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Advanced Game
Guide
CREDITS
Wordcasting Entertainment
Designer: Ryan Stanford
Consultant: Carmelino Guiao
Consultant: Ian Csernai
Consultant: Anthony Markesino
Editor: Shane Tiernan – Carmelino Guiao
Art Designer: Ryan Stanford
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Physical Description:
Most chimera-kin have no idea they are not
human. All chimera-kin have a few physical
differences but most brush them off as just a fluke
of nature and live with humans. Sometimes
chimera-kin will be born with a trait that truly setsRelations:
them apart from the human race. Descriptions can Chimera-kin are natural racists, finding themselves
be found in the traits section. A chimera-kin's life suspicious of others until they spend a good deal
expectancy is the same as a human. of time with them. Because they are quick to
attack anyone non-human or non-chimera-kin,
Background: they find intermingling with other races very hard
Chimera-kin where created by accident. A wizard and avoid areas populated by these races. Their
gathering animal essence to create the perfect aggressive dispositions often alienate others before
familiar met his end in a river. The essences he had they get past their guarded nature. Any person that
gathered thus far, washed downstream to find their has managed to make a chimera-kin a friend has
way into the drinking water of some small human gained a companion willing to risk their own life
settlements before dispersing into the ocean. Never protecting that friendship.
knowing what had happened to them, the humans
who consumed the water passed animal traits to Alignment and Religion:
their children. Each child holds the keys to all of Even with chimera-kin being so aggressive they
the animal traits but only displays three. Over the still tend to do the best they can for themselves
years the race has spread across the land settling and their allies. Born guardians with a need to
anywhere humans do and cross breeding with maintain a base social structure, most chimera-kin
them. are naturally good. Some indulge in racial hatreds
and find themselves with an evil nature.
Society:
Chimera-kin have no active society. They Chimera-kin Adventurers:
seamlessly integrate with humans and often follow Chimera-kin that become adventurers do so with
with human social customs. Chimera-kin are the intentions of protecting others or the place they
sometimes outcasts and tend to bond with others call home. When they do take up arms they often
of their race not ever knowing what they are. find themselves in melee combat close to their
foes.
Animal Traits
0-4 Ape: +1 Strength, +2 Perception, Slam (This unarmed attack does not provoke an attack of
opportunity and deals 1d4 damage plus half the chimera-kin’s Strength bonus). Chimera-kin with the
ape trait tend to have long arms or a large amount of body hair.
5-8 Badger: +1 Constitution, +2 Escape Artist, Burrow 5ft. Chimera-kin with the badger trait have
thick hands and nails. They tend to smell of earth or have some gray in their hair.
9-12 Bat: +1 Dexterity, +2 Perception, Blindsense 10ft. Chimera-kin with the bat trait tend to have ears
that come to a point. Some sleep with their head at the lowest point of an incline.
13-16 Bear: +1 Strength, +1 Swim, +1 Fortitude saving throws. Chimera-kin with the bear trait have
only black, brown, or white hair and are usually bulky and large.
17-20 Boar: +1 Constitution, Scent, Ferocity (A creature with ferocity remains conscious and can
continue fighting even if its hit point total is below 0. The creature is still staggered and looses 1 hit
point each round. A creature with ferocity still dies when its hit point total reaches a negative amount
equal to its Constitution score). Chimera-kin with the boar trait tend to be overweight or have enlarged
lower teeth that stick slightly out of a closed mouth.
21-24 Cat: +1 Dexterity, +1 Acrobatics, Darkvision 60ft. Chimera-kin with the cat trait have eyes that
shine in the dark when reflecting light.
25-28 Cheetah: +1 Dexterity, +1 Initiative, Sprint (Once per hour, the Chimera-kin can move at four
times its normal speed when it makes a charge). Chimera-kin with the cheetah trait are often very tall
and skinny. Some have a hint of red in their eyes.
29-32 Dog: +1 Constitution, +1 Sense Motive, Scent. Chimera-kin with the dog trait become extremely
loyal to their friends and would do anything to save them if the need arises.
33-36 Dolphin: +1 Dexterity, +1 Swim, Hold Breath (The chimera-kin can hold its breath for a number
of minutes equal to its Constitution score before it risks drowning). Chimera-kin with the dolphin trait
have gray hue to their skin and have a desire to be around or in water at all times.
37-40 Eagle: +1 Wisdom +1 Perception, Detail (The chimera-kin gets a +10 on perception to notice
invisible creatures). Chimera-kin with the eagle trait tend to have a regal demeanor and like to settle in
mountain environments.
41-44 Elephant: +1 Intelligence, +1 Perception, +2 to Overrun maneuvers. Chimera-kin with the
elephant trait have a very hard time letting go, they hold grudges, remember when people help them
out. Once they get an impression of someone they keep it.
45-48 Fox: +1 Wisdom,+1 Escape Artist, Trackless (Add the chimera-kin’s level to the DC of people
using track to find him). Chimera-kin with the fox trait are always very cunning and most have orange
hair.
Physical Description:
All heartless look like humans with strong
features. Their eyes are always extreme, if they are
blue eyes then they are bright blue, if they are
brown then they are a shade of brown that no
human can match and are flawless. Any eye color
they have is always bright and unmatched. Their Relations:
hair is much like their eyes, always an extreme. Heartless like to be with humans because they live
Blond hair is gold in such a way that an elf would their short lives to the fullest. They like almost
envy. If black it’s darker than the night itself of if every other race except elves. The reserved nature
red it would be the color of a perfect ruby. of elves has little appeal to the heartless and also
elves tend to become unnaturally jealous of the
Background: natural beauty of the heartless. Any other race
Most heartless start life as stillborns and a healer’s finds them pleasant to be around.
magic brings them back from death. Other
heartless are born with complications that kill the Alignment and Religion:
mother, leaving the child with a clinging sense of Heartless are almost always lawful neutral but are
death. On occasion a heartless will have a child not beholden to that. Some heartless turn evil in
and that child will be born a heartless as well. their pursuit of knowledge and sometimes, but not
Most heartless, even the orphans, are raised well often, a heartless will plunge into religion, raising
due to their calm nature and natural charisma. fast within any order they join.
Society: Heartless Adventures:
Heartless have no active society, they only Heartless as adventures do so with the intent of
integrate with humans and often follow with learning something new. Traveling, practicing
human social customs. They almost always think skills, and gaining information drives almost all of
they are regular humans. If they meet another their actions in life. Some heartless adventure to
heartless they will most likely dislike each other protect the people in their life.
because heartless are attracted to life and energy in
the people they call friends.
Undead Talents
Walking Dead: This Heartless have spell resistance equal to 11 + their character level vs necromancy
and conjuration (healing) spells and effects. This spell resistance cannot be self lowered.
Controlled Thoughts: This heartless is immune to all mind-affection effects (charms, compulsions,
morale effects, patterns, and phantasms). In the first round of combat this soulless takes the time to
think things through and does not act.
Still Body: This soulless has no need to breathe, eat, drink, or sleep. Magical potions have no effect
when imbued by this heartless. (A heartless caster must still rest the required time to ready spells.)
Physical Indifference: This heartless is immune to damage to its physical ability scores (Constitution,
Dexterity, Strength), as well as to exhaustion and fatigue effects. All animals are hostel to you and
attack if you are within 20ft of them. (A trained animal my be held back by its trainer with a Handle
Animal skill check DC20)
Taste of Life: This heartless drains blood at the end of its turn if it grapples a foe, inflicting 1d2
Constitution damage. If the heartless goes two days without using this ability he gains the sickened
condition. After one week without using this ability he gains the nauseated condition and must be fed
blood. After two weeks without blood this heartless dies. As soon as he feeds the conditions go away.
Red Iris: This heartless can see perfectly in darkness of any kind, including magical darkness such as
deeper darkness spell. In daylight conditions or within the daylight spell this heartless is blind.
Veil of Death: Mindless undead treat this heartless as one of their own and do not attack unless
provoked. Heartless with this talent get a -5 on all Diplomacy skill checks because living creatures find
him uncomfortable to be around.
Physical Description:
Troll folk are beautiful humans with a soft green
tint to their skin. They have beautiful brightly-
colored hair of all shades. Most are very lean and
always have a pleasant smell to them. All troll folk
have emerald green eyes.
Background:
Many a story has existed about people put to sleep
for years by the fey creatures in the forest. Less
common are the stories about fey altering the very
physical makeup of a person. On occasion a
person would offend the fey in a forest in such a
way that the fairy creatures would merge the
person with the plant life around them. The first Relations:
troll folk where created in this manner, but since Troll folk act and live most often with humans but
then, they have spread this “alteration” through get along with other races well. Almost all the
natural childbirth. other races like troll folk, the elves like them more
than most and the dwarven people like them less
Society: than others.
Troll folk are outcasts from human society, never
trusted because people think they are troll blooded. Alignment and Religion:
Even as they are rejected by the group, Troll folk find themselves caring for the natural
individually, people really like them because of world more than the world of man. This often
their beautiful appearance. Most troll folk find leaves them with a neutral alignment. Most troll
themselves as gardeners, foresters, farmers, or folk worship the gods of nature.
druids.
Plant Aspects
Light of Day: Troll Folk with this aspect gain Regeneration 1 (fire) this only functions in daylight or
within a daylight spell. In total darkness this troll folk becomes fatigued.
Source of Life: Troll Folk with this aspect gain Regeneration 1 (fire) this only functions in contact
with water. In dry or desert climate this troll folk gains the sickened condition.
All that is: Troll Folk with this aspect gain Regeneration 1 (fire) this only functions when barefooted
and in contact with the ground. If this troll folk puts on footwear it gains the confused condition.
Will to Exist: Troll Folk with this aspect gain Regeneration 1 (fire) this only functions when
underground. In daylight or within a daylight spell this troll folk gains the dazzled condition.
Physical Description:
The created look like small humans and are often
mistaken for halflings. They appear like small
humans in every way except their eyes which have
a gemstone quality of color that looks unnatural.
The only discernible physical difference between
the solvo homunculus and a human is his heart-
stone. The created never age, remaining the same
appearance as the day they were made (minus
normal wear and tear).
Background:
Wardens start out much like druids, with an affinity to nature driving their decisions in life. It’s only
when they start casting spells that they realize the strong pull to their element. Choosing to accept that
elemental pull is what turns them into wardens.
Role:
Most wardens try to stay away from the physical part of combat, casting spells and altering the battle
and environment from a safe spot. If pushed, they are able to wreck havoc in combat but must be
careful not to injure allies in the process.
Hit Die: d8
Class Skills:
The warden's class skills are Climb (Str), Craft
(Int), Diplomacy (Cha), Fly (Dex), Handle
Animal (Cha), Heal (Wis) Knowledge
(Geography, Local, Nature)(Int), Perception
(Wis), Ride (Dex), Sense Motive (Wis),
Spellcraft (Int), Survival (Wis), Swim (Str).
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +0 +2 +0 +2 Element Affinity – Orisons – Spells
2 +1 +3 +0 +3 Elemental Strike 1d6
3 +2 +3 +1 +3
4 +3 +4 +1 +4 Affinity Technique
5 +3 +4 +1 +4
6 +4 +5 +2 +5 Elemental Strike 2d6
7 +5 +5 +2 +5 Affinity Technique
8 +6/+1 +6 +2 +6
9 +6/+1 +6 +3 +6
10 +7/+2 +7 +3 +7 Affinity Technique – Elemental Strike 3d6
11 +8/+3 +7 +3 +7
12 +9/+4 +8 +4 +8
13 +9/+4 +8 +4 +8 Affinity Technique
14 +10/+5 +9 +4 +9 Elemental Strike 4d6
15 +11/+6/+1 +9 +5 +9
16 +12/+7/+2 +10 +5 +10 Affinity Technique
17 +12/+7/+2 +10 +5 +10
18 +13/+8/+3 +11 +6 +11 Elemental Strike 5d6
19 +14/+9/+4 +11 +6 +11 Affinity Technique
20 +15/+10/+5 +12 +6 +12 Element Mastery
Elemental Warden Class Wardens are not proficient with shields of any
type. A warden who wears prohibited armor or
Features: uses a shield made from a prohibited material is
All the following are class features of the unable to cast warden spells or use their elemental
elemental warden. strike ability for 24 hours after doing so.
Weapon and Armor Proficiency: Wardens are Element Affinity (Su): At 1st level, a warden
proficient with all simple weapons. Wardens are must choose an element. Once chosen it cannot be
only proficient with light armor but are prohibited changed. You gain abilities and bonus spells based
from wearing metal armor; thus, they may wear on your chosen element. All elements and their
only padded, leather, hide, or ironwood. Elemental
a +1 bonus on attack and damage rolls against per round (as an earth elemental). You also gain
creatures touching the ground. Any spell you cast heavy fortification (chance for normal damage
with the [Earth] descriptor with a +1 caster level 75%). As a standard action you can stomp the
and +1 DC. ground tripping all creatures touching the ground
within 30ft. A Reflex save DC = 10 + 1/2 your
Elemental Strike (Su): At 2nd level as a attack warden class level + Wisdom modifier negates this
action you gain the ability to flip the ground over effect.
and on top of a target. This attack has a 10ft reach
and can be used on any target that is in contact Coffin (Su): At 16th level, you have the earth
with the ground. Treat all attacks as touch attacks swallow your target. As a standard action you can
with earth damage. pull a creature or unattended object within 40ft
underground. The target must be touching the
Elemental Techniques (Earth) ground when you use this ability. A creature can
resist this pull with a Reflex save DC = 10 + 1/2
th
Earth Shield (Su): Starting at 4 level, stone your warden class level + Wisdom modifier. Once
creeps out of your hand and up your arm. As long underground the target can try and break free, this
as you keep a stone in your hand and it is in your is a full-round action that requires a Strength
hand at the start of your turn you gain damage check or Escape Artist skill check DC 20. If they
rd
reduction 1/- for the rest of the round. This bonus fail to break free they die after the 3 round. Any
increases by one every time you gain a new target underground because of this ability cannot
elemental technique. You cannot use this arm for be attacked.
any other purpose when using this ability.
Dust Cloud (Su): At 19th level, you can make a
Tremorsense (Su): At 7th level, feeling the ground cloud of dust raise from the ground, making a
beneath you gives you knowledge of your large area hard to see and breathe in. As a full-
surroundings. You gain the tremorsense ability round action you create a dust cloud filling
60ft. everything withing 100ft radius of you. Within the
radius, vision is reduced to 15ft and anyone trying
th
Ground Lock (Su): At 10 level, the pull of the to cast a spell with verbal components must make
ground below increases making it hard for people a concentration check DC = 15 + spell level. If
to move and creature to fly. Using this ability is a there are severe winds (30 to 50 mph) or if it is
full-round action. All creatures in a 60ft radius raining the dust cloud will disperse in 2 rounds. If
centered on you, touching the ground have their not, the dust cloud will last for one minute. All
movement halved. Any creature that is flying non-magical fire within the area is snuffed out. If
above the affected area falls to the ground. A you are in earth hybrid form he does not need to
Reflex save DC = 10 + 1/2 your warden class level make a concentration check to cast spells.
+ Wisdom modifier negates this effect. Flying
creatures can use their fly skill in place of their Element Mastery (Su): At 20th level, you control
Reflex save. This ability has no effect on the the earth around you gaining additional effects
warden himself. when in your earth hybrid form. As a standard
action you can make the ground vibrate which
th
Earth Hybrid (Su): At 13 level, your skin causes all surfaces within a 60ft radius to become
becomes hard and gains a gray stony look. You difficult terrain for 5 rounds. As a full-round action
you can gain control of any stone golem within
ray (8th), icy prison, mass (9th). the staggered effect with a successful Fortitude
save DC = 10 + 1/2 the wardens class level +
Ice Mastery (Ex): Starting at 1st level, you gain Wisdom modifier.
resistance to cold 5, this resistance increases by 5 th
every warden class level. You cast a spell with the Ice Hybrid (Su): At 13 level, your eyes become
[cold] descriptor with a +1 caster level and +1 DC. ice blue and frost forms around them on your face.
You may take this form as a standard action and
Elemental Strike (Su): At 2nd level as a standard retain it until dismissed as a swift action, if you
action you gain the ability to produce a cold wave. fall asleep, become unconscious, or dying. When
The wave extends from your body horizontally in in the ice hybrid form you gain an innate +4 bonus
all directions out to 10ft. A creature takes half to Strength and gain the ice glide and icewalking
damage with a successful Reflex save DC = 10 + (found in bestiary 2) abilities. In this form you
1/2 the wardens class level + Wisdom modifier. All have a cold way of looking at someone, giving
them a chill. As a full-round action you choose a
gain resistance to electricity 5, this resistance lighting hybrid form you gain an innate +4 bonus
increases by 5 every warden class level. You cast a to Dexterity and are always under the effects of a
spell with the [electricity] descriptor with a +1 haste spell. Whenever you move, your body
caster level and +1 DC. changes to electricity and ends up where you
wished to go. This ability allows you to move in
Elemental Strike (Su): At 2 level, as a standard any direction regardless of gravity. If you end your
nd
action electricity jumps from you to others. Static movement on a surface that cannot support you,
forms around you and then releases in a series of you will fall. You can only move your land speed
fast arcs. You make a ranged touch attack at your this ability is not a teleport. You don't provoke
highest base attack bonus for each dice of your attacks of opportunity when moving in this form.
elemental strike. You can pick a new target for
firebrand (7th), wall of lava (8th), meteor swarm 10 + 1/2 the wardens class level + Wisdom
th
(9 ). modifier, halves the damage.
Magma Shield (Su): Starting at 4th level, Starting Home in the Heat (Su): At 16th level, you bring
at 4th level, black shinny obsidian climbs up your the heat of a volcano with you. It takes a full-
arm and shoulder. As long as you keep a piece of round action to start this ability and a swift action
Infuse Holy Water (Su): At 16th level, you can Element Mastery (Su): At 20th level, water
manipulate holy water into a blade. As a swift embraces you and heals wounds as you direct.
action, as long as you hold a vile of holy water in When the elemental warden is fully immersed in
your hand you gain the ability to produce a blade water he gains fast healing of 3. With a touch he
of water. The water blade last until the start of can give a target creature the ability to breath
your next turn. Treat all attacks with this blade as water for 1 hour. When the warden maintains that
touch attacks doing damage equal to your contact with the target of the water breathing that
elemental strike ability to undead and evil target gains fast healing of 2.
outsiders only.
Background:
Almost all dark retainers start on their path when studying planar knowledge. The temptation of power
is too much. Binding a devil becomes an addiction that cannot be shaken. Using the power is only an
extension of that addiction.
Role:
A lust for destruction inherit in most dark retainers shapes them into killing machines. They use their
spell-abilities and devil powers to wreck havoc on their foes. When not in combat their planar
knowledge makes a valuable addition to any party.
Alignment: Any.
Hit Die: d8
Class Skills:
Appraise (Int), Bluff (Cha), Craft (Int),
Diplomacy (Cha), Intimidate (Cha)
Knowledge (Arcana, Planes, Religion)
(Int), Linguistics (Int), Profession (Wis)
Perception (Wis), Sense Motive (Wis),
Spellcraft (Int), Survival (Wis), Use
Magic Devise (Cha).
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +0 +0 +0 +2 Fiendish Embrace – Devil Lore
2 +1 +0 +0 +3 Essences Invocation
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4 Fiendish Transformation
6 +3 +2 +2 +5
7 +3 +2 +2 +5
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Fiendish Transformation
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9 Fiendish Transformation
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12 Fiendish Transformation – Hell's Furry
Dark Retainer Class Fiendish Embrace (Su): Starting at 1st level, you
force the soul of a devil within you so that you can
Features: use its essence to power spells. It takes one minute
All the following are class features of the dark to bind a devil within you. That devil's CR can
retainer. only exceed your class level by three. After
binding the fiend, your eyes glow a red and you
Weapon and Armor Proficiency: Dark retainers gain darkvision 60ft. You also gain the ability to
are proficient with all simple weapons. They are use detect magic as a spell-like ability at will. As a
proficient with light armor, but not with shields. standard action you can make touch attack that
The abilities of a dark retainer do not suffer from does 1d6 damage +1 per dark retainer class level.
arcane spell failure due to armor. You can use the spell-like abilities of the devil you
bind, this can be risky because you pit your will
Background:
The first porter was said to have sworn an oath to the god of travel. It’s only through passing this oath
on that porters exist today. The oath is what gives porters their powers. In more recent years porters
have slowly become more common.
Role:
Driving a party to complete their goals is what a porter does best. When it comes to combat porters
tend to do best with a hit and run style. Porters can move around the field of battle with ease often
putting their opponents off guard.
Alignment: Any.
Hit Die: d8
Class Skills:
Acrobatics (Dex), Climb (Str), Diplomacy (Cha),
Disguise (Cha), Escape Artist (Dex), Fly (Dex),
Handle Animal (Cha), Intimidate (Cha)
Knowledge (Dungeoneering, Geography, History,
Local, Nature, Nobility, Planes)(Int), Linguistics
(Int), Profession (Wis) Perception (Wis), Ride
(Dex), Sense Motive (Wis), Sleight of Hand (Dex),
Survival (Wis), Swim (Str).
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +0 +0 +2 +0 Oath of Transport - +5ft Movement Bonus
2 +1 +0 +3 +0 Favorite Path - Dodge Bonus
3 +2 +1 +3 +1 +5ft Movement Bonus - Evasion
4 +3 +1 +4 +1 Slow Motion Perspective - Dodge Bonus
5 +3 +1 +4 +1 +5ft Movement Bonus
6 +4 +2 +5 +2 Special Way - Dodge Bonus
7 +5 +2 +5 +2 Instant Movement - +5ft Movement Bonus
8 +6/+1 +2 +6 +2 Unyielding Endurance - Dodge Bonus
9 +6/+1 +3 +6 +3 +5ft Movement Bonus - Improved Evasion
10 +7/+2 +3 +7 +3 Special Way - Dodge Bonus
11 +8/+3 +3 +7 +3 Through Step - +5ft Movement Bonus
12 +9/+4 +4 +8 +4 - Dodge Bonus
13 +9/+4 +4 +8 +4 +5ft Movement Bonus
14 +10/+5 +4 +9 +4 Special Way - Dodge Bonus
15 +11/+6/+1 +5 +9 +5 +5ft Movement Bonus
16 +12/+7/+2 +5 +10 +5 - Dodge Bonus
17 +12/+7/+2 +5 +10 +5 +5ft Movement Bonus
18 +13/+8/+3 +6 +11 +6 Special Way - Dodge Bonus
19 +14/+9/+4 +6 +11 +6 +5ft Movement Bonus
20 +15/+10/+5 +6 +12 +6 Flash Movement - Dodge Bonus
Favorite Path: At 2nd level, porters choose a Improved Evasion (Ex): Starting at 9th level, a
favorite means of travel and focus their efforts so porter gains an even greater ability to avoid
they can excel. You decide what type or porter to damage. This works like evasion, except that while
become and gain benefits for the decision. Once the porter still takes no damage on a successful
chosen this path cannot be changed. You choose reflex saving throw against attacks, he henceforth
from the paths listed in the favorite path section takes only half damage on a failed save. A helpless
below. porter does not gain the benefit of improved
evasion.
Aquatic
Favorite Path You have chosen the water over other forms of
The paths a porter has to choose from are airborne, movement
aquatic, extra dimensional, or land-based.
Way of the path (Su): Starting at 2nd level, you
gain the ability to breath water.
Airborne
You have chosen the air over other forms of
Special Way
movement.
Freedom to Swim (Su): Starting at 6th level, you
Way of the path (Su): Starting at 2nd level, you
move in water the way others use magic to fly.
gain the ability to fly 30ft (Average
Treat yourself as if always under the freedom of
Maneuverability). Additionally you are always
movement spell.
under the effect of feather fall.
Propulsion (Su): Starting at 10th level, you gain
Special Way the ability to alter the way you swim much like
someone adjust the way they walk. This ability lets
Space to fly (Su): Starting at 6th level, you make you hustle (swim x 2), run (swim x 4), 5ft step
yourself small enough to fly anywhere. As a (+5ft move), and charge attack. This ability will
standard action you can use reduce person spell. allow your ability to swim to be effected by
This ability is at will (self only) caster level equal magical effects such as haste. You can jump out of
to your porter class level. When you are flying the water using your swim skill. The movement in
your maneuverability is (Good). the air is treated as difficult terrain. You cannot
adjust your movement after you leave the water.
Circumnavigate (Su): Starting at 10th level, you
gain the ability to alter the way you fly much like Liquid Lung and Hydraulic Lunge (Su):
someone adjust the way they walk. This ability lets Starting at 14th level, you can use the water
1 Round Action: This action when started at the beginning of your turn ends when your turn starts
again. This action takes the full 6 seconds to complete.
Full-Round Action: This action takes a good part of a character’s round. Even though it takes so
much time it still ends within your turn allowing a character time to take a swift action and a 5ft step.
This action takes 5.5 seconds to complete.
Standard Action: This action is a dominant part of a character’s round but does not take all that
much time to perform. A character is still able to take a move and a swift action. This action takes 3.5
seconds to complete.
Move Action: This action takes many forms but all take about the same time. Some might say that if
you take half a movement it would take half the time but for game play it is too hard to divide the
actions. In real life the average person walks 4.4feet per second the move action would not really fit in
the time afforded for it so for game play we reduce the time. It’s divided with the other actions
available. A move action takes 2.25 seconds to complete.
Swift / Immediate Action: This action takes next to no time to perform yet for game play only
one swift or immediate action can be taken in a round. A swift / immediate action takes 0.24 seconds to
complete.
5ft Step: This action takes next to no time to perform yet for game play only one 5ft step can be taken
in a round. A 5ft step takes 0.26 seconds to complete.
None Actions (Free Actions): These are the actions that take place within the time of other
actions and do not count against the overall time of a round. Examples of these kind of actions are
drawing arrows to shoot or using a skill that implies a movement. A “none action” takes no time to
complete.
1 Round Action
Time in Seconds
Size 1second 2 second 3 second 4 second 5 second 6 second
Fine -25 -20 -15 -10 -5 0
Diminutive -20 -15 -10 -5 0 +5
tiny -15 -10 -5 0 +5 +10
small -10 -5 0 +5 +10 +15
medium -5 0 +5 +10 +15 +20
large 0 +5 +10 +15 +20 +25
huge +5 +10 +15 +20 +25 +30
gargantuan +10 +15 +20 +25 +30 +35
colossal +15 +20 +25 +30 +35 +40
Dizzy
If a dizzy person takes a move action, roll randomly to see what direction they travel and if they move
more that a 5ft step they must make a Reflex save DC 20 or fall prone. A dizzy person cannot use any
Strength or Dexterity based skill. They also take a -6 on all attack rolls.
Emotional Distress
Depending on the emotion, a creature will act abnormally and irrational. Only the most extreme
situations can cause these effects. The effects should not last more than a few minutes.
Anger: +2 morale bonus to Strength and Fortitude saves. -2 Wisdom penalty and must make an
attack action every round if able.
Depression: +4 moral bonus on fear saves. -2 charisma penalty and must make a Will save DC 15
to make an attack.
Elated: +2 morale bonus on attack rolls and initiative checks. +4 on Strength based skill checks.
You get a -2 on all Charisma based skill checks.
Headache
- 2 Intelligence, Wisdom, and Charisma checks and skill checks. You also suffer from light sensitivity
Wet
-2 Dexterity penalty.
No Reaction Snafu
You get startled and have a hard time figuring out You just have the bad habit of stepping into a
whats is best to do. punch.
Penalty: You get a -6 penalty on initiative checks. Prerequisites: Dexterity less than 11
Penalty: You gain a -2 dodge penalty to your AC.
Spell Tracker
Components Analyze Dweomer, Locate Creature
Range Close (25ft + 5ft per 2/level)
Target One spell
Duration 1 hour/level
Saving Throw None
Spell Resistance No
This allows the caster to figure out who cast a
particular spell. After casting this spell you know
the direction of the spellcaster who cast the target
spell. If you are able to see that caster you know
without a doubt that he is the person who cast the
target spell. This spell will not function if the
spellcaster is on another plane of existence.