunition focus [2x], mental focus, perception 
  focus*, physical focus [2x])FTA, mental prowess 
  (Wis +2)PU,*, physical prowess (Dex +2)PU,*, poison 
  usePCS, quadrupedal reloadPCS
  Combat Gear potions of cure light wounds (3), 
  potion of cure moderate wounds, potion of jump, 
  potion of remove fear, potion of shield of faith; 
  CR 4
  Other Gear modified light scavenged armor 
  [attuned +1] (ballistic weave, clipped, pocketed)
  FTA, modified Large long pipe gun [attuned +1] 
  (automatic fire, extended magazine, greater 
  extended magazine)FTA with 3 magazinesFTA, 
  muleback cordsAPG, backpack, bedroll, belt pouch, 
  flint and steel, gunsmith’s kitUC, mess kitUE, mouth 
  kitPCS, pot, powder hornsUC (3) with 30 doses 
  of black powderUC, rope (50 ft.), saddle rackPCS, 
  scholar’s outfit, torches (10), trail rations (5), 
  waterskin
  * The effects of this ability have already been 
  calculated into Sonja’s statistics.
  Special Abilities
  Automatic Fire Sonja’s firearm has the automatic 
  fire modification. As a full attack action, with a 
  least half or more of her ammunition remaining, 
  she may make a cone attack covering the first 
  range increment of the weapon (40 ft.). All targets 
  in range must make a Reflex saving throw against 
  DC 12. On a success targets take half damage. She 
  can’t affect more targets than she has ammunition 
  remaining in the weapon. Roll damage as normal 
  for the weapon. Sonja may also focus on one 
  target, in which case she makes a single attack. On 
  a hit, calculate the damage as if she had hit twice, 
  but the damage is added together before applying 
  DR or resistance. She can’t hit more times than 
  she has remaining ammunition in the weapon. 
  A critical only applies to the first hit. In either 
  event, all remaining ammunition in the weapon is 
  expended.
  Point-Blank Shot When Sonja shoots at a target 
  within a range of 30 ft., she adds +1 to her attack 
  and damage rolls.
  
  162
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  Sonja the Tinkerer
  Medium fey (ponykind, zebra), lawful neutral 
  fighter 1
  Armor Class 13 (light scavenged armor)
  Hit Points 12 (1d10 + 2)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  14 (+2)
  16 (+3)
  10 (+0)
  12 (+1)
  Saving Throws Str +2, Con +4
  Skills Acrobatics +4, Athletics +2, Insight +2, 
  Perception +2, Survival +2
  Tools poisoner’s kit, tinker’s tools, thieves’ tools
  Senses passive Perception 12
  Languages Common, Dwarvish, Elvish, Primordial, 
  Sylvan
  Archery. Sonja the Tinkerer gains a +2 bonus to 
  attack rolls she makes with ranged weapons.
  Fingerless. Sonja the Tinkerer may use her mouth 
  as one hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Natural Linguist. Sonja the Tinkerer gains 
  advantage on any rolls to decipher written text.
  Uncanny Purpose. Sonja the Tinkerer adds +1 to 
  her death saving throw rolls.
  Actions
  Long Pipe Gun. Ranged Weapon Attack: +4 to 
  hit, range 40/160 ft., one target. Hit: 9 (1d10 + 4) 
  piercing damage.
  Striking Horseshoe. Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage.
  Second Wind (Recharges after a Short or 
  Long Rest). On her turn, Sonja the Tinkerer can 
  use a bonus action to regain 1d10 + 1 hit points.
  Gear
  Bedroll, common clothes, hempen rope (50 feet), 
  light scavenged armorFTA, long pipe gunFTA, mess 
  kit, mouth kitPCS, poisoner’s kit, pony saddle bagsPCS, 
  rations (10), saddle rackPCS, scrap bulletFTA (20), 
  striking horseshoePCS, tinker’s tools, torches (10), 
  waterskin.
  Sonja the Tinkerer
  Medium fey (ponykind, zebra), lawful neutral 
  fighter (mobile cannonPCS) 5
  Armor Class 15 (modified medium scavenged 
  armor)
  Hit Points 44 (5d10 + 10)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  14 (+2)
  16 (+3)
  10 (+0)
  12 (+1)
  Saving Throws Str +3, Con +5
  Skills Acrobatics +6, Athletics +3, Insight +3, 
  Perception +3, Survival +3
  Damage Resistances sling bullets and firearms 
  that deal piercing damage
  Tools poisoner’s kit, tinker’s tools, thieves’ tools
  Senses passive Perception 13
  Languages Common, Dwarvish, Elvish, Primordial, 
  Sylvan
  Archery. Sonja the Tinkerer gains a +2 bonus to 
  attack rolls she makes with ranged weapons.
  Fingerless. Sonja the Tinkerer may use her mouth 
  as one hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Natural Linguist. Sonja the Tinkerer gains 
  advantage on any rolls to decipher written text.
  Uncanny Purpose. Sonja the Tinkerer adds +1 to 
  her death saving throw rolls.
  Actions
  Multiattack. Sonja the Tinkerer can make two 
  attacks with her weapons each round.
  Modified Oversized Long Pipe Gun. Ranged 
  Weapon Attack: +6 to hit, range 40/160 ft., one 
  target. Hit: 14 (1d10 + 1d6 + 5) piercing damage.
  Striking Horseshoe. Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing 
  damage.
  Action Surge (Recharges after a Short or 
  Long Rest). On her turn, Sonja the Tinkerer can 
  take one additional action on top of her regular 
  action and a possible bonus action.
  Second Wind (Recharges after a Short or 
  Long Rest). On her turn, Sonja the Tinkerer can 
  use a bonus action to regain 1d10 + 5 hit points.
  Gear
  Bedroll, common clothes, hempen rope (50 feet), 
  mess kit, modified medium scavenged armorFTA 
  (ballistic weave, clipped, pocketed), modified 
  oversized long pipe gunFTA (automatic fire, extended 
  magazine, greater extended magazine), mouth 
  kitPCS, poisoner’s kit, pony saddle bagsPCS, potions 
  of healing (4), rations (10), saddle rackPCS, scrap 
  bulletFTA (20), striking horseshoePCS, tinker’s tools, 
  torches (10), waterskin.
  
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  164
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  Star Dancer, Ruins Explorer
  Star Dancer of the Ashen Age is a worn traveler, 
  roaming from town to ruin in search of bygone knowl-
  edge. Her black and white coat is stained with dust, and 
  her mane and tail, though still long, have ragged ends. 
  Her blue eyes still hold kindness, despite the dangers of 
  the wastes, but her demeanor is cautious.
  As with all her other incarnations, Star Dancer’s pri-
  mary concern is the preservation of the pony race and 
  culture. In this age of ash, however, she seeks to restore 
  what was lost rather than trying to rebuild for the fu-
  ture. Even against the dangers of the ashen wastes, she 
  travels in search of the lost knowledge of the past; those 
  small pieces of knowledge that made up the culture of 
  the pony civilization in its heyday.
  She carries with her a well-worn book that she refuses 
  to let others see inside. Supposedly, she received it from 
  the Scholar herself. Some say that it contains the secrets 
  of higher magic that have been lost, others that it holds 
  the key to unification for all races of ponies. The book 
  itself is of modest size with nearly no distinctive mark-
  ings, save for the timeworn embossing of what appears 
  to have been a crescent moon and stars.
  Encounter Notes: Star Dancer is likely to help a 
  party of good or neutral alignment, especially if they 
  prove themselves as such. She can be encountered just 
  about anywhere, whether traveling, exploring, or assist-
  ing a settlement. Initially wary due to the nature of the 
  waste, she will quickly warm up to those whom she per-
  ceives as kind, and she is willing to help all who show a 
  genuine need.
  Rumors of the contents of her book may attract the 
  attention of those who wish to be powerful mages, or 
  the Faithful Subjects seeking to improve their Corona-
  tion process. Depending on the requirements for the 
  game, it may in fact contain such things, or some spells 
  with the forgotten descriptor, or perhaps nothing at all, 
  and the rumors are false.
  Star Dancer
  XP 200
  Female pony (unicorn) arcanist (dirty exploiter, 
  white mage) 1 (Pathfinder RPG Advanced 
  Class Guide, Ponyfinder: Campaign Setting, 
  Ponyfinder: From the Ashes)
  NG Medium fey (ponykind)
  Init +1; Senses low-light vision; Perception +1
  Defense
  AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 
  shield)
  hp 7 (1d6+1)
  Fort +1, Ref +1, Will +2
  Defensive Abilities steady focusPCS
  Offense
  Speed 40 ft., bipedal 20 ft.
  Melee striking horseshoe +1 (1d4+1)
  Ranged pipe pistol +1 (1d8/x4)
  Special Attacks arcane reservoir (3/4)ACG, consume 
  spells (1/day)ACG
  Unicorn Spell-Like Abilities (CL 1st, 
  concentration +5)
  3/day—light
  2/day—unseen servant
  Arcanist Spells Prepared (CL 1st; concentration 
  +5)
  1st (2/day)—force bandsTOE (DC 15), magic missile
  0 (at will)—acid splash, detect magic, 
  prestidigitation, read magic
  Statistics
  Str 12, Dex 12, Con 12, Int 18, Wis 10, Cha 13
  Base Atk +0; CMB +1; CMD 12 (16 vs. trip)
  Feats Computer LiterateFTA, Practiced Horn 
  MagicPCS
  Skills Acrobatics -2 (+2 when jumping), Diplomacy 
  +6, Disable Device +3, Intimidate +2, Knowledge 
  (arcana) +8, Knowledge (history) +8, Perception 
  +1, Perform (percussion instruments) +2, 
  Spellcraft +8; Armor Check Penalty -3
  Traits alicorn maximus (Diplomacy)TOE,*, trap 
  finderPOTS,*
  Languages Celestial, Common, Draconic, Dwarven, 
  Protean, Sylvan
  SQ dirty tricksFTA, fingerlessPCS, horn magicPCS, 
  mastery focus (ammunition focus)FTA, spontaneous 
  healingACG, wasteland hardenedFTA
  Combat Gear potion of cure light wounds; 
  Other Gear light scavenged armorFTA, buckler, 
  pipe pistolFTA, striking horseshoePCS, bedroll, belt 
  CR 1/2
  
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  pouch, canteenUE, flint and steel, grooming kitUE, 
  ink, inkpen, mess kitUE, pony saddle bagsPCS, spell 
  component pouch, Star Dancer’s novice spellbook 
  (contains all prepared spells plus all 0-level 
  spells; 1st—feather fall, longshotUC, mage armor, 
  protection from evil, shield, shocking grasp), Star 
  Dancer’s journal, torches (5), trail rations (5)
  * The effects of this ability have already been 
  calculated into Star’s statistics.
  Star Dancer
  XP 1,200
  Female pony (unicorn) arcanist (dirty exploiter, 
  white mage) 5 (Pathfinder RPG Advanced 
  Class Guide, Ponyfinder: Campaign Setting, 
  Ponyfinder: From the Ashes)
  NG Medium fey (ponykind)
  Init +1; Senses low-light vision; Perception +5
  Defense
  AC 17, touch 12, flat-footed 16 (+4 armor, +1 
  deflection, +1 Dex, +1 shield)
  hp 25 (5d6+5)
  Fort +3, Ref +3, Will +5
  Defensive Abilities armor attunement +1PU,*, 
  deflection +1PU,*, resistance +1PU,*, steady focusPCS
  Offense
  Speed 40 ft., bipedal 20 ft.
  Melee masterwork striking horseshoe +4 (1d4+1)
  Ranged unhinged modified pipe pistol [attuned] +4 
  (2d6 fire/x4)
  Special Attacks arcane reservoir (5/8)ACG, arcanist 
  exploitsACG (dimensional slide, quick study, 
  religious focusFTA), consume spells (2/day)ACG, 
  weapon attunement +1PU,*
  Unicorn Spell-Like Abilities (CL 5th, 
  concentration +10)
  3/day—light
  2/day—unseen servant
  Arcanist Spells Prepared (CL 5th; concentration 
  +10)
  2nd (3/day)—lesser angelic aspectCOP, magic 
  gunFTA
  1st (6/day)—divine favor, force bandsTOE (DC 16), 
  magic missile, shocking grasp
  0 (at will)—acid splash, arcane mark, detect 
  magic, minor magic missileTAE, prestidigitation, 
  read magic
  CR 4
  Tactics
  Before Combat Star Dancer’s pipe pistol uses 
  battery charges rather than bullets. She can charge 
  up to 60 shots per day, provided she doesn’t use 
  her battery focus for other things.
  During Combat If she comes against an enemy 
  that has fire resistance, Star Dancer will summon 
  a standard pipe pistol using magic gun, loading 
  it with ammunition from her ammunition focus 
  ability. For particularly tough enemies, she will 
  cast divine favor to bolster her accuracy, granting 
  her weapons a +3 bonus to attack and damage 
  rolls.
  Statistics
  Str 12, Dex 12, Con 12, Int 20, Wis 10, Cha 14
  Base Atk +2; CMB +3; CMD 15 (19 vs. trip)
  Feats Computer HackerFTA, Computer LiterateFTA, 
  Practiced Horn MagicPCS, Skill Focus (Diplomacy)
  Skills Acrobatics +1 (+5 when jumping), Appraise 
  +9, Craft (electronics) +10, Craft (firearms) +10, 
  Craft (mechanical) +9, Diplomacy +14, Disable 
  Device +10, Intimidate +3, Knowledge (arcana) 
  +9, Knowledge (dungeoneering) +9, Knowledge 
  (engineering) +9, Knowledge (geography) +9, 
  Knowledge (history) +9, Knowledge (local) +9, 
  Knowledge (nature) +9, Knowledge (nobility) +9, 
  Knowledge (planes) +9, Knowledge (religion) +9, 
  Linguistics +9, Perception +5, Perform (percussion 
  instruments) +3, Perform (sing) +3, Spellcraft +13, 
  Survival +1
  Traits alicorn maximus (Diplomacy)TOE,*, trap 
  finderPOTS,*
  Languages Abyssal, Auran, Celestial, Common, 
  Draconic, Dwarven, Sylvan, Terran
  SQ dirty tricksFTA, fingerlessPCS, horn magicPCS, 
  mastery focus (alchemical focus 3/day, 
  ammunition focus, battery focus [2x] [3 charge/
  day], mental focus)FTA, mental prowess (Int +2)PU,*, 
  spontaneous healingACG, wasteland hardenedFTA
  Combat Gear potion of barkskin, potions of cure 
  light wounds (3), potion of invisibility, potion of 
  protection from evil; Other Gear modified light 
  scavenged armor [attuned +1] (ballistic weave, 
  custom fit)FTA, jury riggedFTA masterwork buckler 
  (ballistic weave), unhinged modified pipe pistol 
  [attuned] (extra damage, laser powered, modular 
  design, solid contruction, supersonic ammunition, 
  waterproof)FTA, masterwork striking horseshoePCS, 
  bedroll, belt pouch, broken Luminated Assistance 
  Piece, canteenUE, flint and steel, grooming kitUE, 
  ink, inkpen, mess kitUE, pony saddle bagsPCS, 
  spell component pouch, Star Dancer’s novice 
  spellbook (contains all prepared spells plus all 
  
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  0-level spells; 1st—ant haulAPG, bless, erase, 
  feather fall, longshotUC, mage armor, magic 
  weapon, protection from evil, shield; 2nd—animal 
  aspectUC, burst of radianceCOP, force armorTOE, 
  lesser restoration), Star Dancer’s journal, trail 
  rations (5)
  * The effects of this ability have already been 
  calculated into Star’s statistics.
  Special Abilities
  Broken Equipment In her travels Star Dancer 
  has come upon a partially functioning Luminated 
  Assistance Piece. The locking mechanism has 
  a 30% chance to come undone under vigorous 
  activity, the map will show a wrong location 80% 
  of the time, and the user diagnostic function will 
  show incorrect information 25% of the time. 
  The compass, flashlight, data cable, and media 
  functions all work, though the media in the port 
  has been jammed in and cannot be removed, and it 
  can only play three songs.
  Star Dancer
  Medium fey (ponykind, unicorn), neutral good 
  wizard 1
  Armor Class 11 (14 with mage armor)
  Hit Points 8 (1d6 + 2)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  14 (+2)
  17 (+3)
  8 (-1)
  14 (+2)
  Saving Throws Int +5, Wis +1
  Skills Arcana +5, History +5, Perception +1, 
  Persuasion +4
  Tools cartographer’s tools, thieves’ tools
  Senses passive Perception 11
  Languages Celestial, Common, Draconic, Sylvan
  Arcane Recovery (1/Day; When finishing 
  a Short Rest). Star Dancer can choose expended 
  spell slots to recover. The spell slots can have a 
  combined level that is equal to or less than half her 
  wizard level (rounded up), and none of the slots can 
  be 6th level or higher.
  Fingerless. Star Dancer may use her mouth as one 
  hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Innate Spellcasting. Star Dancer’s innate 
  spellcasting ability is Intelligence (spell save DC 13). 
  She can innately cast the following spells, requiring 
  no components:
  Cantrips (at will): light, mage hand
  Spellcasting. Star Dancer is a 1st level spellcaster. 
  Her spellcasting ability is Intelligence (spell save DC 
  13, +5 to hit with spell attacks). By increasing the 
  casting time of any prepared spell with the Ritual 
  tag by 10 minutes, Star Dancer may cast it without 
  using a spell slot. She has the following wizard spells 
  prepared:
  Cantrips (at will): acid splash, create bulletFTA, 
  prestidigitation
  1st level (2 slots): force bands, mage armor, magic 
  missile, thunderwave
  Uncanny Purpose. Star Dancer adds +1 to her 
  death saving throw rolls.
  Actions
  Pipe Pistol. Ranged Weapon Attack: +3 to hit, 
  range 30/120 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage.
  Striking Horseshoe. Melee Weapon Attack: +3 
  to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing 
  damage.
  
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  Reactions
  Elegant Spellcaster. Star Dancer can use her 
  reaction to gain advantage on Constitution saving 
  throws to avoid losing concentration on a spell.
  Gear
  Bedroll, bottle of ink, ink pen, mess kit, pipe 
  pistolFTA, pony saddle bagsPCS, rations (10), scrap 
  bulletsFTA (20), spellbook, striking horseshoePCS, 
  torches (10), waterskin.
  Star Dancer
  Medium fey (ponykind, unicorn), neutral good 
  rogue 1 / wizard (arcane physician) 4
  Armor Class 13 (modified light scavenged armor)
  Hit Points 33 (4d6 + 1d8 + 10)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  14 (+2)
  17 (+3)
  8 (-1)
  14 (+2)
  Saving Throws Int +6, Wis +2
  Skills Arcana +6, History +6, Perception +2, 
  Persuasion +8*, Stealth +4
  Damage Resistances sling bullets and firearms 
  that deal piercing damage
  Tools cartographer’s tools, thieves’ tools*
  Feats Computer LiterateFTA
  Senses passive Perception 12
  Languages Celestial, Common, Draconic, Sylvan
  Arcane Recovery (1/Day; When finishing 
  a Short Rest). Star Dancer can choose expended 
  spell slots to recover. The spell slots can have a 
  combined level that is equal to or less than half her 
  wizard level (rounded up), and none of the slots can 
  be 6th level or higher.
  Expertise. Star Dancer’s proficiency bonus is 
  doubled for any ability check she makes that uses 
  either Persuasion or thieves’ tools (this bonus has 
  been applied).
  Fingerless. Star Dancer may use her mouth as one 
  hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Innate Spellcasting. Star Dancer’s innate 
  spellcasting ability is Intelligence (spell save DC 14). 
  She can innately cast the following spells, requiring 
  no components:
  Cantrips (at will): light, mage hand
  Sneak Attack. Once per turn, Star Dancer can deal 
  an extra 1d6 damage to one creature she hits with an 
  attack if she has advantage on the attack roll.
  Support Savant. When Star Dancer copies a 
  concentration spell that can benefit creatures other 
  than herself into her spellbook, the gold and time 
  spent to do so is halved.
  Spellcasting. Star Dancer is a 4th level spellcaster. 
  Her spellcasting ability is Intelligence (spell save DC 
  14, +6 to hit with spell attacks). By increasing the 
  casting time of any prepared spell with the Ritual 
  tag by 10 minutes, Star Dancer may cast it without 
  using a spell slot. She has the following wizard spells 
  prepared:
  Cantrips (at will): acid splash, create bulletFTA, fire 
  bolt, prestidigitation
  1st level (4 slots): cure wounds*, force bands, 
  healing word*, magic missile, shield, 
  thunderwave
  2nd level (3 slots): force armorTOE, lesser 
  restoration*, magic gunFTA, radiation bufferFTA
  *Arcane Tradition spells
  Uncanny Purpose. Star Dancer adds +1 to her 
  death saving throw rolls.
  Actions
  Modified Pipe Pistol. Ranged Weapon Attack: 
  +4 to hit, range 30/120 ft., one target. Hit: 10 (2d8 + 
  1) fire damage.
  Striking Horseshoe. Melee Weapon Attack: +4 
  to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing 
  damage.
  Reactions
  Elegant Spellcaster. Star Dancer can use her 
  reaction to gain advantage on Constitution saving 
  throws to avoid losing concentration on a spell.
  Gear
  Bedroll, broken Luminated Assistance PieceFTA, 
  bottle of ink, ink pen, mess kit, modified light 
  scavenged armorFTA (ballistic weave, reinforced), 
  modified pipe pistolFTA (extra damage, laser 
  powered, modular design, waterproof), pearl of 
  power, pony saddle bagsPCS, potions of healing (3), 
  potion of invisibility, rations (10), scrap bulletsFTA 
  (20), spellbook, striking horseshoePCS, torches (10), 
  universal battery (Mk 1)FTA (2), vials of acid (3), 
  waterskin.
  
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  Steel Prism, the Red Wander
  It is not often that his path will cross others, and those 
  that do cross it learn little about him; but that doesn’t 
  stop the tales of the Red Wander that bears the marks of 
  the ashes from his tail to his nose.
  He is only seen when a pony needs help the most, 
  coming out of the ashes like a ghost from the old age; 
  a knight drawing his sword and striking down those 
  that wish harm on the innocent. Bringing down one 
  of his two longswords on the monster of the ashes and 
  striking with magic that isn’t seen anymore. His style of 
  fighting is something that is odd to see in a time where 
  one would rather reach for a gun than a sword. He does 
  carry a single, old and worn pistol. Only one person has 
  ever claimed to have seen it used, and it was only fired 
  once. With that shot a whole town was wiped off the 
  face of Everglow. How true this story is no one knows, 
  but anyone seeing him reach for an item on his back are 
  sure to take a step back for fear what it could do.
  Often, he is gone as fast as he shows up, but the few 
  times he has stayed around he has talked of odd things, 
  such as a green Everglow, and an Empire ruled by a 
  mighty and just Queen; or he acts like Everglow isn’t the 
  wasteland it is, but never goes into detail if questioned. 
  This adds to the mystery and worry that their saviour 
  will snap and cut them down just as he did to the mon-
  sters. The fact that he has a green robotic eye that can 
  move on its own raises the question if this red unicorn is 
  even a pony at all or the creation of a madman.
  Encounter Notes: Steel Prism can show up just 
  about anywhere but is more likely to appear if the PCs 
  are in a tight spot. Usually close-lipped, if they can get 
  him to talk then he may become a font of knowledge 
  about the long-past pony Empire. The rumors about his 
  gun may just be rumors, or it can be a powerful artifact 
  that either the PCs, or those opposed to them, may be 
  seeking.
  Steel Prism
  XP 200
  Male pony (unicorn) paladin (sacred servant) of the 
  Sun Queen 1 (Pathfinder RPG Advanced Player’s 
  Guide, Ponyfinder: Campaign Setting)
  LG Medium fey (ponykind)
  Init +2; Senses low-light vision; Perception +0
  Defense
  AC 15, touch 10, flat-footed 15 (+5 armor)
  hp 13 (1d10+3)
  Fort +4, Ref +0, Will +2
  Defensive Abilities steady focusPCS
  Offense
  Speed 30 ft., bipedal 15 ft.
  Melee longsword +5 (1d8+4/19-20)
  Special Attacks smite evil 1/day (+1 attack and AC, 
  +1 damage)
  Paladin Spell-Like Abilities (CL 1st, 
  concentration +5)
  At Will—detect evil
  Unicorn Spell-Like Abilities (CL 1st, 
  concentration +5)
  3/day—light
  2/day—unseen servant
  Statistics
  Str 13, Dex 10, Con 14, Int 18, Wis 10, Cha 13
  Base Atk +1; CMB +2; CMD 12 (16 vs. trip)
  Feats Exotic Weapon Proficiency (longsword)*, 
  Practiced Horn MagicPCS,*
  Skills Diplomacy +5, Heal +4, Knowledge (religion) 
  +8, Sense Motive +4, Spellcraft +8, Use Magic 
  Device +6; Armor Check Penalty -4
  Traits dangerously curiousAPG,*, reactionaryAPG,*
  Languages Common, Elven, Ignan, Infernal, 
  Sylvan, Undercommon
  SQ aura (faint good), code of conduct, fingerlessPCS, 
  horn magicPCS, mastery focus (alchemical focus 3/
  day)FTA
  Gear medium scavenged armorFTA, longsword, 
  bedroll, belt pouch, canteenUE, explorer’s outfit, 
  flint and steel, holy textUE, mess kitUE, pony saddle 
  bagsPCS, pot, rope (50 ft.), soap, torches (10), trail 
  rations (5), wooden holy symbol of the Sun Queen
  * The effects of this ability have already been 
  calculated into Steel’s statistics.
  CR 1/2
  
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  Steel Prism
  XP 1,200
  Male pony (unicorn) paladin (sacred servant) of the 
  Sun Queen 5 (Pathfinder RPG Advanced Player’s 
  Guide, Ponyfinder: Campaign Setting)
  LG Medium fey (ponykind)
  Init +2; Senses low-light vision; Perception +0
  Aura courage (10 ft.)
  Defense
  AC 22, touch 11, flat-footed 22 (+8 armor, +1 
  deflection, +3 shield)
  hp 49 (5d10+15)
  Fort +9, Ref +4, Will +7
  Defensive Abilities armor attunement +1/+1PU,*, 
  deflection +1PU,*, resistance +1PU,*, steady focusPCS; 
  Immune disease, fear; Resist cold 5, fire 5
  Offense
  Speed 30 ft., bipedal 15 ft.
  Melee masterwork longsword [attuned +1] +10 
  (1d8+5/19-20) or masterwork cold iron longsword 
  +10 (1d8+4/19-20) or masterwork silver 
  longsword +10 (1d8+3/19-20)
  Ranged unhinged pipe pistol +5 (3d6/x4)
  Special Attacks channel positive energy (DC 14, 
  3d6 [+2 vs. undead]), smite evil 1/day (+2 attack 
  and AC, +5 damage), weapon attunement +1PU,*
  Paladin Spell-Like Abilities (CL 5th, 
  concentration +9)
  At Will—detect evil
  Unicorn Spell-Like Abilities (CL 5th, 
  concentration +9)
  3/day—light
  2/day—unseen servant
  Paladin Spells Prepared (CL 2nd; concentration 
  +4)
  1st—bless weapon, endure elementsD, veil of 
  positive energyAPG
  D Domain spell; Domain sun
  Tactics
  During Combat When using Power Attack, Steel’s 
  melee weapons receive a -2 penalty attack rolls 
  and a +4 bonus to damage rolls.
  Statistics
  Str 13, Dex 10, Con 14, Int 18, Wis 10, Cha 14
  Base Atk +5; CMB +6; CMD 17 (21 vs. trip)
  Feats Advanced Horn MagicPCS, Exotic Weapon 
  Proficiency (longsword)*, Power Attack, Practiced 
  Horn MagicPCS,*
  CR 4
  Skills Diplomacy +10, Heal +8, Knowledge 
  (religion) +12, Sense Motive +8, Spellcraft +12, 
  Use Magic Device +11; Armor Check Penalty -5
  Traits dangerously curiousAPG,*, reactionaryAPG,*
  Languages Common, Elven, Ignan, Infernal, 
  Sylvan, Undercommon
  SQ aura (strong good), code of conduct, divine bond 
  (holy symbol +1, 1/day)APG, fingerlessPCS, horn 
  magicPCS, lay on hands (2d6, 4/day), mastery focus 
  (alchemical focus 3/day, armor focus [3x], battery 
  focus [1 charge/day])FTA, mercy (fatigued)
  Combat Gear potion of barkskin, potion of fly, 
  potion of protection from evil, potion of resist fire, 
  potion of shield of faith; Other Gear modified 
  heavy scavenged armor [attuned +1] (ballistic 
  weave, custom fit, environmentally sealed)FTA, jury 
  rigged heavy steel shield [attuned +1] (ballistic 
  weave)FTA, masterwork longsword [attuned +1], 
  masterwork cold iron longsword, masterwork 
  silver longsword, unhinged pipe pistol (bolt action, 
  easy reloading, extra damage, heroic strength, 
  supersonic ammunition, unhinged, oversized, 
  tolerant tube)FTA, pearl of power (1st), bedroll, belt 
  pouch, canteenUE, explorer’s outfit, flint and steel, 
  holy textUE, mess kitUE, pony saddle bagsPCS, pot, 
  rope (50 ft.), silver holy symbol of the Sun Queen, 
  soap, torches (10), trail rations (5)
  * The effects of this ability have already been 
  calculated into Steel’s statistics.
  
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  Steel Prism
  Medium fey (ponykind, unicorn), lawful good 
  paladin 1
  Armor Class 16 (heavy scavenged armor)
  Hit Points 12 (1d10 + 2)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  8 (-1)
  15 (+2)
  16 (+3)
  10 (+0)
  14 (+2)
  Saving Throws Wis +2, Cha +4
  Skills Arcana +5, Insight +2, Medicine +2, 
  Persuasion +4, Religion +5
  Tools herbalism kit
  Senses passive Perception 10
  Languages Common, Elven, Infernal, Primordial, 
  Sylvan, Undercommon
  Innate Spellcasting. Steel Prism’s innate 
  spellcasting ability is Intelligence (spell save DC 13). 
  He can innately cast the following spells, requiring 
  no components:
  Cantrips (at will): light, mage hand
  Fingerless. Steel Prism may use his mouth as one 
  hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Uncanny Purpose. Steel Prism adds +1 to his 
  death saving throw rolls.
  Actions
  Longsword. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing 
  damage.
  Divine Sense (3/Day). As an action, until the end 
  of his next turn, Steel Prism knows the location of 
  any celestial, fiend, or undead within 60 feet of him 
  that is not behind total cover. He knows the type 
  of any being whose presence he senses, but not its 
  identity.
  Lay on Hands (5 hp/Day). As an action, Steel 
  Prism can touch a creature to restore a number of hit 
  points to that creature, up to the maximum amount 
  remaining in his pool. Alternatively, he can expend 5 
  hit points from his pool of healing to cure the target 
  of one disease or neutralize one poison affecting it.
  Reactions
  Elegant Spellcaster. Steel Prism can use his 
  reaction to gain advantage on Constitution saving 
  throws to avoid losing concentration on a spell.
  Gear
  Bedroll, common clothes, heavy scavenged armorFTA, 
  hempen rope (50 feet), holy symbol, mess kit, pony 
  saddle bagsPCS, rations (10), soap, torches (10), 
  waterskin.
  Steel Prism
  Medium fey (ponykind, unicorn), lawful good 
  paladin (queen’s oath) 5
  Armor Class 18 (modified heavy scavenged armor)
  Hit Points 44 (5d10 + 10)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  8 (-1)
  15 (+2)
  16 (+3)
  10 (+0)
  14 (+2)
  Saving Throws Wis +3, Cha +5
  Skills Arcana +6, Insight +3, Medicine +3, 
  Persuasion +5, Religion +6
  Damage Resistances sling bullets and firearms 
  that deal piercing damage
  Damage Immunities fire, gas based poison (while 
  empowered)
  Condition Immunities diseased
  Tools herbalism kit
  Feats Martial Horn Magic (Dual Weapon)
  Senses passive Perception 10
  Languages Common, Elven, Infernal, Primordial, 
  Sylvan, Undercommon
  Defense. While Steel Prism is wearing armor, he 
  gains a +1 bonus to AC.
  Divine Smite. When Steel Prism hits a creature 
  with a melee weapon attack, he can expend one spell 
  slot to deal radiant damage to the target, in addition 
  to the weapon’s damage. The extra damage is 2d8 
  for a 1st-level spell slot, plus 1d8 for each spell level 
  higher than 1st, to a maximum of 5d8. The damage 
  increases by 1d8 if the target is an undead or a fiend.
  Environmentally Sealed. Steel Prism’s armor 
  can use level 1 empowerment, which allows it to 
  finish the sealing and produce its own air. On a 
  battery, this lasts for an hour, and a level 1 battery 
  will last for up to 10 uses. While active, he gains 
  poison resistance and advantage against radiation 
  saves and poison saves, provided the poison is gas 
  based.
  Innate Spellcasting. Steel Prism’s innate 
  spellcasting ability is Intelligence (spell save DC 13). 
  He can innately cast the following spells, requiring 
  no components:
  Cantrips (at will): light, mage hand
  Fingerless. Steel Prism may use his mouth as one 
  hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Spellcasting. Steel Prism is a 5th level spellcaster. 
  His spellcasting ability is Charisma (spell save DC 
  13, +5 to hit with spell attacks). By increasing the 
  casting time of any prepared spell with the Ritual 
  
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  tag by 10 minutes, Steel Prism may cast it without 
  using a spell slot. He has the following paladin spells 
  prepared:
  1st level (4 slots): command*, cure wounds, divine 
  favor, protection from evil and good*, remote 
  presence
  2nd level (2 slots): branding smite, detect 
  thoughts*, lesser restoration*
  *Oath spells
  Uncanny Purpose. Steel Prism adds +1 to his 
  death saving throw rolls.
  Actions
  Multiattack. Steel Prism can make two attacks 
  with his weapons each round.
  Jury Rigged Longsword. Melee Weapon Attack: 
  +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) 
  slashing damage.
  Modified Pipe Pistol. Ranged Weapon Attack: 
  +6 to hit, range 30/120 ft., one target. Hit: 20 (5d6 + 
  3) piercing damage.
  Silvered Longsword (Off-hand). Melee 
  Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  4 (1d8) slashing damage.
  Channel Divinity. By channeling divine energy 
  as an action, Steel Prism can perform one of the 
  following:
  Forceful Magistrate. Steel Prism can strike at all 
  hostile creatures within 30 feet of him, making 
  one melee attack roll and applying it to all eligible 
  targets. Creatures he hits have disadvantage to 
  hit any creature other than him until the start of 
  his next turn. His attacks with this action deal no 
  damage or other effects besides this effect.
  In the Name of the Queen. Steel Prism can force a 
  single creature to make a Charisma saving throw. 
  A creature that loses this contest is charmed for 1 
  minute. The creature ceases to be charmed if it is 
  dealt damage.
  Divine Sense (2/Day). As an action, until the end 
  of his next turn, Steel Prism knows the location of 
  any celestial, fiend, or undead within 60 feet of him 
  that is not behind total cover. He knows the type 
  of any being whose presence he senses, but not its 
  identity.
  Lay on Hands (25 hp/Day). As an action, Steel 
  Prism can touch a creature to restore a number of hit 
  points to that creature, up to the maximum amount 
  remaining in his pool. Alternatively, he can expend 5 
  hit points from his pool of healing to cure the target 
  of one disease or neutralize one poison affecting it.
  Standard Bearer (2/Day). Steel Prism can 
  choose one ally in place of one of his attacks. That 
  ally may make an attack as a reaction. Alternately, as 
  an action, he may choose two allies. Those allies may 
  move up to their movement as a reaction.
  Reactions
  Elegant Spellcaster. Steel Prism can use his 
  reaction to gain advantage on Constitution saving 
  throws to avoid losing concentration on a spell.
  Gear
  Bedroll, common clothes, hempen rope (50 feet), 
  holy symbol, jury riggedFTA longsword (heroic 
  strength), mess kit, modified heavy scavenged 
  armorFTA (ballistic weave, environmentally sealed, 
  reinforced), modified pipe pistolFTA (bolt action, easy 
  reloading, extra damage, heroic strength, oversized, 
  tolerant tube), pearl of power, pony saddle bagsPCS, 
  potions of healing (5), rations (10), scrap bulletsFTA 
  (20), silvered longsword, soap, torches (10), 
  universal battery (Mk 1)FTA (2), waterskin.
  
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  Still Current, Deeptide Scourge
  The seas of Everglow were, in some ways, shielded 
  from the horror of the Blaze, unable to penetrate very 
  far in the brief but awe-inspiring time that it existed. 
  However, falling ash and the unleashed energy were 
  not entirely unnoticed, and the lack of sunlight changed 
  things. The deeptides came to see what happened, and 
  one of them dared to emerge onto the shore. Though 
  she had been a throwback in prior lives, in the Ashen 
  Age she rises as one of the forsaken deeptides, her teeth 
  gleaming with the chance to prove her worth.
  Though she prefers the comfort of water, she can 
  emerge onto land, and has proven capable at getting 
  around with a little technological assistance. Anything 
  getting too close to her will discover that her trident 
  works just as well whether she’s in the water or not.
  Still Current
  XP 200
  Female pony (ancient sea horse) unchained 
  barbarian (invulnerable rager) 1 (Pathfinder 
  RPG Advanced Player’s Guide, Pathfinder RPG 
  Pathfinder Unchained, Ponyfinder: Campaign 
  Setting, Ponyfinder: Tribes of Everglow)
  NG Medium fey (ponykind, water)
  Init +0; Senses darkvision 90 ft., deepsight 120 ft., 
  low-light vision; Perception +5
  Defense
  AC 13, touch 10, flat-footed 13 (+3 armor)
  hp 15 (1d12+3)
  Fort +4, Ref +0, Will +1
  Offense
  Speed 20 ft., bipedal 20 ft., swim 70 ft.
  Melee trident +0 (1d8+3) and tail slap -1 (1d4+1 
  plus grab) or tail slap +4 (1d4+4 plus grab)
  Special Attacks rage (6 rounds/day)PU
  Tactics
  Raging Statistics When raging, Still’s statistics 
  are AC 11, touch 8, flat-footed 11; hp 17; Will +3; 
  Melee trident +2 (1d8+5) and tail slap +1 (1d4+3 
  plus grab) or tail slap +6 (1d4+6 plus grab); CMD 
  12 (16 vs. trip).
  Statistics
  Str 17, Dex 10, Con 14, Int 12, Wis 13, Cha 12
  Base Atk +1; CMB +4 (+9 to grapple with tail); 
  CMD 14 (18 vs. trip)
  Feats Perilous BalanceTOE,*
  Skills Acrobatics +2 (-2 when jumping), Bluff +1 
  (+4 vs. deeptide horses), Climb +5, Diplomacy +1 
  (+4 vs. deeptide horses), Intimidate +5, Perception 
  +5, Sense Motive +1 (+4 vs. deeptide horses), 
  Survival +5, Swim +9; Armor Check Penalty -2
  Traits natural-born leaderAPG, tempted by the 
  wavesTOE,*
  Languages Aquan, Common, Sylvan
  SQ child of the depthsTOE, fast movement*, 
  fingerlessPCS, mastery focus (perception focus*)FTA
  Gear light scavenged armorFTA, trident, belt pouch, 
  pony saddle bagsPCS, rope (50 ft.), trail rations (5), 
  waterskin
  * The effects of this ability have already been 
  calculated into Still’s statistics.
  CR 1/2
  
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  Still Current
  XP 1,200
  Female pony (ancient sea horse) unchained 
  barbarian (invulnerable rager) 5 (Pathfinder 
  RPG Advanced Player’s Guide, Pathfinder RPG 
  Pathfinder Unchained, Ponyfinder: Campaign 
  Setting, Ponyfinder: Tribes of Everglow)
  NG Medium fey (ponykind, water)
  Init +0; Senses darkvision 90 ft., deepsight 120 ft., 
  low-light vision; Perception +9
  Defense
  AC 15, touch 11, flat-footed 15 (+4 armor, +1 
  deflection)
  hp 55 (5d12+15)
  Fort +7, Ref +2, Will +3
  Defensive Abilities armor attunement +1PU,*, 
  deflection +1PU,*, resistance +1PU,*; DR 2/—, 4/
  lethal; Resist electricity 5, extreme enduranceAPG
  Offense
  Speed 20 ft., bipedal 20 ft., swim 70 ft.
  Melee jury rigged mithral trident [attuned +1] +11 
  (1d8+6) and tail slap +5 (1d4+2 plus grab) or bite 
  +10 (1d6+5) and tail slap +10 (1d4+5 plus grab)
  Special Attacks bleed (2), rage (14 rounds/day)PU, 
  rage powers (accurate stance +2PU, night visionPU), 
  rake (2 claws +5, 1d4+2 plus bleed), weapon 
  attunement +1PU,*
  Tactics
  Before Combat At the start of each day Still uses 
  her battery focus to charge her trident, giving it 20 
  charges.
  During Combat Still uses accurate stance when 
  raging.
  Raging Statistics When raging, Still’s statistics 
  are Senses darkvision 150 ft.; AC 13, touch 9, 
  flat-footed 13; hp 65; Will +5; Melee jury rigged 
  mithral trident [attuned +1] +15 (1d8+8) and tail 
  slap +9 (1d4+4 plus grab) or bite +14 (1d6+7) and 
  tail slap +14 (1d4+7 plus grab); Special Attacks 
  rake (2 claws +9, 1d4+4 plus bleed); CMD 19 (23 
  vs. trip).
  CR 4
  Statistics
  Str 20, Dex 10, Con 14, Int 12, Wis 13, Cha 12
  Base Atk +5; CMB +10 (+15 to grapple with tail); 
  CMD 21 (25 vs. trip)
  Feats Beast of the DepthsTOE,*, Exotic Weapon 
  Proficiency (trident)*, Perilous BalanceTOE,*
  Skills Acrobatics +7 (+3 when jumping), Bluff +1 
  (+4 vs. deeptide horses), Climb +12, Diplomacy 
  +1 (+4 vs. deeptide horses), Intimidate +9, 
  Knowledge (nature) +6, Perception +9, Sense 
  Motive +1 (+4 vs. deeptide horses), Survival +7, 
  Swim +12; Armor Check Penalty -1
  Traits natural-born leaderAPG, tempted by the 
  wavesTOE,*
  Languages Aquan, Common, Sylvan
  SQ child of the depthsTOE, fast movementPU,*, 
  fingerlessPCS, mastery focus (alchemical focus 
  [2x] 3/day, battery focus [1 charge/day], mind vs 
  body focus, perception focus*, physical focus)FTA, 
  physical prowess (Str +2)PU,*
  Combat Gear potions of cure light wounds (3), 
  potion of cure moderate wounds, potion of 
  levitate, potion of protection from evil, potion 
  of shield of faith; Other Gear modified light 
  scavenged armor [attuned +1] (custom fit, 
  insulated)FTA, jury riggedFTA mithral trident 
  [attuned +1] (clipped, electric powered, 
  waterproof)FTA, belt pouch, pony saddle bagsPCS, 
  rope (50 ft.), trail rations (5), waterskin
  * The effects of this ability have already been 
  calculated into Still’s statistics.
  Special Abilities
  Electric Powered Still Current’s trident has the 
  electric powered modification, which allows her 
  to spend a charge to deal electric damage with her 
  trident instead of its normal damage type, or she 
  may use the attack to stun (DC 17 Fortitude save). 
  On a failure, the target is staggered for one round. 
  On a success it is sickened for one round. The DC 
  uses Strength or Dexterity, whichever is higher.
  
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  Still Current
  Medium fey (ancient sea horse, ponykind), neutral 
  good barbarian 1
  Armor Class 14 (unarmored with shield)
  Hit Points 15 (1d12 + 3)
  Speed 40 ft., Swim 40ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8 (-1)
  16 (+3)
  10 (+0)
  14 (+2)
  12 (+1)
  Saving Throws Str +5, Con +5
  Skills Athletics +5, Intimidation +3, Perception +4, 
  Survival +4
  Senses passive Perception 14
  Languages Common, Elvish, Sylvan
  Amphibious. Still Current can breathe air and 
  water.
  Child of the Depths. Water spells Still Current 
  cast are considered to be one spell slot higher than 
  the spell slot she uses to cast them.
  Fingerless. Still Current may use her mouth as one 
  hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Unarmored Defense. While Still Current is not 
  wearing any armor, her Armor Class equals 10 + her 
  Dexterity modifier + her Constitution modifier. She 
  can use a shield and still gain this benefit.
  Momentum of the Waves. Still Current gains +1 
  to attack and damage while both she and her target 
  are in contact with at least an inch of water.
  Actions
  Trident. Melee Weapon Attack: +5 to hit, one 
  target ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage.
  Rage (2/Day). While raging, Still Current gains 
  the following benefits if she isn’t wearing heavy 
  armor: she has advantage on Strength checks 
  and Strength saving throws. When she makes a 
  melee weapon attack using Strength, she gains a 
  +2 bonus to the damage roll. She has resistance to 
  bludgeoning, piercing, and slashing damage.
  Gear
  Hempen rope (50 feet), pony saddle bagsPCS, rations 
  (10), saddle rackPCS, shield, trident, waterskin.
  Still Current
  Medium fey (ancient sea horse, ponykind), neutral 
  good barbarian (path of the berserker) 5
  Armor Class 13 (modified light scavenged armor 
  with shield)
  Hit Points 55 (5d12 + 15)
  Speed 50 ft., Swim 40ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8 (-1)
  16 (+3)
  10 (+0)
  14 (+2)
  12 (+1)
  Saving Throws Str +6, Con +6
  Skills Athletics +6, Intimidation +4, Perception +5, 
  Survival +5
  Damage Resistances lightning
  Feats Beast of the Depths
  Senses passive Perception 15
  Languages Common, Elvish, Sylvan
  Amphibious. Still Current can breathe air and 
  water.
  Child of the Depths. Water spells Still Current 
  cast are considered to be one spell slot higher than 
  the spell slot she uses to cast them.
  Danger Sense. Still Current has advantage on 
  Dexterity saving throws against effects that she 
  can see, such traps and spells, so long as she is not 
  blinded, deafened, or incapacitated.
  Fingerless. Still Current may use her mouth as one 
  hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Unarmored Defense. While Still Current is not 
  wearing any armor, her Armor Class equals 10 + her 
  Dexterity modifier + her Constitution modifier. She 
  can use a shield and still gain this benefit.
  Momentum of the Waves. Still Current gains +1 
  to attack and damage while both she and her target 
  are in contact with at least an inch of water.
  Actions
  Multiattack. Still Current can make two attacks 
  with her weapons each round.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Clawed Hoof. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 5 (1d4 6 + 3) slashing 
  damage; as a bonus action, an extra 2 (1d4) slashing 
  damage on the next round.
  
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  Jury Rigged Silvered Trident. Melee Weapon 
  Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 
  3) piercing damage.
  Electric Powered. Still Current’s trident can deal 
  lightning damage instead of its normal damage 
  type. While activated, it bypasses resistance against 
  its normal damage type, but may be affected by 
  lightning resistance. Still Current may declare she is 
  attempting to stun the target before rolling to attack. 
  If she lands the hit, she deals no damage, but the 
  victim must make DC 14 Constitution saving throw. 
  On a failure, the target is restrained for 1 round; on a 
  success they are sickened and have disadvantage on 
  attack rolls and ability checks for 1 round.
  Frenzy. When Still Current rages she can go into a 
  frenzy. For the duration of her rage she can make a 
  single melee weapon attack as a bonus action each 
  turn. When her rage ends, she suffers one level of 
  exhaustion.
  Rage (3/Day). While raging, Still Current gains 
  the following benefits if she isn’t wearing heavy 
  armor: she has advantage on Strength checks 
  and Strength saving throws. When she makes a 
  melee weapon attack using Strength, she gains a 
  +2 bonus to the damage roll. She has resistance to 
  bludgeoning, piercing, and slashing damage.
  Reckless Attack. When Still Current makes her 
  first attack on her turn, she can gain advantage on 
  melee weapon attack rolls using Strength during 
  her turn, but attack rolls against her have advantage 
  until her next turn.
  Gear
  Hempen rope (50 feet), jury riggedFTA silvered 
  trident (clipped, electric powered waterproof), 
  modified light scavenged armorFTA (insulated, 
  reinforced), pony saddle bagsPCS, potions of healing 
  (5), rations (10), saddle rackPCS, shield, universal 
  battery (Mk1)FTA (2), waterskin.
  
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  Tida, Roaming Soothsayer
  Never content with staying in just one place, Tida 
  roams from place to place helping the sick and injured 
  as best as he can through the use of potions, technology 
  and minor healing magic. He wishes that he could do 
  more with magic, but because of the nature of the times, 
  he can’t, having to pair magic with technology to get the 
  desired effects. In any case, he tries to make the ponies 
  of the towns in the wasteland a little more comfortable 
  living there, as he knows and understands the unforgiv-
  ing nature of the place.
  He looks like he has seen it all, with his sullen face and 
  ragged features adorning his body. Though, that might 
  not be far from the truth as it’s said that sometimes, he 
  claims to have seen vestiges of the gods and the pony 
  civilization of old, as well as heard whispers from them 
  on the winds, compelling him to do certain things, or to 
  check out a certain place. Is it just another mad pony’s 
  ramblings, a hope for what once was before? Or does it 
  hold some truth, that the gods are still here, waiting for 
  whatever it is they’re waiting for?
  
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  Tida
  XP 1,200
  Male pony (earth-bound) oracle (visionary of 
  the wastes) 5 (Pathfinder RPG Advanced 
  Player’s Guide, Ponyfinder: Campaign Setting, 
  Ponyfinder: From the Ashes)
  NG Medium fey (ponykind)
  Init +1; Senses low-light vision; Perception +0
  Defense
  AC 19, touch 12, flat-footed 18 (+6 armor, +1 
  deflection, +1 Dex, +1 shield)
  hp 39 (5d8+11)
  Fort +4 (+2 vs. hot environments), Ref +3, Will 
  +5; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities armor attunement +1PU,*, 
  deflection +1PU,*, resistance +1PU,*
  Offense
  Speed 50 ft., bipedal 15 ft.
  Melee masterwork shortspear +5 (1d6+1)
  Ranged modified pipe pistol [attuned +1] +6 
  (1d8+1/x4)
  Special Attacks channel positive energy 8/day (DC 
  18, 4d6), weapon attunement +1PU,*
  Oracle Spells Known (CL 5th; concentration +10)
  2nd (3/day)—cure moderate wounds, lesser 
  restoration, make whole, spiritual weapon
  1st (7/day)—bless, cure light wounds, detect 
  undead, endure elements, remove fear, shield of 
  faith
  0 (at will)—create water, detect magic, light, 
  mending, purify food and drink (DC 15), 
  stabilize
  Mystery life
  Tactics
  During Combat To reach distant allies, Tida will 
  load his pistol with cure spells using Arcane 
  Shooting and Reach Spell metamagic.
  Statistics
  Str 13, Dex 12, Con 14, Int 12, Wis 10, Cha 20
  Base Atk +3; CMB +4; CMD 16 (20 vs. trip)
  Feats Arcane ShootingFTA, Endurance, Extra 
  Channel*, Reach SpellAPG, Selective Channeling, 
  Weapon Focus (pipe pistol)*
  Skills Acrobatics -1 (+7 when jumping), Diplomacy 
  +14, Heal +8, Intimidate +11, Knowledge (religion) 
  +8, Sense Motive +4, Spellcraft +10, Swim +2; 
  Armor Check Penalty -2
  Traits classically schooledAPG,*, day greeter 
  (Intimidate)PCS,*
  CR 4
  Tida
  XP 200
  Male pony (earth-bound) oracle (visionary of 
  the wastes) 1 (Pathfinder RPG Advanced 
  Player’s Guide, Ponyfinder: Campaign Setting, 
  Ponyfinder: From the Ashes)
  NG Medium fey (ponykind)
  Init +0; Senses low-light vision; Perception +0
  Defense
  AC 14, touch 10, flat-footed 14 (+3 armor, +1 shield)
  hp 11 (1d8+3)
  Fort +2, Ref +0, Will +2; +2 vs. poison, spells, and 
  spell-like abilities
  Offense
  Speed 40 ft., bipedal 20 ft.
  Melee shortspear +1 (1d6+1)
  Ranged pipe pistol +0 (1d8/x4)
  Special Attacks channel positive energy 6/day (DC 
  13, 1d6)
  Oracle Spells Known (CL 1st; concentration +4)
  1st (2/day)—bless, cure light wounds, endure 
  elements
  0 (at will)—create water, detect magic, light, 
  stabilize
  Mystery life
  Statistics
  Str 13, Dex 10, Con 14, Int 12, Wis 10, Cha 17
  Base Atk +0; CMB +1; CMD 11 (15 vs. trip)
  Feats Endurance, Extra Channel*, Selective 
  Channeling
  Skills Acrobatics -3 (+1 when jumping), Diplomacy 
  +8, Heal +4, Intimidate +4, Knowledge (religion) 
  +5, Sense Motive +4, Spellcraft +6; Armor 
  Check Penalty -3
  Traits classically schooledAPG,*, day greeter 
  (Intimidate)PCS,*
  Languages Common, Dwarven, Ignan, Sylvan
  SQ fingerlessPCS, mastery focus (alchemical focus 
  3/day)FTA, oracle’s curse (tongues [ignan])APG, 
  revelations (channel)APG
  Gear light scavenged armorFTA, light plastic shield, 
  pipe pistolFTA with 20 scrap bulletsFTA, shortspear, 
  bedroll, belt pouch, flint and steel, pony saddle 
  bagsPCS, pot, powder hornUC with 10 doses of black 
  powderUC, soap, spell component pouch, trail 
  rations (5), traveler’s outfit, waterskin
  * The effects of this ability have already been 
  calculated into Tida’s statistics.
  CR 1/2
  
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  Languages Abyssal, Common, Dwarven, Ignan, 
  Sylvan
  SQ fingerlessPCS, mastery focus (additional 
  alchemical focus [2x], alchemical focus 5/day, 
  ammunition focus, mental focus, physical focus 
  [2x])FTA, mental prowess (Cha +2)PU,*, muddled 
  revelation (weapon mastery [pipe pistol])
  FTA, oracle’s curse (tongues [Abyssal, Ignan])
  APG, physical prowess (Dex +2)PU,*, revelations 
  (channel, safe curing)APG
  Gear modified medium scavenged armor [attuned 
  +1] (ballistic weave, custom fit, pocketed, weapon 
  mounts, weather proofed [hot])FTA, masterwork 
  light plastic shield, modified pipe pistol [attuned 
  +1] (bolt action, silenced, waterproof)FTA with 
  20 scrap bulletsFTA, masterwork shortspear, 
  horseshoes of speed, bedroll, belt pouch, flint 
  and steel, medical kitFTA, pony saddle bagsPCS, pot, 
  powder hornUC with 10 doses of black powderUC, 
  soap, spell component pouch, trail rations (5), 
  traveler’s outfit, waterskin
  * The effects of this ability have already been 
  calculated into Tida’s statistics.
  Tida
  Medium fey (earth-bound, ponykind), neutral good 
  cleric (life domain) 1
  Armor Class 16 (medium scavenged armor with 
  shield)
  Hit Points 10 (1d8 + 2)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  15 (+2)
  8 (-1)
  16 (+3)
  14 (+2)
  Saving Throws Wis +5, Cha +4
  Skills Arcana +1, Insight +5, Medicine +5, 
  Persuasion +4, Religion +1
  Damage Resistances poison
  Senses passive Perception 13
  Languages Common, Dwarvish, Primordial, Sylvan
  Disciple of Life. Whenever Tida uses a spell of 1st 
  level or higher to restore hit points to a creature, the 
  creature regains additional hit points equal to 2 + 
  the spell’s level.
  Fingerless. Tida may use his mouth as one hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Like a Weed. Tida has advantage on saving throws 
  against poison.
  Spellcasting. Tida is a 1st level spellcaster. His 
  spellcasting ability is Wisdom (spell save DC 13, +5 
  to hit with spell attacks). By increasing the casting 
  time of any prepared spell with the Ritual tag by 10 
  minutes, Tida may cast it without using a spell slot. 
  He has the following cleric spells prepared:
  Cantrips (at will): light, resistance, spare the 
  dying
  1st level (2 slots): bless*, create or destroy water, 
  cure wounds*, healing word, purify food and 
  drink, sanctuary
  *Domain spells
  Tougher than Magic. Tida has advantage on 
  Strength, Dexterity, or Constitution saving throws 
  against magic spells and effects.
  Uncanny Purpose. Tida adds +1 to his death 
  saving throw rolls.
  Actions
  Pipe Pistol. Ranged Weapon Attack: +3 to hit, 
  range 30/120 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage.
  Spear. Melee or Ranged Weapon Attack: +2 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) 
  piercing damage.
  Gear
  Bedroll, common clothes, mess kit, medium 
  scavenged armorFTA, pipe pistolFTA, pony saddle 
  bagsPCS, rations (10), saddle rackPCS, scrap bulletsFTA 
  (20), shield, soap, spear, waterskin.
  
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  saving throw rolls.
  Actions
  Modified Pipe Pistol. Ranged Weapon Attack: 
  +4 to hit, range 30/120 ft., one target. Hit: 5 (1d8 + 
  1) piercing damage.
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) 
  piercing damage.
  Weather Proof. While wearing his armor, Tida 
  gains advantage to saving throws against hot 
  weather.
  Channel Divinity (1/Recharges after a Short 
  or Long Rest). By channeling divine energy as an 
  action, Tida can perform one of the following:
  Preserve Life. Tida can restore 25 hit points to any 
  creatures within 30 feet of him, dividing those 
  hit points among them. This feature can restore 
  a creature to no more than half of its hit point 
  maximum.
  Turn Undead. Each undead that can see or hear Tida 
  within 30 feet of him must make a DC 14 Wisdom 
  saving throw. If the creature fails its saving throw, 
  it is turned for 1 minute or until it takes any 
  damage. When an undead with a challenge rating 
  of 1/2 or less fails its saving throw, it is instantly 
  destroyed.
  Gear
  Bedroll, common clothes, medical kitFTA, mess kit, 
  modified medium scavenged armorFTA (ballistic 
  weave, custom fit, pocketed, weapon mounts, 
  weather proof [hot]), modified pipe pistolFTA (bolt 
  action, silenced, waterproof), pony saddle bagsPCS, 
  rations (10), scrap bulletsFTA (20), shield, soap, spear, 
  waterskin.
  Tida
  Medium fey (earth-bound, ponykind), neutral good 
  cleric (life domain) 1
  Armor Class 16 (modified medium scavenged 
  armor with shield)
  Hit Points 38 (5d8 + 10)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  15 (+2)
  8 (-1)
  16 (+3)
  14 (+2)
  Saving Throws Wis +6, Cha +5
  Skills Arcana +2, Insight +6, Medicine +6, 
  Persuasion +5, Religion +2
  Damage Resistances poison, sling bullets and 
  firearms that deal piercing damage
  Tools medical kit
  Feats Deep HeelingPCS
  Senses passive Perception 13
  Languages Common, Dwarvish, Primordial, Sylvan
  Disciple of Life. Whenever Tida uses a spell of 1st 
  level or higher to restore hit points to a creature, the 
  creature regains additional hit points equal to 2 + 
  the spell’s level.
  Fingerless. Tida may use his mouth as one hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Like a Weed. Tida has advantage on saving throws 
  against poison.
  Spellcasting. Tida is a 1st level spellcaster. His 
  spellcasting ability is Wisdom (spell save DC 14, +6 
  to hit with spell attacks). By increasing the casting 
  time of any prepared spell with the Ritual tag by 10 
  minutes, Tida may cast it without using a spell slot. 
  He has the following cleric spells prepared:
  Cantrips (at will): light, mending, resistance, 
  spare the dying
  1st level (4 slots): bless*, create or destroy water, 
  cure wounds*, healing word, purify food and 
  drink, sanctuary
  2nd level (3 slots): aid, lesser restoration*, 
  radiation bufferFTA, spiritual weapon*, warding 
  bond
  3rd level (2 slots): beacon of hope*, create food 
  and water, revivify*
  *Domain spells
  Tougher than Magic. Tida has advantage on 
  Strength, Dexterity, or Constitution saving throws 
  against magic spells and effects.
  Uncanny Purpose. Tida adds +1 to his death 
  
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  Under Score, Magic Shooter
  Under has been labeled a priest in the past, a title he 
  does not refute. He throws himself eagerly before the 
  altar of knowledge. He worships the forgotten lore of 
  lost books and prays feverishly to the Scholar that he 
  may live forever seeking out the mysteries of the uni-
  verse he is fortunate to inhabit (unaware that his wish-
  es had been brought true). Using his razor mind to 
  his advantage, Under has learned the art of elemental 
  manipulation, and is not shy about putting it to work 
  to dissuade those that would harm him or his allies. 
  Toughened with the times, he understands that knowl-
  edge does not come free, and just because someone can 
  do something does not always imply it should be done. 
  He carries a pistol, just in case.
  Under Score
  XP 200
  Male pony (earth-bound) evoker (admixtureAPG, 
  arcane marksman) 1 (Pathfinder RPG Advanced 
  Player’s Guide, Ponyfinder: Campaign Setting, 
  Ponyfinder: From the Ashes)
  NG Medium fey (ponykind)
  Init +3; Senses low-light vision; Perception +2
  Defense
  AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
  hp 9 (1d6+3)
  Fort +2, Ref +1, Will +3; +2 vs. poison, spells, and 
  spell-like abilities
  Offense
  Speed 30 ft., bipedal 15 ft.
  Melee masterwork club +2 (1d6+1)
  Ranged pipe pistol +1 (1d8/x4)
  Special Attacks intense spells (+1 damage)
  Wizard Spells Prepared (CL 1st; concentration 
  +6)
  1st—burning hands (DC 15), magic missile, 
  shocking grasp
  0 (at will)—detect magic, light, ray of frost
  Opposition Schools illusion, necromancy
  Statistics
  Str 12, Dex 12, Con 14, Int 16, Wis 13, Cha 10
  Base Atk +0; CMB +1; CMD 12 (16 vs. trip)
  Feats Endurance, Point-Blank Shot, Spell Focus 
  (evocation)*
  Skills Knowledge (arcana) +7, Knowledge (planes) 
  +7, Linguistics +7, Perception +2, Spellcraft +7; 
  Armor Check Penalty -3
  Traits focused mindAPG,*, reactionaryAPG,*
  Languages Celestial, Common, Dwarven, Elven, 
  Sylvan, Terran
  SQ arcane bond (masterwork club), fingerlessPCS, 
  mastery focus (alchemical focus 3/day)FTA, 
  versatile evocation (6/day)APG
  Gear light scavenged armorFTA, pipe pistolFTA with 
  20 scrap bulletsFTA, masterwork club, bedroll, belt 
  pouch, flint and steel, ink, inkpen, mess kitUE, pony 
  saddle bagsPCS, pot, powder hornUC with 10 doses 
  of black powderUC, saddle rackPCS, scholar’s outfit, 
  soap, spellbook, spell component pouch, torches 
  (10), trail rations (5), waterskin
  * The effects of this ability have already been 
  calculated into Under’s statistics.
  Special Abilities
  Point-Blank Shot When Under shoots at a target 
  within a range of 30 ft., he adds +1 to his attack 
  and damage rolls. This also affects his ranged 
  touch spells.
  CR 1/2
  
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  Under Score
  XP 1,200
  Male pony (earth-bound) evoker (admixtureAPG, 
  arcane marksman) 5 (Pathfinder RPG Advanced 
  Player’s Guide, Ponyfinder: Campaign Setting, 
  Ponyfinder: From the Ashes)
  NG Medium fey (ponykind)
  Init +4; Senses low-light vision; Perception +6
  Defense
  AC 17, touch 13, flat-footed 15 (+4 armor, +1 
  deflection, +2 Dex)
  hp 37 (5d6+15)
  Fort +4 (+2 vs. cold environments), Ref +4, Will 
  +6; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities armor attunement +1PU,*, 
  deflection +1PU,*, resistance +1PU,*
  Offense
  Speed 30 ft., bipedal 15 ft.
  Ranged machine pistol [attuned +1] +5 (1d8+1/x4)
  Special Attacks intense spells (+2 damage), 
  weapon attunement +1PU,*
  Staff Spells (CL 5th)
  3 charges—wall of fire
  2 charges—fireball (DC 18)
  1 charge—burning hands (DC 16)
  Wizard Spells Prepared (CL 5th; concentration 
  +11)
  3rd—fireball (2) (DC 18), lightning bolt (DC 18)
  2nd—flaming sphere (3) (DC 17), levitate
  1st—burning hands (2) (DC 16), feather fall, 
  magic missile, shocking grasp
  0 (at will)—detect magic, emergency 
  ammunitionFTA, light, read magic
  Opposition Schools illusion, necromancy
  Statistics
  Str 12, Dex 14, Con 14, Int 19, Wis 13, Cha 10
  Base Atk +2; CMB +3; CMD 16 (20 vs. trip)
  Feats Arcane ShootingFTA, Endurance, Merciful 
  SpellAPG, Point-Blank Shot, Spell Focus 
  (evocation)*, Spell Penetration
  Skills Knowledge (arcana) +12, Knowledge (planes) 
  +12, Knowledge (religion) +12, Linguistics +12, 
  Perception +6, Spellcraft +12; Armor Check 
  Penalty -3
  Traits focused mindAPG,*, reactionaryAPG,*
  Languages Aquan, Auran, Big Mao, Celestial, 
  Common, Dwarven, Elven, Gnome, Ignan, Sylvan, 
  Terran
  CR 4
  SQ arcane bond (staff of fire), fingerlessPCS, mastery 
  focus (ammunition focus [2x], battery focus [1 
  charge/day], mental focus, physical focus [2x])FTA, 
  mental prowess (Int +2)PU,*, physical prowess (Dex 
  +2)PU,*, versatile evocation (7/day)APG
  Combat Gear staff of fire; Other Gear modified 
  light scavenged armor [attuned +1] (ballistic 
  weave, weapon mounts, weather proofed [cold])
  FTA, machine pistol [attuned +1]FTA with 20 scrap 
  bulletsFTA, bedroll, belt pouch, flint and steel, 
  ink, inkpen, mess kitUE, pony saddle bagsPCS, pot, 
  powder hornUC with 10 doses of black powderUC, 
  scholar’s outfit, soap, spellbook, spell component 
  pouch, torches (10), trail rations (5), waterskin
  * The effects of this ability have already been 
  calculated into Under’s statistics.
  Special Abilities
  Point-Blank Shot When Under shoots at a target 
  within a range of 30 ft., he adds +1 to his attack 
  and damage rolls. This also affects his ranged 
  touch spells.
  Under Score
  Medium fey (earth-bound, ponykind), neutral good 
  wizard 1
  Armor Class 11 (unarmored)
  Hit Points 9 (1d6 + 3)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  16 (+3)
  16 (+3)
  13 (+1)
  8 (-1)
  Saving Throws Int +5, Wis +3
  Skills Arcana +5, History +5, Investigation +5, 
  Nature +5, Perception +3
  Damage Resistances poison
  Senses passive Perception 13
  Languages Celestial, Common, Dwarvish, Elvish, 
  Primordial, Sylvan
  Arcane Recovery (1/Day; When finishing a 
  Short Rest). Under Score can choose expended 
  spell slots to recover. The spell slots can have a 
  combined level that is equal to or less than half her 
  wizard level (rounded up), and none of the slots can 
  be 6th level or higher.
  Fingerless. Under Score may use his mouth as one 
  hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Like a Weed. Under Score has advantage on saving 
  throws against poison.
  Spellcasting. Under Score is a 1st level spellcaster. 
  His spellcasting ability is Intelligence (spell save DC 
  
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  13, +5 to hit with spell attacks). By increasing the 
  casting time of any prepared spell with the Ritual 
  tag by 10 minutes, Under Score may cast it without 
  using a spell slot. He has the following cleric spells 
  prepared:
  Cantrips (at will): create bulletFTA, light, ray of 
  frost
  1st level (2 slots): burning hands, detect magic, 
  magic missile, remote presenceFTA
  Tougher than Magic. Under Score has advantage 
  on Strength, Dexterity, or Constitution saving throws 
  against magic spells and effects.
  Uncanny Purpose. Under Score adds +1 to his 
  death saving throw rolls.
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) bludgeoning damage.
  Pipe Pistol. Ranged Weapon Attack: +3 to hit, 
  range 30/120 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage.
  Gear
  Bedroll, bottle of ink, club, common clothes, ink pen, 
  mess kit, pipe pistolFTA, pony saddle bagsPCS, rations 
  (10), saddle rackPCS, scrap bulletsFTA (20), soap, 
  spellbook, torches (10), waterskin.
  Under Score
  Medium fey (earth-bound, ponykind), neutral good 
  wizard (arcane marksmanFTA) 1
  Armor Class 11 (unarmored)
  Hit Points 37 (5d6 + 15)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  16 (+3)
  18 (+4)
  13 (+1)
  8 (-1)
  Saving Throws Int +7, Wis +4
  Skills Arcana +7, History +7, Investigation +7, 
  Nature +7, Perception +4
  Damage Resistances poison, sling bullets and 
  firearms that deal piercing damage
  Senses passive Perception 14
  Languages Big Mao, Celestial, Common, Dwarvish, 
  Elvish, Gnomish, Primordial, Sylvan
  Ability Score Improvement. Under Score 
  increased his Intelligence by 2.
  Arcane Recovery (1/Day; When finishing a 
  Short Rest). Under Score can choose expended 
  spell slots to recover. The spell slots can have a 
  combined level that is equal to or less than half her 
  wizard level (rounded up), and none of the slots can 
  be 6th level or higher.
  Fingerless. Under Score may use his mouth as one 
  hand.
  Four Legged. Any roll to avoid becoming prone is 
  made with advantage.
  Like a Weed. Under Score has advantage on saving 
  throws against poison.
  Spellcasting. Under Score is a 5th level spellcaster. 
  His spellcasting ability is Intelligence (spell save DC 
  15, +7 to hit with spell attacks). By increasing the 
  casting time of any prepared spell with the Ritual 
  tag by 10 minutes, Under Score may cast it without 
  using a spell slot. He has the following cleric spells 
  prepared:
  Cantrips (at will): create bulletFTA, light, ray of 
  frost, shocking grasp
  1st level (4 slots): burning hands, detect magic, 
  magic missile, remote presenceFTA, thunderwave
  2nd level (3 slots): flaming sphere, levitate
  3rd level (2 slots): fireball, lightning bolt
  Tougher than Magic. Under Score has advantage 
  on Strength, Dexterity, or Constitution saving throws 
  against magic spells and effects.
  Uncanny Purpose. Under Score adds +1 to his 
  death saving throw rolls.
  Actions
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) bludgeoning damage.
  Machine Pistol. Ranged Weapon Attack: +4 to 
  hit, range 30/120 ft., one target. Hit: 5 (1d8 + 1) 
  piercing damage.
  Guided Bullet (Recharges after a Short or 
  Long Rest). Under Score can use his bonus action 
  to gain advantage on his next ranged weapon attack 
  with a firearm, and his attack ignores up to half 
  cover.
  Automatic Fire. As an action, provided he has 
  at least half the capacity of his firearm remaining, 
  Under Score can attack a cone with a range of 40 
  feet. Those caught in the cone must make a Dexterity 
  saving throw against DC 12 or take the gun’s 
  damage. Success halves this damage. This action 
  uses up all remaining ammunition in the gun at 
  once.
  Gear
  Bedroll, bottle of ink, club, ink pen, jury riggedFTA 
  clothes (ballistic weave), machine pistolFTA, mess 
  kit, pony saddle bagsPCS, rations (10), saddle rackPCS, 
  scrap bulletsFTA (20), soap, spellbook, torches (10), 
  waterskin.
  
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  Wandering Note, Wasteland Pilgrim
  He was raised in a perfectly functional town to two 
  goats that were quite content with their lot in life. Alas, 
  he was not. He felt the call of the wastes. Even as others 
  warned him that there would be pain and death beyond 
  the borders of their community, he set out with a lit-
  tle smile and a song on his lips. Polite and unassum-
  ing, even xenophobic communities can be talked into 
  allowing him to pass through in peace, perhaps with an 
  exchanged song along the way. He does odd jobs when 
  he can, looking for great secrets to add to his collection 
  of stories.
  Wandering Note
  XP 200
  Male cloven bard 1 (Ponyfinder: Campaign Setting)
  LN Medium fey (cloven)
  Init +1; Senses low-light vision; Perception +5
  Defense
  AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
  hp 10 (1d8+2)
  Fort +1, Ref +3, Will +4; +1 vs. poison
  Offense
  Speed 40 ft., bipedal 20 ft.
  Melee whip +1 (1d3+1) and gore -4 (1d4) or gore +1 
  (1d4+1)
  Ranged pipe pistol +1 (1d8/x4)
  Space 5 ft.; Reach 5 ft. (15 ft. with whip)
  Special Attacks bardic performance 6 rounds/
  day (countersong, distraction, fascinate, inspire 
  courage +1)
  Bard Spells Known (CL 1st; concentration +5)
  1st (2/day)—cure light wounds, hideous laughter 
  (DC 13)
  0 (at will)—detect magic, ghost sound (DC 12), 
  light, read magic
  Statistics
  Str 13, Dex 13, Con 12, Int 16, Wis 12, Cha 14
  Base Atk +0; CMB +1; CMD 12 (16 vs. trip)
  Feats Combat Expertise
  Skills Acrobatics -1 (+3 when jumping), Appraise 
  +5, Bluff +6, Diplomacy +6, Knowledge 
  (geography) +8, Knowledge (local) +8, Knowledge 
  (untrained) +4, Linguistics +7, Perception +5 (+7 
  to determine whether food is spoiled, +7 to find 
  hidden objects, +7 to identify a potion by taste), 
  Perform (wind) +6, Sense Motive +5, Spellcraft 
  +7; Armor Check Penalty -2
  Traits focused mindAPG,*, indomitable faithUCA,*
  Languages Common, Elven, Gnome, Sylvan, 
  Terran
  CR 1/2
  SQ bardic knowledge +1, fingerlessPCS, mastery focus 
  (ammunition focus)FTA, mountaineerPCS
  Gear light scavenged armorFTA, pipe pistolFTA with 
  20 scrap bulletsFTA, whip, bedroll, belt pouch, 
  candles (10), entertainer’s outfit, flint and steel, 
  flute, mess kit, pony saddle bagsPCS, powder hornUC 
  with 10 doses of black powderUC, rope (50 ft.), 
  soap, spell component pouch, trail rations (5), 
  waterskin
  * The effects of this ability have already been 
  calculated into Wandering’s statistics.
  Wandering Note
  XP 1,200
  Male cloven bard 5 (Ponyfinder: Campaign Setting)
  LN Medium fey (cloven)
  Init +2; Senses low-light vision; Perception +9
  Defense
  AC 17, touch 13, flat-footed 15 (+4 armor, +1 
  deflection, +2 Dex)
  hp 34 (5d8+6)
  Fort +3, Ref +7, Will +7; +5 vs. poison, +4 vs. 
  bardic performance, language-dependent, and 
  sonic
  Defensive Abilities armor attunement +1PU,*, 
  deflection +1PU,*, resistance +1PU,*
  Offense
  Speed 40 ft., bipedal 20 ft.
  Melee deadly whip [attuned] +6 (1d3+2) and gore 
  +0 (1d4+1) or gore +5 (1d4+3)
  Ranged modified masterwork pipe pistol +6 (1d8/
  x4)
  Space 5 ft.; Reach 5 ft. (15 ft. with whip)
  Special Attacks bardic performance 14 rounds/
  day (countersong, distraction, fascinate, inspire 
  competence +2, inspire courage +2), weapon 
  attunement +1PU,*
  Bard Spells Known (CL 5th; concentration +9)
  2nd (3/day)—invisibility, mirror image, sound 
  burst (DC 14)
  1st (5/day)—cure light wounds, hideous laughter 
  (DC 13), liberating commandUC, remove fear
  0 (at will)—detect magic, ghost sound (DC 12), 
  light, open/close (DC 12), prestidigitation, read 
  magic
  Statistics
  Str 14, Dex 15, Con 12, Int 16, Wis 12, Cha 14
  Base Atk +3; CMB +5 (+7 disarm, +7 trip); CMD 
  18 (20 vs. disarm, 24 vs. trip)
  CR 4
  
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  189
  Feats Combat Expertise, Improved Disarm*, 
  Improved Trip*
  Skills Acrobatics +7 (+11 when jumping), Appraise 
  +5, Bluff +10, Climb +8, Diplomacy +10, 
  Knowledge (geography) +13, Knowledge (local) 
  +13, Knowledge (untrained) +5, Linguistics +11, 
  Perception +9 (+11 to determine whether food is 
  spoiled, +11 to find hidden objects, +11 to identify 
  a potion by taste), Perform (oratory) +9, Perform 
  (wind) +10, Spellcraft +11
  Traits focused mindAPG,*, indomitable faithUCA,*
  Languages Aquan, Auran, Common, Draconic, 
  Dwarven, Elven, Gnome, Sylvan, Terran
  SQ bardic knowledge +2, fingerlessPCS, lore master 
  1/day, mastery focus (ammunition focus, battery 
  focus [2x] [3 charge/day], physical focus [2x])FTA, 
  mountaineerPCS, physical prowess (Dex +2)PU,*, 
  versatile performance (oratory)
  Combat Gear potions of cure moderate wounds 
  (2), potion of Fly; Other Gear modified light 
  scavenged armor [attuned +1] (ballistic weave, 
  custom fit, jet propelled)FTA, deadlyAPG whip 
  [attuned], masterwork pipe pistolFTA with 20 
  scrap bulletsFTA, bedroll, belt pouch, candles (10), 
  entertainer’s outfit, flint and steel, flute, mess 
  kit, pony saddle bagsPCS, powder hornUC with 10 
  doses of black powderUC, rope (50 ft.), soap, spell 
  component pouch, trail rations (5), waterskin
  * The effects of this ability have already been 
  calculated into Wandering’s statistics.
  Wandering Note
  Medium fey (cloven), lawful neutral bard 1
  Armor Class 13 (light scavenged armor)
  Hit Points 8 (1d8)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  15 (+2)
  11 (+0)
  15 (+2)
  8 (-1)
  14 (+2)
  Saving Throws Dex +4, Cha +4
  Skills Arcana +4, Deception +4, Insight +1, 
  Perception +1, Performance +4
  Damage Resistances poison
  Condition Immunities altitude sickness
  Tools flute, horn, pan flute
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Elvish, Gnomish, Primoridal, 
  Sylvan
  Cloven Resilience. Wandering Note has 
  advantage on saving throws against poison.
  Cloven Watchfulness. Wandering Note is 
  considered proficient when he makes ability checks 
  to find hidden objects, secret doors, to discern the 
  inherent value of an object, or to discern whether 
  food is spoiled or poisoned by taste.
  Mountain Footed. Wandering Note can ignore 
  difficult terrain when it is a rocky or uneven surface.
  Spellcasting. Wandering Note is a 1st level 
  spellcaster. His spellcasting ability is Charisma 
  (spell save DC 12, +4 to hit with spell attacks). By 
  increasing the casting time of any prepared spell 
  with the Ritual tag by 10 minutes, Wandering Note 
  may cast it without using a spell slot. He has the 
  following cleric spells prepared:
  Cantrips (at will): light, minor illusion
  1st level (2 slots): cure wounds, detect magic, 
  feather fall, hideous laughter
  Actions
  Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4 + 1) piercing damage.
  Pipe Pistol. Ranged Weapon Attack: +4 to hit, one 
  target ft., range 30/120. Hit: 6 (1d8 + 2) piercing 
  damage.
  Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., 
  one target. Hit: 4 (1d4 + 2) slashing damage.
  Bardic Inspiration (2/Day). Wandering Note 
  can use a bonus action on his turn to choose one 
  creature other than himself within 60 feet who can 
  hear him. That creature gains one Bardic Inspiration 
  die (d6).
  Gear
  Bedroll, candles (10), common clothes, flute, 
  hempen rope (50 feet), horn, light scavenged 
  armorFTA, mess kit, pan flute, pipe pistolFTA, pony 
  saddle bagsPCS, rations (10), scrap bulletsFTA (20), 
  soap, waterskin, whip.
  
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  Wandering Note
  Medium fey (cloven), lawful neutral bard (college of 
  lore) 5
  Armor Class 14 (modified light scavenged armor)
  Hit Points 828 (5d8)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  15 (+2)
  11 (+0)
  15 (+2)
  8 (-1)
  16 (+3)
  Saving Throws Dex +5, Cha +6
  Skills Arcana +5, Athletics +4, Deception +6, 
  Insight +2, Investigation +8*, Perception +2, 
  Performance +9*, Persuasion +6
  Damage Resistances poison, sling bullets and 
  firearms that deal piercing damage
  Condition Immunities altitude sickness
  Tools flute, horn, pan flute
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Draconic, Dwarvish, Elvish, 
  Gnomish, Primoridal, Sylvan
  Ability Score Improvement. Wandering Note 
  increased his Charisma by 2.
  Cloven Resilience. Wandering Note has 
  advantage on saving throws against poison.
  Cloven Watchfulness. Wandering Note is 
  considered proficient when he makes ability checks 
  to find hidden objects, secret doors, to discern the 
  inherent value of an object, or to discern whether 
  food is spoiled or poisoned by taste.
  Expertise. Wandering Note’s proficiency bonus 
  is doubled for any ability check he makes that uses 
  either Investigation or Performance (this bonus has 
  been applied).
  Jack of All Trades. Wandering Note can add half 
  his proficiency bonus, rounded down, to any ability 
  check he makes that doesn’t already include that 
  bonus.
  Jet Propelled. Wandering Note’s armor is jet-
  propelled. This modification requires level 2 
  empowerment to gain 10 charges. Starting to fly 
  takes a charge and grants a fly speed of 30 feet 
  for one minute. If he is still airborne when the 
  duration expires, the modification will automatically 
  expend another charge for an additional minute of 
  uninterrupted flight time.
  Mountain Footed. Wandering Note can ignore 
  difficult terrain when it is a rocky or uneven surface.
  Song of Rest. Wandering Note can use soothing 
  music or oration to help revitalize your wounded 
  allies during a short rest. Friendly creatures who 
  regain any hit points at the end of the short rest by 
  spending one or more Hit Dice regain an extra 1d6 
  hit points.
  Spellcasting. Wandering Note is a 5th level 
  spellcaster. His spellcasting ability is Charisma 
  (spell save DC 14, +6 to hit with spell attacks). By 
  increasing the casting time of any prepared spell 
  with the Ritual tag by 10 minutes, Wandering Note 
  may cast it without using a spell slot. He has the 
  following cleric spells prepared:
  Cantrips (at will): light, minor illusion, 
  prestidigitation
  1st level (4 slots): cure wounds, detect magic, 
  feather fall, grazingPCS, hideous laughter
  2nd level (3 slots): calm emotions, invisibility
  3rd level (2 slots): major image
  Actions
  Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4 + 1) piercing damage.
  Jury Rigged Whip. Melee Weapon Attack: +5 to 
  hit, reach 10 ft., one target. Hit: 7 (2d4 + 2) slashing 
  damage.
  Modified Pipe Pistol. Ranged Weapon Attack: +5 
  to hit, one target ft., range 30/120. Hit: 11 (2d8 + 2) 
  piercing damage.
  Bardic Inspiration (3/Recharges after a 
  Short or Long Rest). Wandering Note can use 
  a bonus action on his turn to choose one creature 
  other than himself within 60 feet who can hear him. 
  That creature gains one Bardic Inspiration die (d8).
  Reactions
  Cutting Words. Wandering Note can use his 
  reaction to expend one of his uses of Bardic 
  Inspiration, rolling a Bardic Inspiration die and 
  subtracting the number rolled from the roll of a 
  creature within 60 feet of him when they make an 
  attack roll, an ability check, or a damage roll.
  Gear
  Bedroll, candles (10), common clothes, flute, 
  hempen rope (50 feet), horn, jury riggedFTA whip 
  (heroic strength), mess kit, modified light scavenged 
  armorFTA (ballistic weave, jet propelled, reinforced), 
  modified pipe pistolFTA (extended magazine, extra 
  damage), pan flute, pony saddle bagsPCS, potions 
  of healing, rations (10), scrap bulletsFTA (20), soap, 
  universal battery (Mk 2)FTA, waterskin.
  
  191
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  People of the Ash
  Apple Crisp
  As a child, Apple Crisp would always be collecting 
  trinkets and bits of scrap and making toys out of them. 
  That is why it came to no great surprise that Crisp grew 
  up to be a tinkerer. After numerous failed inventions 
  (and a couple explosions), Apple Crisp managed to 
  open his own shop of interesting little devices and re-
  pairs. Occasionally Apple Crisp will hire some adven-
  turers, close shop, and go scavenging across Everglow. 
  When asked, all he will say on the matter is that he’s got 
  a big project he’s working on.
  Apple Crisp is a driven inventor. He’s a bit too eager 
  when it comes to new gadgets and ideas, and it’s gotten 
  him into trouble on more than one occasion. One idea 
  in particular, flight, has been his goal since he was a 
  child, and he will pursue it almost to the point of obses-
  sion. If he was offered the chance to finish his prosthetic 
  wings, there is very little he wouldn’t trade. Apple Crisp 
  has spent his life honing his craft, and through study 
  has learned a great deal of seemingly random tidbits of 
  information. He is no stranger to ruins or the occasional 
  trap, but in battle he relies on his gadgets and the pro-
  tection of his hired party.
  GM Note: A tinkerer by nature, Apple Crisp’s atten-
  tion is easily won by even the promise of advancing his 
  designs, especially if flight is even tangentially involved. 
  Not hard to draw the attention of, he is unlikely to join 
  any adventuring party for too long, eventually getting 
  new ideas or worrying too much for his shop back 
  home. While he is present, he gladly supports the team 
  with various devices and tinctures, proving his worth as 
  an alchemical engineer.
  Ardent Shield
  Ardent Shield is a dark gray unicorn trained in the 
  ways of the monk. Beneath his light brown mane lie 
  sharp blue eyes over a cocky smirk. He is prone to snide 
  remarks, though he is quick to apologize for them as 
  well. As a wandering monk, Ardent likes to serve those 
  that are less fortunate and protect those that cannot 
  protect themselves. For those that are unfortunate 
  enough to go up against his tactical mind and his ele-
  mental punches, few have survived the encounter.
  Some say he learned his style by communing with 
  nature in the mountains. Others, a hidden dojo in the 
  middle of the desert. Still others don’t believe that with 
  a flick of his hooves, he can call the elements to swirl 
  around his hooves to grant him their power.
  GM Note: Despite the great loss Ardent Shield has 
  experienced in the wastes, he still works to help those 
  that are less fortunate. If the PCs can befriend him, or 
  convince him of their need, Ardent can be a staunch 
  and loyal ally; his honor and sense of duty calls for no 
  less. However, he can become an adversary to the PCs 
  as well, should he be protecting someone he has come 
  to care for.
  
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  Aura Shade
  Born in the ramshackle huts of Trash Heap, Aura 
  Shade learned quickly how a unicorn could defend her-
  self. She started with an abandoned sword, but with her 
  firm horn magic and an unwavering desire to succeed 
  even with the lousy starting hand life delivered her, she 
  pushed on. She earned the respect of other thugs and 
  knaves and became known as someone willing to put a 
  sword or spell into anything, for the right price. A mer-
  cenary or bounty hunter, she proved to be effective at 
  the task, and enjoyed the lifestyle it could afford her.
  GM Note: Should the PCs anger the wrong people, 
  Aura may be called to settle a price on their heads. Sim-
  ilarly, they may run into her if she’s guarding something 
  they may be trying to attack or even as a guard of a car-
  avan they are traveling with. She is eager to accept as-
  signments if the money is right, but she is very unlikely 
  to join the party for any longer then it takes to get the job 
  done. She is a spellsword, a magus, by trade and takes 
  pride in her blending of swordplay and arcane might.
  Blood Trotter
  The Blood Trotter is a broken and twisted impure 
  with a mix of brown and black fur stained in blood. He 
  has a muzzle full of broken sharp teeth and his left eye 
  is scarred over and useless and a glowing right eye of 
  greenish yellow. This matches the chunk of greenish 
  yellow crystal stabbed into his back leading to glowing 
  vein throughout his body. Blood Trotter started out as 
  an impure called Wheat. His life of toil on farms sud-
  denly changed when he lost his family during a raider 
  attack. The raiders were ponies blaming them for the 
  apocalypse and only he emerged still breathing from 
  the assault.
  Afterwards, he was enslaved by gem gnolls and forced 
  to mine as a slave for years until he gained mutation 
  powers from a sizable but unnoticed protrusion of yel-
  low twisted crystal when it fell upon him. It has twisted 
  his mind and fed on his suffering and hate until it gave 
  rise to a cruel, blood hungry split personality called Ah-
  wet, which he perceives as a new god of vengeance.
  After slaughtering the gnolls and pony slaves in the 
  caves while freeing all he perceived as worthy; he set 
  out to make a place for the impure and their fellow out-
  casts in this world by forming a raider gang/cult while 
  at the same time seeking to wipe out all ponies, gnolls, 
  and especially the Author for abandoning the impure 
  for ponies. Ponies hear tales of a crazed impure which 
  rips ponies apart with teeth and hooves while singing 
  insane sermons of hate and renewal to Ahwet, a god 
  only he knows and hears, while being followed by mu-
  tants he has created and impure tired of the order of the 
  world. Where he trots blood soon follows.
  GM Note: Filled with bitterness from his sour life, 
  Blood Trotter can easily end up as an antagonistic force 
  for most player parties, unless they are entirely pony 
  and gnoll free. This donkey has his eye on two goals, 
  one clear and one far more unrealistic. None even know 
  the face of the Author, let alone know how to reach her, 
  but he struggles, and will pay, for clues on how to make 
  this impossibility become reality for him. His followers 
  are faithful to him and mistrust most others.
  Blue Mist
  Blue Mist, a half-otter griffin, reflects the environment 
  where he survives. He is quiet and seemingly unfriend-
  ly, moving unseen as a ghost in the swamp around his 
  hidden village. He is friendly and a hero to those with a 
  kind heart or that take the time and have the respect to 
  learn of the swamp and of its gloomy guardian.
  There are fragments of songs from before the end-
  times, before the Ash, ancient tales that keep the flame 
  of hope burning in people’s hearts; one such fragment 
  is of a bloodline of heroes, adorned with the blue feath-
  ers. Blue Mist inherited the blue feathers, noble heart 
  and water magic of his ancestors, yet the present era de-
  mands all to adapt. Thus, Blue Mist learned the ways of 
  the swamp, and the plant magic that flows through its 
  gloomy mangroves and moss. He, like his father and the 
  line of heroes of his ancestors, are keepers; guardians of 
  the half-otter kin, tending to the fickle flame of hope in 
  such bleak times of little joy.
  He uses his magic to help the hidden village, purify-
  ing water and coaxing trees to grow and bear fruit. He 
  guides those travelers that show respect to the swamp 
  and its creatures—either granting them safe passage or 
  leading them to the village. Those kind-hearted or re-
  spectful folk are the most likely to spread the name of 
  the swamp guardian of the village of gloom and mists. 
  He also uses his magic to protect his people against at-
  tackers and the black-hearted; turning root, water and 
  beast against them, causing them to wander in circles 
  
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  among the dangers of the swamp, or to become lost into 
  thick mist. Those that grow sense and flee speak of the 
  ghost in the mists, the blue terror from the swamp.
  GM Note: Called by some a shaman of the swamp 
  or a channeler of natural energies, Blue Mist is a druid 
  in a time when such is a difficult job. A party of PCs 
  traveling through a swampy area may run into him, ei-
  ther as an ally if they are good aligned or know to mind 
  their manners, or as an adversary should they be evil 
  and provoke his ire. If they manage to get in his good 
  graces, he might also deign to train them in the ways of 
  the druids, if they are so inclined. No matter the reason, 
  he is unlikely to leave his home; the swamp and his vil-
  lage are his life.
  Brouhaha
  Brouhaha was born from a couple of ghost ponies, 
  and as per ghost pony tradition, she was escorted to the 
  nearest and safest group of ponies, a merchant caravan, 
  and then left there. Brouhaha was always curious and 
  exuberant. One day she wandered away from the car-
  avan into the wasteland. Once she understood that she 
  was lost it was already night.
  Stricken with fear she began to cry and prayed to 
  whatever god would listen to help her and, to her sur-
  prise, something shone brightly in the night: a silver 
  symbol of the Jester. The light quickly detached from 
  the symbol and started dancing in the night sky and 
  Brouhaha soon found herself amused by the lights; she 
  was less amused when some of the caravan’s adults 
  found her and chastised her... yet Brouhaha was still 
  happy because she kept the symbol.
  In the following years, Brouhaha learned how to cast 
  arcane spells through the Jester’s symbol and shortly 
  after left the caravan in search of adventures. In one 
  such adventure, she reached Tempus and ended back 
  in time before the Blaze. She was amazed at how much 
  the world changed and frankly became less fun, so af-
  ter some planning and amassing a lot of arcane knowl-
  edge in a pink plastic binder, she traveled to the ethe-
  real plane and waited for the day her past self entered 
  Tempus to come back to the material plane and enact 
  her plan: end the Ashen Age and bring forth the Era of 
  Funsies.
  Brouhaha might be seen wandering the wastes with-
  out a care in the world, which can be bad since in her 
  following more of the Unspoken one’s creed of ran-
  domness she became a fifteen-meter-tall behemoth and 
  might not notice smaller beings. That said she is friend-
  ly with strangers and might help them if their goals co-
  
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  incide, or if she finds the idea fun.
  GM Note: A dangerous blend of magical ability and 
  loyalty to the Jester without all of the restraint that the 
  random one has learned by watching the world burn. 
  Brouhaha could be an ally or an antagonist. She is un-
  likely to be an outright enemy, her whims not allowing 
  for such long-term relationships, but she could as easily 
  help or harm a group of players as they go about their 
  business. She could become a source of direction if the 
  party is devoted to clearing away the Ashen Age.
  Comet Light
  Comet Light is a pinto leather wing mare, with a light 
  grey coat and silver markings. Her mane and tail are 
  midnight blue with ice blue stripes running through 
  them. She has amber cat-like eyes and silver wings. Her 
  brand of destiny resembles the holy symbol of the Moon 
  Princess, leading her to seek training as a cleric. At first 
  glance, it appears to be a comet wreathed in blue and 
  white flames, but on closer inspection, one can see that 
  the comet’s head is actually a full moon with a pony’s 
  shadow on it. Born post-Empire to an isolated earth-
  bound village, she had an awkward but loving upbring-
  ing.
  Leaving home to learn more about herself and the 
  rest of ponykind, she seeks to improve lives wherever 
  she goes. Usually covered by a cloak to avoid scaring 
  ponies, she is shy and wary, but curious, and willing to 
  protect and aid any who need it. Those that do see her 
  are at times frightened by her eyes and dazzled by her 
  coloring. During a research trip to Tempus, she stayed 
  too long and was flung forward through time into the 
  Ashen Age. Walking into and out of the city has yet to 
  send her back to her proper time, so for now, she re-
  searches this new world and helps those she can, all the 
  while seeking a means to help her Everglow timeline 
  possibly avoid this future wasteland.
  GM Note: A worshipper of a changed goddess, she is 
  awkward around those who pay heed to the Huntress, 
  still trying to reconcile the differences that the years 
  have brought to what should be unchanging. Despite 
  this, she is more than willing to live up to the tenets of 
  her faith, which means she is ready to face danger to 
  keep the night safe for others. She is against killing for 
  the sake of it, seeking better ways to resolve things, even 
  when monsters are involved. Comet loses all sense of 
  self-preservation when children or true innocents are 
  involved.
  Crystal Treasure
  Born and raised in Bright Night, before the Blaze, 
  Crystal Treasure is the elder daughter of an earth-bound 
  scribe and a unicorn wizard. Although the sorcerous 
  blood of her mother’s line gifted her with magic, her fa-
  ther’s insistence on a “proper arcane education” set her 
  on the path of the arcanist. She narrowly survived the 
  end of days, helping other lucky spellcasters to weather 
  the Age of Numbness. She enjoys studying magic of all 
  sorts, believing the best way to counter something is to 
  understand it completely. A kind and caring pony, Crys-
  tal nevertheless has little tolerance for those who com-
  mit evil acts and will often go out of her way to punish 
  those who offend her. An accomplished conjurer and 
  illusionist, she wields her magic with finesse to the det-
  riment of her foes. Her earth-bound blood proved true. 
  When death came for her, she rose again, sprouting like 
  a tough plant to walk the ashes once more.
  GM Note: Kind by nature, Crystal has resisted the 
  pain of the injured world in her revivals. She prefers to 
  not speak of it, but she is not haunted as some can be. 
  With a smile, she is ready to wield her arcane magic for 
  the good of the world. If the party seems aligned with 
  her goals, she could be talked into joining them. She 
  will become interested immediately if a way to bring the 
  world out of the Ashen Age is hinted at.
  Javolt, Dr.
  “You do not make demands of science; science makes 
  demands of you!”
  There is science, the rational and methodical ad-
  vancement of knowledge of the universe through con-
  trolled experimentation. There’s science, the process 
  
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  of trying multiple things to see what works and what 
  doesn’t. And then there’s SCIENCE!, which basically 
  consists of smacking together whatever works and mak-
  ing use of it.
  Doctor Bluejay Javolt Truthseeker happens to be a 
  practitioner of all three, and the crazed antics of his ad-
  ventures litter his wandering journeys to educate and 
  assist those around him. A great explosion robbed him 
  of half an ear, an entire foreleg, control of his facial 
  muscles, both his eyes, and a lot of his memory; Doctor 
  Javolt has replaced his leg with an extendo-claw hoof, 
  his eyes with a set camera goggles, and his memories 
  with new memories of helping others out. Still, seeing 
  his unwavering smile as he rigs up his electro-cape can 
  be unnerving... and getting to know him and his pro-
  clivity for unusual ideas can be more unnerving still.
  GM Note: Though good aligned, the forces of law are 
  a distant concern, if not at times entirely a nemesis of 
  the good doctor. He wishes well of those he runs across, 
  but rarely does he consider the consequences of his ac-
  tions, as extreme as they can be. He can be talked into 
  joining a party, if they seem to need and appreciate his 
  genius, but that same genius will need constant care to 
  make sure it is used for the benefit of the group.
  Dark Flare
  Dark Flare is a large and mighty griffon. His fur and 
  feathers black as the night and red as rage itself. His 
  eyes a bold and bright crimson, matching the brighter 
  patches of his pelt. He was born of the cursed aspect. 
  Black crystals with red centers growing along the inside 
  of his wings and the tip of his tail showcase his heri-
  tage. Dark Flare rose from the ashes a former skycrown 
  of griffon kind. With not but a mockery of his position, 
  he wandered to gather griffons to band against the new 
  ashen age.
  After forming a small traveling band of other griffons 
  called the Black Fire Talons, he began to wander with 
  them seeking to aid anyone he could find in need of his 
  assistance. Pony, griffon or humanoid, no race mat-
  tered to him any longer. Everyone was in need during 
  these dark times; he offers hope and salvation to those 
  with nowhere else to turn, he gives what food and water 
  he has to spare to travelers, but he never lets his guard 
  down, despite seeming unarmed.
  The griffon is never without his greatest weapon, his 
  mind. Embracing his psionic heritage, he has honed 
  himself as a mindblade. His iconic spell, the Greater 
  Dark Fire Bolt, is a true sight to see, however his weapon 
  of choice comes from within. He can summon a halberd 
  of griffon craft out of his psionic energy. Tales of his 
  black and red burning halberd, magic, and his hospital-
  ity spread along the Ashen Age. Some believe him to be 
  a legend, others claim to have seen him and his Black 
  Fire Talons in person. The stories all say he knows you 
  before you before you even take in his appearance. He 
  will call you by name, seeming to be a friend far before 
  you know he is one. He and his Black Fire Talons rush 
  into battle to protect those in need.
  GM Note: Though he had a less-than-ideal begin-
  ning, he has turned that around into a life of trying to 
  ensure others don’t have to suffer the same fate. Though 
  he may run into the player party when they happen on 
  him and his crew, he is unlikely to sign on for any longer 
  than a single battle, and only then if he can reasonably 
  involve his people. If he has information that could lead 
  to the improvement of the Ashes he will share it, often 
  without a fee, so long as the person getting it seems like 
  the sort that will act on it.
  False Prophet
  False Prophet, the dark doppelganger, is a smug stal-
  lion who presents himself as a sort of messianic figure 
  and goes by his last name, Prophet, exclusively. He in-
  spires others to follow him by using the power of his 
  personal ancient relic, which he has dubbed the Frozen 
  Heart, to replenish his little corner of the dying world, 
  giving it new life. Then, he feasts on the love and ad-
  miration his followers have for him; gaining immense 
  power from the huge influx of love they give him, as well 
  as a slave army of obedient followers. He’s been doing 
  this for centuries, using the love others have for him to 
  unnaturally extend his lifespan. He likes to posture as 
  royalty, or else be overcome with “visions,” and he hates 
  doing anything himself, usually sending out mindless 
  slaves to do his bidding. This is fortunate for most; if 
  
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  somepony seriously threatens him, a mere wave of his 
  hoof is all it takes to destroy most who oppose him.
  As a young colt, he narrowly escaped the war, and 
  wandered alone for many years. Desperate for comfort, 
  nourishment, and a sense of belonging, he went north, 
  where he found a strange and beautiful crystal sculpted 
  into the shape of a heart that glowed with power. It took 
  years, but he eventually figured out how to channel its 
  power, drawing on the love stored within to enhance 
  his own capabilities. Doubtless, he assumed, this was 
  a blessing from the goddess Lashtada, and he should 
  be wise in its use. He did not do this, instead electing to 
  use it to conquer the world. His conquest started small; 
  he’d present himself as a young prophet who’d heard 
  the words of the goddess Lashtada long after she’d 
  passed, and “proved” his veracity by making a bouquet 
  of flowers bloom, or something else simple like that. He 
  quickly gained a devoted following of ponies who just 
  wanted a strong leader, and his miracles gained power 
  accordingly. Now, he is the seemingly-benevolent dic-
  tator of a land that’s only gaining power under his rule. 
  Honestly, it wouldn’t be so bad if it weren’t for the total 
  loss of free will under his reign!
  False Prophet has big plans for the future. Currently, 
  his base of operations is limited to one small city in the 
  far north, but his missionaries spread the good news of 
  his arrival far and wide, so it would be pretty easy to 
  hear about him and his “Crystal Kingdom,” as he calls 
  it. Eventually, he intends to conquer the entire world, 
  gaining immortality and complete control over every 
  pony under his vast empire. With his incredible cha-
  risma, massive army, and near-limitless power, he just 
  might do it... but to be deprived of his beloved Frozen 
  Heart would be to lose everything.
  GM Note: Manipulative and rallying others to his 
  flag, False Prophet is more likely to be encountered as 
  an antagonist than as a potential ally. On a more con-
  structive angle, he may seek the aid of the players to 
  achieve his ends, but how long until it becomes clear 
  that those who he rules have little say of their own? One 
  is much more likely to run into his subordinates long 
  before encountering him directly.
  Flint Flicker
  Flint Flicker is a gunslinging gunsmith, always ready 
  to cook up a little something to make his fire starters 
  much more effective. His first interest in these weapons 
  came about when his caretaker brought him to Griffon-
  port, a lively harbor filled with all sorts of curiosities 
  and swashbuckling stories. He wasn’t interested in the 
  people, but the devices that shot bearings instead of ar-
  rows. Flint soon trained under a dwarf named Borrace, 
  who shared Flint’s sentiments about those curiosities.
  It was a long and grueling process, one that took 10 
  
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  years, but from the age of 16 to now, Flint had found his 
  calling of repairing and modifying firearms. Flint is as 
  much a sailor as any sailor can be, and shoots straighter 
  than any arrow, getting to the point and never rattling 
  off on unimportant small talk. If talking isn’t an option, 
  you’ll be staring down the barrels of Ivory and Ebony, 
  grey and charcoal pistolas with the abilities to blind and 
  stun his foes.
  He came to a settlement near the ruins of Camp 
  Nickelvee, curious about the new metals and resources 
  that he could forge his weapons with. He owns a small 
  smithy in the dregs of this place, considered to be the 
  best of the best smiths. Due to his location and odd 
  practice though, he’s never had many customers.
  GM Note: Given to research and building, Flint 
  Flicker is much more likely to be a source of informa-
  tion or direction for the average party. Still, his roman-
  tic ideals of swashbuckling have not fled him. If taunt-
  ed carefully, he could be talked back into action, if the 
  adventure sounds stirring and epic enough to make a 
  story about.
  Fulgurant
  Fulgurant of the House of Firmament. Unicorn. He 
  comes from a large family of unicorns who claim to be 
  noble, trying to pass themselves off as having been a 
  great house in Tramplevania before the Blaze, though 
  no book of heraldry corroborated this story even before 
  the event. Regardless of the past, though, they’re trying 
  to claim as much power as they can in the aftermath. 
  Fulgurant, the youngest of the immediate main branch 
  of the family, cares not for the petty (and not so petty) 
  politics, preferring instead to gather his own personal, 
  more tangible power. He seeks out magical items and 
  artifacts for the purpose of furthering his own name 
  and power, and if his family’s name enjoys a boost be-
  cause of it... well, that’s not a total loss.
  Fulgurant is abrasive and doesn’t work well with oth-
  ers because he considers most his inferiors unless their 
  reputation is sufficiently great, or they prove them-
  selves powerful to him. As such, he mostly works alone, 
  though he does sometimes hire others and even (rarely) 
  hires himself out for money or to further his quest for 
  power. Any times where he finds himself working with 
  others (rather than over or under others) tend to be 
  short lived and not too rarely end in at least one attempt 
  on his life. Fortunately for him (less so for others), he 
  does have a fair measure of magical might already. His 
  specialty is the manipulation of lightning.
  GM Note: Depending on the needs of the situation, 
  Fulgurant can be a high level kineticist, usually with the 
  greater air shroud and wings of flight utility wild tal-
  ents, with his blast talents focused mostly around deal-
  ing as much damage as possible to as many things as 
  possible, or he could be a stormborn bloodline sorcerer, 
  with spells focused mainly on offense and affecting a 
  large area. And even when his supernatural or magical 
  abilities are blocked, he can make efficient use of his 
  greatsword; while looking more ceremonial or symbolic 
  than anything else, it is quite functional. He will like-
  ly be an antagonist for the PCs, seeking a treasure or 
  artifact that the PCs are also looking for, though it is 
  possible he and the PCs could be working for the same 
  employer as well.
  Gavin (the Gas Vulture)
  Gavin emerged neck first and never stopped. Though 
  curious, possibly to a fault, his pragmatism was always 
  the stronger influence. He eagerly dabbled with strange 
  and exotic chemicals, but gaining them was not a mat-
  ter for him to go and risk his own lovely bare neck, oh 
  no. There was always a thrill-seeker waiting to earn a 
  favor and eager to score some scrap along the way. Why 
  not pay them for the trouble?
  An alchemist by trade, he makes himself useful to 
  travelers who pass by his town. He lives on the fringe 
  
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  of it, far enough away that he may be the first sign of 
  society that anyone sees, and there he will be, out with 
  his stand and a smile under his gasmask. He’ll offer cu-
  rative potions, hot dogs (don’t ask what’s in them), and 
  stories, and all he needs are idle hands that were going 
  to get themselves into trouble anyway.
  GM Note: An ideal quest starter, Gavin will gladly 
  hire the players to go get things done, which can result 
  in more things being required. If the matter is urgent 
  and his home threatened, Gavin can be talked into help-
  ing out, and is a capable alchemist both in trade and in 
  battle. With exotic chemical grenades, he makes an ex-
  plosive impression on any battlefield he deigns to grace 
  with his presence. Would you like mustard with that?
  Gearbox
  Gearbox is an eccentric sort who loves nothing more 
  than testing out a new invention, even if it means get-
  ting hurt in the process. This payed off when he drove 
  off several invaders from his hometown with scrap parts 
  put together to fashion crude firearms and weapons 
  (ironically this was the first time the exploding spear 
  worked correctly). Now a well-traveled scrapper, he 
  spends his time moving from place to place finding new 
  knickknacks and do-dads to create crazier weaponry. It 
  is thanks to Gearbox that many popular weapon mods 
  exist today, such as the supersonic head pulverizer gun 
  barrel or the “my ears are bleeding” thunder landmine. 
  He treasures each of his creations but is all too happy to 
  
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  share his creations with others. He will often buy use-
  less trash and scrap in exchange for them to have the 
  materials to try to make something else.
  When he’s not traveling, he’s in his workshop in his 
  hometown (found simply by observing where all the 
  other townsfolk avoid, or by following the occasion-
  al explosion). One thing to note is while he’s not the 
  smartest, he has a photographic memory and excep-
  tional understanding on how things work, able to create 
  or remake something he has seen only once provided 
  he has the right materials. Though fair in his pricing, 
  he has a bad habit of holding grudges, and might end 
  up giving an extra “kick” into a mod bought by some-
  one who runs their tab too high. Even so there are very 
  few who can create the things he can, and he is always 
  willing to jump back into the thick of things when the 
  time comes (otherwise what else is a giant mechanical 
  dragon with chainsaws for arms supposed to do? Be a 
  paperweight?)
  GM Note: Generally found either on the road be-
  tween towns or in his workshop, Gearbox will usually 
  be a good source of strange mechanics and mods, or an 
  easy way to sell off unwanted scrap. If he happens to be 
  out adventuring, expect many bombs and mechanical 
  monstrosities. He will be more likely to assist a party 
  than not, especially if they are delving into a ruin where 
  he can find new inspiration for designs, or at least a lot 
  of spare parts.
  Gloomy Pen
  Gloomy Pen is someone who habitually talks in som-
  ber tones about what was lost when the world went to 
  ash, but despite this he tries to learn from the past to 
  ensure its mistakes are not repeated. This does, howev-
  er, mean that his humor at times runs dark. His mother 
  was the head jailor/sheriff of a small town and his fa-
  ther was the town doctor.
  Gloomy is driven by the idea that there is a grand uni-
  fied theory of magic, and that if he solves it he could not 
  only bring this Ashen Age to an end, but bring ponykind 
  to new heights. In pursuit of this goal he has created his 
  own arcane meta-language that he calls the Luminace 
  Script; a combination of several modified runic scripts 
  gathered from previous groups that he keeps in an ev-
  er-growing lexicon on a portable computer that he al-
  ways has near him. It has grown to massive size already, 
  such that if he were to print out all his notes it would be 
  on volume 37, and he has yet to see the finish line.
  GM Note: Gloomy Pen could be a great resource to 
  a party of adventurers, of both the history before the 
  Blaze and all manner of arcane disciplines. He could 
  also be a source of adventure, sending the PCs off into 
  a dangerous (or not so dangerous) location in search of 
  some previously lost arcane knowledge.
  Golden Starlight
  Golden Starlight styles herself as a princess of the old 
  days, with exquisite outfits and a courtly mannerism, 
  complete with a royal “We” when referring to herself. 
  Although her tendency to flaunt her vocabulary might 
  be taken as sheer arrogance, in practice it is part of a 
  verbal dance as she veils insults with compliments, and 
  her demands are shaped as cautious requests. Yet po-
  nies find themselves silent as she speaks and consider-
  ing her proposals with care.
  Exactly whence she originates is unknown as she 
  doesn’t share her history (which has led to rampant 
  speculation and rumours). However, the start of her ca-
  reer of meddling in local politics occurred over a decade 
  ago when she met a certain mercenary mare, Midnight 
  Gleam. This grizzled veteran was the daughter of a raid-
  er boss and had left after a dispute had ended taking 
  her mother’s life. Together the two mares gathered al-
  lies both within the tribe and a small band of friends, 
  and during one fateful night under the full moon they 
  struck. When the dawn came and the ground was dyed 
  crimson Midnight announced that the tribe would be 
  reshaped into a mercenary company, “The Daughters of 
  the Moon,” with a new banner of a white full moon on a 
  dark blue sky. Throughout the next few years the mem-
  bers were trained according to ancient manuscripts, 
  and with Starlight’s diplomatic talents, they arranged 
  permanent contracts with several caravans. Whilst the 
  Daughters prospered and grew in fame, the two mares 
  had a dispute and Starlight left in silence.
  In the wastes alone she gazed at the Stars and prayed 
  
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  for guidance and power. And in the ashes of a lost civi-
  lization, the stars answered. Her latent empathy awoke, 
  she could not only sense every mood and whim, but 
  also control and break. She also found herself filled 
  with purpose. Ponykind needed a saviour and Starlight 
  found herself desiring a throne.
  Not long after that, the small town of Goldstar, set 
  within the ruins of an ancient castle, got a visitor: a 
  well-dressed and highly eloquent mare seeking an audi-
  ence with the local ruler. When they met, she declared 
  that he was to abdicate, and in the face of laughter her 
  horn flared. Her words echoed throughout the halls 
  and everypony found themselves in a state of awe and 
  fear. Throughout the next few years the town was trans-
  formed, as the new monarch assumed control of the 
  means of production, stockpiled resources and made 
  sure nopony starved or lacked treatment. She made a 
  public declaration that everypony deserved a second 
  chance, with former raiders as well as refugees flock-
  ing to the tale of the mysterious unicorn princess. With 
  the promise of safety and an actual future for foals and 
  grandfoals, the town grew. Scavengers and caravans 
  show up at the gates in increasing numbers, hoping to 
  sell ancient artifacts and books, whilst soldiers of for-
  tune find reliable and profitable contracts. The Daugh-
  ters however, completely refuse to work with the mare 
  or her subjects.
  It is, however, not all sunshine and cupcakes. The 
  determined princess finds herself preferring to expand 
  her influence through clandestine means. Sending mer-
  cenaries to ambush scavengers, arming tribes fighting 
  her rivals or usurping local authorities at every oppor-
  tunity. Innocent and guilty blood alike is shed, as she 
  finds herself unsure if it is for the good of ponykind or 
  a thirst for power. Hoping that the lives saved might 
  be enough to redeem her in the end, none the less the 
  machinations continue.
  GM Note: One thing Golden Starlight is very fond 
  of is arming young adventurous scavengers and would 
  be heroes, sending them away with encouragement, 
  weapons and a promise of further contracts. More ex-
  perienced travellers might find themselves caught in a 
  conspiracy as they encounter her ruthless agents. As-
  suming, of course, they aren’t said agents themselves.
  
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  Lazarus “Gunsmoke” Xenakis
  Lazarus “Gunsmoke” Xenakis was born to a fairly 
  well-off family of weapon makers and sellers, specifical-
  ly guns even in the Ashen Age because of his ancestor, 
  Zelos Xenakis’ contribution to gun technology when the 
  pony empire existed in Everglow. Zelos had a vision that 
  guns would have been the next biggest thing, constant-
  ly tinkering and upgrading guns and similar weaponry 
  even though others thought that he was delusional, not 
  knowing how right he would be.
  Lazarus was not satisfied with being safe and having 
  everything that he could have, as that was boring to 
  him and his inquisitive mind. He would much rather 
  do what he had heard Zelos had done from stories that 
  were passed down through the Xenakis family, such as 
  scale a mountain using only daggers to do so, or to fight 
  and help seal a demon lord in an underground temple 
  using guns infused with forgotten techniques.
  With all of the stories that he had heard about him, 
  he couldn’t help but idolize him and want to do what 
  he had done in his life, as his family was content with 
  everything staying the way it was. However, his family 
  wanted him to do what their family had done for gener-
  ations: be on top of weaponry technology and sell them 
  to expand the family’s influence, instead of chasing de-
  lusions of grandeur.
  He detested it, and knew that if he stayed with his 
  family, he would be chained to his family’s legacy until 
  he died. With that, one night he took the Xenakis heir-
  loom, which was his coat and armor, and the gun that 
  Zelos himself crafted with his bare hands, as well as a 
  few other weaponry and gear, and decided to run away 
  from his family to do the things that Zelos had done 
  when he was alive and live life to the fullest instead 
  of just living and being alive: to be an adventurer and 
  explore this frightening and deadly time in Everglow’s 
  history.
  Of course, he had no idea just how dangerous and 
  deadly it was outside of the walls of his family’s protec-
  tion. With the guns he took, he took care of the things 
  that tried to kill him with ease but ran into the prob-
  lem of not having the ammunition or materials for the 
  ammunition at his disposal. He was lucky to have an 
  inquisitive, thinking mind as he was able to make the 
  necessary ammunition from scrap wherever he could 
  find it. While being able to make bullets was all fine and 
  dandy, he still had a very hard time finding the key ma-
  terial for them: gunpowder.
  Ever the businessman, he sold his services of repair-
  ing, building, and selling guns and weaponry in ex-
  change for the materials that he sought, as well as other 
  things such as food and lodging. Now, he hopes that he 
  could be like his ancestor and follow in his footsteps.
  GM Note: A bored and relatively well-off survivor 
  from a young age, he never learned what it meant to be 
  truly hungry or desperate. This can lead to optimism, 
  which is helpful at times, but also to foolish bravado 
  and over-calculation of his own skills. He’ll sign on with 
  most things that sound fun to do but will wander away 
  almost as quickly when the fun stops.
  
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  Queen Longshot
  Queen Longshot was born Still Longshot, a ranger 
  and markspony. Earth-bound originally, she was sur-
  prised when the Faithful Subjects first approached her. 
  They spun pretty tales of the old empire and how ponies 
  once were strong and united. It sounded like a won-
  derful place, and she liked the idea of trying to bring 
  it back. She never advanced far, not holding to most 
  of their more extreme ideals. She had friends with two 
  legs, and some that didn’t even have fur.
  Despite this, she was chosen as a good candidate 
  for coronation. It was determined that she had latent 
  unification blood waiting to be set free, and she could 
  become a fine queen. The fact that she had already pre-
  ferred to be identified as a female, despite being phys-
  ically male, was seen as a mark in her favor. So they 
  showered her in gifts and set the crown on her brow. 
  When it was done, she was a False Queen, like too many 
  others. Horrified with what she had become, she im-
  mediately looked for ways to escape. To her credit, she 
  kept her revulsion quiet, and they thought they had a 
  successful queen, until she vanished.
  She wandered the wastes, barely surviving on her 
  skills until she found the failing town of Turves, which 
  she declared her kingdom. Though the people were un-
  certain at first, she proved to be a capable leader, and 
  soon had the town back on the path towards prosperity. 
  In a curious twisting of the faithful subjects, she became 
  a queen that could lead her people, but she not only re-
  jected their naked racism, she encouraged any person 
  with a decent heart to join her community.
  GM Note: Queen Longshot is a protection-purposed 
  Queen that has taken on the commanding purpose and 
  wields both with pride for the betterment of the people 
  of Turves. She regularly trains with her guns, ready to 
  join the defense force of the town at a moment’s notice. 
  During the peaceful times, she tours regularly, looking 
  for places where things can be refined or improved. De-
  spite being quite attached to being a queen, she treats 
  her ‘subjects’ with respect, and they return her sincere 
  desire to improve their lives with respect and admira-
  tion of their own. Despite not being a bard or a pro-
  fessional player, she owns a full-sized cello and enjoys 
  playing a tune when other duties are not demanding her 
  attention.
  
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  Lost Index
  Lost Index was an apprentice mechanic in a small 
  village and was best friends since childhood with the 
  village scout, Ashen Sprig. One day, Sprig brought a 
  strange group who called themselves the Faithful Sub-
  jects. After claiming that Sprig was possibly the queen 
  that they long sought, they negotiated with the village 
  to have her join them in exchange for supplies that the 
  village had needed. While both Index and Sprig where 
  unsure of the situation, they obeyed their village and 
  Ashen Sprig left with the faithful subjects.
  After Sprig left, Lost Index began having nightmares, 
  all of them depicting horrible fates befalling her. Soon it 
  was too much, and he gathered up supplies in secret to 
  brave the ashen wastes. Under cover of night, Index fol-
  lowed the trail that the faithful subjects had left, using 
  a trick or two he had learned from Sprig. After a cou-
  ple of close calls, he came upon their complex and saw 
  the newly crowned Queen Sprig. He called out to his 
  old friend, only to be captured by the faithful subjects. 
  What they had planned for him isn’t known as Queen 
  Sprig herself freed her old friend.
  Together they managed to escape, but not as quiet-
  ly as they would have hoped. Together they travel the 
  ashen wastes, with Index often acting as though he was 
  a faithful subject to avoid drawing attention. Unfortu-
  nately, Queen Sprig’s purpose was to be a Vain Queen 
  and she had a pathological need to be noticed. They deal 
  with it as best as they can, but many times they’ve had 
  to beat a hasty retreat. Index’s goal right now is to delve 
  into ruins of the ages lost and try and find something 
  that, even if it can’t restore Queen Sprig’s form, at least 
  free her mind from this compulsion.
  To this end, he has devoted himself to the Scholar, 
  whom he hopes will provide him with the knowledge 
  to save his friend. While Queen Sprig is a gregarious, 
  straightforward pony, Lost Index is often anxious and 
  slow to trust, since he and Sprig are on the run and he 
  is the only one of stable mind. But if you can prove to 
  him that you are trustworthy, he can be an unshakable 
  friend.
  GM Note: Lost Index is an easy jumping point for 
  action against the Faithful Subjects or delving into the 
  process of how false queens are made or how to poten-
  tially remove their cursed condition. He is less likely 
  to join in the action portion of any given quest, caring 
  for his friend and built more for study than excitement. 
  Still, he can become a loyal friend of the party and a 
  valuable source of information.
  Lunarquills
  Lunarquills is Turves’ local gunsmith and gun for 
  hire. He was just passing through during a festival that 
  Turves was having when the Sheriff Queen Longshot 
  called for help with some bandits outside of town. Lu-
  narquills now stays while working for Queen Longshot 
  whenever she asks. When he is not busy working for 
  her, he is making firearms and other odd jobs if the pay 
  is good enough. He is a Griffin with a kind heart hidden 
  behind a survivalist exterior that contains hints of sar-
  casm and hard logic for what’s best to live to see anoth-
  er day of the ashen wastes. Often forgotten among his 
  talents, he can put a medical kit to good use, saving lives 
  under his skillful talons.
  GM Note: Owning a priceless electrocycle with a 
  self-recharging magic engine, Lunarquills is ready to 
  ride out to adventure, should a fair price be offered. He 
  does not sign on for permanent engagements, enjoying 
  his home in Turves too much to want to travel anywhere 
  if returning home isn’t the next thing to do. Besides 
  making guns, he’s quite talented at using them to keep 
  monsters, raiders, and others from harming himself or 
  his allies. He can come off a bit gruff at first meeting, 
  but does genuinely want the best for people, even if they 
  annoy him.
  
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  Midnight Gypsy
  Midnight Gypsy is a somewhat elderly alchemist with 
  a very inquisitive nature. The dark blue and white pie-
  bald coat of this gem pony unicorn sparkles in the sun, 
  offset by his white mane and dark colored tail. His aged 
  hooves are painted with the colors of the day, one each 
  of them enameled with sunrise gold, noonday blue, 
  sunset orange-red, and midnight purple-black. He does 
  this mainly to protect his hooves, and maybe also for a 
  bit of show. He will often elaborate the colors on days 
  of celebration with a tapestry of colors and additional 
  enameled bits.
  Within a town or village setting, Midnight can often 
  be seen wearing a bright blue cloak that fades to white 
  at the edges, his eyes peering out of the hood and a smile 
  on his face as he goes about his business. In larger towns 
  or in locations that require more than just a cloak and 
  saddlebags, he wears a fine vest of woven bands of cloth, 
  usually in hues of soothing colors, with long lengths of 
  cloth in contrasting colors decorating his flanks, mane, 
  and tail; each color representing a particular element or 
  technique of modern alchemy. Intertwined throughout 
  are chained segments patterned with knots, bobbles of 
  colored metal, and resin bits representing complex mix-
  es and recipes Midnight as learned over the years.
  Midnight travels from town to town, many side 
  pouches clustered across his mid flanks and sides, each 
  overfilled with bobbles and trinkets of the past that he is 
  looking to trade or seek information about. In the towns 
  that he commonly visits, it is not rare to see him walk-
  ing about with a few small stuffed toys peeking out of 
  his lower bags, begging offers of trade for sweets and 
  hugs with the local foals and children. At night he will 
  find a place and unpack, offering simple puppet plays 
  of legendary figures and events of the past; on days 
  of celebration embellishing his storytelling with small 
  magics and simple alchemy. Later, after the young ones 
  have fallen asleep, he turns to their elders and passes 
  news of the world and events from other nearby towns.
  Midnight had a rough early life, throwing himself into 
  mastering the intricacies of alchemy and the base, ele-
  mental magics. He scoffed at any who questioned his 
  search for more research materials, which he would lay 
  into with an almost neurotic fervor. It was his firm be-
  lief that the power of alchemy was the only true magic 
  left.
  Among his closest friends was an earth-bound pony 
  engineer, though anyone seeing them together would 
  be hard-pressed to see it past their bickering. Midnight 
  would argue with her about the great things that alche-
  my could bring, and she would reply by stating, “Un-
  til you can make me a battery that never runs out…,” 
  and “you should help out more… make a difference.” 
  Despite their arguments, Midnight found himself quite 
  charmed by her. Later, after he had been away for a 
  time, he found his friend bedridden from an attack by 
  an unknown, horrible beast. The injuries she received 
  had left her rear legs paralyzed; none of the magic avail-
  able or any of his alchemy could cure her. He stayed by 
  her side, providing what aid he could with his alchemy 
  to ease her pain, and during this time they fell in love. 
  Unfortunately, they had only a short few years together, 
  as a terrible taint from her injury spread, and eventually 
  she passed away in her sleep.
  It was during this time while staying close by and 
  looking for work that he took up crafting small toys and 
  plush animals for the local children. Often, he would 
  use some simple alchemy to enhance the toys for more 
  coin. Over the years, while staying with his love, he dis-
  covered the true reason that she so often dismissed his 
  skill as an alchemist. It was all an attempt to push him 
  further and to open his eyes to the plight of others, and 
  to see what good his skills could do for them. Though 
  this is now years in the past, thoughts of Midnight’s love 
  still bring a smile to his lips and a tear to his eye.
  GM Note: Although Midnight is willing to listen to 
  the issues of others and offer what wisdom or help he 
  can, he will quickly turn and walk away from those who 
  remind him of his neurotic past, knowing that attempt-
  ing to convince them to slow down and look at the whole 
  picture is a worthless endeavor. Despite this outlook, he 
  is willing to trade with those who will pay him. He has a 
  soft spot for the downtrodden; he will fight for them if 
  necessary, mustering those around him to harden their 
  resolve and do the same.
  Moonlight Scales
  Moonlight Scales is strong willed and loves to help 
  others in need. She is kind, but one is advised to not 
  get on her bad side and test her foul temper. She was 
  raised by her parents in a small village on a mountain 
  range with a river running down the side. Her mother, a 
  silver unicorn pony, taught her how to read, write, how 
  to heal herself and others as well as how to tell right 
  from wrong. Her father, a deep black dragon, taught her 
  how to fight using wing blades, swords and armor. He 
  also taught her how to use a forge, making armor and 
  weaponry to help herself and others.
  
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  She was raised to have a strong moral compass like 
  her father but be kind like her mother. After she was old 
  enough, she went and joined a passing paladin order 
  to train and learn more about how to protect and heal 
  others. Her abilities are to use rune magic, swords of all 
  types, daggers, and forge all manner of items.
  In the Ashen Age she moves from settlement to set-
  tlement helping those that need help. When not doing 
  that, she is out fighting monsters and others that wish 
  to do harm to the world and those that live in it. Most 
  find out about her from the lips of those she helped and 
  moved on past.
  GM Note: Cheerful, even in the face of strangers, 
  Moonlight is committed to performing acts of good for 
  the sake of goodness, as befits a paladin in these trou-
  bled times. Though she meets with suspicion and scorn 
  in many places, she does not let it get her down. She can 
  easily be convinced to join a group on a righteous task, 
  possibly permanently, provided their goals continue to 
  be uplifting for the wastes. Even if not recruited, she can 
  be talked into performing repairs and upgrades for the 
  needy, only requiring the materials to work with, and 
  sometimes not even that if the cause is great enough.
  No Name
  Even in the ashen wastes, one would be hard pressed 
  to find an odder pair than the unspoken-spawned beast, 
  No Name, and his pint-sized, spunky automaton com-
  panion, Bullette Bell. The Eternal Jester seems to have 
  taken a nearly unholy glee in sculpting this giant beast 
  into a horrific parody of ponykind. The casual observer 
  could be forgiven if they never realized the creature was 
  a pony at all.  It is sometimes unclear if he is a giant pont 
  with snakes in his mouth, or a knot of snakes that rides 
  inside a giant pony. Despite his appearance, No Name 
  is generally friendly and helpful in demeanor, though 
  possessed of a moody temper and prone to fits of sulky 
  destruction of private property when angered. To his 
  young companion he is one part adopted big-brother, 
  one part best friend, and one part faithful steed.
  Bullette Belle, by contrast, is possibly the cutest 
  force of destruction in the ashen wastes. She is cheer-
  ful, enthusiastic, friendly, and armed to the teeth. De-
  spite her young age, she is a proficient gunslinger and 
  a veritable walking cannon. She believes there are two 
  kinds of people in the wasteland: friends, and designat-
  ed targets. When not searching the wasteland for her 
  missing sisters Gun Blossom and Metric Zoom with 
  her guardian/best friend No Name, she likes to work 
  on her romantic comedy novel, “Not-Metal Filly and 
  the Kissy-Face Subroutine”. The fact that the “comedy” 
  aspect is entirely accidental does not bother the little 
  steelheart filly in the least. Her other favorite hobby is 
  to pretend that she herself is a “for-real-unicorn-filly”... 
  in fact it’s somehow hard to tell just how seriously she 
  takes this game.
  GM Note: No Name and Bullette are known trouble-
  makers with a reputation for causing mischief, mayhem, 
  and thrilling destruction of property both private and 
  public when provoked. They (and by extension anyone 
  traveling with them) will only be allowed in most set-
  tlements reluctantly and closely monitored by the local 
  guard. In fact, they have been completely banned from 
  Murrage following an unfortunate... incident.   Though 
  no one was injured, the offending shop was complete-
  ly destroyed, and the resulting fire caused consider-
  able damage to surrounding businesses. The pair have 
  agreed to never speak of it again, and should the subject 
  ever come up, they will casually inform any other trav-
  elling companions, “We’re not going to Murrage.”
  Riten Once
  Riten Once was the companion of Sweet Harps and 
  began adventuring with her as a young silver dragon. 
  Seeing the pain and suffering of the land and residents 
  (pony and otherwise) she learned how to heal. When a 
  settlement she was deeply involved in grew from a town 
  to a city, she quickly became the chamberlain. After 
  Sweet Harps vanished, she became steward and set im-
  mediately on researching magic that could protect en-
  tire settlements. When not tending to the government 
  she can be seen healing the good and smiting evil. If 
  characters are good and humble enough, they can re-
  ceive free healing and even resurrections. Though she 
  might have had much grander designs in engineering 
  had she lived in happier timelines, she endeavors to use 
  her razor mind regardless.
  GM Note: The chance of meeting Riten is low while 
  moving from place to place, but she could be found 
  working in the upper echelons of a settlement. Though 
  she is a dragon by birth, she does not share that knowl-
  edge, and will approach as a human. Though often dis-
  
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  tracted by the arcane, she cares about the suffering of 
  others, especially those that live within her city. Those 
  who seek to improve, or threaten, them have her atten-
  tion.
  Scattered Lore
  Scattered Lore is a steelheart stallion who works for 
  the Kollective’s history reclamation division. Obsessed 
  with collecting and cataloging the information of the 
  past, he wanders from place to place, entering ruins and 
  disturbing the graves of those lost in the Blaze in search 
  of new pieces to place in the Kollective’s museum. No 
  artifact of the past is too distant or too well guarded to 
  deter Lore’s fixation of collecting every last piece for 
  posterity.
  Crafted in the factories before the Ashen Age, Lore has 
  a unique viewpoint from which to observe those terrible 
  events of the past. He has lived through it, though per-
  haps not all of his original design has done so. Was he 
  always so passionate in his desire to amass the items of 
  antiquity, or is this a mania brought about from living 
  through the Age of Numbness? Perhaps he will tell all 
  if asked, or perhaps such information has been lost to 
  time, and it is that knowledge that he seeks so fervently.
  Originally trained in the classical arts of wizardry, 
  Scattered Lore has in this Ashen Age given up some of 
  the power he once wielded, discarded as too dangerous 
  in favor of advanced training in integrated firearms. 
  That is not to say he is not still dangerous to his foes; 
  anyone who stands in the way of the knowledge and ar-
  tifacts he seeks will taste wrath like they’ve never seen.
  GM Note: Scattered Lore may be found by a party of 
  PCs within some old ruins, researching them and per-
  haps even willing to disseminate such knowledge that 
  he has available, given the right motivation. He could 
  also be someone hiring a party to assist him in such re-
  search. He is unlikely to be an antagonist unless the PCs 
  that cross him are engaging in wonton destruction of 
  his current obsession.
  Shield Blitzer
  Shield Blitzer is a unicorn stallion with a light brown 
  coat and blue green mane and tail. His brand of destiny 
  depicts a black and gray weapon over a light blue shield.
  Before the fall of the Empire, Shield Blitzer served as 
  a legionnaire field officer in the Empress’ army. When 
  the Empire fell, however, he was among the first to 
  pledge his loyalty to whomever seemed to be taking 
  the throne, putting his own desire for military power 
  over the good of the people. At the same time, he also 
  sent out agents to search for a way to prolong his life; 
  
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  if he couldn’t serve the army, perhaps he could outlive 
  it. It seems he was successful, at least partially. Now, 
  hundreds of years later, he is attempting to once again 
  build his legion, recruiting soldiers into his own, per-
  sonal, army. He claims that even in this age of ash, he 
  will rebuild the Empire to its former glory, one military 
  engagement at a time.
  Shield Blitzer has no small amount of experience with 
  magic; his own defensive capabilities are nothing to 
  scoff at. When his protections fail, he charges into battle 
  with his custom weapon.
  GM Note: Shield Blitzer is likely to attempt to re-
  cruit any powerful PCs, seeing himself as the best way 
  to restore the old pony way. He could be a possible 
  source of adventuring missions to a party of PCs or he 
  could become an antagonist should a party scorn his 
  offer. Depending on how powerful he sees a party of 
  PCs as, this may mean anywhere from assassins being 
  sent after them to a full-scale war waged against them. 
  His long life has likely afforded him the resources that 
  few can match, including the secret to immortality, or 
  something equivalent. However he has managed to live 
  so long, it’s probably a closely guarded secret.
  Silent Direction
  Silent Direction is a navy-blue unicorn with steel grey 
  mane and tail and sky-blue eyes, marked with an an-
  cient gold colored compass rose.
  Born before the Blaze, he made his living as an adven-
  turer; skulking around ruins left in the time since the 
  old Empire and collecting artifacts to sell to the highest 
  bidder. Of course, he kept the best pieces for himself.
  It was during his last adventure just before the time 
  of the Blaze that he hoped to make it big from the riches 
  of an abandoned temple. Whatever actually happened 
  there, he won’t speak of it, but he wasn’t seen again un-
  til nearly 200 years later, climbing his way down a hill 
  of ash.
  Even though he hails from the zenith of Everglow, he 
  usually does not carry a lot of tech around with him. 
  Anything more advanced than his semi-automatic pis-
  tol he sneers at with disdain, expecting it to fail at the 
  worst time. He much prefers to use what nature and 
  magic can provide, as is obviously what the gods in-
  tended.
  GM Note: Silent Direction will most likely be en-
  countered in the midst of some ruins, attempting to col-
  lect a treasure to sell. If the PCs aren’t likely to interfere 
  with him, him may ignore them completely, or try to 
  get them to help with whatever he’s looking for. In the 
  event that he becomes hostile, he is most likely to at-
  tack spellcasters first, believing them to be the biggest 
  threat, while almost completely ignoring anyone who 
  seems to be relying on technological items, firm in his 
  belief that their technology will fail or be easy to bypass.
  
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  Sleep Dep
  In the ashen wastes, there is a caravan that roams, 
  scavenging and trading for what it can; looting and 
  hunting for what it can’t. It is the home of a collection of 
  doppelgangers as old as legend and frequented by one 
  as secretive as the fate of Blevik itself.
  The rarely seen ‘Sleep Dep’ is a smallish, lime green, 
  winged unicorn with amber eyes and a mop of unruly 
  white mane kept under a weather-beaten leather cap. 
  Though small, Sleep Dep commands the respect of the 
  caravan and most doppelgangers who stumble across 
  her.
  Legends say she once headed a vast criminal organi-
  zation that spanned the breadth of Everglow, that she 
  hunted the mythical ballywhoop to extinction, and that 
  she politely declined Soft Whisper’s request to join her 
  on no less than twelve occasions. Legends say a lot of 
  things, but the fact remains: documented sightings of 
  her have gone back centuries and no one yet has been 
  able to keep her dead for very long.
  Though it is known that she frequents the caravan, 
  she doesn’t appear to actually be a part of it. Instead, 
  she wanders in and out of the ash clouds that sweep the 
  region, coming and going as she sees fit, and trading as 
  the fancy strikes her.
  Sleep Dep, in contrast to her notorious history, has 
  apparently turned over a new leaf in recent years. While 
  certainly elusive, she has taken to trading small pouch-
  es of soil, skins of water, dried fruits, and even druid 
  blessed seeds when the need is great. Where she obtains 
  such things is unknown, and her supply never great, but 
  the fact that she is giving such things in exchange for 
  trinkets speaks for itself.
  Likewise, In a rare sign of trust, the caravan has taken 
  in what appears to be a personal friend of Sleep Dep, the 
  unspoken spawn named Split. The spawn, a sandy col-
  ored mare with a chitinous face and stony hooves, pos-
  sesses an unfortunate split jaw and prehensile mouth 
  tentacles reminiscent of the great worms that roam the 
  wastes. Though gruff, Split will frequently hold mes-
  sages or ferry packages for when Sleep Dep makes an 
  appearance.
  GM note: Sleep Dep is as much her legacy as she is 
  her character. Descended from a very long line of sor-
  cerers, Sleep Dep has practiced her entire life to play 
  her role as the immortal Sleep Dep of Blevik. Just as 
  all the other Sleep Deps before her. Yet, where her an-
  cestors kept a large criminal network that funneled 
  goods across Everglow, the current Sleep Dep has seen 
  the horrors of the current age and has turned what re-
  mained of that network into a system to collect and dis-
  tribute supplies.
  Using those same contacts, she has been carefully cul-
  tivating friendships with those who still possess critical 
  resources and making sure to lend her aid where it is 
  most needed. A dead world, after all, isn’t much of an 
  investment.
  Sleep Dep will listen to pleas for help, decent trades, 
  and rumors of the world recovering, though little else 
  seems to interest her at this point.
  Split is Sleep Dep’s public face. Where Sleep Dep has 
  receded into the ashes for the most part, Split is more 
  than willing to converse with any intrepid traveler or 
  weary wanderer that stumbles across the caravan. Of-
  fering dried fruits and water, Split will happily listen 
  to news of the ‘outside’ world or trade stories or trin-
  kets. Split can even be convinced to tag along for a time, 
  though she will seek out the caravan again... it is her 
  home after all. Split prefers to use bludgeons and her 
  hooves in combat, though a sneakily hidden spell is not 
  out of the question. Sleep Dep, if she is ever engaged, 
  will try to escape. If she cannot, or is pursued, she will 
  defend herself with extreme prejudice, employing sim-
  ple weapons and even complex spells if pushed.
  The caravan is nothing more than a rallying point 
  for Sleep Dep’s closest allies, trailing back generations. 
  Each member, a doppelgänger who has taken on the 
  mantle of their predecessor. If any ever fall ill or per-
  ish, another of their number will take up their name and 
  character within the month... a ‘recovery’ time in which 
  the individual is polished to a perfect semblance of their 
  role. After all, the highest respect a doppelgänger can 
  ever receive is to replace their target seamlessly and as-
  sume the role in every manner imaginable.
  The caravan maintains supplies of water and pre-
  served foods as well as a small stock of high-quality 
  firearms and enchanted items — all carefully disguised 
  as improvised tools. Let it never be said that several 
  hundred years of criminal activity doesn’t have at least 
  a few benefits.
  Sleep Dep’s brand of destiny, when she reveals it at 
  all, always contains a wisp of white, hidden among the 
  image. Split’s brand is a steaming loaf of rustic looking 
  bread.
  Sondra
  Sondra is a clockwork pony of a long line that claims 
  to be able to trace itself back to either Sonja the Tinker-
  er herself, or one of her companions, depending on who 
  is telling the tale. As the direct descendant of one of the 
  founders of the current town of Stone Cross after the 
  cataclysm, she takes her position and place in life very 
  seriously. In keeping with her brand of a shield, she was 
  one of the town’s defenders from a siege attempt early 
  on.
  She has since become not only one of the youngest 
  members of the town leadership, but also one of the pri-
  mary guards of the city. She is known for charging into 
  battle with her shield in front of her, often simply ram-
  
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  ming into one of the enemy with piston-powered legs, 
  trusting in her tough steel hide to protect her from retal-
  iation. She is well-loved by most of the other guards for 
  her willingness to go into battle alongside them, even as 
  they may joke about her not leaving anything for them.
  Sondra is considered by many to be an obvious next 
  choice for the mayor of the town, but is unlikely to want 
  to take it, as getting away from the front lines and hav-
  ing to deal with diplomacy is not something she really 
  wants. Sondra is one of the few ponies in Stone Cross 
  who knows about the Steelheart factory and considers it 
  part of her job to make sure that any others who might 
  get curious get properly distracted away from it.
  GM Note: Though ready to lend her efforts in a fight 
  that affects her people, Sondra is unlikely to wander 
  far from Stone Cross. Her destiny is there, and she is 
  happy to serve as their guardian and steward. Players 
  who visit Stone Cross may run into her. If they don’t 
  cause her people trouble or concern, she is likely to be a 
  friendly contact. In the future, she may be in charge of 
  the settlement, changing the dynamic with which she is 
  approached. She is aware of the Kollective but chooses 
  to not get heavily involved with them.
  Spiced Rum
  He was once a member of a city guard, serving with 
  and under Steel Prism. After Steel set out to pursue his 
  own destiny, Spiced Rum left shortly thereafter. He set 
  out into the wastelands looking for survivors who were 
  in need of assistance and help if he could, but he’s much 
  happier when there are raiders to stop. Though he 
  abandoned his post, he believes he is helping his people 
  by making the world safer.
  His preferred methods usually involve subterfuge, 
  sneaking into their camps at night and stealing their 
  supplies or killing their leaders silently. Any supplies 
  he finds are given away when he can, but useful gear 
  he will keep for himself. Those who hear tales would be 
  from either from survivors of raided camps or the lucky 
  few he’s able to save out in the wastes.
  GM Note: Though he knew Steel Prism, he was 
  unaware of his Champion status. As far as he knows, 
  Steel went off to bravely die for some good cause. That 
  was fine, in a sense, but Spiced didn’t want to die for 
  a good cause. Smart people made other people die for 
  good causes. Driven and vigilant, he scours the wastes 
  and may run into the player party either in or out of a 
  town. He is likely as much an outcast as any of them, 
  having no true ‘home’ anymore. If the party seems to be 
  of good heart, he may be talked into joining and lending 
  his roguely talents.
  Supercell
  Supercell is a stormborn sorcerer pegasus. He is a 
  master of the storm, fierce and swift as the winds of a 
  hurricane, and wields deadly lightning as his weapon. 
  Born to nomadic pegasi parents, he was on the move 
  constantly from a young age, exposed from the start to 
  the full rigors of the Ashen Age. He is a thrill seeker, 
  as he goes from one dangerous situation to another, 
  whether it be showing up in the midst of a battle or fol-
  lowing the storms which are his namesake.
  GM Note: When he joins battle, he chooses one side 
  or the other to aid, usually favoring the underdog as the 
  greater risk is the greater thrill. After such a thing, he 
  may stay for a while to talk with those he helped, but 
  always leaves in the end in search of his next thrill.
  Swift Gadget
  Swift Gadget is a pegasus that just loves to tinker 
  with anything and everything possible. She will take 
  anything apart and put it back together, often in bet-
  ter working order then before. The harder it is to take 
  apart the more of a challenge she sees it as and will of-
  ten go looking for things on which to test her skills of 
  engineering, ship building and siege engines. As much 
  as she likes building and making things, her one dream 
  is to be a captain of a ship. Not just any sort of ship, a 
  flying one.
  It took many years of working in settlements till she 
  heard rumors of a shipwreck, but that was all she need-
  ed to pack up shop and hire some guards to help her get 
  to the ship. It was a hard travel, and took a number of 
  years, but she found the wreck and she set to her work 
  to get the ship airborne. It was going to take many parts 
  and repairs and she is always looking to hire people to 
  look for these parts or buy them if she learns that some-
  one has one. If any person or group helps her finish her 
  dream, then she will be more than happy to fly them 
  wherever they wanted to go.
  GM Note: Encountered mid-quest, Swift Gadget is 
  eager to join any party that may wander where there 
  are ancient parts that can be scavenged and recovered. 
  If the target is ripe enough, she may even work entirely 
  for free, for first pick of the technological parts that are 
  unearthed. While working with a group, she is happy to 
  tinker on things, improve equipment, and repair what 
  needs upkeep, but she is not too eager to join a fight if 
  it can be avoided.
  
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  Techno Blue
  Techno Blue is a lawful neutral unicorn that is known 
  for being generally grouchy. When given something to 
  experiment with, this can turn around, seeming almost 
  happy as he works. He likes to experiment by combin-
  ing magic with science. He’s a tinkerer and likes making 
  contraptions, occasionally selling them off for others 
  to use. He doesn’t make weapons for those he doesn’t 
  know. Since his horn is broken, he can’t use magic ex-
  ternally. His remaining power is focused through his 
  mechanical arms. Working like hands, he does most 
  of his actions through them. The whole suit and mech 
  arms weigh next to nothing (when powered) for ease 
  of travel, but this doesn’t apply to things he carries in 
  them. The mechanical arms aren’t overly long but can 
  still startle opponents by reaching just a bit further than 
  most expect.
  Any spare mech arm not currently doing anything 
  will usually act as an extra leg, improving balance and 
  stability. Removed from his suit, he is quite weak. If he 
  doesn’t change the gem in his chest harness either after 
  a strenuous task or every day, the arms power down and 
  drag on the ground. This makes moving a lot slower and 
  tripping chances increase.
  Occasionally he can be seen holding an old street sign 
  from before the destruction, using it as a makeshift me-
  lee weapon. His favourite being a ‘STOP’ sign. Others 
  would describe him as closed off. Mean on the outside, 
  but once someone has been around long enough, he’ll 
  care about them. If someone needs a job done, he won’t 
  do it without advance payment. He has practically no 
  charisma. He has been known to make some replace-
  ment body parts. He has given at least given one pega-
  sus a mechanical wing. He lives in a thriving city, on a 
  busy street but keeps to himself a lot of the time.
  GM Note: Eager to learn, Techno is not above get-
  ting his hooves, mechanical or not, dirty in the name 
  of science or progress. He cares little for those around 
  himself outside of a seemingly utilitarian bent but can 
  serve as an able and willing addition to any party willing 
  to put up with his thirst for knowledge and is able to 
  help him uncover new secrets to expand his mechanical 
  reach.
  
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  Um-Okazi
  Um-Okazi is a green giraffe. It is said that the Author 
  was insatiable in her desire to blend animal and hu-
  manity and create the perfect race. She thought giraffes 
  would have the perspective to see the world as a whole 
  and appreciate their part in it. She blessed them with 
  the special power to extend their neck and other limbs. 
  When their head is up in the sky, they can indirectly 
  control the weather by eating or expelling clouds.
  He first appeared in Everglow-proper many years dis-
  tant, traveling the ashen wastes from the far east. He set 
  himself to the task of restoration after spending some 
  time in consideration. He began to smash the oppres-
  sors that were hoarding water, while encouraging more 
  rainfall with his natural abilities. With his talents, he 
  drew those seeking a better chance and formed a small 
  but growing military kingdom in a valley, forming the 
  small but vibrant state of Manzania.
  GM Note: His settlement is a known source of food, 
  competing with Turves to be the number one source in 
  Everglow. He is likely to be encountered if the players 
  visit his settlement, or if they happen to be at the same 
  place where people are exploiting the resources of the 
  land. He is unlikely to join a party longer than a single 
  task, always returning to his people to keep the water 
  coming and the crops sprouting thick and healthily. 
  Those of the Ash Tenders are likely to have heard of 
  him and his settlement. It resists the ash and shows 
  clear signs of recovery. It is certainly worth exploring.
  Votary Notary
  Though he began as a low-born son of laborers, he 
  learned and grew ready for bigger things. It was the 
  priests of Night Mare’s shrine that whispered that he 
  carried ancient pony blood of great potency. He had 
  the blood of rulers and would one day be called to task 
  for it. His time came when a great raiding camp de-
  scended from Trash Heap, guns blazing. Even as the 
  guards fought bravely, Votary gathered the noncomba-
  tants and got them away to safety. The town was lost, 
  but its people were not.
  They began to follow him. His reading of politics 
  paid off with his ability to soothe frictions and keep 
  their group coherent. His faith to the Night Mare was 
  shared with them, and soon they formed “The Cult of 
  the Night”, visiting settlements to bring the good word 
  of the dark mistress and the protections she could offer 
  those who knew how to defend themselves.
  GM Note: Risen to the task of leadership, Votary 
  values his people and his faith. He sees himself as a 
  shepherd of them and will not accept any harm that 
  befalls them as anything less than an abject failure on 
  his part. The Night Mare provides… for those who have 
  the strength, and he intends to do her proud. He active-
  ly spreads the word of his patron and seeks out ‘false’ 
  gods; cults of unknown things or demon lords (such as 
  Apep), trying to purify the ashes in his own way. He is 
  likely to cross paths with the players along such lines, 
  bringing tidings from his goddess or being in motion to 
  act against false gods or protect his people. Though he 
  does some good, he is evil in practice, and only regards 
  the saving of noncombatants as a bonus in his crusade.
  Whisper
  An undead pegasus, he does not recall his name, but 
  has taken up the new title of Whisper after others gave 
  the name to him. He was created during the Blaze that 
  started the Ashen Age. As the cataclysmic power stole 
  across the land it infused the body of a pegasus that had 
  frozen to death on an ice-covered mountain. Who was 
  he? Why was he there? He no longer remembers… so he 
  searches for answers, a purpose, or even just hope.
  His behavior tends towards guarded, but hopeful. He 
  knows he is different and has figured out the hard way 
  what ponies think of the undead. He will help those in 
  front of him, but he will not seek out those in trouble. 
  Unfortunately, trouble does end up finding him more 
  
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  often than not. His abilities include being able to see 
  and converse with the recently deceased. He cannot 
  touch them or command them.
  As an accidental lich his powers are still evolving but 
  remain stunted at the current time. He can still move 
  any part that is unattached from his main body up to 
  ten feet away. Anything past ten feet he can still sense 
  but will be unable to move. He cannot eat as food will 
  just rot in his body, but he does sleep after a fashion. 
  He stops moving and allows his mind to wander and 
  dream, with disjointed snatches of his old memories.
  His phylactery is a horn ring he keeps on a small 
  chain around his neck. He does not know why he has 
  the ring, only that it was important to him before and 
  even more so now. His natural pegasus magic is much 
  weaker than it was in life. Whether it is due to the ac-
  cidental nature of his creation, or simply because he is 
  an undead is unclear; however, the fact remains that he 
  cannot make full use of his pegasus heritage, including 
  any cloud walking magic. His travels have taken him all 
  over much of Everglow, and still he searches.
  This has led to rumors and ghost stories of a strange 
  stallion that one might meet on the road. A stallion that 
  covers themselves from head to hoof might one day ask 
  to share the road with you on your travels. If you agree, 
  he will accompany you for a time and ask you about your 
  journey. If you refuse, he will apologize for his selfish 
  request, and wish you well on your journey. Normally 
  this would be a forgettable occurrence; however, when 
  the stallion approaches one who has suffered a tragic 
  loss he will pause in the middle of his entreaty before 
  suddenly apologizing for the loss they have suffered. 
  The stallion will know the name of the deceased as well 
  as when they died. The stallion even will know things 
  only the dead will know. He is seen by some as a bad 
  omen, a reaper, but others see him as a helpful spirit to 
  help the dead convey their thoughts to their loved ones.
  GM Note: Initially quiet and non-hostile by default, 
  Whisper watches and learns. An investigator by trade, 
  he tries to not act without knowing what he is doing. 
  When he does make a misstep, he often feels embar-
  rassed and flustered, resulting in his awkward social 
  motions whenever the conversation reveals he was tak-
  ing the wrong tact. Though undead, his soul is both pres-
  ent and fully aware. He does not seethe with corrupted 
  energy and is free of any darker impulses such creatures 
  are known to exhibit. Positive energy still harms him, 
  just as negative energy aids his undead form, but he is 
  not made evil by it.
  
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  Hazards of the Ash
  While a hurricane, tornado, or lightning storm is 
  still a perfectly valid and worrying weather pattern, the 
  world has been injured, and makes its feelings known. 
  While most of these are to the detriment of any group 
  or settlement they happen to, some of the elemental 
  outlashings can prove beneficial or even just dazzling 
  in their effects.
  Ashfall
  The ash of the age is how it got its name, so it comes 
  as no surprise to most that one encounters it constantly. 
  While many settlements make it a point to clear out the 
  most common roads of the stuff, it comes back just as 
  easily when the wind picks up. During rain, ash reacts 
  strangely, refusing to become wet or change in consis-
  tency. The water will affect the ground beneath the ash, 
  while leaving the sooty layer untouched.
  Ash produced recently, such as from a burning fire, 
  does not join this collection. Only the ash created in the 
  Blaze exhibits this strange behavior. Moving through 
  thick ash is not precarious but will slow someone down 
  (as difficult terrain).
  Active
  Activated ash occurs when the spirits of those de-
  stroyed in the ash have become roused. Though they 
  display no individual sapience as a whole, as a collec-
  tive, the ash can show uncanny amounts of anger, em-
  pathy, or even despair. Howls that echo in the wind, 
  or a gentle guiding eddy that leads the lost back home 
  are both possible, though acts of anguish and anger are 
  more likely.
  These should be treated as a haunt, with the excep-
  tion that the site of the haunt is the ash itself. If the ash 
  is blown or otherwise moved, the haunt goes with it. 
  This allows those that can move ash effectively to use it 
  as a weapon or a boon to those they wish.
  Wind
  Even unactivated ash can pose a serious threat. While 
  entirely walled communities can keep the majority of 
  ash from blowing in and across their living areas, every-
  one else has to deal with the fact that any strong wind 
  will carry the foul stuff. If the wind is strong enough to 
  force a saving throw, make a Fortitude check for ev-
  ery minute spent breathing the ash. On a failure, the 
  unfortunate becomes sickened for ten minutes. If they 
  were already sickened, they become nauseated for 1d4 
  rounds in a massive fit of coughing. The first check is 
  made immediately on first being exposed to the ash 
  winds. This is an inhaled poison effect.
  Awakened Weather
  The weather itself can host an intelligence these days. 
  Any weather pattern that one might expect, such as a 
  rainstorm, thunderclouds, tornado, or other effects can 
  be possessed with a will and seek to impress the world 
  with it. In some cases, this can be beneficial, as a rain-
  cloud takes pride in quenching the drought of an area or 
  making plants blossom under its gentle touch. In many, 
  it can prove extremely hazardous, as tornadoes actively 
  chase down anything it perceives, trying to cause dam-
  age with a malignancy that only an elemental bent on 
  the task could provide.
  Such effects can be dispelled or dismissed with weath-
  er controlling magic. Cloud walkers capable of dispers-
  ing clouds can attempt to fight such effects directly with 
  a Fly check (DC 5 for light weather, 10 for moderate, 15 
  for strong, 25 for severe, and 35 for storms/tornadoes). 
  The cloud walker must be within reach of the effect be-
  fore attempting.
  Elemental Balance
  With the balance of the world out of order, it is not 
  uncommon for elements to draw out of alignment with 
  one another, in the wild or in settlements with equal 
  ease. Some of them can prove quite debilitating, while 
  others need extra caution to avoid harm.
  False Earth
  The power of the unhinged elements is vast and ter-
  rible. A field of dirt or grass suddenly betrays a trav-
  eler, causing them to sink into it like quicksand, or it 
  may prove unnaturally rubber-like, causing each step 
  to send the user a foot into the air, constantly bounc-
  Table: Ash Wind Effects
  d%
  Wind Strength
  Wind Speed
  Visual Penalty
  Save DC
  1-50
  Light
  0-10 mph
  —
  —
  51-80
  Moderate
  11-20 mph
  Concealment after 20 feet.
  5
  81-90
  Strong
  21-30 mph
  Concealment after 10 feet.
  Total Concealment after 20 feet.
  10
  91-95
  Severe
  31-50 mph
  Concealment within 10 feet.
  Total Concealment after 10 feet.
  15
  96-100
  Windstorm
  51+ mph
  Concealment within 5 feet.
  Total Concealment after 5 feet.
  20
  
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  ing awkwardly. Or, the entire field could be as hot as 
  fire. The worst part of such patches, which may be as 
  small as ten feet across or as vast as a hundred, is that 
  they can pass at any moment. Those caught inside the 
  altered terrain become stuck, having to dig themselves 
  out. If they were beneath the surface, suffocation is a 
  very real possibility.
  False earth can effectively be any normal hazard, with 
  the added danger of it being almost impossible to spot 
  until the user is already experiencing the effect of it. 
  Increase the Perception or Survival DC to notice such 
  hazards by 10.
  Cloudbreak
  The ashen clouds are thick and impenetrable. Even a 
  flyer with an air supply will find no top to it, just endless 
  darkness through which the light of the sun only dim-
  ly penetrates, chasing away the utter darkness of the 
  night. Still, there are times when the lucky are allowed a 
  glimpse at the universe that exists outside of Everglow. 
  Even at night, things brighten noticeably as the sun, 
  moon, or stars become visible, glittering and burning in 
  the sky, reminding that there was a time before the ash, 
  and there will be a time after the ash.
  It is considered a sign of extreme fortune to be born 
  beneath such a cloudbreak, however unlikely the odds 
  are. Even for those already alive, such an event can be 
  inspiring. Those who witness such a thing enjoy a +1 
  morale bonus to all skill checks and saving throws for a 
  full day. It is not without its hazards. Unaccustomed to 
  daylight, those exposed to the abrupt brilliance of the 
  sun become dazzled for ten minutes.
  Drying Dust
  Often confused with ashfall, travelers will shield 
  their eyes and wear filters, thinking they are protect-
  ing themselves, but this dust is subtly different in ap-
  pearance (Survival DC 25). Every hour that an unwary 
  traveler is exposed to the dust, one day’s worth of food 
  will be dried to uselessness, unrecoverable and lost. 
  A completely sealed container will be unaffected, but 
  most travelers don’t have entirely airtight backpacks. If 
  no food is available to dry, water goes next, then oth-
  er liquids. Even magic potions can be affected, though 
  they get a saving throw using the user’s Fortitude save 
  against DC 15.
  Mirage
  Sometimes, Everglow itself seems to reach out to 
  Table: Elemental Effects
  Element
  Effect
  Fire
  Minor Strength
  Fires begin more easily and will spread if given even a moment’s chance.
  Major Strength
  Flammable materials have a 10% chance of igniting without cause, requiring constant vigilance.
  Minor Weakness
  It takes twice as long to start a fire, and they burn significantly softer, making steam and cooking both 
  difficult prospects.
  Major Weakness
  Fire becomes impossible, stymying the firing of bullets or other explosives. Fire spells deal half their usual 
  damage.
  Water
  Minor Strength
  Water seems to condense more easily. Exposed electronics are in danger of shorting.
  Major Strength
  Humid and miserable, any local water sources will expand from their normal boundaries, potentially 
  flooding things. Fire spells deal 25% less damage.
  Minor Weakness
  Everything feels parched. People need half again as much water to be comfortable. Extended durations of 
  this imbalance will cause even ashen plants to wither.
  Major Weakness
  Water is the element of life, and it is absent. Every hour, a Fortitude save vs. DC 20 is required to avoid 
  becoming fatigued and taking 1d6 damage if one has any need to drink to survive. If the person has drunk a 
  day’s worth of water within the hour, they pass the check automatically. Crops are doomed.
  Earth
  Minor Strength
  Non-living things move hesitantly. Doors squeak, vehicles and constructs move 25% slower.
  Major Strength
  Even living things feel the press of otherworldly pressure on them. All things move at half their usual 
  speed. On the positive side, the strength of the earth sustains them, giving them DR 5/—.
  Minor Weakness
  Everything feels somehow flimsier. The hardness of all objects in the area is reduced by 5.
  Major Weakness
  Everything seems to be coming apart. The hardness of all objects is reduced by 10, which is enough to 
  cause many structures and vehicles to collapse under their own weight and usual operation. Move on pins, 
  or be buried under yielding, but still just as heavy, steel.
  Air
  Minor Strength
  The wind picks up two stages, likely causing an ashfall.
  Major Strength
  The wind picks up another two stages, virtually guaranteeing an ashfall and misery for those caught in 
  wind’s grip.
  Minor Weakness
  Wind, if any, decreases by two stages. The air is unusually still. Sound rings clearly through the eerie 
  silence, decreasing range penalties for hearing-based Perception checks by half.
  Major Weakness
  All wind ceases, even if a tornado had been in progress. Magic attempts to cause wind must succeed 
  a Caster Level check against DC 25 or the spell is lost. Such a spell will only persist half as long, even if 
  successfully cast. All people present are subjected to low air pressure as if traveling at high peak altitudes.
  
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  those who wander it. A traveler through the waste will 
  see just what they wanted. It’s not always an immediate 
  need, such as food, water, or shelter, but they may come 
  across a friendly merchant who will exchange news and 
  pleasantries, breaking the monotony and isolation of 
  travel. Whatever the form of the mirage, it will fade. 
  If the traveler doesn’t stop, they may never realize the 
  false thing they interacted with.
  If they consumed the mirage, they will have a very real 
  consequence in the form of a very upset stomach. A For-
  titude save against DC 25 keeps it to an uncomfortable 
  reminder to be cautious. A failure renders the victim 
  staggered for 1d2 full hours, during which it feels like 
  their insides want to get out. This is an ingested poison.
  Tales are told of people meeting others, speaking for 
  hours, making friends or enemies, only to have them 
  fade away. Some say they are echoes of those who died 
  in the Blaze, seeking one final chance at life. Whatever 
  they are, they are considered a worrisome, but usually 
  not dangerous, part of the wastes. Just don’t accept the 
  food or water from those you don’t know.
  Neverwhere
  The rumors of people becoming lost between here and 
  there are not entirely due to hungry beasts, arcane crea-
  tures, and greedy raiders. Some get caught in the webs 
  of the broken elements themselves. Such unfortunate 
  beings travel the same small plot of land endlessly until 
  they find their way free, run out of supplies, or meet 
  some other unfortunate end. Such neverwhere storms 
  can last anywhere from minutes to days to months. A 
  Survival check can be attempted when entering a nev-
  erwhere and at the start of each day attempting to nav-
  igate it. A success allows the traveler to move at regular 
  speed that day, possibly escaping the neverwhere.
  Victims most often notice they are caught in a never-
  where when a landmark seems to not move, as if it was 
  the thing that was caught. Though the ground beneath 
  them seems to move with their efforts, the landmark 
  will remain unchanging, no matter how close it might 
  be.
  Table: Neverwhere
  d%
  Intensity
  Travel 
  Speed
  Survival DC
  1-50
  None
  100%
  —
  51-80
  Light
  50%
  15
  81-90
  Moderate
  20%
  20
  91-95
  Severe
  10%
  25
  96-100
  Stasis
  0%
  30
  Past Echo
  While the previous ages are gone, their ghosts refuse 
  to be entirely forgotten, not just yet. There is a reason 
  people consider cities and remnants of the past to be 
  terribly haunted places, besides whatever hostile fauna 
  and flora may inhabit them. When around old buildings 
  or old machinery, it is possible for a past echo to over-
  whelm the area.
  When an echo is triggered, a complete illusion blan-
  kets the area, masking it for all the senses. One can 
  hear the past, see the past, touch it, smell it, taste it, 
  and more. The only problem is that this illusion is only 
  so powerful. Should a potential victim walk out into 
  space, supported only by this illusion, they fall unless 
  they have the ability to walk on water (or can otherwise 
  support themselves in the air).
  So long as the echo remains, one can interact with the 
  past, possibly speaking to the people that once lived, 
  pressing buttons on machines that long ago quit. They 
  may see reactions, but to little effect outside of altering 
  the illusion. An illusionary computer may open an il-
  lusory door, but if there is a real door, or rubble, in the 
  way, that will not allow them past.
  Besides the danger of what appears to be there, but 
  is not, or things that appear to not be there, but are, 
  past echoes are magnets for actual spirits, ghosts, and 
  other phantoms. If any are in the vicinity, they are often 
  compelled to play a part in the illusion, but their align-
  ment does not change. An evil ghost will likely seek to 
  do harm to living people it finds in the illusion, even if it 
  is pretending to be a truck driver at the time.
  Greater
  Greater Past Echoes are rare and fabulous. Interac-
  tions with them affect the world, provided the same 
  thing that is moved both existed in the past and still 
  exists the present. A door that is opened through inter-
  actions with the illusion becomes open in reality if the 
  door remains. Such echoes can also cause direct harm 
  to those exploring them, subjecting them to all manner 
  of effects with their powerful magic. If one is immune 
  to illusions, it is treated as a phantom, continuing to be 
  30% effective despite seeing through it.
  Prismatic Haze
  While the elements of the world struggle to find a new 
  equilibrium, there are places where they clash and mix 
  in chaotic messes. These places can typically be spot-
  ted from a distance, as the ash and dust in the area will 
  sparkle with flashes of all the elements involved, cre-
  ating a colorful, and dangerous, warning of what is to 
  come to those about to enter.
  Such places are considered a Wild Zone (PF: See 
  Pathfinder Unchained, Spell Alterations: Wild Magic). 
  Magic used by and against anyone in such a place is a 
  roll of the dice, literally. Technological devices are also 
  thrown askew. Any time they would expend a charge, 
  they trigger a wild magic surge with unpredictable ef-
  fects, with themselves considered both caster and effect.
  This hazard is often sedentary, forming in a place and 
  remaining there for weeks or months before the local 
  
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  elements fall out of the delicate balance that allows for 
  it. It can form on or in settlements, making life ‘inter-
  esting’ for those who live in it. Though the onset of the 
  haze can be quite dangerous, once people are aware of it 
  and electronics are deactivated, a population can man-
  age without magic and wait for it to pass, hopefully.
  Radiation
  the Blaze was not, itself, radioactive. At least, not 
  most of it. All the elements were thrown into a fury, and 
  while small pockets of intense radiation occurred, most 
  of it manifested in other equally destructive ways. The 
  technology of the time, however, made use of magic 
  and radiation, often together, to provide power to an 
  expanding population of the world. When those gener-
  ation points were subjected to the Blaze, some of them 
  reacted just as violently in return, only adding to the 
  devastation.
  Radiation is a deadly threat to those who would ex-
  plore technological ruins or ruins of advanced civiliza-
  tions, and even in areas that appear devoid of strange 
  artifacts, the land, the water, or the local flora and fauna 
  may be irradiated. At the GM’s discretion, adventurers 
  may even be affected by the cumulative effects of mild 
  levels of radiation that would be harmless if encoun-
  tered briefly but may build into dangerous levels over 
  sustained or repeated periods of exposure.
  Radiation is a poison effect whose initial effect causes 
  Constitution drain and secondary effect causes Strength 
  damage. Radiation dangers are organized into four cat-
  egories: low, medium, high, and severe.
  Area of Effect: Radiation suffuses a spherical area 
  of effect that can extend into solid objects. The closer 
  one gets to the center of an area of radiation, the stron-
  ger the radiation effect becomes. Radiation entries list 
  the maximum level of radiation in an area, as well as 
  the radius out to which this radiation level applies. Each 
  increment up to an equal length beyond that radius de-
  grades the radiation strength by one level. For example, 
  a spherical area of high radiation with a radius of 20 
  feet creates a zone of medium radiation 21 feet to 40 
  feet from the center in all directions, and a similar zone 
  of low radiation from 41 to 60 feet.
  Initial Effect:
  • 
  PF&SF: Radiation initially deals Constitution 
  drain unless the exposed character succeeds at 
  a Fortitude saving throw. A new saving throw 
  must be attempted to resist the radiation’s ini-
  tial damage each round a victim remains ex-
  posed to it.
  • 
  5e: Radiation initially deals Constitution dam-
  age unless the exposed character succeeds at a 
  Constitution saving throw. A new saving throw 
  must be attempted to resist the radiation’s ini-
  tial damage each round a victim remains ex-
  posed to it.
  Secondary Effect:
  • 
  PF&SF: Secondary effects from radiation deal 
  Strength damage at a much slower rate than 
  most poisons. This secondary effect ends only 
  after a character succeeds at two consecutive 
  Fortitude saving throws to resist secondary 
  radiation damage. If a character has Strength 
  damage equal to his current Strength score, 
  further damage dealt by a secondary effect is 
  instead Constitution damage.
  • 
  5e: Secondary effects from radiation deal 
  Strength damage at a much slower rate than 
  most poisons. This secondary effect ends only 
  after a character succeeds at two consecutive 
  Constitution saving throws to resist secondary 
  radiation damage. If a character is reduced to 0 
  strength, further damage dealt by a secondary 
  effect is instead Constitution damage.
  Removing Radiation Effects: All radiation dam-
  age is a poison effect, and as such it can be removed 
  with any effect that neutralizes poison. Ability damage 
  and drain caused by radiation damage can be healed 
  normally.
  Soulstorm
  Related to activated ash, the fallen souls of the count-
  less lost to the Blaze can become a sapient, malignant 
  force. Those unfortunate enough to be noticed by them 
  were pursued at a run (with the same movement rate 
  they had in life), with the soulstorm having the benefit 
  of having limitless endurance. They do not bite, kick, 
  slash, or otherwise directly attack, instead swarming 
  around the hapless victim(s) and drawing their vitali-
  ty away aggressively. Positive energy that can affect an 
  area (such as channeled positive energy) weakens the 
  soulstorm, reducing it by one severity class if it deals 
  sufficient damage. If the soulstorm’s intensity is re-
  duced to none, it ceases to exist.
  Those caught in a soulstorm are assaulted with vi-
  sions of the unfinished lives and terrible ends that met 
  the individual spirits that make up the angry swarm. A 
  Will save is required every round to avoid its effects. 
  Succeeding by 10 or more causes the soulstorm to 
  weaken by one step.
  Table: Radiation Damage
  Radiation Level
  Fort Save (PF&SF/5e)
  Initial Effect
  Secondary Effect
  Low
  DC 13/12
  1 Con drain
  1 Str damage/day
  Medium
  DC 17/14
  1d4 Con drain
  1d4 Str damage/day
  High
  DC 22/16
  2d4 Con drain
  1d6 Str damage/day
  Severe
  DC 30/20
  4d6 Con drain
  2d6 Str damage/day
  
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  217
  New Diseases 
  Blaze Fever
  Exposure to the unhinged elements or to food or wa-
  ter tainted with the same can bring on this disease. Blaze 
  Fever causes hallucinations, fevers, and oozing sores of 
  different colors. Unfortunately, the taint is usually not 
  visible, making identifying it hard to do at a glance.
  Type disease, injury or ingested; Save Fortitude DC 
  18
  Onset 1 day; Frequency 1/day
  Effect 1d2 Dex damage and 1d2 Cha damage; Cure 2 
  consecutive saves
  New Diseases 
  Blaze Fever
  Blaze Fever can be caught when exposed to especially 
  angry tumults of upset elements. This happen most of-
  ten when one consumes food or water that was created 
  by magic. When exposed, a Constitution save against 
  DC 15 is required to not catch it. A day after being in-
  fected, the victim begins to suffer, gaining a fever. Their 
  Dexterity and Charisma drops by 1 point. Every day af-
  ter suffering the fever, they may make a Constitution 
  save against DC 15. A success prevents harm the next 
  day. If they pass two saves in a row, the disease fades. 
  When their Charisma reaches 5 points or less, they be-
  gin to hallucinate vividly. When their Dexterity reaches 
  5 points or less, oozing sores of different colors break 
  out across their body.
  Table: Soulstorm
  Intensity
  Effect
  Minimum Damage
  Will DC
  None
  —
  —
  —
  Light
  Shaken for 1d4 rounds
  5
  15
  Moderate
  Frightened for 1 round, 1 Charisma damage
  15
  20
  Severe
  Panicked for 1 round, 1d2 Charisma damage
  20
  25
  Nightmare
  Staggered for 1 round, 1 Charisma drain
  30
  30
  
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  Horrors of the Ash
  Many of the enemies one is likely to face in the Ashen 
  Age are other survivors. Two legs, four, or otherwise, 
  the most omnipresent foe are other people. Those who 
  had clustered into towns are eager to keep you away, 
  but those who wander often prey upon any other sen-
  tient life they determine they can win against, taking 
  their supplies to improve their own odds of survival. 
  Haggard and toughened by the unforgiving age, diplo-
  macy becomes difficult when the raider attacking you 
  is convinced your death is the only thing that will keep 
  them from the same.
  Those who once lived in settlements were removed 
  for a reason, often for various crimes that make them 
  undesirable, but sometimes just for being unusual. The 
  unhinged, monstrous, or just creepy are often tossed 
  out into the cold embrace of the ashes, to make ends 
  meet however they can or die trying.
  When one manages to avoid other people, there are 
  plenty of other threats. All monsters of old still yet exist 
  and are just as hungry and territorial. To make matters 
  worse, many of these beasts have absorbed the un-
  hinged power of the elements, becoming even more dire 
  threats to those unlucky enough to happen on them.
  Because of this unhinged power, creatures can and do 
  exhibit all manner of templates, such as half-fiend, ly-
  canthrope, or mutant creature without actually meeting 
  the requirements of the template. One need not have 
  ever had any direct contact with the heavens to still end 
  up being half-celestial for all mechanical purposes. GMs 
  are encouraged to assign templates to people and mon-
  sters freely. PC unhinged should not gain templates as a 
  rule, that way lay madness.
  Simple Templates 
  Ashen Creature (CR +0 or +1)
   Any corporeal creature can be one of ash. Comprised 
  of the same ash that gave the age its name, such crea-
  tures burn with smoldering feelings of the spirits that 
  comprise them. Some are a single powerful spirit, while 
  others are a collection of various souls. An ashen crea-
  ture’s CR increases by 1 only if the base creature has 5 
  or more HD.
  Quick Rules: As the rebuild rules, except instead 
  grant a bonus to Int and Cha rolls equal to half the dif-
  ference between the base score and minimum score; the 
  Will save DC to avoid Charisma damage gains the same 
  Cha bonus.
  Rebuild Rules: Type change to outsider (elemen-
  tal, native); retain any other subtypes as well; do not 
  recalculate HD, BAB, or saves; Senses darkvision 60 
  ft.; Defensive Abilities DR as noted on the table be-
  low; Special Attacks attacks with natural and man-
  ufactured weapons deal Charisma damage in addition 
  to their normal damage as noted on the table below; a 
  Will save (DC 10 + 1/2 HD + Cha) will avoid the dam-
  age; a victim is immune to this effect if they have tak-
  en Charisma damage in this way since their last turn; 
  Ability Scores Intelligence and Charisma increase to 
  minimums noted on table below.
  Mana Adapted (CR +1)
   Any creature can be one of mana adapted. Such a 
  creature turns aside magic instinctively, showing a re-
  silience to the charged power of the age, but look much 
  the same.
  Quick Rules/Rebuild Rules: SR SR equal to new 
  CR + 5.
  Table: Ashen Creature Changed Abilities
  Hit Dice
  DR
  Minimum 
  Intelligence
  Minimum 
  Charisma
  Charisma 
  Damage
  1–4
  —
  4
  8
  —
  5–10
  3/—
  8
  12
  1d2
  11+
  5/—
  12
  16
  1d4
  
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  Cloud
  This looks like most any other cloud, though that is 
  odd in itself, since most of what people see are driving 
  sheets of ash. It’s also comically small, no larger than 
  a man in diameter.
  Cloud 
  XP 200
  N Medium outsider (air, elemental, native)
  Init +0; Senses darkvision 60 ft.; Perception +0
  Defense
  AC 11, touch 10, flat-footed 11 (+1 natural)
  hp 5 (1d10)
  Fort +0, Ref +2, Will +2
  Immune elemental traits
  Offense
  Speed fly 30 ft. (average)
  Melee slam -1 (1d4-2)
  Statistics
  Str 7, Dex 11, Con 11, Int 10, Wis 10, Cha 10
  Base Atk +1; CMB -1; CMD 9 (can’t be tripped)
  Feats Hover
  Skills Escape Artist +4, Fly +4, Knowledge 
  (geography) +4, Perform (sing) +4, Spellcraft +4, 
  Stealth +4
  Languages Auran
  SQ cloud surface, compression
  Ecology
  Environment any (prefers humid places)
  Organization solitary, a duet, or an orchestra (5-
  12)
  Treasure none
  Special Abilities
  Cloud Surface (Constant) (Ex) When supporting 
  things with the cloud walker trait, the cloud’s 
  carrying capacity quadruples. This effect fades one 
  round after there are no creatures or things left 
  with that trait on it. The elemental can choose to 
  become solid while this is in effect, able to hold 
  other objects aloft so long as the cloud walker 
  remains.
  Compression (Ex) A cloud can move through 
  areas 1/4 its normal space without squeezing or 
  1/8 while squeezing.
  CR 1/2
  Cloud 
  Medium elemental, neutral
  Armor Class 14 (natural armor)
  Hit Points 45 (10d8)
  Speed 0ft., fly 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  11 (+0)
  11 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  Skills Arcana +2, Nature +2, Performance +4, 
  Sleight of Hand +4, Stealth +4
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Auran
  Challenge 1/2 (100 XP)
  Compression. The cloud can enter a hostile 
  creature’s space and stop there. It move through a 
  space as narrow as 1 inch wide without squeezing.
  Cloud Surface. When supporting things with the 
  cloud walker trait, its carrying capacity quadruples. 
  This fades one round after there are no creatures or 
  things left with that trait on it. The elemental can 
  choose to become solid while this is in effect.
  Actions
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d12) bludgeoning damage.
  These creatures are a callback to happier times. They 
  collect moisture as they drift through the dirty air. 
  When they feel full, if they can spy any plant in need of 
  their bounty, they unload their water where it will do 
  the most good. As for the workings of moving things, 
  the clouds are largely indifferent, but do appreciate an 
  attentive audience for their singing.
  
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  Desiccated Dryad
  This figure appears to be a woman made of dried 
  and twisted knots of wood. Her face is carved into what 
  seems to be a permanent scowl of pain and anger.
  Ecology
  Environment anywhere plants live, no matter how 
  sickly
  Organization solitary, pair, or plague (3-8)
  Treasure standard
  Special Abilities
  Blighted Unity (Su) Desiccated dryads within 
  100 feet of each other can communicate through 
  a shared mind. This does not permit desiccated 
  dryads to see and hear through each other’s senses, 
  but they can share specific situational information 
  and tactics through telepathy. If one desiccated 
  dryad within range is aware of danger, they are all 
  aware of danger and cannot be surprised.
  Daughters of the Blight Desiccated dryads are no 
  longer dependent upon a specific tree. A dryad’s 
  tree dependent special ability is modified (but not 
  replaced) so desiccated dryads are required only to 
  remain within 300 feet of any blighted plant.
  Fungal Rejuvenation (Su) So long as she 
  remains within 600 feet of a blighted plant of 
  significant size and remains standing on the earth, 
  a desiccated dryad gains fast healing 5.
  Parasitic Bond (Su) Once per day with a 
  successful thorn throw attack, the desiccated 
  dryad can transform the thorn into a single 
  burrowing, wriggling maggot that infests the 
  target and infuses with a short-term curse from 
  within unless the target succeeds at a Fortitude 
  save. This parasite creates an unholy link to the 
  target, binding it to the desiccated dryad. This 
  binding persists for 5 rounds, during which all 
  hit point damage taken by the desiccated dryad 
  is halved, and the target takes the other half of 
  the damage dealt. The type of damage remains 
  consistent with what the desiccated dryad receives. 
  Only one parasitic bond can be maintained with 
  one creature at a time. This bond is a curse and a 
  disease. The save DC is Constitution-based.
  Tainted Blood (Ex) A desiccated dryad’s blood 
  and flesh are rife with disease. Any creature 
  that successfully makes a bite attack against 
  a desiccated dryad, swallows one whole, or 
  otherwise ingests part of one must succeed at a 
  Fortitude save or take 1 point of Strength damage 
  and 1 point of Dexterity damage. One minute later, 
  the creature must succeed at a second save at the 
  same DC or be nauseated for 1 minute and take 
  1d6 points of Strength damage and 1d6 points of 
  Dexterity damage. The save DCs are Constitution-
  based.
  Desiccated Dryad 
  XP 1,600
  CE Medium fey
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Perception +14
  Defense
  AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
  hp 51 (6d6+30)
  Fort +8, Ref +10, Will +8
  Defensive Abilities fungal rejuvenation; DR 10/
  cold iron and good; Immune disease, paralysis, 
  poison, polymorph; Resist cold 10, electricity 10; 
  SR 16
  Weaknesses tree dependentB1
  Offense
  Speed 30 ft.
  Melee sickle +9/+9 (1d6+5)
  Ranged thorn throw +8 (1d4+2 plus parasitic bond)
  Special Attacks parasitic bond 1/day (DC 17)
  Spell-Like Abilities (CL 6th; concentration +11)
  Constant—speak with plants
  At will—entangle (DC 16), tree shape, wood shape 
  (1 lb. only) (DC 17)
  3/day—charm person (DC 16), deep slumber (DC 
  18), tree stride
  1/day—suggestion (DC 18)
  Statistics
  Str 14, Dex 20, Con 18, Int 14, Wis 16, Cha 20
  Base Atk +3; CMB +5; CMD 20
  Feats Great Fortitude, Slashing Grace (sickle)ACG, 
  Stealthy, ToughnessB, Weapon Finesse, Weapon 
  Focus (sickle)
  Skills Climb +11, Craft (sculpture) +9 (+15 when 
  affecting wood, and +2 circumstance bonus from 
  masterwork tools), Escape Artist +16, Handle 
  Animal +11, Knowledge (nature) +13, Perception 
  +14, Stealth +18, Survival +9; Racial Modifiers 
  +2 Knowledge (nature), +2 Perception, +2 Stealth
  Languages Common, Elven, Sylvan; speak with 
  plants
  SQ blighted unity, daughters of the blight, tainted 
  blood (DC 17), tree meld, wild empathy +17, 
  woodcraft
  Gear sickle
  CR 5
  
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  Dessicated Dryad 
  Medium fey, chaotic evil
  Armor Class 15
  Hit Points 112 (14d8 + 56)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  20 (+5)
  18 (+4)
  14 (+2)
  16 (+3)
  20 (+5)
  Saving Throws Con +7, Dex +8
  Skills Animal Handling +6, Athletics +5, Perception 
  +9, Stealth +8, Survival +6
  Damage Resistances cold, lightning; bludgeoning, 
  piercing, and slashing damage from nonmagical 
  weapons that aren’t cold iron
  Damage Immunities poison
  Condition Immunities paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 19
  Languages Common, Elven, Sylvan; speak with 
  plants, telepathy with fey within 100 feet
  Challenge 5 (1,800 XP)
  Corrupted Plant Form. The dryad is immune 
  to any spell or effect that would alter her form. 
  Additionally, the dryad is not subject to disease. Any 
  creature that tries to bite or consume the dryad is 
  subject to 10 (3d6) poison damage for each attempt 
  to bite/consume her.
  Magic Resistance. The dryad has advantage 
  on saving throws against spells and other magical 
  effects.
  Reaper. Whenever the dryad uses any sickle, she 
  uses Dexterity for her attack and damage rolls. 
  Additionally, such weapons are considered magical 
  when wielded by the dryad, and she deals additional 
  poison damage with that weapon (included in the 
  attack).
  Regeneration. As long as the dryad is near 
  corrupted vegetation, and she does not start her turn 
  with 0 hit points, she regains 10 hit points at the 
  beginning of her turn.
  Innate Spellcasting. The dryad’s spellcasting 
  ability is Charisma (spell save DC 16). The dryad 
  can cast the following spells requiring no material 
  components:
  3/day each: charm person, entangle, sleep, tree 
  stride
  1/day each: suggestion, fabrication (plant-based 
  objects only)
  Tree Dependent. The dryad can never be more 
  than 500 feet away from corrupted vegetation. 
  If removed, she has 3 rounds to return to the 
  vegetation, or she will die. Returning before the end 
  of the third round resets this countdown.
  Actions
  Multiattack. The dryad makes two attacks with 
  her sickle or her Thorn Throw.
  Sickle. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 7 (1d4 + 5) slashing damage and 7 
  (2d6) poison damage.
  Thorn Throw. Ranged Weapon Attack: +8 to 
  hit, range 30/120 ft., one target. Hit: 7 (1d4 + 5) 
  slashing damage, and the creature must make 
  a DC 14 Constitution saving throw or have the 
  thorns burrow into them, causing a terrible link 
  until the end of the dryad’s next turn. Linked 
  targets take half of all damage that the dryad takes 
  until the link ends. The dryad can only have one 
  link at a time; establishing another link ends any 
  other links.
  When the Blaze tore the world asunder, the trees 
  were destroyed almost universally. The massive trees 
  that homed dryads were the least able to hide from the 
  destruction. With it, most dryads withered and died. 
  Some refused this fate.
  While the rest of the world staggered in numb steps, 
  these dryads clung desperately to life. They found a 
  new source of sustenance. The ash that would name the 
  age became their fertilizer, and the scraggly plants that 
  sprouted were, in part, their fault, encouraged by them. 
  Despite their selfish want to live, they gave the world its 
  first needed step towards recovery.
  Twisted with an ever-present hunger, these dryads 
  have honed a deep resentment and fury for those that 
  helped destroy their old life. They care not who was 
  right, the fey or the humanoids; all are equally to blame 
  in the eyes of the desiccated dryads. While shackled to 
  the largest warped plant they can find, they take great 
  pleasure in bringing pain and misery on those who 
  happen upon their territory. Their sickles drip with the 
  blood shed during the Blaze, though the dryads claim it 
  is actually the sap of all the fallen trees.
  Should a kind soul restore the plants that live with-
  in the domain of a desiccated dryad, it is possible to 
  restore them to their old selves. Despite this possible 
  salvation, the desiccated dryad will defend its domain 
  against any such interference. Their mistrust for others 
  usually prevents them from believing that there is any 
  other way but their constant suffering. Though angry 
  and violent, they do their part to mend the world, one 
  tended copse at a time.
  
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  Dust Sprite
  This lithe, diminutive creature looks like an ash-coat-
  ed humanoid with wispy, moth-like wings and long, 
  thin ears.
  Statistics
  Str 1, Dex 20, Con 12, Int 12, Wis 12, Cha 10
  Base Atk +4; CMB +5; CMD 10
  Skills Acrobatics +17 (+9 to jump), Escape Artist 
  +14, Fly +25, Knowledge (geography) +13, 
  Knowledge (nature) +13, Perception +13, Stealth 
  +29, Use Magic Device +12
  Languages Common, Sylvan
  Gear shortspear
  Ecology
  Environment any aboveground, especially where 
  the ash collects
  Organization solitary, pair, troop (3-6), band (7-
  14), or tribe (15-40)
  Treasure standard (shortspear, other treasure)
  Special Abilities
  Ash Blend (Ex) When in an ashy environment, the 
  dust sprite is effectively invisible.
  Ash Glide (Ex) A dust sprite can move through ash 
  and soot with its burrow speed. This includes up 
  to 5 feet deep in dirt beneath a collection of ash, 
  allowing it to move through the earth across much 
  of Everglow outside of population centers.
  Ashen Gust (Ex) When a dust sprite uses its gust 
  of wind spell in an area with ash, the ash surges 
  with the wind if they so choose, getting into the 
  eyes, ears, and possibly mouth of those in the area 
  of effect. Those who fail a DC 15 Fortitude save 
  against this effect are blinded for 1d4 rounds. 
  Success sickens them for 1d4 rounds instead. Once 
  affected by this ability, pass or fail, they become 
  immune to further uses for a day.
  Dust Sprite 
  XP 1,200
  N Diminutive fey
  Init +5; Senses low-light vision; Perception +13
  Defense
  AC 19, touch 19, flat-footed 14 (+5 Dex, +4 size)
  hp 40 (9d6+9)
  Fort +4, Ref +11, Will +7
  Defensive Abilities ash blend; DR 5/cold iron; 
  Immune aging, radiation; SR 14
  Weaknesses vulnerability to piercing damage
  Offense
  Speed 15 ft., burrow 30 ft., fly 60 ft. (perfect); ash 
  glide
  Melee dirk/dagger +3 (1d1-5)
  Space 1 ft.; Reach 0 ft.
  Special Attacks ashen gust
  Spell-Like Abilities (CL 9th; concentration +9)
  Constant—detect evil, detect good
  At will—dancing lights, daze (DC 10), gust of wind 
  (DC 12)
  1/day—entangle (DC 11)
  Tactics
  Before Combat Most dust sprites avoid conflict 
  whenever possible. Their small stature leads them 
  to a healthy fear of all other living beings larger 
  than themselves. A curious exception, but they will 
  approach short leg ponies easily. If pressed, they 
  insist that the small ponies understand what it’s 
  like to be the smallest thing in the area.
  Stronger than that fear is their wish to see their 
  racial destiny fulfilled. Those who actively harm 
  their efforts can bring about their wrath.
  During Combat They will use the ash to blind and 
  harass their foes while fading into it themselves 
  when pursued.
  Morale A dust sprite reduced to half its hit points 
  or less is very likely to flee. They will remember 
  who harmed them and often return. Such events 
  may even prompt them to seek the help of larger 
  species. While larger fey scare them, they know 
  the power that size brings, and using it against the 
  enemies of the world is a fair practice.
  CR 4
  
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  Dust Sprite 
  Tiny fey, chaotic evil
  Armor Class 15
  Hit Points 70 (20d4 + 20)
  Speed 10 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (+5)
  20 (+5)
  12 (+1)
  12 (+1)
  12 (+1)
  10 (+0)
  Saving Throws Dex +7
  Skills Acrobatics +7, Nature +5, Perception +5, 
  Stealth +9, Survival +6
  Damage Vulnerabilities piercing
  Damage Resistances bludgeoning and slashing 
  damage from nonmagical weapons that aren’t cold 
  iron
  Condition Immunities charmed
  Senses darkvision 30 ft., passive Perception 15
  Languages Common, Sylvan
  Challenge 4 (1,100 XP)
  Ashen Traits. In ashy environments, the dust 
  sprite is invisible. It can also gain a 30-foot burrow 
  speed when in ash, or up to 5 feet below a dirt 
  surface covered with ash. The sprite’s stinking cloud 
  spell works by creating a cloud of choking ash and 
  covers the ground in ash when the spell elapses.
  Innate Spellcasting. The sprite’s spellcasting 
  ability is Charisma (spell save DC 12). The sprite 
  can cast the following spells requiring no material 
  components:
  At will: druidcraft, dancing lights, detect evil/
  good
  1/day each: entangle, gust of wind, stinking cloud
  Magic Resistance. The sprite has advantage 
  on saving throws against spells and other magical 
  effects.
  Radiation Immunity. The sprite is immune to 
  any damage or effects caused by radiation.
  Actions
  Multiattack. The sprite makes two attacks with its 
  spear.
  Dagger. Melee or Ranged Weapon Attack: +7 to 
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1 
  piercing damage and 10 (3d6) poison damage.
  Motivations & Goals. The dust sprites are ea-
  ger to put right the wrongs that have been inflicted on 
  Everglow. To this end, they seek the places where the 
  elements still thrum powerfully and try to restore the 
  balance they once had, to assemble the house of cards 
  from the inside. This is a slow task, passed on from gen-
  eration to generation. The individual processes of get-
  ting this done may seem obtuse and nonsensical to any 
  watching them, but they continue, confident that they 
  are doing their part to end the Ashen Age.
  Dust sprites are proficient in the use of firearms but 
  lack the ability to make them. Any firearm they find is 
  made for creatures much larger than themselves. When 
  and how they gained the knowledge of the function of 
  firearms is a mystery, but they understand them and 
  their workings.
  
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  Star Bear
  A massive monster lumbers towards you. It’s fur 
  shimmers and crackles with raw elemental power, and 
  flickers with multicolored points of light. It would look 
  almost pretty—if it wasn’t trying to kill you.
  Initiative, Improved Natural Attack (bite), 
  Lightning Reflexes, Run
  Skills Acrobatics +12 (+16 to jump with a running 
  start, +16 to jump), Knowledge (nature) +13, 
  Perception +15, Sense Motive +10, Stealth +5, 
  Survival +6, Swim +15
  Languages Sylvan
  SQ darkness supremacy, selective fear
  Ecology
  Environment any
  Organization solitary, pair, or sleuth of 3-4.
  Treasure standard
  Special Abilities
  Darkness Supremacy When attacking an enemy 
  suffering from darkness penalties, a star bear 
  gains a +1 circumstance bonus to attack rolls and 
  damage rolls per 20% miss chance they would 
  suffer against it.
  Destiny Scent (Ex) As a standard action, a star 
  bear can detect creatures with a brand of destiny 
  as per scent with a range of 60 feet. If the star bear 
  casts slave to destiny on such a creature, the star 
  bear is immediately aware of what the target’s 
  basic purpose is before it declares the target action 
  for the victim to save against.
  Elemental Nature (Ex) A star bear can change 
  its elemental attunement as an immediate action 
  to any energy type it desires. It gains immunity to 
  that type of damage and vulnerability to any other 
  elemental variety. The colors of its motes shift to 
  match the element it is currently attuned to.
  Fate Theft (Su) When a star bear targets a helpless 
  creature that has a brand of destiny, including the 
  freshly slain (within the hour), it can extract the 
  target’s brand and to add to its collection. This is 
  a full-round action, and the victim gets a DC 21 
  Fortitude saving throw against the effect, even if 
  they are dead. The result is permanent, leaving 
  the victim staggered for a day. The next time (and 
  only that time) the victim would gain a feat, they 
  do not. This can only be reversed with a wish or 
  similar magic. If the stolen brand is returned to the 
  victim, the flesh may be consumed to recover their 
  brand and any lost feat.
  Selective Fear (Ex) The frightful presence of a star 
  bear only applies to those with a brand of destiny.
  Slave to Destiny (Sp) This functions as dominate 
  monster with a duration of 1 minute but only on 
  creatures that have a brand of destiny. The target 
  makes a save against this effect each round, even if 
  the original or successive saves are successful, only 
  allowing one round of normal actions per success. 
  If the command given to a target is in tune with 
  Star Bear 
  XP 4,800
  NE Huge fey
  Init +3; Senses destiny scent, low-light vision; 
  Perception +15
  Aura frightful presence (30 ft., DC 16)
  Defense
  AC 21, touch 7, flat-footed 21 (-1 Dex, +14 natural, -2 
  size)
  hp 104 (11d6+66); fast healing 5
  Fort +9, Ref +8, Will +8
  Defensive Abilities elemental nature, star forged
  Offense
  Speed 40 ft.
  Melee bite +14 (2d8+11), 2 claws +14 (1d8+11)
  Space 15 ft.; Reach 10 ft.
  Special Attacks fate theft
  Spell-Like Abilities (CL 11th; concentration +12)
  2/hour—slave to destiny (DC 17)
  Tactics
  Before Combat Star bears prefer to avoid combat, 
  stalking their prey then paralyzing them with fear 
  and magic, allowing it to steal their fate, then 
  consume their flesh. If it can manage to capture its 
  prey while they are asleep, all the better to pluck 
  their destiny away and consume them before they 
  even know the scope of the shock of it.
  During Combat Once combat has begun, a star 
  bear is no existential threat alone. With massive 
  claws and gnashing teeth, it will rend those 
  between it and its prey if it has to. Should a fated 
  one fall, taking their destiny and fleeing may end 
  its interest, for that night, but if it knows other 
  tender marks are available, it will return.
  Morale If a star bear has not obtained at least one 
  stolen fate, and one remains within range of its 
  fate scent ability, it will not flee, no matter how 
  terrible the wounds. The only thing that could 
  change its mind is a proper gift that matches its 
  current target.
  Statistics
  Str 32, Dex 8, Con 22, Int 9, Wis 12, Cha 12
  Base Atk +5; CMB +18; CMD 27 (31 vs. trip)
  Feats Ability Focus (slave to destiny), Improved 
  CR 8
  
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  their brand, they receive a -2 penalty to the saving 
  throw, otherwise they receive a +4 bonus.
  Star Forged (Ex) If the stars are visible in the 
  sky, a rarity in the Ashen Age, the star bear has 
  concealment against all attacks.
  Star Bear 
  Huge fey, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 162 (13d12 + 78)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  8 (-1)
  22 (+6)
  9 (-1)
  12 (+1)
  12 (+1)
  Saving Throws Dex +2, Con +9, Wis +4
  Skills Athletics +11, Insight +7, Perception +7, 
  Stealth +5, Survival +7
  Senses darkvision 120 ft., passive Perception 17
  Languages Sylvan
  Challenge 8 (3,900 XP)
  Darkness Supremacy. The star bear has 
  advantage when it or its target are in an area of 
  darkness.
  Destiny Scent. A star bear can automatically 
  detect creatures with a brand of destiny within 60 
  feet. If it has charmed a creature, the star bear knows 
  the creature’s location if it is on the same plane.
  Fate Theft. If the star bear spends an action 
  concentrating within 5 feet of an incapacitated target 
  with a brand of destiny, the star bear can steal the 
  target’s brand and add it to its collection. The brand 
  cannot be recovered by any means except by a wish 
  or miracle. If the star bear is defeated or killed, 
  creatures who have lost their brands to it can spend 
  an hour near the corpse or its preserved skin before 
  having their brand return. Creatures with a missing 
  brand lose any benefit that it may have granted.
  Frightful Presence. Creatures with a brand of 
  destiny that are within 60 feet and are aware of the 
  star bear must succeed at a DC 15 Wisdom saving 
  throw or become frightened for 1 minute. A creature 
  can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. If a 
  creature’s saving throw is successful, or the effect 
  ends for it, the creature is immune to the star bear’s 
  Frightful Presence for the next 24 hours.
  Star Forged. If the stars are visible in the sky, a 
  rarity in the Ashen Age, attacks against the star bear 
  are made with disadvantage.
  Actions
  Multiattack. The star bear can use its Frightful 
  Presence. It then makes three attacks: one with its 
  bite, and two with its claws
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 19 (2d10 + 8) piercing damage.
  Claws. Melee Weapon Attack: +8 to hit, reach 10 
  ft., one target. Hit: 17 (2d8 + 8) slashing damage.
  Elemental Nature. A star bear can use its bonus 
  action to choose one of the following damage types: 
  acid, cold, fire, lightning, poison, radiant, and 
  thunder. The star bear becomes immune to damage 
  of the chosen type. This effect persists until the star 
  bear uses this ability again.
  Run. The star bear can use its bonus action to take a 
  Dash action.
  Slave to Destiny (2/Day). As an action, the star 
  bear can attempt to dominate one creature with a 
  brand of destiny. That creature must make a DC 
  14 Wisdom saving throw or become charmed for 
  1 minute. The creature must make another saving 
  throw at the end of each round, ending the effect 
  on itself on a success. If the creature was given a 
  command by the star bear that is in sync with its 
  brand of destiny during the previous round, the 
  saving throw is made with a disadvantage. If the 
  command is counter to the brand of destiny, the 
  saving throw is made with advantage.
  Motivations & Goals. Hungry to add to their col-
  lection of stolen destinies, star bears are always on the 
  lookout for those who have brands of destiny to lay 
  claim to. All others are of little import to them, save for 
  a snack in times of need. A creature who’s been freshly 
  stripped clean of their destiny is much tastier.
  Schemes, Plots & Adventure Hooks. It’s possible 
  to free the bears from their curse, but ritual specifics, 
  and success or failure, is left up to the GM. If freed, they 
  will remember themselves again and be grateful to the 
  party. But afterwards, they will try isolating themselves 
  in small villages away from society as atonement for 
  their fall. The embers will finally fade from their coats, 
  but they will always have black patches hiding the burn 
  scars. Before the curse, they were like Big Mao, but wor-
  shipped Sheila directly, by name, eventually forgetting 
  that she was human and instead viewing her as a great 
  mother bear (not any specific kind, but a mixture of all 
  breeds). Their distance from the races they guard is out 
  of belief they’re following Sheila’s example. Just as she 
  is distant from them, yet they believed she watched over 
  them from afar.
  
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  Star Bear, Ancient
  The hill you thought you were approaching suddenly 
  stirs, motes of twinkling light erupting all across it.
  Ancient Star Bear 
  XP 51,200
  NE Gargantuan fey
  Init +3; Senses blindsense 60 ft., blindsight 30 ft., 
  darkvision 120 ft., destiny scent, low-light vision; 
  Perception +24
  Aura frightful presence (30 ft., DC 24)
  Defense
  AC 30, touch 16, flat-footed 30 (+11 deflection, -1 
  Dex, +14 natural, -4 size)
  hp 230 (20d6+160); fast healing 5
  Fort +14, Ref +13, Will +13
  Defensive Abilities elemental nature, star forged
  Offense
  Speed 40 ft., fly 60 ft. (perfect)
  Melee bite +22 (3d8+15/19-20), 2 claws +21 
  (2d6+15)
  Space 20 ft.; Reach 15 ft.
  Special Attacks darkness of night, elemental fury, 
  fate theft
  Spell-Like Abilities (CL 20th; concentration +24)
  At will—clairaudience/clairvoyance, haunting 
  mistsUM (DC 16), magic mouth (DC 16), deeper 
  darkness
  1/10 minutes—solid fog
  2/hour—slave to destiny (DC 20)
  2/day—true seeing
  Tactics
  Before Combat Defying all logic, the ancient ones 
  hide and stalk. In utter contradiction with its 
  immense bulk, it is practically silent, and almost 
  invisible, especially during the night. It prefers to 
  know its enemy and plan accordingly. If it lacks 
  the tools to directly combat them, it has no qualms 
  finding help.
  During Combat Against a true enemy, an ancient 
  star bear will blanket the field in its personal 
  darkness, unless it knows it to be ineffective. It 
  will close quickly and silently, borne on its magical 
  flight and attempt to tear its foe asunder before 
  they know what is happening.
  If a foe is reduced to 25% of their hit points and 
  delivered a good fight, a star bear may offer 
  them mercy, if they accept a brand. In the case of 
  multiple attackers, the bear will offer one chance 
  CR 15
  for the future-minion to sit out the rest of the 
  battle.
  Morale Should someone challenge an ancient 
  one directly, it is likely a fight to the end. A star 
  bear will show no shame in building and seeking 
  a support network, but once the fight has truly 
  begun, its pride becomes overwhelming, and it 
  is incapable of accepting that all the power it has 
  gathered over the years could fail it.
  Statistics
  Str 40, Dex 8, Con 26, Int 9, Wis 12, Cha 18
  Base Atk +10; CMB +26; CMD 49 (53 vs. trip)
  Feats Ability Focus (slave to destiny), Furious 
  FocusAPG, Improved Critical (bite), Improved 
  Initiative, Improved Natural Attack (bite), 
  Lightning Reflexes, Power Attack, Run, Weapon 
  Focus (bite)
  Skills Acrobatics +12 (+16 to jump with a running 
  start, +16 to jump), Climb +19, Fly +9, Knowledge 
  (nature) +20, Perception +24, Sense Motive +24, 
  Stealth +20, Survival +6, Swim +19
  Languages Sylvan; telepathy 100 ft.
  SQ darkness supremacy, grant fate, selective fear
  Ecology
  Environment any
  Organization solitary or pair
  Treasure triple
  Special Abilities
  Darkness of Night (Ex) Once per hour, an ancient 
  star bear can command the night that harbors 
  them. Inky fathomless darkness bursts free of 
  it as a standard action. This is a magically deep 
  dark, foiling even darkvision. Only the bear is 
  visible, and only for the instant it attacks, giving 
  no benefit to the victim. Star bears can see through 
  this without issue. This covers a 100-foot radius 
  around the bear and moves with it, remaining for 
  one minute.
  Darkness Supremacy When attacking an enemy 
  suffering from darkness penalties, an ancient star 
  bear gains a +1 circumstance bonus to attack rolls 
  and damage rolls per 20% miss chance they would 
  suffer against it.
  Destiny Scent (Ex) As a standard action, an 
  ancient star bear can detect creatures with a brand 
  of destiny as per scent with a range of 60 feet. 
  If the star bear casts slave to destiny on such a 
  creature, the star bear is immediately aware of 
  what the target’s basic purpose is before it declares 
  the target action for the victim to save against.
  Elemental Fury (Ex) While attuned to an element, 
  the ancient star bear’s attacks are considered to be 
  
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  that element or its normal damage type, whichever 
  is more beneficial to the star bear.
  Elemental Nature (Ex) An ancient star bear can 
  change its elemental attunement as an immediate 
  action to any energy type it desires. It gains 
  immunity to that type of damage and vulnerability 
  to any other elemental variety. The colors of its 
  motes shift to match the element it is currently 
  attuned to.
  Fate Theft (Su) When an ancient star bear targets 
  a helpless creature that has a brand of destiny, 
  including the freshly slain (within the hour), it 
  can extract the target’s brand and to add to its 
  collection. This is a full-round action, and the 
  victim gets a DC 28 Fortitude saving throw against 
  the effect, even if they are dead. The result is 
  permanent, leaving the victim staggered for a 
  day. The next time (and only that time) the victim 
  would gain a feat, they do not. This can only be 
  reversed with a wish or similar magic. If the stolen 
  brand is returned to the victim, the flesh may be 
  consumed to recover their brand and any lost feat.
  Grant Fate (Ex) Decorated thick with brands of 
  destiny, an ancient star bear can bequeath one 
  to a lesser being, should it want. Such old bears 
  have enough sense to realize the use in having 
  minions. The target must not already have a brand 
  of destiny. After a claw attack against a willing 
  victim, they receive the brand, bloodied at first, 
  but as it heals, its color and vibrancy come in. The 
  victim gains a bonus feat as soon as the damage is 
  healed, and can telepathically communicate with 
  the star bear at all times. The star bear can rescind 
  its gift if it wishes, removing the bonus feat and 
  causing 2d6 Charisma damage immediately.
  Selective Fear (Ex) The frightful presence of an 
  ancient star bear only applies to those with a brand 
  of destiny.
  Slave to Destiny (Sp) This functions as dominate 
  monster with a duration of 1 minute but only on 
  creatures that have a brand of destiny. The target 
  makes a save against this effect each round, even if 
  the original or successive saves are successful, only 
  allowing one round of normal actions per success. 
  If the command given to a target is in tune with 
  their brand, they receive a -2 penalty to the saving 
  throw, otherwise they receive a +4 bonus.
  Star Forged (Ex) If the stars are visible in the sky, 
  a rarity in the Ashen Age, the ancient star bear has 
  concealment against all attacks.
  Ancient Star Bear 
  Gargantuan fey, neutral evil
  Armor Class 19 (natural armor)
  Hit Points 296 (16d20 + 128)
  Speed 40 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  8 (-1)
  26 (+8)
  9 (-1)
  12 (+1)
  18 (+4)
  Saving Throws Dex +4, Con +13, Wis +5
  Skills Athletics +15, Insight +11, Perception +11, 
  Stealth +9, Survival +11
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 21
  Languages Sylvan, telepathy 100 ft.
  Challenge 15 (13,000 XP)
  Darkness Supremacy. The star bear has 
  advantage when it or its target are in an area of 
  darkness.
  Destiny Scent. A star bear can automatically 
  detect creatures with a brand of destiny within 120 
  feet. If it has charmed a creature, the star bear knows 
  the creature’s location if it is on the same plane.
  Fate Theft. If the star bear spends an action 
  concentrating within 5 feet of an incapacitated target 
  with a brand of destiny, the star bear can steal the 
  target’s brand and add it to its collection. The brand 
  cannot be recovered by any means except by a wish 
  or miracle. If the star bear is defeated or killed, 
  creatures who have lost their brands to it can spend 
  an hour near the corpse or its preserved skin before 
  having their brand return. Creatures with a missing 
  brand lose any benefit that it may have granted.
  Frightful Presence. Creatures with a brand of 
  destiny that are within 120 feet and are aware of the 
  star bear must succeed at a DC 18 Wisdom saving 
  throw or become frightened for 1 minute. A creature 
  can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. If a 
  creature’s saving throw is successful, or the effect 
  ends for it, the creature is immune to the star bear’s 
  Frightful Presence for the next 24 hours.
  Innate Spellcasting. The star bear’s spellcasting 
  ability is Charisma (spell save DC 17). The star bear 
  can innately cast the following spells, requiring no 
  components:
  At will: darkness, clairvoyance
  1/day: magic mouth
  Star Forged. If the stars are visible in the sky, a 
  rarity in the Ashen Age, attacks against the star bear 
  are made with disadvantage.
  Actions
  Multiattack. The ancient star bear can use its 
  
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  Frightful Presence. It then makes three attacks: one 
  with its bite, and two with its claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 15 
  ft., one target. Hit: 26 (3d10 + 10) piercing damage 
  and an additional 11 (2d10) damage. This additional 
  damage is of one of the types that the star bear has 
  chosen with the Elemental Nature ability.
  Claws. Melee Weapon Attack: +10 to hit, reach 15 
  ft., one target. Hit: 23 (3d8 + 10) slashing damage 
  and an additional 4 (1d8) damage. This additional 
  damage is of one of the types that the star bear has 
  chosen with the Elemental Nature ability.
  Doorway to Space (1/Day). An ancient star bear 
  can spend an action to open a gateway to the dark 
  between the stars. It appears as a 20-foot-radius 
  sphere of blackness and bitter cold appears, centered 
  on a point within 150 feet and lasting so long as the 
  star bear keeps concentration, for up to 1 minute. 
  This void is filled with a cacophony of soft whispers 
  that can be heard up to 30 feet away. No light can 
  illuminate the area, even magical light, and creatures 
  fully within the area are blinded. The void warps the 
  fabric of space, creating an area of difficult terrain. 
  Any creature that starts its turn in the area takes 2d6 
  cold damage. Any creature that ends its turn in the 
  area must succeed on a DC 17 Dexterity saving throw 
  or take 2d6 acid damage as starry clouds brush 
  against it.
  Elemental Nature. A star bear can use its bonus 
  action to choose one of the following damage types: 
  acid, cold, fire, lightning, poison, radiant, and 
  thunder. The star bear becomes immune to damage 
  of the chosen type. This effect persists until the star 
  bear uses this ability again.
  Run. The star bear can use its bonus action to take a 
  Dash action.
  Slave to Destiny (3/Day). As an action, the star 
  bear can attempt to dominate one creature with a 
  brand of destiny. That creature must make a DC 
  17 Wisdom saving throw or become charmed for 
  1 minute. The creature must make another saving 
  throw at the end of each round, ending the effect 
  on itself on a success. If the creature was given a 
  command by the star bear that is in sync with its 
  brand of destiny during the previous round, the 
  saving throw is made with a disadvantage. If the 
  command is counter to the brand of destiny, the 
  saving throw is made with advantage.
  Motivations & Goals. Ancient star bears are less 
  constantly ravenous than their younger kin. Wiser with 
  age, they select their meals more carefully and less of-
  ten. They take great pleasure in the thrill of the hunt 
  and a perfectly executed plan. They also have no qualms 
  using trickery and minions to help deliver the pony to 
  their waiting jaws.
  Schemes, Plots & Adventure Hooks. It is pos-
  sible for an ancient one to be behind many evils. With 
  their ability to recruit and reward followers, ancient star 
  bears spread around the destinies they have claimed to 
  those they find worthy, and one may spend quite some 
  time working through their puppets before ever finding 
  the ancient bear behind them all.
  Star Bear Cub
  Though large, this ursine figure has the big head and 
  doe eyes of a youngling. This does not make its teeth 
  seem less sharp or dispel the burning embers that dot 
  its form.
  Star Bear Cub 
  XP 1,600
  NE Large fey
  Init +4; Senses destiny scent, low-light vision; 
  Perception +11
  Aura frightful presence (30 ft., DC 15)
  Defense
  AC 18, touch 9, flat-footed 18 (+9 natural, -1 size)
  hp 60 (8d6+32); fast healing 5
  Fort +6, Ref +8, Will +7
  Defensive Abilities elemental nature, star forged
  Offense
  Speed 40 ft.
  Melee bite +10 (1d8+7), 2 claws +10 (1d6+7)
  Space 10 ft.; Reach 5 ft.
  Special Attacks fate theft
  Spell-Like Abilities (CL 8th; concentration +9)
  2/hour—slave to destiny (DC 17)
  Tactics
  Before Combat Young and inexperienced, a cub 
  will often charge directly into battle. The finer 
  points of planning and hunting will come with 
  time and experience, neither of which a cub has 
  just yet.
  Morale A cub has not the pride of an adult. If it’s 
  hurt badly (reduced to 60% of its hit points or 
  CR 5
  
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  less), it will consider escape. A cub that is on its 
  first hunt, with no brands to its name, may decide 
  against it. Mothers do not often accept a complete 
  failure of a cub back, which could mean its end one 
  way or the other.
  Statistics
  Str 24, Dex 10, Con 18, Int 9, Wis 12, Cha 12
  Base Atk +4; CMB +12; CMD 22 (26 vs. trip)
  Feats Ability Focus (slave to destiny), Improved 
  Initiative, Lightning Reflexes, Run
  Skills Acrobatics +10 (+14 to jump with a running 
  start, +14 to jump), Knowledge (nature) +10, 
  Perception +11, Sense Motive +9, Stealth +7, 
  Survival +5, Swim +11
  Languages Sylvan
  SQ selective fear
  Ecology
  Environment any
  Organization solitary, pair, or litter of 3-4.
  Treasure incidental
  Special Abilities
  Destiny Scent (Ex) As a standard action, a star 
  bear can detect creatures with a brand of destiny 
  as per scent with a range of 30 feet. If the star bear 
  casts slave to destiny on such a creature, the star 
  bear is immediately aware of what the target’s 
  basic purpose is before it declares the target action 
  for the victim to save against.
  Elemental Nature (Ex) A star bear can change 
  its elemental attunement as an immediate action 
  to any energy type it desires. It gains immunity to 
  that type of damage and vulnerability to any other 
  elemental variety. The colors of its motes shift to 
  match the element it is currently attuned to.
  Fate Theft (Su) When a star bear targets a helpless 
  creature that has a brand of destiny, including the 
  freshly slain (within the hour), it can extract the 
  target’s brand and to add to its collection. This is 
  a full-round action, and the victim gets a DC 18 
  Fortitude saving throw against the effect, even if 
  they are dead. The result is permanent, leaving 
  the victim staggered for a day. The next time (and 
  only that time) the victim would gain a feat, they 
  do not. This can only be reversed with a wish or 
  similar magic. If the stolen brand is returned to the 
  victim, the flesh may be consumed to recover their 
  brand and any lost feat.
  Selective Fear (Ex) The frightful presence of a star 
  bear only applies to those with a brand of destiny.
  Slave to Destiny (Sp) This functions as dominate 
  monster with a duration of 1 minute but only on 
  creatures that have a brand of destiny. The target 
  makes a save against this effect each round, even if 
  the original or successive saves are successful, only 
  allowing one round of normal actions per success. 
  If the command given to a target is in tune with 
  their brand, they receive a -2 penalty to the saving 
  throw, otherwise they receive a +4 bonus.
  Star Forged (Ex) If the stars are visible in the 
  sky, a rarity in the Ashen Age, the star bear has 
  concealment against all attacks.
  Star Bear Cub 
  Large fey, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 133 (14d10 + 56)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  18 (+4)
  9 (-1)
  12 (+1)
  12 (+1)
  Skills Athletics +6, Perception +3, Stealth +4, 
  Survival +5
  Senses darkvision 60 ft., passive Perception 13
  Languages Sylvan
  Challenge 5 (1,800 XP)
  Darkness Supremacy. The star bear has 
  advantage when it or its target are in an area of 
  darkness.
  Destiny Scent. A star bear can automatically 
  detect creatures with a brand of destiny within 30 
  feet. If it has charmed a creature, the star bear knows 
  the creature’s location if it is on the same plane.
  Fate Theft. If the star bear spends an action 
  concentrating within 5 feet of an incapacitated target 
  with a brand of destiny, the star bear can steal the 
  target’s brand and add it to its collection. The brand 
  cannot be recovered by any means except by a wish 
  or miracle. If the star bear is defeated or killed, 
  creatures who have lost their brands to it can spend 
  an hour near the corpse or its preserved skin before 
  having their brand return. Creatures with a missing 
  brand lose any benefit that it may have granted.
  Frightful Presence. Creatures with a brand of 
  destiny that are within 60 feet and are aware of the 
  star bear must succeed at a DC 14 Wisdom saving 
  throw or become frightened for 1 minute. A creature 
  can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. If a 
  creature’s saving throw is successful, or the effect 
  ends for it, the creature is immune to the star bear’s 
  
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  Frightful Presence for the next 24 hours.
  Star Forged. If the stars are visible in the sky, a 
  rarity in the Ashen Age, attacks against the star bear 
  are made with disadvantage.
  Actions
  Multiattack. The star bear can use its Frightful 
  Presence. It then makes two attacks: one with its 
  bite, and two with its claws
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one target. Hit: 13 (2d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 10 
  ft., one target. Hit: 11 (2d6 + 4) slashing damage.
  Elemental Nature. A star bear can use its bonus 
  action to choose one of the following damage types: 
  acid, cold, fire, lightning, poison, radiant, and 
  thunder. The star bear becomes immune to damage 
  of the chosen type. This effect persists until the star 
  bear uses this ability again.
  Run. The star bear can use its bonus action to take a 
  Dash action.
  Slave to Destiny (2/Day). As an action, the star 
  bear can attempt to dominate one creature with a 
  brand of destiny. That creature must make a DC 
  13 Wisdom saving throw or become charmed for 
  1 minute. The creature must make another saving 
  throw at the end of each round, ending the effect 
  on itself on a success. If the creature was given a 
  command by the star bear that is in sync with its 
  brand of destiny during the previous round, the 
  saving throw is made with a disadvantage. If the 
  command is counter to the brand of destiny, the 
  saving throw is made with advantage.
  Motivations & Goals. Growing and learning, a 
  cub will typically remain close to its mother and avoid 
  fights. If its mother is attacked, it is far more likely to 
  flee than join the battle. On the other hand, in order for 
  a cub to properly learn, its mother will begin sending it 
  out on hunts of its own, which is when it is most likely 
  to be encountered.
  Schemes, Plots & Adventure Hooks. A cub’s ul-
  timate goal is to become an adult, some with visions of 
  becoming the biggest and most vicious of bears. If they 
  have seen an ancient, they may dream of one day join-
  ing them. Until then, they try to expand their collection 
  of brands.
  A Brief History of Star Bears
  “Long ago, before the cats, goats, and ponies, 
  the Author considered bears. She tried to make 
  a gentle race of giants, guardians for her other 
  creations, but it didn’t work out. Some wan-
  dered off, seeking their own lands. They would 
  suffer before they learned their true purpose to 
  defend.
  On the other hand, others grew jealous and 
  angry. Why were other creations given grand 
  designs, and they were only meant to suffer for 
  them? If the Author would not craft for them 
  worthy roles, they would take them. The Star 
  Bears came into being. The glowing embers 
  in their coat are the tattered remains of their 
  original destiny, broken and burning. Or so the 
  legend goes.
  The Big Mao are the other half, suffering 
  many years of predation before they learned to 
  rally and defend themselves, then others, creat-
  ing a nation of prosperity.”
  ~ Rough Draft
  When Sheila first came into Everglow to create her 
  great works, she realized they would need guardians. 
  She saw the bears, noticing the ferocity of mothers in 
  protecting their cubs. But what if such instinct could be 
  turned to other purposes? She touched them with her 
  subtle power, bid them reason and to become gentle, 
  yet still with that protective nature.
  For a time, all was good. The bears protected Ever-
  glow from dangers of the bordering planes as best they 
  could. But with the Age of Cats, things changed. Those 
  who became Big Mao left for other lands, seeing how 
  the felines and goats prospered, and thinking they were 
  no longer needed as protectors. Those who remained 
  carried on in their task, unnoticed. Unknown to all, they 
  played a part in sealing Apep during the Scar of the Sun. 
  The Sun King showed the griffons where to find the ma-
  terials, and griffons performed the ritual, but it was the 
  bears who crafted this new spell to banish the demon, 
  leaving the information to be found in old ruins. The 
  bears were subtle despite their bulk, believing their 
  “younger siblings” were better off not knowing of them 
  or the dangers they were protected from. They never 
  showed themselves unless it was needed.
  It was needed during the battle to seal Apep away, 
  so they fought beside the griffons, though the griffons 
  didn’t realize it. They were too preoccupied to notice 
  that the powerful creatures at their sides were fellow 
  beings, instead thinking them allies summoned by dru-
  ids. The bears were content with this, feeling guilt over 
  failing to prevent Apep’s release at all. Let the cats take 
  credit, they deserved it after suffering so much. Apep 
  learned of the bears’ roles, however, and planned his 
  
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  revenge.
  When ponies came, the bears saw how Sheila favored 
  them, branding them with destiny at birth. At first, it 
  was a curiosity, but this twisted into jealousy and anger. 
  What was so special about these new creatures? Why 
  should ponies be blessed by her personally, when bears, 
  who were her first creations and suffered most for all 
  the rest, received no such gifts?
  Hearing their resentment, voices whispered to them 
  from fire and shadows, offering power to take the desti-
  nies of ponies for themselves. The price? Oh it was a lit-
  tle thing, a simple thing. They would be freed from their 
  guardianship. Let the younger races of Everglow fend 
  for themselves. After all, if the bears felt so unappreci-
  ated, why continue protecting those that wouldn’t ac-
  knowledge their existence? At first, they were hesitant, 
  but the voices were persistent, stroking their jealousy 
  and pride. The bears took the offer. They were tricked.
  Knowing that he could not easily reach them him-
  self, Apep had sent his demons to sway the bears into 
  making a deal with him. In a horrific ritual, the bears 
  set their beautiful fur coats ablaze, rejecting Sheila and 
  taking Apep as their deity. They were given what was 
  promised, the power to strip ponykind of their brands 
  and attach those to their own bodies. But the bears lost 
  themselves in the process, becoming feral, and bound 
  to serve Apep’s will. Even their original name was lost, 
  stolen from them by Apep. The demon lord twisted 
  their minds and bodies, tormenting them with burning 
  embers in their fur which never go out, and a burning 
  desire to seek out and gather as many brands of desti-
  ny as they can find. They would no longer protect, but 
  hunt.
  There is a method to this madness. Each brand of 
  destiny holds a tiny spark of Sheila’s power. Apep hopes 
  that in this more subtle way, with enough, the bears 
  can break their seal keeping him from Everglow. A slow 
  backup plan, but he’s waited this long. A little longer 
  won’t hurt.
  Star Bears (Ashen Age)
  When the Blaze razed the world, the star bears sur-
  vived. Barely. During the preceding war, humanoids 
  used them against ponies, capturing and experimenting 
  to improve their efficiency as living weapons. Hidden in 
  underground labs, those survived well enough. As for 
  others, with Apep’s laughter bellowing all around, they 
  dug frantically into the earth to escape the horrors, hid-
  ing deep in caves, anywhere underground.
  When they finally emerged, the magic which let them 
  steal brands of destiny had altered. Whether by Apep’s 
  doing, humanoid tinkering, or raw magic is unknown, 
  but they could now absorb primal energy of the ele-
  ments and unleash it in devastating attacks. The em-
  bers in their coat flicker and change color, threatening 
  to fascinate any who look at the bear.
  Their ambush tactics and love of horseflesh remain 
  unchanged from before the Ashen Age, as does their 
  drive to gather brands for Apep. They seem drawn to 
  false queens more than other ponies, except unification 
  sorcerers, going into a frenzy to reach them at mere 
  whiffs of one. Faithful Subjects must be constantly on 
  the lookout for the beasts.
  GM Note: Even in this era, there is still a possibility 
  of freeing the star bears from Apep’s curse. It will just 
  be that much harder. See Pre-Ashen Age GM Note for 
  details.
  Star Bears (Pre-Ashen Age)
  Glowing lights hover before you in the darkness, as 
  if a constellation has come down from the night sky. 
  Suddenly, you hear a low growl. Fear courses through 
  you, realizing too late that those aren’t stars...
  These huge bears’ fur comes in dark colors, blending 
  in with the night. Their pelt burns with bright glowing 
  embers as a reminder of their pact with Apep. Usually 
  moving on all fours, they can move bipedally and have 
  hands. Like normal bears, star bears dig lairs in hillsides 
  or use caves and hollow spaces. Unlike normal bears, 
  however, star bears don’t hibernate. They are usually 
  solitary, unless as a courting pair or a mother with 1-2 
  cubs. All star bears are born with Apep’s curse, and it’s 
  unknown if there’s a way to free them*. They live any-
  where ponykind has settled, for they follow the equines, 
  but keep their distance from cities. Their prefered hunt-
  ing grounds are smaller and isolated settlements.
  GM Note: It’s possible to free the bears from their 
  curse, but ritual specifics, and success or failure, is left 
  up to the GM. If freed, they will remember themselves 
  again and be grateful to the party. But afterwards, they 
  will try isolating themselves in small villages away from 
  society as atonement for their fall. The embers will fi-
  nally fade from their coats, but they will always have 
  black patches hiding the burn scars. Before the curse, 
  they were like Big Mao, but worshipped Sheila directly, 
  by name, eventually forgetting that she was human and 
  instead viewing her as a great mother bear (not any spe-
  cific kind, but a mixture of all breeds). Their distance 
  from the races they guard is out of belief they’re follow-
  ing Sheila’s example. Just as she is distant from them, 
  yet they believed she watched over them from afar.
  Star bears are nocturnal ambush predators, hunting 
  on moonless, cloudy, or rainy nights. In the rain, the 
  bear’s fur steams, and the embers in their fur stay lit 
  even if submerged. When forced to give chase, they are 
  shockingly fast and quiet for their size. If they catch a 
  pony, they will magically strip the brand of destiny from 
  the pony and attach it to their own bodies. This is not 
  necessarily on the flank, and star bears have been seen 
  
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  with brands on their back, chest, head, shoulders, and 
  even stomach. The unfortunate pony is then eaten. If a 
  non-pony gets in their way, they will kill without hesi-
  tation. Oddly, they seem especially drawn to unification 
  sorcerers, going out of their way to reach that pony even 
  when there are easier targets within range. Perhaps the 
  combined magic of multiple pony traits enhances the 
  lure of their brand?
  The bears eat whatever they can catch but developed 
  a favoritism for horseflesh. Strangely, much like kap-
  pa, if given a treat, the bear will leave its victim alone. 
  Where kappa enjoy cucumbers carved with the victim’s 
  name, star bears must be given a cake filled with any 
  combination of honey, nuts, jam/jelly/fruit preserve, 
  or berries, and marked with the brand of destiny of the 
  pony to be spared. Both requirements must be met or 
  else the bear ignores the cake. None know why that is 
  or why it even works. Some claim it’s because the bears 
  have terrible eyesight and rely on smell, and that the 
  cakes smell the same to them as a pony. Although star 
  bears have an excellent sense of smell, this hypothesis 
  has never been confirmed or denied. Other rumors in-
  clude a disguise of clean straw masks a pony’s scent and 
  confuses the bear, and that adding the pony night god-
  dess’ brands of destiny to offered cake will enhance its 
  placating effects. These too are debated, but unproven. 
  So far, attempts to communicate with star bears have 
  failed, usually resulting in death.
  Before the empire, star bears were common, but rare-
  ly seen due to their hunting methods. They were an un-
  named, unknown fear stalking herds and prowling just 
  beyond firelight and village walls. It was not uncommon 
  for foals to be snatched from beds on moonless or over-
  cast nights. The elderly and anyone alone after dark 
  were also common losses.
  The rise of the empire and the forming of cities saw 
  the decline of attacks. Patrolling chaos hunters saw to 
  it even further. Although not chaotic in nature them-
  selves, star bears still attacked ponies for their brands, 
  which were lawful devices. This made the bears worthy 
  exceptions to chaos hunters’ usual prey. 
  B y 
  the empire’s height, the bears had 
  become legends among ponykind, 
  stories to scare foals into behaving. 
  “Don’t go out at night or star bears 
  will get you!” “Be good, or star bears 
  will gobble you up!” and so on. It was 
  a favorite fireside ghost story. They 
  were still around, however, now focus-
  ing on smaller towns and more isolated 
  settlements, and still living in untamed 
  wilds where only adventurers dared to 
  travel.
  One town famously affected by the bears 
  was Turves. Although no one remembers, 
  the winter Star Bear Festival in Turves began before 
  the empire, when the town was being menaced by sev-
  eral star bears which lived in the wetlands and forests 
  nearby. Winter attacks were most frequent, due to the 
  longer nights. They had tried to fight the bears off at 
  first, but those going out never returned, or worse, their 
  brands were seen on the bears. In other attempts to 
  save themselves, ponies dressed up in straw costumes 
  to disguise from the bears. They baked batches of small 
  sweet cakes to leave as appeasement offerings. The po-
  nies decorated those cakes with their families’ brands 
  of destiny, as well as of Moon Princess, and later on, 
  Night Mare as well, to ask for protection. Townsfolk 
  lit up the streets and made noise to try frightening the 
  bears away. The star bears didn’t leave, but the towns-
  folk learned to cope, even as they huddled together in 
  fear and kept their homes lit all night.
  Eventually, a party of adventures arrived and slew the 
  star bears. To celebrate, the people held a festival last-
  ing four whole days. Realizing their methods of avoiding 
  the bears could now be used for more enjoyable things, 
  they incorporated those into the party, and had it again 
  the next year on the anniversary of the town’s freeing. 
  Over time, the event was altered and a formal date set. 
  By the empire’s height, this had truly become the winter 
  Star Bear Festival, and its origins had been forgotten. 
  Its name is now only attributed to a bear shaped con-
  stellation seen in the early winter sky on clear nights 
  above town.
  After the empire’s fall, star bears became known 
  again as very real threats to ponykind. The Great Lone-
  liness was the worst time, with ponies becoming easy 
  prey. Those without brands were no safer, enraging 
  the bears once caught. The humanoids and other races 
  also “officially” learned of them, and reactions to this 
  were mixed. Some openly helped save pony refugees 
  from them, others did so subtly, trying to act like they 
  didn’t care, or else didn’t believe in the monsters, and 
  some turned away ponies altogether, fearful they would 
  bring hunting star bears and endanger citizens. 
  Many ponies unknowingly owed their lives 
  to phoenix wolves facing star bears as they 
  claimed Everglow’s wilderness during this 
  time.
  
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  Queen’s Roses
  With stems that run in spiral bindings, this bush 
  blooms as you approach, displaying countless rose 
  blossoms, each a deep and almost slick shade of red, as 
  if extracted freshly from a still-living host.
  The Queen’s Roses 
  XP 2,400
  N Large plant
  Init +3; Senses low-light vision; Perception +14
  Defense
  AC 19, touch 8, flat-footed 19 (-1 Dex, +11 natural, -1 
  size)
  hp 71 (11d8+22)
  Fort +9, Ref +2, Will +5
  Immune plant traits
  Weaknesses vulnerability to sonic
  Offense
  Speed 30 ft., climb 10 ft.
  Melee 2 vines +11 (1d6+4 plus blood drain and 
  grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks blood drain (1d2 Con)
  Tactics
  Before Combat The Queen’s Roses prefer to 
  remain still among other plantlife, easily confused 
  for inanimate flowers until it moves to strike.
  During Combat It prefers lone meals; grabbing 
  and gagging a poor soul, it will drag them to the 
  ground and make a meal of them in peace. If 
  others interfere, it will use the captive as a shield 
  against the others. Reduced to less than half life, it 
  will typically release its victim.
  Morale Though normally silent, if it discerns 
  that death is imminent and its attackers may be 
  reasoned with, it is not beyond surrendering, 
  making offers of knowledge if it will make the 
  offending creature depart.
  Statistics
  Str 19, Dex 9, Con 15, Int 10, Wis 10, Cha 10
  Base Atk +8; CMB +13 (+19 grapple); CMD 22 (24 
  vs. grapple, can’t be tripped)
  Feats Body ShieldUC, ChokeholdUC, Improved 
  Grapple, Improved Initiative, Iron Will, Power 
  Attack
  Skills Climb +12, Perception +14, Stealth +9
  Languages Common
  Ecology
  Environment any
  Organization solitary, bed (2 or more)
  Treasure incidental
  CR 6
  
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  The Queen’s Roses 
  Large plant, unaligned
  Armor Class 15 (natural armor)
  Hit Points 143 (22d10 + 44)
  Speed 30 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  9 (-1)
  15 (+2)
  10 (+0)
  10 (+0)
  10 (+0)
  Skills Perception +6, Stealth +5
  Damage Vulnerabilities thunder
  Damage Immunities poison
  Condition Immunities blinded, deafened, 
  stunned, paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 16
  Languages Common
  Challenge 6 (1,800 XP)
  False Appearance. While the queen’s roses 
  remains motionless, it is indistinguishable from a 
  dormant plant.
  Interpose. While the queen’s roses is grappling a 
  creature, it has half cover, provided +2 to AC and to 
  Dexterity saving throws.
  Actions
  Multiattack. The queen’s roses makes two attacks.
  Vines. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 18 (4d6 + 4) piercing damage and 
  the target is grappled (escape DC 15). The queen’s 
  roses can grapple up to two targets at once.
  Blood Drain. The queen’s roses can use an action 
  to drain blood from any creature that it is grappling. 
  Each grappled creature must make a DC 15 
  Constitution saving throw, taking 18 (4d8) necrotic 
  damage on a failure, or half as much on a success. 
  The queen’s roses regains hit points equal to half of 
  the total damage dealt.
  Appearing as little more than a rose bush, this mon-
  ster is an opportunistic ambush predator that will grab 
  any living creature that seems like a good target. Horri-
  fyingly intelligent, for a plant, they will measure up the 
  situation before taking action.
  Surviving in the places that plants struggle in the ash-
  en wastes, the queen’s roses appear to be a bit of color 
  in the drab wasteland, attracting eyes, and hopefully a 
  meal.
  They have no real organization, save to avoid one 
  another’s territories more often than not. It is possible 
  for them to gather in great beds of thorns and grasping 
  vines, especially if a recent battle left the ground rich 
  with nutrients.
  They say that these plants were the last tears shed by 
  the old queen, Iliana, after the Blaze, shed in mourning 
  for a world that she had served for so many years to 
  protect. Whether that tale is true or not, loud sounds 
  agitate them fiercely, and the sound of genuine crying is 
  often enough to scare them away. Unfortunately, most 
  are ambushed by these things with little time to make 
  noise before they are sent to their makers and the plant 
  proves it has adapted to live in the toughened soil of the 
  ashen age.
  
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  War Wolf
  This immense canine creature walks with quiet 
  steps, at least for its immense size.
  War Wolf 
  XP 2,400
  N Huge magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, 
  scent; Perception +11
  Defense
  AC 19, touch 10, flat-footed 17 (+2 Dex, +9 natural, 
  -2 size)
  hp 76 (8d10+32)
  Fort +10, Ref +8, Will +4
  Defensive Abilities ballistic weave; SR 16
  Offense
  Speed 50 ft.
  Melee bite +14 (1d10+8 plus trip), 2 claws +14 
  (1d8+8)
  Space 15 ft.; Reach 10 ft.
  Tactics
  Before Combat War wolves spend time studying 
  their prey if possible. They determine which is the 
  weakest and least defended, and that is the one 
  that becomes their next prey. When targeting an 
  adventuring group, they will usually prefer the one 
  wearing the least obvious armor.
  During Combat A war wolf will focus on its prey, 
  trying to bring it down and subdue it as quickly 
  as possible. Once that is accomplished, any other 
  members of its pride/group/herd are meaningless. 
  It will take its meal and leave as quickly as it came, 
  trying to find somewhere to enjoy its food in peace.
  Morale War wolves hunt to survive. Being 
  grievously injured in the attempt is the opposite 
  of survival. Any war wolf reduced to half its health 
  will flee, even if starving. Better laid plans will 
  allow it to find an easier meal, or so they hope.
  Statistics
  Str 26, Dex 14, Con 19, Int 10, Wis 11, Cha 11
  Base Atk +8; CMB +18 (+22 trip); CMD 30 (36 vs. 
  trip)
  Feats Coordinated ManeuversAPG, Greater Trip, 
  Improved Trip, Iron Will, Tandem TripUC
  Skills Acrobatics +2 (+10 to jump), Climb +15, 
  Perception +11, Stealth +1, Survival +0 (+4 scent 
  tracking); Racial Modifiers +4 Survival when 
  tracking by scent
  Languages Common
  SQ size mastery
  CR 6
  Ecology
  Environment they prefer temperate climates, but 
  can adapt to any terrestrial place.
  Organization solitary, pair, or pack (3–8)
  Treasure incidental
  Special Abilities
  Ballistic Weave (Ex) The tough hide of the war 
  wolf was designed to turn aside munitions. Attacks 
  by firearms never resolve against their touch AC.
  Size Mastery (At will) (Ex) A war wolf can 
  change in size from Medium to Huge as it feels the 
  need. Its damage dice adjust, but its statistics do 
  not.
  War Wolf 
  Huge monstrosity, neutral
  Armor Class 17 (natural armor)
  Hit Points 84 (8d12 + 32)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  14 (+2)
  19 (+4)
  10 (+0)
  11 (+0)
  11 (+0)
  Saving Throws Dex +5, Wis +3
  Skills Athletics +11, Perception +6, Stealth +7, 
  Survival +6
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious
  Senses darkvision 60 ft., passive Perception 16
  Languages Common
  Challenge 6 (2,300 XP)
  Ballistic Weave. The tough hide of the war wolf 
  was designed to turn aside munitions. Attacks by 
  firearms are made with disadvantage.
  Magic Resistance. The war wolf has advantage 
  on saving throws against spells and other magical 
  effects.
  Keen Smell. The war wolf has advantage on 
  Wisdom (Perception) checks that rely on smell.
  Size Mastery. As an action, the war wolf can 
  change in size from Medium to Huge as it feels the 
  need. Its statistics are otherwise the same.
  Actions
  Multiattack. The war wolf makes two attacks: one 
  with its bite, and one with its claws.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., 
  one target. Hit: 26 (4d8 + 8) piercing damage. If 
  the target is a creature, it must succeed on a DC 16 
  Strength saving throw or be knocked prone.
  Claws. Melee Weapon Attack: +11 to hit, reach 10 
  ft., one target. Hit: 18 (3d6 + 8) slashing damage.
  
  237
  237
  As many a scholar will say, “trying to control nature 
  is like trying to convince a dragon not to hoard trea-
  sure,” but during war all possibilities must be consid-
  ered. That is what a team of scientists believed as they 
  began to use magic to genetically manipulate animals 
  to become stronger, faster, and more intelligent. One 
  could say they succeeded, but most would say that they 
  brought a catastrophe greater than any war could bring.
  War Wolves. The name of these 10-foot-tall pred-
  ators; able to send a shiver down the spine of even the 
  steadiest of soldiers, these beasts were created to do 
  three things: evolve, learn, and exploit. These beasts 
  took the natural strengths of the common wolf and 
  amped it up with the strength of a dragon and intelli-
  gence of a tactician. These beasts used cunning to mis-
  lead their prey into disadvantageous positions, before 
  striking in groups to quickly overwhelm it. In times 
  where they must face a bigger or stronger foe, they fo-
  cus their attacks on one foe, biting and pulling to knock 
  it down so that others can pile on top and quickly rip 
  into them with their sharp teeth and claws.
  Born from Magic. As war with other powers seemed 
  to come closer on the horizon, mages and scholars tried 
  to infuse combat potential into the genes of natures’ 
  predators. These experiments form the basis of the war 
  wolves’ most dangerous powers. Their lifespan was ex-
  tended, and with it the ability to grow larger and stron-
  ger. The oldest war wolves today reach over a century of 
  age and grow to the height of a building. Their reflexes 
  were enhanced to be able to avoid even the swiftest of 
  spell fire. Even their intelligence was increased in hopes 
  that it would allow the wolves to understand orders giv-
  en by an officer. Unfortunately, all of these modifica-
  tions became their creators’ downfall, as they were un-
  able to contain the creatures they had created. The war 
  wolves left the laboratory in ruin and escaped into the 
  wilderness before they could be stopped. Centuries lat-
  er, these beasts still survive in the harsh world around 
  them, taking full advantage of the gifts they were given.
  Attuned with Nature. Like the more primitive 
  wolf, the war wolves hunt and live in packs. They trav-
  el through dense forests and high mountains with 
  ease, making optimal use of camouflage to mask their 
  numbers and positions. Though they are savage, they 
  are acutely aware of the resources at their disposal and 
  mark out large enough territories to sustain the pack. 
  In times where a pack becomes too big, the beta of the 
  pack is often sent off with a group to find a new area. 
  Though different packs can be hundreds of miles apart, 
  they are still aware of signs left by their own kind and 
  will often help each other in times of need. As a result, 
  the war wolves have formed what could be described as 
  a small civilization spanning across most of the conti-
  nent.
  Shapeshifting Stalkers. With the constant threat 
  of dragons and powerful magic, the war wolves have 
  evolved one final form of deception to combat foes 
  more dangerous than them. By utilizing the vast magic 
  left in them during their creation, they can temporarily 
  shrink or enlarge their bodies to better accommodate 
  the battle. In times where an elder dragon threatens 
  their home, they will rush forward in a fanned-out po-
  sition before growing large enough to wrestle and pin 
  the dragon to the ground. If they become overwhelmed, 
  they shrink to the size of dogs to run, hide, and regroup 
  to set up another ambush. Even at these deceitful sizes 
  the war wolves retain their strength and evasion skills, 
  making it nearly impossible to tell at a glance how 
  strong one really is. Many caravans have fallen victim 
  to a pack of war wolves, underestimating the strength 
  of the small wolves only to be tossed around like a wet 
  noodle as their powerful jaws nearly split them in two.
  Schemes, Plots & Adventure Hooks. The war 
  wolves will not hesitate to hunt when hungry. While 
  they do speak common among themselves, it takes a 
  quick and silvered tongue to talk them out of a target-
  ed meal. They do not consider any species other than 
  their own to have any sanctity of life. Though not cruel 
  or even malicious, they see nothing wrong in eating to 
  survive.
  
  238
  238
  Storytelling in the 
  Ashes
  This section is largely for the GMs that read this book. 
  There are many flavors you can assume when running 
  this sort of campaign, but it’s important to conscious-
  ly be aware of the decision and be consistent. You may 
  wish to discuss it with your players and get them on the 
  same page. You’ll have a better time as a group if you 
  do.
  Just Another Age
  People are adaptable. Sure, things got bad there, but 
  they worked with what they had. The cities are back, 
  with countries. If you don’t mind the driving ash, it’s 
  almost normal. People go to school, get jobs, do their 
  part. Sure, they may have a robust militia to keep the 
  baddies out, but it’s… almost… normal. In such a set-
  ting, life in a settlement is powered (empowerment lev-
  el 2 or higher), with water being free.
  There are roads across the waste, with soldiers that 
  try to keep the economy flowing through the dangerous 
  lands. People have cultures that extend beyond the bor-
  ders of their settlement. Radio broadcasts may reach 
  across a continent, bringing these people together. The 
  world is bashed and needs to heal, but the people are 
  vibrant and alive.
  While adventurers will face danger in the outside, 
  there is a distinctly safe place to retreat to. This setting 
  is much like the default for most fantasy fare, with more 
  technological trappings, as people use guns, explosives, 
  and other technological gizmos to clear a path to victo-
  ry.
  It’s Not So Bad
  The default of this book in some ways. The apoca-
  lypse happened, and was awful, and left a battered and 
  beaten world and people behind, but we can recover, 
  and are doing our best to do just that. While supplies 
  and materials are precious, they are not so scarce that 
  people are breaking out into brawls because they saw a 
  packet of freeze-dried, pre-destruction food.
  Cash, as a form of economy, does not exist. While 
  things may be rebounding, the world is not unified 
  enough to honor a single currency, and barter remains 
  the call of the day. Use gold, game-wise, to keep things 
  balanced, but know that, in-game, you’re haggling, bar-
  tering, and trading favors.
  Technology is both common and rare. While people 
  are used to the notion of electricity and lights, fully 
  working generators are a marvel to behold. Many of the 
  larger and more intricate of devices are hoarded and 
  held carefully, upkept, since the act of replacing them 
  seems as unlikely as a genie laden with wishes.
  The world is a hostile one, especially outside of set-
  tlements. Keep your players on edge. There should not 
  be a ‘safe place’ except possibly the largest cities, and 
  those have their own problems. Part of their struggle is 
  to make things safer.
  You Get Used to It
  Society, as a whole, has stabilized. There are nations 
  and powerful city-states. Currency is back, and people 
  trade it eagerly. The wastes remain a horrible place of 
  danger and only the brave or mad go out into it. Those 
  troubles tend to stop as one gets closer to one of the 
  fortified places.
  Power is available where there is civilization, typically 
  around empowerment level 1 in towns, 2 in cities. Food 
  is available, if you can pay for it. Water is not free, but 
  also available. Technology has stagnated. While some 
  may make individual progress, these things rarely get 
  shared far. The world has grown used to its sad state 
  and isn’t showing any major signs of recovering from it 
  further than it has.
  The players could be the moving force that kicks it 
  back into action. They could be explorers diving into the 
  forbidden places, braving the hazards of the wastes for 
  the fortunes and accolades that could await them if they 
  come back with something big. They could also play 
  bandits that prey on the merchants that try to move be-
  tween the cities.
  Lost to Ashes
  The end came too hard, too fast. People are the rarity. 
  Settlements should be reduced by 3 steps in size, with 
  any reduced below a thorpe simply becoming another 
  graveyard for the players to pick through. Most peo-
  ple live in whatever hole they can find, trembling and 
  malnourished. Food is scarce. Water is often filthy and 
  dangerous.
  Technology is rare. Craft (electronics) is a lost skill.
  There is no illusion of safety. Ammunition cannot be 
  crafted, only found. Guns can still be modified, but you 
  only have what bullets you can find. The world is ending. 
  One could argue it already has ended; we’re just waiting 
  for the more stubborn actors to clear the stage. Life is a 
  struggle, and you aren’t going out without a fight.
  Not Even Ash
  You were born. You had parents. You never knew 
  anyone else. There is no one else to know, at least until 
  you happened on your friends. The world is empty. All 
  hope is lost. At least you have your friends? You make 
  do with what you have. All settlements are gone. Even 
  running into a sapient NPC of any kind is rare. Technol-
  ogy is rare. Craft (electronics) is a lost skill. The player 
  party may well be the last survivors standing.
  They may very well be the last.
  
  239
  239
  Open Game License
  Disclaimer
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
  System Reference Document © 2000. Wizards of the Coast, Inc; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Paizo Blog © 2010–2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC, or as 
  credited in individual blog entries.
  Pathfinder RPG Core Rulebook © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG GameMastery Guide © 2010, Paizo Publishing, LLC; Authors: Cam 
  Banks, Wolfgang Baur, 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 Scott, Doug Seacat, Mike Selinker, 
  Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn 
  Woodruff.
  Pathfinder RPG Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, 
  Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen 
  Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, 
  and Russ Taylor.
  Pathfinder RPG Advanced Player’s Guide © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn.
  Pathfinder RPG Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, 
  Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. 
  Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder RPG Bestiary © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG Bestiary 2 © 2010, Paizo Publishing, LLC; Authors Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG Bestiary 3 © 2011, Paizo Publishing, LLC; Authors Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick 
  Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG 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 RPG 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.
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  Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, 
  Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, 
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  Taylor.
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  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
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  LLC; Authors: Jessica Blomstrom,  Adam Daigle, Shaun Hocking, Daniel Marthaler, Tork 
  
  240
  240
  Shaw, and Christina Stiles.
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  Author: Colin McComb.
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  John Compton, Mikko Kallio, Nicolas Logue, Michael McCarthy, Mike Myler, and David N. 
  Ross.
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  LLC; Authors: Shaun Hocking, Rob McCreary, and Jason Nelson.
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  Starjammer © 2016 Open Gaming LLC; Authors: Peter K. Ullmann, Kirby Flake, John 
  Reyst, Troy Daniels, Michael McNeill, Manuel A. Oaxaca, Allen Snyder, Michael Ritter
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  Silver, Stephen Ritterbrush.
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  Silver, Byron Mulvogue, Ismael Alvarez
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  Silver Games, LLC; Authors: David Silver, Byron Mulvogue
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  Ismael Alvarez
  Ponyfinder: Just the Essentials © 2018, Silver Games, LLC; Authors: David Silver
  Ponyfinder: From the Ashes © 2018, Silver Games, LLC; Authors: David Silver
  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 
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  2. The License: This License applies to any Open Game Content that contains a notice 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; 
  Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James 
  Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on 
  original material by E. Gary Gygax and Dave Arneson.
  Ponyfinder: Campaign Setting © 2013, 2018, Silver Games, LLC; Authors: David 
  Silver, Stephen Ritterbrush.
  Ponyfinder: Griffons of Everglow: Dawn of the Fifth Age © 2017 Silver Games 
  LLC; Authors David Silver, Ismael Alvarez
  Ponyfinder: Tribes of Everglow © 2015, 2017, Silver Games, LLC; Authors: David 
  Silver, Byron Mulvogue, Ismael Alvarez
  Ponyfinder: Princess Luminace’s Guide to the Pony Pantheon © 2016, 2017, 
  Silver Games, LLC; Authors: David Silver, Byron Mulvogue
  Ponyfinder: Races of Everglow © 2017, Silver Games, LLC; Authors: David Silver
  Ponyfinder: Beyond Everglow © 2017, Silver Games, LLC; Authors: David Silver
  Ponyfinder: Tactics of Everglow © 2017, Silver Games, LLC; Authors: David Silver, 
  Ismael Alvarez
  Ponyfinder: From the Ashes © 2018, Silver Games, LLC; Authors: David Silver
  
SOURCE: textdata/thevault/Ponyfinder Collection (PF1 SF1 DND5e)/core/Ponyfinder - From the Ashes.pdf