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Brian Cottrell (Order #13603664)

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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Brian Cottrell (Order #13603664)


Chimera-kin
Much of the chimera-kin race comes from the
human stock from which they spawned. Yet unlike
humans, they have little in the way of desire to
advance their existence finding themselves content
with a simpler life. Most chimera-kin have no idea
of their real nature, only thinking that they are
human and excel where others do not. Given their
animal familiarity, they do not like to live in larger
cities and most chimera-kin find themselves
having a few pets. The race was created by magic,
yet as a race they are fearful of most spellcasters -
only rarely partaking in the arts themselves. They
are overall good-natured, simple people with a
loyal admiration to the lands they call home.

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.

Brian Cottrell (Order #13603664)


Chimera-kin Racial Traits
-1 Charisma: Chimera-kin are unique and vary do to their mixed animal background but all share an
territorial and aggressive nature.
Medium: Chimera-kin are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Chimera-kin have a base speed of 30 feet.
Low-Light Vision: Chimera-kin can see twice as far as humans in conditions of dim light.
Animal Traits: Chimera-kin display three animal traits from birth gaining specific abilities from them.
These traits are chosen from the list below or rolled randomly. Traits never change and a chimera-kin
never gains more traits.
Animal Familiarity: Chimera-kin always have Handle Animal as a class skill. Any spell or effect that
directly targets animals will work on a chimera-kin.
Languages: Chimera-kin begin play speaking Common, Chimera-kin with high Intelligence scores can
choose any languages they want (except secret languages, such as Druidic).

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.

Brian Cottrell (Order #13603664)


49-52 Goat: +1 Dexterity, +1 Climb, Headbutt (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
goat trait grow chin hair five times faster than normal.
53-56 Horse: +1 Strength, +10 land speed, Carry (When determining carrying capacity treat the
chimera-kin’s Strength score as if it where four higher). Chimera-kin with the horse trait have patches
of skin that are lighter than normal. This dappling can come in spots on their body or a stripe on their
forehead.
57-60 Hyena: +1 Dexterity, +1 Survival, Scent. Chimera-kin with the hyena trait have a hard time not
laughing at everything. Even when things are at their worst the chimera-kin will still be giggling.
61-64 Leopard: +1 Dexterity, +1 Stealth, Stalk (When moving in a prone position the chimera-kin
gains an additional +6 competence bonus to Stealth). Chimera-kin with the leopard trait have dark
spots on their body.
65-68 Lion: +1 Strength, +1 Diplomacy, Pounce (The chimera-kin can make a second attack on a
charge providing your Base Attack Bonus is high enough to allow you a second attack. This attack
gains no benefit from the charge action). Chimera-kin with the lion trait are wide-chested. If they are
male, they grow a thick mane when they become an adult.
69-72 Monkey: +1 Dexterity, +1 Acrobatics, +1 Climb, Versatility (The chimera-kin can perform
simple tasks with its feet as if they where your hands. This does not let them hold more weapons than
normal). Chimera-kin with the monkey trait have feet that resemble their hands and almost always go
barefooted.
73-76 Rhinoceros: +1 Constitution, +1 Natural Armor, Powerful Charge (When making a charge
attack the chimera-kin gains an additional +2 on damage). Chimera-kin with the rhinoceros trait always
have a thick skin. Their skin looks normal but feels strange.
77-80 Shark: +1 Strength, +1 Swim, +1 Intimidate, Bite (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 shark trait have wide mouths, thin lips and sharper than normal teeth.
81-84 Snake: +1 Dexterity, +1 Intimidate +2 on all Grapple checks. Chimera-kin with the snake trait
have slick skin that always looks wet. Alternatively they may have a forked tongue.
85-88 Tiger: +1 Strength, +1 Stealth, Pounce (You can make a second attack on a charge providing
your Base Attack Bonus is high enough to allow you a second attack. This attack gains no benefit from
the charge action). Chimera-kin with the tiger trait have whiskers or black stripes on their body.
89-92 Turtle: +1 Wisdom, +1AC competence bonus when using a shield, 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 turtle trait are often bald. Some have a green hue to their skin or very bright green
eyes that blink very slow.
93-96 Wolf: +1 Constitution, +1 Survival, Scent. Chimera-kin with the wolf trait have larger than
normal canine teeth.
97-100 Wolverine: +1 Constitution, Burrow 5ft, Rage (After the chimera-kin takes damage he gets a
+2 morale bonus Strength and a -1 penalty to AC until the end of his next turn). Chimera-kin with the
wolverine trait have strong hands and fingernails that grow to a point naturally.

Brian Cottrell (Order #13603664)


Heartless
Despite their name the heartless do indeed have a
heart. Known as half-dead this race holds to the
spirit of life even if their bodies seem to be close
to death. Due to strange events with their birth,
heartless live life frail and never display strong
emotions. Their aloof nature often causes others to
be interested in them, mostly in the same way
people get interested in a puzzle. People never
really know how close to being undead the
heartless is. Instead they get the impression when
dealing with them that they are full of life - just
reserved. Heartless seek knowledge and indulge in
activities that foster learning.

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.

Brian Cottrell (Order #13603664)


Heartless Racial Traits
+2 Dexterity, -2 Constitution +2 Charisma: Heartless are agile but have a week physical condition.
Medium: Heartless are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Heartless have a base speed of 30 feet.
Low-Light Vision: Heartless can see twice as far as humans in conditions of dim light.
Calm Disposition: Heartless act as if always under the effects of the calm emotions spell. They can
still make decisions to attack but do so without emotion. All other effects of the spell remain the same.
Undead Talent: Heartless choose one undead talent from the list below. This talent cannot be changed
once chosen.
Sun allergy: Heartless in direct sunlight gain the sickened condition.
Languages: Heartless begin play speaking Common, Heartless with high Intelligence scores can
choose any languages they want (except secret languages, such as Druidic).

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.

Brian Cottrell (Order #13603664)


Terra-Bairn (Troll
Folk)
Troll folk are not troll blooded at all but between
their natural ability to heal themselves and their
green-tinted skin people just assume they are. Troll
folk are nature’s best defense against the hardships
of other humanoids. With a mindset to keeping the
world healthy and protecting the fey creatures,
troll folk take up the fight to teach people how to
respect nature or fight for it. The most important
goal rooted deep in all troll folk's nature is to stop
wars from happening.

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.

Brian Cottrell (Order #13603664)


Troll Folk Racial Traits
-2 Strength, +2 Wisdom, +2 Charisma: Troll folk are beautiful and wise but physically weak.
Medium: Troll folk are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Troll folk have a base speed of 30 feet.
Low-Light Vision: Troll folk can see twice as far as humans in conditions of dim light.
Plant Resistance: Troll folk get a +4 on saves vs mind-affecting effects (charms, compulsions,
patterns, phantasms) paralysis, poison, polymorph, sleep effects and stunning.
Plant Aspect: Troll folk gain a single plant aspect that can be chosen from the list below. Once chosen
it cannot be changed.
Plant Heritage: Troll folk can be affected by spells and effects that target plants.
Vulnerabilities: Troll folk take half again as much damage (+50%) from fire.
Languages: Troll folk begin play speaking Common and Druidic, Troll folk with high Intelligence
scores can choose any languages they want.

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.

Brian Cottrell (Order #13603664)


Solvo Homunculus
(The Created)
The created at first appear to be small humans but
are actually constructs with a soul. Others have
strived for the perfection of the created but fall
short. These small people have gemstone hearts
that match their eyes. The created never age and
this hampers their desire to involve themselves in
the day-to-day actions of the world. Instead they
look to the long term plan and stick with it.

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: suits them best. Very seldom do the solvo


The created all originate from the first seven and homunculus spend any time with each other unless
they were the lifelong work of a wizard that they get together for the time it takes to reproduce
specialized in creating golems. A new solvo and give their child the skills to exist successfully.
homunculus can only be created by having two
solvo homunculus make a third body and apply a Relations:
small part of each of their souls to the new The created find themselves mistrusted by most
creation. The process takes a full year and 3000 races even the humans and halflings they spend
gold in material, plus a large heart-stone cost no most of their time with. The distrust is because
less then 4000 gold. It takes an additional four they think the solvo homunculus are magically
years for the new solvo homunculus to reach its altered humans and are planning something.
mental maturity. Till then living much like a child
in the body of an adult. Alignment and Religion:
The created are more than capable of doing great
Society: good or evil. Their emotions run about the same as
Most created find integrating themselves into humans. As far as religion goes they mostly
human society the best way to live. Often taking worship the gods of creation both life and craft.
roles as advisers or spies, fitting in by doing what

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The Created Racial Traits
+2 to One Ability Score: Created characters get a +2 bonus to one ability score of their choice at
creation to represent their makers artist license.
Small: Created are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack
rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size
bonus on Stealth checks.
Slow Speed: Created have a base speed of 20 feet.
Ageless: Created do not age and are unaffected by effects that alter age.
Heart-Stone Quality: Created gain a single quality that can be chosen from the list below. Once
chosen it cannot be changed.
Dispute the Weave: Created are unaffected by any spell or spell-like ability of 2st level or lower.
Languages: Created begin play speaking Common, Created with high Intelligence scores can choose
any languages they want. (except secret languages, such as Druidic).

The Created Heart-Stone Qualities


Garnet: The Created with this heart-stone gains immunity to bleed damage.
Amethyst: The Created with this heart-stone gains a +1 Luck bonus on all saves.
Aquamarine: The Created with this heart-stone gain a +1 to the DC of all his spells.
Diamond: The Created with this heart-stone gains Moderate Fortification.
Emerald: The Created with this heart-stone gains +2 Natural Armor bonus.
Pearl: The Created with this heart-stone gains the ability to breath water.
Ruby: The Created with this heart-stone gains Resistance to fire 30.
Peridot: The Created with this heart-stone gains immunity to poison.
Sapphire: The Created with this heart-stone gains Resistance to Cold 30.
Opal: The Created with this heart-stone gains immunity to disease.
Topaz: The Created with this heart-stone gains Darkvision 120ft
Zircon: The Created with this heart-stone gains immunity to fatigue and exhaustion. Yet still need
sleep.

Brian Cottrell (Order #13603664)


Elemental Warden
Elemental wardens are the most powerful defenders of the natural world. More often than not they find
themselves as peasant heroes, working in and around the smaller country towns. Wardens who choose a
path of evil become aggressive avengers and are feared by people. Wardens take on an element to
protect and using the power of that element smite any would be blighter. Druids tend to use the
wardens as guardians or personal protectors - almost like a knight. Wardens view themselves much like
a paladin but instead of devotion to a god they focus on their element. Either the warden takes on a
personality akin to his element or the element changes a warden's personality, no one knows, but they
always reflect each other.

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.

Alignment: Any Neutral.

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).

Skill Ranks per level: 4+Int modifier

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Elemental Warden Chart

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

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Elemental Warden Spells Known Elemental Warden Spells Per Day
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1 - - - - - - - - 3 - - - - - - - -
2nd 4 2 - - - - - - - - 4 - - - - - - - -
3rd 4 2 - - - - - - - - 5 - - - - - - - -
4th 5 3 1 - - - - - - - 6 3 - - - - - - -
5th 5 3 1 - - - - - - - 6 4 - - - - - - -
6th 6 4 1 1 - - - - - - 6 5 3 - - - - - -
7th 6 4 2 1 - - - - - - 6 6 4 - - - - - -
8th 7 4 2 1 1 - - - - - 6 6 5 3 - - - - -
9th 7 4 3 2 1 - - - - - 6 6 6 4 - - - - -
10th 8 4 3 2 1 1 - - - - 6 6 6 5 3 - - - -
11th 8 4 4 3 2 1 - - - - 6 6 6 6 4 - - - -
12th 8 4 4 3 2 1 1 - - - 6 6 6 6 5 3 - - -
13th 8 4 4 3 3 2 1 - - - 6 6 6 6 6 4 - - -
14th 8 4 4 3 3 2 1 1 - - 6 6 6 6 6 5 3 - -
15th 8 4 4 3 3 2 2 1 - - 6 6 6 6 6 6 4 - -
16th 8 4 4 3 3 3 2 1 1 - 6 6 6 6 6 6 5 3 -
17th 8 4 4 3 3 3 3 2 1 - 6 6 6 6 6 6 6 4 -
18th 8 4 4 3 3 3 3 2 1 1 6 6 6 6 6 6 6 5 3
19th 8 4 4 3 3 3 3 2 2 1 6 6 6 6 6 6 6 6 4
20th 8 4 4 3 3 3 3 2 2 2 6 6 6 6 6 6 6 6 6

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

Brian Cottrell (Order #13603664)


related abilities can be found in the element affinity section of this book. Each strike does 1d6
affinity section of this book. damage, this damage increases to 2d6 at 6th level
and gains an additional +1d6 every four level
Orisons: Wardens can prepare a number of thereafter.
orisons, or 0-level spells, each day, as listed on the
elemental warden spell chart. These spells are cast Affinity Technique (Su): Elemental wardens gain
like any other spell, but they are not expended supernatural abilities based on your elemental
when cast and may be used again. affinity. All affinity techniques can be found in the
elemental affinity section of this book. All DC’s
Spells: A warden casts divine spells which are for saving throws are 10 + 1/2 the elemental
drawn from the druid spell list. His alignment may warden’s class level + Wisdom modifier. Affinity
restrict him from casting certain spells opposed to techniques are gained at forth level and every three
his moral or ethical beliefs; see Chaotic, Evil, level thereafter.
Good,
and Lawful Spells. He can cast any spell he knows Element Mastery (Su): At 20th level, a warden
without preparing it ahead of time. To learn or cast gains mastery of his element and receives a
a spell, a warden must have a Wisdom score equal supernatural ability. This ability can be found in
to at least 10 + the spell level. The Difficulty Class the element affinity section of this book.
for a saving throw against a warden's spell is 10 +
the spell level + the warden's Wisdom modifier. Alignment Mishaps: If a warden goes against her
Like other spellcasters, a warden can cast only a alignment or is untrue to his element he loses the
certain number of spells of each spell level per ability to cast any warden spells or gain warden
day. His base daily spell allotment is given on the levels. This can be corrected if he atones for his
elemental warden spell chart. In addition, he actions (see the atonement spell description).
receives bonus spells per day if he has a high
Wisdom score. A warden's selection of spells is
extremely limited, but he gains spells at each new
level. Spells known are listed on the warden spell Element Affinity
chart. (Unlike spells per day, the number of spells
At first level a elemental warden selects one of the
a warden knows is not affected by his Wisdom
following affinities. Once you select an affinity it
score; the numbers on the elemental warden spell
cannot be changed.
chart.) A warden cannot cast spells of an alignment
opposed to his own.
Upon reaching 4th level, and at every even- Air
numbered warden level after that (6th, 8th, and so You make a pact with the elemental plane of air
on), a warden can choose to learn a new spell in giving you special abilities. Air wardens tend to be
place of one she already knows. In effect, the aloof and capricious.
warden loses the old spell in exchange for the new
st
one. The new spell's level must be the same as that Bonus Spells Known: alter winds (1 ), wind wall
nd rd th
of the spell being exchanged. A warden may swap (2 ), cloak of winds (3 ), air walk (4 ), control
only a single spell at any given level, and must winds (5th), summon monster VI {air elemental
choose whether or not to swap the spell at the only} (6th), wind walk (7th), whirlwind (8th), winds
th
same time that he gains new spells known for that of vengeance (9 ).
level.
Air Mastery (Ex): Starting at 1st level, airborne
Elemental Strike (Su): At 2nd level, a warden creatures take a -1 penalty on attack and damage
gains the ability to make an elemental strike, the rolls against this warden. You cast a spell with the
strike you are able to make is based on your [Air] descriptor with a +1 caster level and +1 DC.
element affinity. This can be found in the element

Brian Cottrell (Order #13603664)


Elemental Strike (Su): At 2nd level, as a swift (as gaseous form spell) until dismissed with a
action you gain the ability to produce a blade of standard action.
air. The air blade last till the start of your next turn.
Treat all attacks with this blade as touch attacks Vacuum (Su): At 16th level, you create a vacuum
with air damage. between you and your target. As a standard action
you can pull a creature or unattended object within
Elemental Techniques (Air) 40ft, to you or you to it. If this creature or object
weights less than you it comes to you. If the
th
Air Shield (Su): Starting at 4 level, strong air creature or object weighs more than you, you
currents push attack away from you. As long as move to it. A creature can resist this pull with a
you keep a hand free and it is free at the start of Reflex save DC = 10 + 1/2 you warden class level
your turn you gain a +1 shield bonus for the rest of + Wisdom modifier. This ability can also be used
the round. This bonus increases by one every time to extinguish non magical fire within a 10ft radius.
you gain a new elemental technique. This shield
bonus is applied to your touch AC as well. You Spell Vacuum (Su): At 19th level, you can
cannot use this arm for any other purpose when summon magical effects to you. As an immediate
using this ability. action you create an invisible magical vacuum that
lasts until the beginning of your next turn. All
th
Listen to the Wind (Su): At 7 level, with a spells and spell-like abilities cast at a target within
standard action you are able to choose a 10ft 30ft of you automatically get redirected to you as
radius within your line of sight and listen as if you if you where the target. If an area effect spell hits
where standing in the center of it. within your vacuum it only affects you. Spells
with the range of self or touch are unaffected by
Toss (Su): At 10 level, you summon a gust of air this ability.
th

that tosses a creature or object into the air. As a


th
standard action you can launch a small or medium Element Mastery (Su): At 20 level, you control
creature or object within 30ft straight up. Treat this the air around you gaining additional effects when
ability as a combat maneuver, you use your in your air hybrid form. As a standard action you
warden class level plus your Wisdom modifier in can stop the air from vibrating. This removes all
place of your combat maneuver bonus. You can sound, functioning like the silence spell except it
use this on an unattended object, the CMD for the can only target a 5ft point in space. This effect
object is 1 per 10lbs. If you succeed your target is lasts a number of rounds equal to your warden
pushed up 5ft. For every 5 by which your roll class level. If you create another area of silence the
exceeds your targets CMD you can push the target first one ends. As a swift action you can make a
up an additional 5ft. If your target hits something 15ft area of thin air around you. Any creature other
overhead it takes 1d6 damage per 5ft of movement than yourself who remains in this area for 3
uncompleted. If your target falls, it takes damage consecutive rounds must make a Fortitude save
as normal (1d6 damage per 10ft, plus prone if each round at the end of their turn. If they fail the
damaged). Fortitude save DC = 10 + 1/2 your warden class
level + Wisdom modifier they become fatigued. If
Air Hybrid (Su): At 13 level, mist forms around they fail it a second time they become exhausted.
th

your body slowly embracing you like a cape. You


may take this form as a standard action and retain Earth
it until dismissed as a swift action, if you fall You make a pack with the elemental plane of earth
asleep, become unconscious, or dying. When in giving you special abilities. Earth wardens tend to
the air hybrid form you gain an innate +4 bonus to be gruff and hold true to anything they do in life.
Dexterity and the ability to fly as the spell. You
also gain 20% concealment against all attacks. As Bonus Spells Known: expeditious excavation
a standard action you can take on the form of mist

Brian Cottrell (Order #13603664)


(1st), stone call (2nd), stone shape (3rd), spike stones may take this form as a standard action and retain
(4th), wall of stone (5th), move earth (6th), rampart it until dismissed as a swift action, if you fall
(7th), earthquake (8th), clashing rocks (9th). asleep, become unconscious, or dying. When in
the earth hybrid form you gain an innate +4 bonus
Earth Mastery (Ex): Starting at 1 level, you gain to Constitution and the ability to earth glide 30ft
st

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

Brian Cottrell (Order #13603664)


60ft. You can only have one golem under your has no color other than the color of the flames you
control in this way at a time. In addition, when in are looking at to use this ability. You may watch
your earth hybrid form you gain immunity to stun the image till the item burns away or is blown out.
and paralyzing effects.
Hell / Heaven Fire (Su): At 10th level, you tap
Fire into another plan to adjust the fire you produce. If
You make a pack with the elemental plane of fire you are good aligned you can use heaven fire if
giving you special abilities. Fire wardens tend to you are evil aligned you can use hell fire. If you
be passionate but lose interest in things fast. are neutral aligned you must decide to use one or
the other, once chosen you cannot change it. When
Bonus Spells Known: burning hands (1 ), fire st you damage the target of your elemental strike
trap (2nd), fireball (3rd), flame strike (4th), wall of ability, he catches fire and takes 1d6 damage at the
fire (5th), fire seeds (6th), fire storm (7th), incendiary end of his turn every round. The only way to put
cloud (8th), meteor swarm (9th). out the fire is cover it in bright light for hell fire
and total darkness for heaven fire. This effects
only the target of the elemental strike not the
Fire Mastery (Ex): Starting at 1st level, you gain
adjacent creatures. This effect does not stack. A
resistance to fire 5, this resistance increases by 5
person suffering from this effect will have a strong
every warden class level. You cast a spell with the
desire to obtain the healing light condition needed.
[Fire] descriptor with a +1 caster level and +1 DC.
Fire Hybrid (Su): At 13th level, whenever you
Elemental Strike (Su): At 2nd level, as a standard
make a fast movement with your arms, you trail
action you gain the ability to produce a small ball
flames for a second. You may take this form as a
of fire. This ability requires a ranged touch attack,
standard action and retain it until dismissed as a
your target must be within 40ft. If you successfully
swift action, if you fall asleep, become
damage your target all creatures adjacent to that
unconscious, or dying. When in the fire hybrid
target take the minimum damage from your
form you gain an innate +4 bonus to Dexterity and
elemental strike. All damage from this ability is
+20 base land speed and you shed light as if a
fire damage.
torch. When attacked your body flares. Any
creature striking you with its body or handheld
Elemental Techniques (Fire) weapon deals normal damage, but at the same time
the attacker takes 1 point of fire damage for every
Heat Shield (Su): Starting at 4th level, distortion two warden class level you have. An attacker
from heat in the air obscures the way you look. As wielding a reach weapon is not subject to this
long as you keep a hand free and it is free at the damage. As a full-round action you send out a 15ft
start of your turn you can direct a heat haze giving radius burst of purple fire centered on yourself
you 15% concealment for the rest of the round. (but not effecting you). This fire deals 1d6 per
This bonus increases by 5% every time you gain a warden class level to all non living non magical
new elemental technique. You cannot use this arm material. At the end of the burst all flames go out.
for any other purpose when using this ability. Objects burned using this ability do not feel hot.
As a swift action you can extinguish any non
Image in the Flame (Su): At 7th level, with a full- magical fire you choose within 100ft.
round action you are able to use a fire to see a
distant person as if you where standing by them. Jet (Su): At 16th level, a blast of flame that sends
To use this ability you need to burn something that you flying backwards. As a standard action you
belonged to the person and look into the flame. place both hands together and a small blast of
You can see the subject and its surroundings (10ft flame comes from them. This flame is a 10ft line
in all directions of the target). If the target moves of bright orange fire doing 6d6 fire damage to any
your vision follows with him. The image you see creature it touches. A creature takes half damage

Brian Cottrell (Order #13603664)


with a successful Reflex save DC = 10 + 1/2 the damage from this ability is cold damage.
wardens class level + Wisdom modifier. When you
use this ability you fly backward 20ft and fall Elemental Techniques (Ice)
prone. You can remain on your feet with a reflex
save DC 20. This movement does not provoke an Ice Shield (Su): Starting at 4th level, a disk of ice
attack of opportunity. forms on your arm. As long as you keep a hand in
a tight fist and it is in a fist at the start of your turn
Spell Burn (Su): At 19th level, tapping into you gain a +1 shield bonus for the rest of the
magical fires have taught you how fire effects round. This bonus increases by one every time you
magic. As an full-round action you create create a gain a new elemental technique. This shield can be
small blast of flame. This flame is a 10ft line of used as a mirror. You do not need a shield
bright green fire. Any ongoing spell effect it proficiency to use this ability. You cannot use this
encounters has the chance of being dispelled. This arm for any other purpose when using this ability.
ability functions like a targeted greater dispel
magic spell with the caster level your warden class Glass (Su): At 7th level, a coat of ice forms on
level. everything around you. With a standard action you
are able to form a coat of ice on all unattended
Element Mastery (Su): At 20th level, you tap into objects and surfaces within 60ft of you. This
the energy that created life. Once per month if you ability functions as the grease spell, The Reflex
die, your body burns to ash. At the beginning of save DC = 10 + 1/2 the wardens class level +
your round, you are brought back to life. This Wisdom modifier. In addition any tiny objects on a
ability acts like a true resurrection spell. When surface when the ability is used, needs to be
this ability takes effect it has a chance to burn the chipped out of the ice to retrieve them. Chipping
magic out of the items on your person. Each an object out takes a standard action. The radius of
magical item has a 10% chance of become ash. any light spell is doubled within the area of the ice.
This has no effect on artifacts. The ice will remain for one minute unless a spell
with the [fire] descriptor is used in the area ending
Ice this ability immediately.
You make a pack with the elemental plane of ice
th
giving you special abilities. Ice wardens tend to be Cool Blood (Su): At 10 level, you drop the
cold and calculating. temperature of a creature causing it to slow down.
As a standard action you target a creature within
st
Bonus Spells Known: frostbite (1 ), chill metal 40ft of you. The temperature of this creature drops
(2nd), sleet storm (3rd), wall of ice (4th), cone of doing 3d6 cold damage and staggers it for 1d4
cold (5 ), freezing sphere (6 ), ice body (7 ), polar rounds. A creature takes half damage and negates
th th th

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

Brian Cottrell (Order #13603664)


target within 60ft you have line of sight with. That each d6. All targets must be within 40ft of you. All
target gains vulnerability to cold. A creature can damage from this attack is electrical damage.
resist this gaze attack with a Will save DC = 10 +
1/2 the wardens class level + Wisdom modifier. Elemental Techniques
(Lighting)
Ice buffer (Su): At 16th level, frost settles on your
skin making it cold and hard. When in your ice Lighting Shield (Su): Starting at 4th level, static
hybrid form you gain damage reduction gathers around you charging your body. As long as
4/bludgeoning and become immune to non lethal you keep a hand free and it is free at the start of
damage. your turn you gain a +1 dodge bonus for the rest of
the round. This bonus increases by one every time
Reflective Ice Shield (Su): At 19th level, your ice you gain a new elemental technique. You cannot
shield sends spells back at the attacker. Your ice use this arm for any other purpose when using this
shield ability gains the reflecting magic property. ability.
This ability can be used twice per day.
th
Enhanced Reflexes (Su): At 7th level, the static
Element Mastery (Su): At 20 level, you can around your body gives you a sense of incoming
build the cold within you to power a cold spell. If danger. As long as you maintain your lighting
you spend a move action for this ability, for three shield ability you gain an innate +2 to your reflex
consecutive rounds and do not cast any [fire] saves. This ability increases by another +2 when in
descriptor spells in that time. On the third round your lighting hybrid form.
after you spend your move action you can cast a
[cold] descriptor spell and have the damage Static Field (Su): At 10th level, you create a static
doubled. field and you can tell when things move within it.
This ability takes a standard action to start it and a
Lighting swift action to stop. When active you cannot sleep
You make a pack with the elemental plane of air and gain immunity to sleep effects. When the
giving you special abilities. Lighting wardens tend static field ability is active you gain blindsense out
to make quick decisions and sticks with them. to 60ft. You are unable to hide from anyone within
the 60ft, they gain an innate ability to find the
Bonus Spells Known: shocking grasp (1 ), st source of the field.
nd rd
defensive shock (2 ), lightning bolt (3 ), shocking
image (4th), call lightning storm (5th), chain Lighting Hybrid (Su): At 13th level, electricity
lightning (6th), control weather (7th), stormbolts races along your body randomly. You may take
th th
(8 ), ride the lightning (9 ). this form as a standard action and retain it until
dismissed as a swift action, if you fall asleep,
Lighting Mastery (Ex): Starting at 1 level, you become unconscious, or dying. When in the
st

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

Brian Cottrell (Order #13603664)


Flash (Su): At 16th level, you flash from one spot obsidian in your hand and it is in your hand at the
to another. Once per day as a immediate action start of your turn you gain a +1 shield bonus for
you can move your base land speed. When you use the rest of the round. This bonus increases by one
this ability you create a flash of bright light anyone every time you gain a new elemental technique.
within 20ft of where you start this ability must You cannot use this arm for any other purpose
make a Reflex save DC = 10 + 1/2 the wardens when using this ability.
class level + Wisdom modifier or be blinded for
1d4 rounds. Lava Puddle (Su): At 7th level, you make a puddle
of lave that damages others. As a full-round action,
Redirect (Su): At 19th level, you can redirect any you can vomit forth a puddle of lava that fills an
electrical attacks. When you are the target of any adjacent square to a depth of 2-3 inches and counts
electrical spell or effect. You can store that energy as difficult terrain. Any creature that moves
adding the damage to any electrical spell or effect through this puddle of lava takes 2d6 points of fire
you use on your next round. You cannot target damage. Damage continues for 1d3 rounds after
yourself with a spell or effect and store it. the creature leaves the lava pool at a rate of 1d6
points of fire damage per round. The lava puddle
Element Mastery (Su): At 20th level, you push solidifies and is safe to touch after a number of
your ability to move to its very limits. Once per rounds equal to your level.
day as a standard action when you are in your
lighting hybrid form you can time stop as the spell. Lava Lower (Su): At 10th level, lava forms in a
circle and eats away the ground below. With a
Magma standard action you are able to choose a 5ft radius
You make a pack with the elemental plane of fire circle on the ground within 60ft of you. A thin
giving you special abilities. Magma wardens tend stream of lava forms this circle eating away at the
to be stoic with an angry streak. ground / floor 1ft per round. This ability ends
when it brakes the circle through or goes 5ft down.
Bonus Spells Known: expeditious excavation If the ground / floor falls on a creature below it
(1st), burning gaze (2nd), obsidian flow (3rd), takes 2d6 damage per foot of material the lava
volcanic storm (4 ), fire snake (5 ), tar pool (6 ), lower burned away. A successful Reflex save DC =
th th th

firebrand (7th), wall of lava (8th), meteor swarm 10 + 1/2 the wardens class level + Wisdom
th
(9 ). modifier, halves the damage.

Magma Hybrid (Su): At 13th level, your skin


Magma Mastery (Ex): Starting at 1st level, you
becomes ashen and you cry lava. You may take
cast a spell with the [Earth or Fire] descriptor with
this form as a standard action and retain it until
a +1 caster level and +1 DC.
dismissed as a swift action, if you fall asleep,
become unconscious, or dying. When in the
Elemental Strike (Su): At 2nd level, you breathe
magma hybrid form you gain an innate +4 bonus
out a line of bright red lava. You have a breath
to Strength and fire resistance 30. When attacked
weapon of lava that is a 20ft line and does fire
your body flings lava back at the attacker. Any
damage. A successful Reflex save DC = 10 + 1/2
creature striking you with its body or handheld
the wardens class level + Wisdom modifier, halves
weapon deals normal damage but at the same time
the damage. Using this ability is a standard action.
the attacker takes 1 point of fire damage per your
warden class level. An attacker wielding a reach
Elemental Techniques (Magma) weapon is not subject to this 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

Brian Cottrell (Order #13603664)


each round to maintain it. You create a 200ft radius earthquake (8th), tsunami (9th).
area of intense heat (temperatures over 150ºF).
This ability ends if you leave the area and cannot Mud Mastery (Ex): Starting at 1st level, you cast
be used again for 1 hour. Breathing air in these a spell with the [Earth or Water] descriptor with a
temperatures deals 1d10 points of fire damage per +1 caster level and +1 DC.
minute. After the first minute water begins to boil
and does 1d6 points of scalding damage or 10d6 Elemental Strike (Su): At 2nd level, by rolling
damage per round if fully immersed. If someone your hand in the air you pull together a ball of
stays in the area for 5 minutes they must make a mud. As a standard action you create a ball of mud
Fortitude save DC = 10 + 1/2 your warden class and throw it at your target. As it flies through the
level + Wisdom modifier (Those wearing heavy air it grows in size. Half the damage for this ability
clothing or any sort of armor take a -4 penalty on is earth the other half is water. If this ranged attack
their saves). For every minute after the first save hits the target must make a Reflex save DC = 10 +
they need to make another save. If a save is failed 1/2 the wardens class level + Wisdom modifier or
the target becomes fatigued. If already fatigued be blinded for 1 round.
they become exhausted and if exhausted they pass
out until they return to normal temperature. Elemental Techniques (Mud)
Magma wardens are immune to the effects of this
ability as well as any other creature which is Mud Shield (Su): Starting at 4th level, mud seeps
immune or resistant to fire. from your fist and encase your arm and shoulder.
As long as you keep a fist and it is a fist at the start
Sizzle (Su): At 19th level, the heat you create burns of your turn you gain damage reduction 1/slashing
away other spells. If a spell with the [cold or for the rest of the round. This bonus increases by
water] descriptor is cast within the area of your, one every time you gain a new elemental
home in the heat ability (see above) it does nothing technique. You cannot use this arm for any other
and is effectively countered. If a [fire] descriptor purpose when using this ability.
spell is cast within the area of your, home in the
heat ability it is treated as if cast using the Mud Mask (Su): At 7th level, your mud shield
Intensified Spell metamagic feat. Any creature encases your body making you look like someone
with the cold or water subtype takes 1d12 damage else. As a standard action you can disguise self as
per round when within the area of your home in the spell. This ability last until dismissed but you
the heat ability. cannot sleep with it active.
Element Mastery (Su): At 20th level, you can Mud Trap (Su): At 10th level, mud bubbles up
protect others from extreme heat. As a standard from all around, slowing movement. As a full-
action requiring you to touch the target you can round action you conjure mud covering the ground
give them immunity to your, home in the heat / floor in a 40ft radius. This muddy area becomes
ability and fire resistance 30 for 1 hour. difficult terrain. Any invisible creatures touching
the ground gets mud on them reducing the
Mud invisibly to concealment 20%. This mud trap last
You make a pack with the elemental plane of earth for 10 minutes. The water walk spell negates this
giving you special abilities. Mud wardens tend to ability.
be dirty with long beards and hair.
Mud Hybrid (Su): At 13th level, each step you
Bonus Spells Known: hydraulic push (1st), soften take has a suction sound like walking in mud. You
earth and stone (2nd), stone shape (3rd), fluid form may take this form as a standard action and retain
(4th), transmute rock to mud (5th), summon monster it until dismissed as a swift action, if you fall
VI {mud elemental only} (6th), vortex (7th), asleep, become unconscious, or dying. When in

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the mud hybrid form you gain an innate +4 bonus solid fog (5th), summon monster VI {water
to Constitution and the ability to earth glide 15ft elemental only} (6th), vortex (7th), seamantle (8th),
per round. In this form you become immune to tsunami (9th).
poison. If you are under the effects of a poison
when you take this form it cancels the poison. Water Mastery (Ex): Starting at 1st level, you
gain a +10ft bonus to your swim speed and get a
Mud Clone (Su): At 16th level, you make a copy +5ft bonus per 2 warden class levels.. You cast a
of yourself out of mud. As a full-round action you spell with the [Water] descriptor with a +1 caster
create a clone of yourself. It looks and acts just level and +1 DC.
like you but it only has 1 hit point and if lost it
turns to mud. Your clone cannot use any Elemental Strike (Su): At 2nd level, you use the
Intelligence based skills. Your clone cannot cast moisture within living creatures to harm them. As
spells but it can use your warden class ability's. a standard action you chose a target within 30ft of
Your clone has copies of all your gear but none of you. That target’s body hurts from the shifting
it is magical. You can only have one clone at a moisture inside it, causing him to take damage. A
time. If you make another one the first one melts Fortitude save DC = 10 + 1/2 your warden class
back into mud. level + Wisdom modifier halves this damage. All
damage from this ability is water damage.
Rejuvenation (Su): At 19th level, you rest in the
mud and it heals your body. When the elemental Elemental Techniques (Water)
warden is fully immersed in mud he gain fast
healing 2. It does not matter if it is natural or Water Shield (Su): Starting at 4th level, water
magical created mud. comes out of your waterskin and hovers by your
side. As long as you keep a waterskin in your hand
Element Mastery (Su): At 20th level, the earth and it’s in your hand at the start of your turn you
makes wave to crush your foes. Once per day you gain a +1 shield bonus for the rest of the round.
can create a huge mudslide. This mudslide is 15ft This bonus increases by one every time you gain a
tall and 100ft wide traveling 80ft. This mud slide new elemental technique. This shield bonus is
does 6d6 to all creatures and structures. Anyone applied to your touch AC as well. You cannot use
caught in the mudslide has a chance of getting this arm for any other purpose when using this
trapped under it. If a creature is trapped under the ability.
mudslide it dies in three rounds. A successful
Reflex save DC = 10 + 1/2 the wardens class level Thick and Thin (Su): At 7th level, you relate to
+ Wisdom modifier, halves the damage and moisture and understand it better than others. You
negates the trapped effect. If trapped you can make gain the ability to use the swim skill in any fog or
a escape artiest skill check or swim skill check DC mist. This ability lets you swim in the air giving
20 to escape. The mud from this ability fades away the impression that you are flying.
after 1 minute. After the initial wave creatures are
able to walk on the mud without sinking although Flood (Su): At 10th level, you make an area fill
this mud is 4ft deep on average. with water. As a full-round action you fill the area
you are in with water. This area is a 5ft cube of
Water water plus a 5ft cube per 2 warden class levels. All
You make a pack with the elemental plane of air the water comes from your square and flows away
giving you special abilities. Water wardens tend to from you. When confined the water will push out
go with the flow and not make waves. on all surroundings surfaces equally with a
Strength check of 20 plus 10 per extra cubes that
Bonus Spells Known: obscuring mist (1 ), st did not fit. Any creature in the water when
slipstream (2 ), aqueous orb (3 ), fluid form (4 ), confined takes 1d6 damage per cube that did not
nd rd th

Brian Cottrell (Order #13603664)


fit per round. You can use this ability a number of
times per day equal to your warden class level. Dark Water (Su): At 19th level, death brings with
it dark water to aid a warden to fight his foes. If a
th
Water Hybrid (Su): At 13 level, you drip water creature dies within water you create, it must make
like you are sweating but not a drop dampens your a Will save DC = 10 + 1/2 your warden class level
clothing. You may take this form as a standard + Wisdom modifier. If the creature makes the save
action and retain it until dismissed as a swift nothing happens, if he fails the save dark water
action, if you fall asleep, become unconscious, or seeps from the body. Creatures that become dark
dying. When in the water hybrid form you gain an water act as the creature they were in life but
innate +4 bonus to Dexterity and can breathe cannot activate magic items or cast spells. They
water. You also gain the ability to direct the flow can use the weapons and armor they used in life
of water. You can make a 5ft cube of water plus a though with a dark haze on them. A creature
5ft cube per 2 warden class levels move as you possessed by dark water vanishes if damaged or if
direct, at a speed equal to your swim speed. This it leaves the water that it was formed in. The
does not allow you to use the water with force just warden has control of the creature and can have it
direct it in a direction. You can move the water up do as he wishes. If the dark water is left to its own
an incline but the water cannot leave the ground. devices it will attack anyone in the water other
You can move mist and fog in the same manner. than the warden.

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.

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Dark Retainer
Very misunderstood, a dark retainer shuns contact with most people. The nature of what they do causes
others to fear and often attack them. Dark retainers are not always evil but most gear towards a neutral
state of mind. With eyes that glow red without magical aid, they reveal what they are with a look. Most
retainers seek power, but some do what they do to better the well being of others. Even people who
know a retainer with good intentions find working with them difficult due to their lack of control and
the repercussions of fiendish creatures wronged by them. Life is hard for a dark retainer in any aspect,
but the power gained is often worth it.

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).

Skill Ranks per level: 4+Int modifier

Brian Cottrell (Order #13603664)


Dark Retainer Chart

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

Brian Cottrell (Order #13603664)


Dark Retainer Essence Invocation Chart
Level 1st 2nd 3rd 4th 5th 6th 7th
1st - - - - - - -
2nd 1 - - - - - -
3rd 1 - - - - - -
4th 1 - - - - - -
5th 2 1 - - - - -
6th 2 1 - - - - -
7th 2 1 - - - - -
8th 3 2 1 - - - -
9th 3 2 1 - - - -
10th 3 2 1 - - - -
11th 4 3 2 1 - - -
12th 4 3 2 1 - - -
13th 4 3 2 1 - - -
14th 5 4 3 2 1 - -
15th 5 4 3 2 1 - -
16th 5 4 3 2 1 - -
17th 6 5 4 3 2 1 -
18th 6 5 4 3 2 1 -
19th 6 5 4 3 2 1 -
20th 7 6 5 4 3 2 1

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

Brian Cottrell (Order #13603664)


versus the devils. It takes a standard action to use choose spells that require a focus or a material
the devils ability's. When trying to use a component with a value greater than 1 gold. You
“consistent” spell-like ability you must make a can use your spell-abilities more than twice per
Will save DC = 10 + the devil's CR. If you make day but to do so you must make a Will save DC =
the save you can use the ability a number of 15 + the devil's CR each time. If you fail your save
rounds equal to how much you beat the DC by. the devil gains control of you for a number of
When trying to use an “at will” spell-like ability rounds that you failed by.
you must make a Will save DC = 10 + the devil's
CR. When trying to use a “3/day” ability you must Fiendish Transformation (Su): Starting at 5th
make a Will save DC = 15 + the devil's CR. When level, because you are constantly suffused with
trying to use a “1/day” ability you must make a fiendish power you start to gain the traits of your
Will save DC = 20 + the devil's CR. You make any bound essence. You are able to choose one of the
attack rolls but any effect is as if the devil used the following traits and gain a new trait every five
ability (such as DC for saves, Damage). You can levels. Your body is permanently changed by the
only use an ability the same amount per day as the trait even if you do not have a devil bound.
devil. If you fail any of the Will saves the abilities
still work as you had planed but your turn ends Aura of fear (Su): You gain a fear aura that
and the devil takes control right afterward for a extends in a 10ft radius. Creatures entering the
number of rounds that you failed by. If you use area must make a Will save DC = 10 + 1/2 the
any of the devils ability's to summon, you have no dark retainer's class level + Charisma modifier.
control over the creatures summoned. A devil that Any creature who fails their save become panicked
takes control of you will not hurt your body at all for 1 round then shaken for 5 rounds. Anyone who
but will attack family and friends in revenge for makes the save negates the panicked effect but
being used. Anytime a devil takes control it can remains shaken for the 5 rounds. Once affected, a
use any of its own ability's but none of your creature becomes immune to the effect for 24
invocations. If you fall asleep the devil is released hours. You can take this ability multiple times,
back to its home plane. A devil on its home plane each time you take it your radius increases by 5ft
will plot to destroy you and use what it learns and the rounds shaken are increased by 1.
when with you to find your weaknesses.
Damage Reduction (Su): You gain damage
Devil Lore (Ex): Starting at 1st level, your study reduction 4/silver. You can take this ability
of fiends gives you an advantage when dealing multiple times each time you take it your damage
with them. You gain a +1 competence bonus per reduction increases by 4. If you take this ability
dark retainer class level on any Knowledge three times your damage reduction turns to /good.
(planes) checks pertaining to devils
Eyes of Night (Su): You gain the ability to see in
nd
Essences Invocation (Sp): Starting at 2 level, all forms of magical darkness within your
you train until you can use the essences of the darkvision. You can take this ability a second time
bound devil to fuel your spell-like abilities. You this increases your darkvision to 120ft. If you take
can choose spells from the wizard/sorcerer spell this ability a third time you are no longer effected
list and use them twice a day as spell-like abilities. by illusion (fragments). If you take this ability a
Once chosen this spell cannot be changed. The fourth time you are no longer effected by gaze
number of spell-like abilities you gain are listed on effects and illusion (patterns).
the dark retainer essences invocation chart. Your
caster level for the spell-like abilities is equal to Immunity Poison (Su): You gain immunity to
your dark retainer class level or the CR of your poisons both magical and mundane. If you take
bound devil whatever one is lower. The DC for this ability a second time, you can use any poison
any of the spell-like abilities you cast is 10 + spell used against you by making a touch attack your
level + your Charisma modifier. You cannot next turn. If you take this ability a third time, you

Brian Cottrell (Order #13603664)


spit any poison used against you at a target within Spell Resistance (Su): You gain spell resistance 6
15ft as a ranged touch attack on your next turn. If + dark retainer class level. If you take this ability a
you take this ability a fourth time you can hold any second time you gain spell resistance 11 + dark
poison within your body for 24 hours before you retainer class level. If you take this ability a third
redirect it through either touch or spitting. time you gain the ability to use spell turning like
the spell once per day as a swift action. If you take
Fast Healing (Su): You gain fast healing 1. If this ability a fourth time you become immune to
you take this ability multiple times each time you ray spells.
take it your fast healing increases by 1.
Telepathy (Su): You gain telepathy out to 30ft. If
Resistance Acid (Su): You gain resistance to acid you take this a second time your telepathy
15. If you take this ability a second time your acid increases to 60ft. If you take this a third time your
resistance increases by 15. If you take this ability a telepathy increases to 100ft. If you take this ability
third time you are immune to acid damage. If you a fourth time you can detect thoughts at will as the
take this ability a fourth time any magical acid spell.
damage heals you.
Hell's Furry (Su): Starting at 20th level, with a
Resistance Fire (Su): You gain resistance to fire great effort of will you release a large amount of
15. If you take this ability a second time your fire hell fire. Once per day you send out a burst of hell
resistance increases by 15. If you take this ability a fire. This burst is centered on you and spreads out
third time you are immune to fire damage. If you in a 100ft radius only effecting creatures (not
take this ability a fourth time any magical fire objects). This is not real fire damage but looks like
damage heals you. it (resistance to fire will not work on it) doing
25d6 damage.

Brian Cottrell (Order #13603664)


Porter
Missions drive the life of a porter. Most porters work for the upper class getting paid for what they do
best. Often a porter will be forced to travel with a party to deliver or acquire objects or messages.
Porters are trusted more than most, due to their oaths. This gives them a perspective of their employers
that others don't get. Nothing is more important to a porter than keeping their oath. Once a porter finds
people he trusts he tends to use them for most of his missions.

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).

Skill Ranks per level: 6+Int modifier

Brian Cottrell (Order #13603664)


Porter Chart

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

Brian Cottrell (Order #13603664)


Porter Class Features:
All the following are class features of the porter. Dodge Bonus (Ex): Starting at 2nd level, your
speed helps you avoid attacks. You gain +1 dodge
Weapon and Armor Proficiency: Porters are bonus to your AC. You gain an additional +1 every
proficient with one-handed and light slashing even number level.
weapons short bows and light crossbows only.
Porters are not proficient with any armor or Evasion (Ex): Starting at 3rd level, a porter can
shields. If a porter uses a weapon that is not one- avoid even magical and unusual attacks with great
handed slashing, light slashing, or armor, shield or agility. If he makes a successful Reflex saving
is carrying a medium or heavy load, he loses any throw against an attack that normally deals half
extraordinary abilities or supernatural abilities damage on a successful save, he instead takes no
from the porter class. damage. A helpless porter does not gain the benefit
of evasion.
Oath of Transport (Su): Starting at 1st level, a
person becomes a porter by taking an oath. The Slow Motion Perspective (Ex): Starting at 4th
oath of transport is designed so that whenever the level, you get use to moving so fast that you think
porter says he will deliver an object or message he the rest of the world moves slow. When making an
does so to the very best of his ability. Whenever attack roll or saving throw you roll 2d10 instead of
you agree to deliver or retrieve something you a d20.
gain a +1 moral bonus on all ability checks, skill
checks, attack rolls, damage rolls, and saves. If Special Way (Ex): At 6th level, your path issues
you fail to make the delivery or you are not able to you a new ability. You gain a new ability as stated
continue working to deliver that object or by your chosen path.
message, you get a -1 moral bonus on all ability
checks, skill checks, attack rolls, damage rolls, and Instant Movement (Su): Starting at 7th level, with
saves for one week. The moral bonus increases by a great effort of will you can move so fast no one
an additional +1 at 12th level. Porters always do can see you do it. Once per day, you can make a
their best to keep their oath. single move action as an immediate action. This
movement will not provoke any attacks of
Movement bonus (Ex): At 1st level, your speed opportunity. You can use this ability an additional
increases as you push yourself harder and harder. time at 12th level and another at 17th level.
You gain +5ft movement bonus, you can apply this
bonus to your base land speed, swim, fly, or Unyielding Endurance (Ex): At 8th level, by
teleport. This bonus only affects one form of travailing as much as you do you get use to
movement. Once you decide which movement pushing yourself with it comes to movement. You
type the bonus goes to it cannot be changed. You no longer becomes fatigued or exhausted from
gain another bonus every odd level. movement.

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.

Brian Cottrell (Order #13603664)


you hustle (fly x 2), run (fly x 4), 5ft step (+5ft
th
Through Step (Ex): Starting at 11 level, you move), and charge attack. This ability will allow
keep moving when you attack. Whenever you hit your flight to be effected by magical effects such
with an attack you can take a 5ft step right after. as haste. When you are flying your
maneuverability is (perfect).
Flash Movement (Ex): At 20th level, you can
push your body to unbelievable speeds. At the start Imbue Flight and Dive (Su): Starting at 14th
of your turn you can decide to move so fast that level, you can use the fly spell at will. The caster
you get two rounds of actions. Doing this takes a level for the spell is equal to your porter class
toll on your body at the end of your turn you take level. In addition you gain a dive attack, if you fall
2 Dexterity damage and 2 Constitution damage. more that 30ft before you make an attack that
This damage lasts for 1 hour and cannot be attack deals an additional 1d6 damage per 2 porter
prevented but it can be healed. class levels. The attack must be made in the same
round you descend.
Ex-porters: If a porter ever brakes his oath
without trying to deliver on it. He loses his Sturdy Flight and Dart (Su): Starting at 18th
movement bonus until he retakes and completes level, wind no longer effects your ability to fly.
any delivery. This is not the same as not being able You no longer have to dive to gain extra damage,
to make a delivery do to failure. you can gain your dive damage if you fly more
that 30ft before you attack.

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

Brian Cottrell (Order #13603664)


breathing spell at will. The caster level for the might have. The distance between you and the
spell is equal to your porter class level. In addition object cannot exceed the distance you can go with
you gain the ability to do a hydraulic lunge attack, your movement teleport (way of the path).
if you move more that 20ft in water before you
make an attack that attack deals an additional 1d6 Slip Away (Su): Starting at 14th level, your ability
damage per 2 porter class levels. The attack must to teleport becomes reflexive. When you
be made in the same round you move. successful make a reflex save you are able to use
your movement teleport as an immediate action.
Liquid Arrow (Su): Starting at 18th level, you can Any creature trying to find you must make a
throw water in a way that hurts others. As a perception check DC your porter class level to see
standard action, if you are in water or have at least where you teleport too.
a cup of water with you. You can launch a ranged
attack up to 60ft that does 1d6 water damage per 2 Gateway (Su): Starting at 18th level, you are able
porter class levels. to teleport yourself and others. As a full-round
action you can use greater teleport as the spell.
Extra Dimensionally Your caster level is equal to your porter class level.
In addition you can make a touch attack and
You have chosen a teleport over other forms of
forcefully teleport another as a standard action up
movement
to the distance of your movement teleport (way of
nd the path). The target of this teleport can make a
Way of the path (Su): Starting at 2 level, you
Will save DC = 10 + 1/2 you porter class level +
gain the ability to do a small teleport. This teleport
your Charisma modifier to negate this effect. You
is a move action and moves you up to 15ft. You
need line of sight to where you are going to
need line of sight to use this ability and it acts like
teleport the target and you are not able to teleport
the greater teleport spell.
the target into an object.
Special Way
Land-based
The Space Between (Su): Starting at 6th level, you You have chosen your own feet over other forms
gain the ability to teleport small objects. As an of movement
attack action you are able to teleport a small object
you throw or shoot. This teleport starts as the Way of the path (Su): Starting at 2nd level, you
object or weapon leaves your hand and goes as far are unaffected by difficult terrain. You gain a
as your movement teleport (way of the path) is bonus to your Acrobatic skill equal to your porter
able. After it comes out of the teleport it continues class level. In addition you gain Run as a bonus
to travel the natural distance of your attack in the feat.
direction you have chosen. If you choose a
direction different than the direction you are facing Special Way
you gain a -4 on your attack roll. (Example: you
can shoot a bow and have the arrow come back at Surface to Surface (Su): Starting at 6th level, you
you from a distance of your movement teleport). move up walls or walk on ceilings with ease. As
long as you move at least 15ft in a round you are
Dimensional Snatch (Su): Starting at 10th level, able to move on any surface, at any angle, even
you teleport small objects to you. As an immediate upside down. If you fail to move at least 15ft you
action you are able to teleport a small object fall unless you make the appropriate Climb skill
weighing no more than 5-lb to your hand. This check.
object must be unattended. You can use this ability
to snatch thrown or shot objects out of the air. Cross (Su): Starting at 10th level, you gain the
Using this ability removes any velocity the object ability to water walk as the spell, at will. In

Brian Cottrell (Order #13603664)


addition you are able to walk on air similar to the
air walk spell (also at will). You must start your air Swift Run (Su): Starting at 18th level, moving so
walk on solid ground and you are not able to raise fast for so long gets a porter use to the speed. You
or lower your elevation. You are not affected by do not provoke an attack of opportunity when you
strong winds but if you fail to walk at least 30ft in do a full run from an adjacent foe. In addition you
a round the ability ends and you fall. are able to make one melee attack on a target you
pass adjacent too.
Slash and Drag (Su): Starting at 14th level, you
slash a creature and pull the attack across its body.
If you take a 5ft step after a successful slashing
melee attack that attack will do an additional 2d6
damage.

Brian Cottrell (Order #13603664)


Understanding a Round
The classic combat round last a total of 6 seconds but what does that mean? Ever wonder how long it
takes to cast a spell or how fast you really move? Here are a few guide lines on how to judge how long
an action takes to complete. Knowing the time each action takes allows the game master to better
understand if you are able to perform the action in question. This is a general overview and time
assessment given actions that can be preformed over 6 seconds. Or if preferred the division can be
applied to the amount of energy a person can expend in a round.

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.

Full-Round Action 5ft Step Swift

Standard Action Move Action Swift

Move Action Move Action Swift

1 Round Action

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Targeting by Time
When you find yourself holding an action till someone passes by an opening how well can you time
your attack? This is a chart to give you modifiers to your attack roll to hit a target that is only visible
for a few seconds at best.
If a character has readied a spell to attack as a creature passes by an opening this chart can give you an
attack modifier that can justify the timing of the spell. An example of this would be: a wizard is holding
a magic missile for a target passing by a window. The window is a small opening and the target is there
for 2 seconds. The wizard would get a -5 to hit the target’s touch AC as if using a ranged touch spell. If
he fails he did not get the spell off in time and it fails. Concealment would not apply to this attack
because a spell without need for an attack roll normally would not miss if the target can be seen.
This would be good to use when trying to hit falling objects or when things are moving in and out of
full cover.
This chart should not be used for regular attacks just special situations where time is involved.

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

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New Conditions
When adventuring throughout the world we find that not all things go our way. Suffering from
conditions are part of everyone’s life. Below are additional conditions to add effects to your role
playing game. Remember, receiving a condition should alter the reactions of the player who character
they are applied too and not be treated as just numbers on a page.

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.

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New Feats
Feats enhance the ability of a player character to Interruptibility
perform actions. The feats listed below are made Prerequisites: Base Attack Bonus +6, Combat
with the intention of adding role playing depth to a Reflexes
character and creating opportunities for players to Benefit: You can make an attack action a readied
become more involved in combat. action. When doing so specify the condition in
what that action will take place. If you use your
Bludgeoning Stance readied attack action it counts as your immediate
action for that turn.
Prerequisite: Base Attack Bonus +6, Combat
Normal: You cannot ready an attack action.
Reflexes
Benefit: When using a melee bludgeoning
weapon. You can perform an attack action in an Mind Over Body
unoccupied square to make that square difficult Benefit: Control bleed damage with a thought. As
terrain for the remainder of the round. a standard action you are able to stop any bleed
damage you have. Once stopped the bleeding will
Body of Mine not start up again. If you then receive a wound that
would cause bleed damage, you would have to
Benefit: When you cast a spell you can take 5
spend another standard action to stop it as well.
damage to add a point to the DC of the spell.
When your caster level reaches 4, and every 4
levels thereafter, you can increase the damage by 5 Mind Over Exhaustion
and the DC increase by 1. This damage cannot be Prerequisite: Mind Over Body
prevented and takes place immediately after the Benefit: You can chose to ignore fatigued and
spell is cast. exhausted conditions for a number of minutes
equal to your Wisdom score. Once you stop
Brace ignoring these conditions you fall into a deep sleep
(cannot wake up) for a number of minutes equal to
Prerequisite: Fortitude base save +4
the number of minutes you used the feat.
Benefit: When you need to make a Reflex saving
throw to avoid damage you can chose to use your
Fortitude saving throw instead. If you are Piercing Stance
successful, you take half damage but still receive Prerequisite: Base Attack Bonus +6, Combat
any other effects. Reflexes
Benefit: When using a melee piercing weapon.
Dimensional Trigger You can take your 5ft step to move away from an
opponent you just attacked. This action can take
(metamagic) place regardless of any other movement you may
Prerequisite: Any other metamagic feat have taken that round. This attack never provokes
Benefit: You can cast an area effect spell and hold an attack of opportunity regardless of conflicting
the charge until you teleport. The area effect spell abilities.
remains dormant allowing you to cast other spells
until you dimensionally travel or you rest to regain
spells, causing it to dissipate harmlessly. If you
Practiced Spell
Prerequisite: The ability to cast spells
dimensionally travel you and whoever traveled
Benefit: You gain a +10 on any concentration
with you are delayed for one round not appearing
check involving a chosen spell. The spell must be
and unable to do anything. During that round your
chosen when you take this feat and cannot be
area effect spell takes effect as if cast on the spot
changed afterward.
you traveled too. Casting a spell in this manner
Special: You can take this feat multiple time each
uses one spell slot higher than the spell would
time you apply it to a new spell.
normally.

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Touch Adaptation Spell
React (metamagic)
Prerequisite: Evasion Benefit: You change a spell that does not require
Benefit: When you and an adjacent ally need to an attack roll to target, into a touch spell. This
make a Reflex save, you can choose to take a metamagic feat cannot be applied to an area effect
penalty on that save, to give your adjacent ally a spell. A touch adaptation spell uses a spell slot one
bonus equal to twice the penalty. The penalty level lower than the spell's actual level. This
cannot exceed your Dexterity modifier. cannot reduce a spell to a level lower than first.

Slashing Stance Touch Reflex


Prerequisite: Base Attack Bonus +6, Combat Prerequisite: Dodge, Combat Expertise, Combat
Reflexes Reflexes
Benefit: When using a melee slashing weapon. Benefit: You gain a +1 dodge bonus against any
You get an attack of opportunity against opponents creature who has hit you in combat until the start
who move within melee range of you. of your next turn. In addition if you hit a target
you get a +1 attack bonus against that target until
Spray Spell (metamagic) the start of your next turn. This effect does not
Benefit: You change an area effect spell into a stack with itself.
spray spell. Spray spells effect three consecutive
adjacent squares. Saving throws and opposed rolls Flaws
are not affected by this change. A spray spell uses
Flaws add depth and humanity to a character.
a spell slot one level lower than the spell's actual
Think of Achilles his flaw is his legend it brings
level. This cannot reduce a spell to a level lower
life to a person where shear heroics never could.
than first.
Below are a list of flaws that will help shape your
characters.
Slip
Prerequisite: 5 Acrobatics skill ranks Bonus for Flaws
Benefit: You can ready a move action to dodge an
If a character chooses a flaw and meets the
attack. You use your Acrobatic skill check in place
prerequisite for that flaw he receives a bonus feat.
of your armor class for the next attack directed at
Only one bonus feat can be obtained in this
you.
manner. A character can choose any number of
flaws he wishes. If he does not meet the
Torpor prerequisite for the flaw he can still take it but
Prerequisite: Mind Over Body gains no bonus feat.
Benefit: You fall into a deep sleep that slows your
body activity. You can sleep in this manner for a
number of hours per day equal to your Wisdom
Absent Swings
score. When in this state you appear dead. A DC15 You take people down one step at a time. You
Heal check reveals you’re alive. In this state all never get that lucky hit.
effects on your body become dormant until you Prerequisites: Class level in a class with full base
wake (examples: poison / diseases). You do not attack bonus.
gain hit points from natural healing when resting Penalty: You receive a – 6 circumstance penalty
in this manner. This does not stop magical effects on attack rolls made to confirm critical hits.
from running their course. A person can still hear
when in this sleep and chose to wake when he Absentminded
wishes. You have a hard time paying attention.
Prerequisites: Wisdom less than 11, No ranks in
Perception and Sense Motive skills

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Penalty: You get a -6 penalty on all Perception You always take your time drawing a weapon or
and Sense Motive skill checks. pulling an item out of a bag. Just to gain style
points.
Animal Aversion Penalty: It takes a standard action to draw a
Them dam critters never seem to understand you. weapon or retrieve an item from a bag or pouch on
Prerequisites: No ranks in Handle Animal skill your person. This does not apply to material
Penalty: You get a -8 penalty on all Handle components for spells.
Animal skill checks. All animals start one step
closer to hostel when dealing with you. Devoid of Skill
You have never been successful with a particular
Babied skill.
Your use to others taking care of you and never Penalty: Choose one skill you automatically fail
fending for yourself. any checks when it pertains to that skill. This skill
Prerequisites: Wisdom less than 11, No ranks in must be a class skill for you. This skill cannot be a
Heal and Survival skills Craft skill, Knowledge skill, Profession Skill, or
Penalty: You get a -6 penalty on all Heal and Preform Skill.
Survival skill checks.
Distracted Caster
Clumsy You have a hard time casting in combat.
You have a hard time doing the physical things Prerequisites: Caster level 2nd
others do so easy. Penalty: You get a -8 penalty on concentration
Prerequisites: Dexterity less than 11, No ranks in checks made to cast a spell or use a spell-like
Acrobatics and Fly skills ability when casting on the defensive or while
Penalty: You get a -6 penalty on all Acrobatics grappled.
and Fly skill checks.
Diverse Inability
Choke You have a hard time using maneuvers in combat.
At the last second of defending yourself against a Prerequisites: Class level in a class with full base
combat maneuver you choke. attack bonus.
Penalty: You get a -6 penalty on your Combat Penalty: You get a -8 penalty on all CMB checks.
Maneuver Defense.
Frailty
Clipped Casting Ability You lack the endurance others have.
No matter how hard you try you are unable to cast Prerequisites: Constitution less than 11
spells from one of the schools. Penalty: You gain a -8 penalty on the following
Prerequisites: Caster level 1st checks and saves: Swim checks made to resist
Penalty: You choose a school of magic. You nonlethal damage from exhaustion; Constitution
cannot cast spells, spell-like abilities, or spell checks made to continue running; Constitution
triggered items of that school. checks make to avoid nonlethal damage from a
forced march; Constitution checks made to hold
Clod your breath; Constitution checks made to avoid
You trip through life. nonlethal damage from starvation or thirst;
Prerequisites: Dexterity less than 11, No ranks in Fortitude saves made to avoid nonlethal damage
Escape Artist and Stealth skills from hot or cold environments; and Fortitude
Penalty: You get a -6 penalty on all Escape Artist saves made to resist damage from suffocation. If
and Stealth skill checks. you sleep in light armor you are fatigued the next
day. If you sleep in medium or heavier armor you
Compulsive Style Points are exhausted the next day.

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Ranged Inability
Honest When you shoot, throw, sling, or toss anything you
People read you like a book. You have trouble never hit unless very lucky.
concealing anything. Penalty: You receive a – 6 penalty on all ranged
Prerequisites: Charisma less than 11, No ranks in attack rolls including ranged touch attacks.
Bluff and Disguise skills
Penalty: You get a -6 penalty on all Bluff and Resistible
Disguise skill checks. You have no substance in your spells.
Prerequisites: Caster level 2nd
Honor Bound Penalty: You get a -1 penalty on the DC for all the
You don't take advantage of others in combat. spells and spell-like abilities you cast.
Prerequisites: Class level in a class with full base
attack bonus. Savage Attacker
Penalty: You do not get attacks of opportunities You focus on attack over defending yourself.
on others when they provoke them from moving. Prerequisites: Class level in a class with full base
attack bonus.
Impatient Penalty: You are unable to use the Fighting
No way you are going to wait for anything. Defensively, Total Defense, or Aid Another
Penalty: You are unable to ready an action or actions.
delay your turn.
Sight Fighter
Magical Inept When you cannot see your target you flail around
You lack skill in most things magic. and hope for the best.
Prerequisites: Intelligence or Charisma less than Prerequisites: No racial darkvision ability, Class
11, No ranks in Spellcraft and Use Magic Device level in a class with full base attack bonus.
skills, Caster level 1st Penalty: In melee, every time you miss because of
Penalty: You get a -6 penalty on all Spellcraft and concealment, you roll twice for your miss chance
Use Magic Device skill checks. percentile dice. If you fail either of the rolls you
miss.
Meek
You have not the social skills. Slow
Prerequisites: Charisma less than 11, No ranks in You are slower than most people.
Diplomacy and Intimidate skills Prerequisites: No class features that increase
Penalty: You get a -6 penalty on all Diplomacy your base land speed.
and Intimidate skill checks. Penalty: Your base land speed is reduced by 10
feet.
Natural Follower
No one ever respects you as a leader Slow Shot
Penalty: You can never convince an NPC to It takes a long time for you to aim a shot.
follow you or suffer your commands. The DC for Prerequisites: Base attack bonus +6
any Enchantment spell or effect you cast is Penalty: You can never make more than one
reduced by 4. ranged attack in a round.

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.

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A condition that makes you lose your Dexterity
bonus to AC also makes you lose this penalty. Unstable Channel
Your faith wavers when channeling raw energy.
Soft Prerequisites: Channel energy class feature.
Less then perfect physical status. Penalty: When you use your channel energy
Prerequisites: Constitution less than 11 ability it fails to work 30% of the time. If it fails to
Penalty: You lose 3 hit points. For every Hit Die work it does not take away from your uses per day.
you possess beyond 3, you lose an additional hit You may attempt to channel energy again the next
point. round.

Thin Blood Weak


When cut you bleed more than most. Your physical attacks lack power.
Penalty: Double any bleed damage you receive. Prerequisites: Strength less than 11, Class level
in a class with full base attack bonus.
Unforced Penalty: You gain a -2 penalty on all physical
Your spells hit hard but lack force. damage rolls you make. This penalty to damage
Prerequisites: Non Elf, Caster level 1st stacks with other damage roll penalties.
Penalty: You get a -4 penalty on caster level
checks (1d20 + caster level) made to overcome a
creature's spell resistance.

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Cooperative Spells Save DC for Cooperative
This is where two spellcasters work in tandem Spells
with one-another. Cooperative spells are formed The DC for any Cooperative Spell is 10 + the level
with the raw magical energies of other spells. The of the highest component spell level + the relevant
spell that results is a spell on its own. The new ability modifier of the person in control of the
spell often shows traits of the spells used to cast, spell.
yet at times the spell seems to be something
completely unusual. Most casters know nothing
about cooperative spells and only start to learn of
their existence when they find one in a spell book. Cooperative Spells List
How to Cast Alignment Permutation
Cooperative spells are cast when two casters Components Atonement, Dominate Person
combine their spells. This requires the casters to be
Range Touch
adjacent to one-another. It requires one of the Target One living creature
casters to ready a spell casting action (Will cast Duration 1 day/level
my spell when he casts his spell). Both casters Saving Throw Will negates
must be able to cast the “component” spells. This Spell Resistance Yes
includes any V, S, M ,DF, F. In addition, if any This spell changes the alignment of your target to
other component of the spell is needed. One of the match the alignment of the caster who controlled
casters must provide this item. this spell. If the alignment is the direct opposite of
the new alignment the target is stunned for 1d4
Caster Level round. This spell cannot be broken by a dispel
The caster with the highest caster level determines magic or greater dispel magic. It can however be
the caster level of the cooperative spell. broken by a break enchantment, remove curse,
limited wish, wish or miracle spell.
Casting Time
The casting time for any cooperative spell is the Analyze
time it takes to cast all the component spells. This Components Augury, Deathwatch
is actions in tandem resulting in the spell with the Range Touch
longest casting time determining the casting time Target One living creature
of the cooperative spell. Duration Instantaneous
Saving Throw Fort negates
Type of Spell Spell Resistance Yes
Cooperative spell are all universal. This is do to This spell is cast when you need to learn
the raw and undefined manner in watch they are information on your target. From a single touch
cast. you learn how old they are, their race, general
health, wounds, poisons effecting them, diseases,
and magical effects that are affecting physical or
Control of the Spell
mental health.
The caster with the highest caster level in regards
to the component spell determines the save DC for
Both Worlds
the spell. That person must also overcome any
Components Daylight, Deeper Darkness
spell resistance and choose the target of the spell
Range Close (25ft + 5ft per 2/level)
and any other attack rolls or options. If the casters
Area 80ft radius
are of equal caster level they must choose who
Duration 1 minute/level
controls the spell before it is cast.
Saving Throw None
Spell Resistance No

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The places between light and dim light become Family Tree
impossible to see or hear through. No forms of Components Commune, Sending
perception can bypass this surface. If you stand in Range Touch
the light it looks like a unmarked brick wall. If you Target One living creature
stand in the dark it looks like a unmarked white Duration 1 minute/level
wall. This effect is shaped by the light in the area Saving Throw None
and will move if the light conditions change. Spell Resistance No
Anything can pass through this effect without Just by looking at another person you can tell if
hindrance except any spell with a sonic descriptor. they are related to you and how they are related. It
takes a full-round action and you must have line of
Dimensional Shield sight to the person.
Components Dimension Door, Dismissal
Range Close (25ft + 5ft per 2/level) Healing Mist
Duration 1 round/level Components Cure Wounds Mass (see text), Solid
Saving Throw None Fog
Spell Resistance No Range Close (25ft + 5ft per 2/level)
You open two 10ft invisible portals, the openings Area 20ft radius, 20ft high
for the portals only face one direction. One portal Duration 1 round/level
is an entrance, the other portal is the exit. Anyone Saving Throw None
trying to pass through the exit portal will walk Spell Resistance Yes
through it like it was never there. Anything going This spell Functions like fog cloud, but in addition
through the entrance portal from the wrong side is to obscuring sight, the healing mist gives people
also not affected. If an attack is made through the fast healing. This fog is filled with positive energy.
portal it continues uninterrupted. Since the portals If a living creature is within the fog they gain fast
are invisible any creature attacked through the healing. If an undead creature is in the fog they
portals gains total concealment (50% miss take damage every round. If a cure mass light
chance). The portals must be at least 10ft apart and wounds is used to cast this spell the fog has a fast
cannot be placed beyond the spell range in order to healing of 3. If a mass cure moderate wounds is
function. It is possible to enter and exit the portals used to cast this spell the fog has a fast healing of
multiple times in the same round. It is also 4. If a mass cure serious wounds is used to cast
possible to have a person make a ranged attack on this spell the fog has a fast healing of 5. If a mass
himself. cause wounds spell is used instead the fog is
negative energy and its effects are reversed.
Extract Emotion
Components Touch of Idiocy, Rage Kinetic Shield
Range Close (25ft + 5ft per 2/level) Components Shield, Shield of Faith
Target Two creatures Range Self
Duration 1 round/level Target Both casters
Saving Throw Will negates Duration 1 round/level until discharged
Spell Resistance Yes Saving Throw None
The targets of this spell will act only on their Spell Resistance No
emotions. Anyone affected by this spell will fail Each of the casters is surrounded by an invisible
any Intelligence or Wisdom checks or skill checks aura of force. The first time one of the casters
related to these abilities. Any other abilities remain takes physical damage his shield shatters and the
the same and are unaffected. The targets will act in damage is negated. This does not cancel the shield
accord of their alignment with pure focus on what on the other caster.
its emotions demand.
Life Bond
Components Geas/Quest, Status

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Range Touch
Target Two willing living creatures Life Sight
Duration Permanent Components Animate Dead, Blindness/deafness
Saving Throw Will negates Range Touch
Spell Resistance No Target One living creature
This spell is often used to bond married couples Duration 1 hour/level
for life. Once this spell is cast the targets are Saving Throw Will negates
bonded for life and immune to any other casting of Spell Resistance Yes
this spell. This spell gives both targets the same This spell gives a person a fresh vision of the
effect as the status spell on each other. In addition world. Colors are brighter, movements are sharper,
they always know if their bonded partner is telling objects are more defined, and things that are living
the truth. If at any time one of the targets is pulse with life. You gain a +5 on all Perception
affected by a mind controlling effect and attempts skill checks. In addition you gain a version of
to do anything negative to the other person in the blindsight 60ft that only works on living creatures.
bond, the mind controlling effect ends as if
dispelled. If one of the bonded individuals chooses Mystic Circle
to do anything negative to his bonded partner by Components Antimagic Field, Wall of Force, F (a
their own accord they suffer 1d4 Constitution unbroken 10ft radius circle of anything physical).
damage per day until they get an atonement (as the Range Touch
spell) for their actions. Area 10ft radius sphere
Duration 1 min./level
Lichdom / Sainthood Saving Throw None
Components Miracle, Wish, DF (see text) Spell Resistance No
Range Self You create some sort of circle around you be it
Target One willing creature with chalk, a line in the dirt, or any other physical
Duration Permanent object. Both casters must be in the circle when the
Saving Throw Will negates spell is cast. If the circle is broken or one of the
Spell Resistance No casters leave the circle, the spell ends. A
This spell transforms the very existence of a target summoned creature cannot break the circle. Any
either into a lich or a saint. For someone to magical or supernatural spell or effect or
become a lich they must first create a phylactery. summoned creature that tries to pass through the
After doing so they much commit to an evil circle fails to do so. This spell cannot be dispelled.
alignment by performing an incredibly evil act
(DM discretion). They then cast wish or miracle Overcome
and have someone with a good alignment cast the Components Arcane Sight, Blood Biography, M
other spell needed. Only then do they become a (blood)
lich (creating a phylactery and the lich's template Range Touch
can be found in the Pathfinder Bestiary) . For Target One Creature
someone to become a saint they must first gain an Duration 1 min/level
angles tear this is an award from the upper plains Saving Throw None
given for incredibly good acts. The angels tear is a Spell Resistance No
blue tear shaped gem that cost an angel the loss of You use the blood of your foe to give an ally
a permanent level to make. After getting a tear power over them. When you cast this spell you use
they then cast wish or miracle and have someone a drop of blood as a material component to give
cast the other spell needed. Only then do they get a your target the ability to automatically overcome
celestial creature template (use celestial rebuild the spell resistance and damage reduction of the
rules found in the Pathfinder Bestiary appendix 2) creature whose blood you used.
In addition they get a +4 inherent bonus to
Charisma. Sense Magic

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Components Analyze Dweomer, Scrying
Range Personal Sap Energy
Area 300ft Radius centered on you Components Reverse Gravity, See Text
Target Self Range Medium (100ft + 10ft per /level)
Duration 1 hour/2 levels Area See Text
Saving Throw None Duration Instantaneous
Spell Resistance No Saving Throw Ref half
When you have this spell active, if someone casts Spell Resistance Yes
a spell and the effect is within the sense magic This spell reverses the effect of other elemental
radius, you learn about it. The information comes spells. If you cast this spell in conjunction with
to you instantaneously letting you know where it fireball you strip a 20ft radius area of heat doing
was cast (direction and distance only), spell level, 1d6 points of cold damage per caster level
and school of magic. (maximum 10d6) to every creature within the area.
In addition liquids in the area of effect freeze. Any
Supernatural Lock unattended contained liquids break the container
Components Dimensional Anchor, Vampiric they are in. If a person has liquids in containers
Touch like potions on him he must make a Ref save for
Range Close (25ft + 5ft per 2/level) each one. If you cast this spell in conjunction with
Effect Ray lightning bolt you strip a 120ft line of all electrical
Target One creature activity. Any creature within the area of effect
Duration 1 min/level becomes somewhat numb and take 1d6 Dexterity
Saving Throw None damage. In addition if they fail to make the saving
Spell Resistance Yes throw they get staggered for 1d4 round. If you
You expel a ray of dark purple at your foe. If your cast this spell in conjunction with acid fog you
ray hits you disable one of the targets supernatural strip a 20ft radius 20ft high area of all acid
abilities. If you know the abilities of your target qualities. This spell neutralizes any acid within the
you can chose which one gets disabled. If you do area. If a creature is caught with the area of effect
not know you roll randomly. If you roll and it becomes nauseated for 2d4 rounds. If they make
confirm a critical hit with this attack you disable the Reflex save they become sickened instead.
all the targets supernatural abilities.
Sound Lock
Sanctum Components Ghost Sound, Message
Components Repulsion, Spell Resistance Range Close (25ft + 5ft per 2/level)
Range Close (25ft + 5ft per 2/level) Area 10ft radius
Area One structure people live in Duration 1 round/level
Duration Permanent (see text) Saving Throw None
Saving Throw None Spell Resistance No
Spell Resistance No You make an area where sound comes out
This spell is cast on a house where a family lives. incomprehensible. Any speech becomes imposable
It cannot be cast on a building where people come to understand and other sounds become very
and go all the time but a place where people live mixed up with strange echoes. This spell does no
their lives with others. Once cast any creature tied effect the people from hearing each other within
to negative energy such as undead cannot enter the the effected area. Nor does this spell hinder spell
dwelling. Any creature with an evil alignment casting.
suffers two negative levels within the dwelling.
The house has a spell resistance of 25. If the house Warp Gravity
ever becomes abandoned the spell fades away Components Interposing Hand, Greater
within a month. If the house is ever destroyed the Invisibility
spell ends immediately. Range Close (25ft + 5ft per 2/level)

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Area 80ft radius control of it and it is aggressive and will attack
Duration 1 round/level indiscriminately.
Saving Throw None
Spell Resistance No Reaping Dispel
Any creature within the radius of this spell can Components Antimagic Field, Polymorph
walk on air as if under the effects of an air walk Range Close (25ft + 5ft per 2/level)
spell. Any unattended object in the radius of this Target One spell
spell has its weight multiplied by 10. Once an Duration 1 minute or until discharged
object has its weight multiplied it remains Saving Throw None
multiplied until the spell ends or the object is Spell Resistance No
removed from the radius of the spell. If the spell You target a single active spell. The targeted spell
ends with creatures in the air because of this spell ends immediately and then the spell level of the
they fall. spell is then absorbed by you. The next spell you
cast has its caster level increased by the same
Outside In number of spell levels the dispelled spell had.
Components Dominate Person, Modify Memory Casting reaping dispel a second time does not
Range Touch allow the caster levels to stack. If you do not cast a
Target One willing living creature spell within a minute the bonus caster levels
Duration 1 hour/level (D) disappear.
Saving Throw None
Spell Resistance No Recall Life
The target of this spell becomes detached from his Components Animate Dead, Prayer
body. This makes the target immune to mind- Range Touch
affecting spells and effects. As well as fear effects, Target One mindless undead creature
stun, paralyzing, fatigued, sickened, and nauseated Duration 1 round/level
conditions. This detachment makes it hard for the Saving Throw None
target to react, giving him the staggered condition. Spell Resistance Yes
The staggered condition cannot be negated if this The target of this spell gains a part of its previous
spell is active and ends when this spell ends. Any life. This does not give the undead in question
active spell that outside in was preventing from previous class levels but it does give it all the
affecting the target will resume effect if this spell intelligence and wisdom it had in life. This spell
ends. severs any effect that would control this undead.
The undead can choose what it wishes to do and
Planer Drop would act on its previous alignment. It knows that
Components Plane Shift, See Text it is dead and will return to death shortly this
Range Medium (100ft + 10ft per /level) should be portrayed in how it responds to anyone
Area See Text or anything.
Duration Instantaneous
Saving Throw Ref half Soul Trace
Spell Resistance No Components Detect Undead, Seek Thoughts
If you cast an area effect elemental (air/lightning, Range Touch
earth/acid, fire, or water/cold) spell, its power is Target One dead body
drawn from an elemental plane instead of created Duration 10 minute/level
by magic. Any area effect elemental spell cast in Saving Throw None
this manner overcomes spell resistance and has the Spell Resistance No
empower spell metamagic feat attached. In After casting this spell you know where the soul of
addition there is a 10% chance of conjuring a large the target body resides. You also get a simple
elemental (from the corresponding plane) in the impression if the soul wishes you to raise it from
area of effect. If an elemental appears you have no the dead or if it would rather be left alone. If the

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soul is in a magic jar or, in the case of a lich's
phylactery, then you know the object or person it
is in and the direction you need to go to get to it.

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.

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New Magic Items Faint abjuration; CL 7th; Craft Magic Arms and
Armor, dispel magic; Price +1 bonus.
The following magic items are to be added to the
existing items in the Pathfinder RPG Core
Greater Spell Stripping: Armor with the spell
Rulebook. Magic items are a great way to enhance
stripping property helps a person defend against
any game giving players goals and desires.
magical attacks. Treat all targeted spells directed at
you as if they where four caster levels lower. This
Armor will not lower a spell below first level.
The following armor and shield properties add to Moderate abjuration; CL 11th; Craft Magic Arms
those presented in the Pathfinder RPG Core and Armor, greater dispel magic; Price +2 bonus.
Rulebook. A shield or suit of armor with a special
ability must have at least a +1 enhancement bonus.
Weapons
The following weapon properties add to those
Presence: Armor with this property helps allies
presented in the Pathfinder RPG Core Rulebook. A
find you on the field of battle and makes it hard for
weapon with a special ability must have at least a
enemies to see you. All friendly or helpful
+1 enhancement bonus.
creatures gain +5 competence bonus to Perception
skill checks made to see or hear you. All
Confidant: A confidant weapon gives its wielder
unfriendly or hostile creatures get a -5 penalty to
the ability to overcome all fear. When you make a
Perception checks made to see or hear you.
kill with this weapon you gain a +1 moral bonus
Faint divination; CL 6th; Craft Magic Arms and
vs fear effects till dawn. You must be holding the
Armor, glitterdust, invisibility; Price +1 bonus.
weapon for the bonuses to effect you. Bonuses
from this effect stack.
Supple: This armor property is flexible and
Faint enchantment; CL 6th; Craft Magic Arms and
makes it easier for spellcasters to make the
Armor, hypnotism; Price +1 bonus.
gestures needed for spells with a somatic
component. This armor property reduces spell
Spell Bound: A spell bound weapon gives its
failure by 5%.
wielder the option to cast a spell. This weapon
Faint transmutation; CL 8th; Craft Magic Arms
property has one first level spell that can be used
and Armor, alter self; Price +1 bonus.
once per day as a swift action. The spell is chosen
upon creation and cannot be changed.
Swarm Stopper: Armor with this ability helps a
Faint universal; CL 9th; Craft Magic Arms and
person deal with swarms. This armor stops all the
Armor, varies by spell chosen; Price +1 bonus.
effects of a swarm other than the physical damage.
Faint conjuration; CL 7th; Craft Magic Arms and
Seeker: A seeker weapon gives its wielder the
Armor, web; Price +1 bonus.
ability to find its last target. On command this
weapon points in the direction of the last person it
Improved Swarm Stopper: Armor with this
damaged. This only points in the direction of the
ability helps a person deal with swarms. This
target and gives no other information. This ability
armor stops all the effects of a swarm including
can only be applied to a melee weapon.
physical damage.
Faint divination; CL 8th; Craft Magic Arms and
Faint conjuration; CL 12th; Craft Magic Arms and
Armor, locate creature; Price +1 bonus.
Armor, web; Price +2 bonus.

Spell Stripping: Armor with the spell stripping Rings


property helps a person defend against magical These rings follow the normal rules for magic
attacks. Treat all targeted spells directed at you as rings as described in the Pathfinder RPG Core
if they where two caster levels lower. This will not Rulebook.
lower a spell below first level.

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Hope
Aura faint enchantment; CL 6 Wondrous Items
Slot ring; Price 2,000 gp; Weight -- Wondrous items is a catchall category for anything
Description: This white ring with green gems that doesn't fall into the other groups of the magic
takes the stress from a person who uses it. This items. Any creature can use a wondrous item.
ring offers its where the calm emotions effect. In
addition this ring gives its wearer a +1 White Tablets
circumstance bonus on all Intelligence based Aura moderate evocation; CL 11
skills. Slot x; Price 10,000 gp; Weight 1lb
Construction Description: Two solid white squares 5 x 5 x1/4
Requirements: Craft Ring, calm emotions; Cost: inch. When you wright on one of them the ink
1,000 gp only show up on the other one. The ink only stays
for 3 rounds then fades.
Object Attraction Construction
Aura moderate transmutation; CL 9th Requirements: Craft Wondrous Item, sending;
Slot ring; Price 16,000 gp; Weight – Cost: 5,000 gp
Description: This ring has a small horseshoe on it.
With a standard action you can link the ring to an Mug of Divine Rapture
object weighting no more than 20lb that you have Aura moderate conjuration; CL 8th
possession of. On command, the ring will pull that Slot x; Price 8,000 gp; Weight 1lb
object straight to you at a rate of 60ft per round. Description: This silver mug is covered in runes
This will not affect an object on another plane. If and looks dwarven made. The first time the mug is
the object hits something it fails to continue to you filled in a day with any liquid. The liquid changes
on that attempt. If a dispel magic is cast on the and becomes a potion of cure moderate wounds.
object bound it breaks the link to this ring. Construction
Construction Requirements: Craft Wondrous Item, cure
Requirements: Craft Ring, telekinesis; Cost: moderate wounds; Cost: 4,000 gp
8,000 gp
Halo
Unarmed Power Aura moderate transmutation; CL 10th
Aura moderate evocation; CL 11th Slot head; Price 40,000 gp; Weight --
Slot ring; Price 18,000 (+1), 32,000 (+2) gp; Description: This is a 9 inch ring of gold that
Weight -- hovers above a person’s head. The halo stays in
Description: This plain steel band is designed to place but can be removed simply by pulling it off.
turn someone into a weapon. This ring adds effects You must be Lawful Good to use this item. You
to your unarmed attacks. When wearing this ring receive +4 Charisma bonus and all Lawful Good
you gain an enhancement bonus. This bonus can creatures start off friendly to you. You can cast
be a weapon bonus or an effect equal to the bonus. light at will and once per day you can cast
You do not need the normal +1 enhancement daylight.
bonus before adding an effect. This ring does not Construction
remove the attack of opportunity you might suffer Requirements: Craft Wondrous Item, eagle's
from attacking without an improved unarmed splendor, daylight; Cost: 20,000 gp
strike feat. The effect is decided upon creation and
cannot be changed. Horns
Construction Aura moderate transmutation; CL 10th
Requirements: Craft Ring, Craft Magic Arms and Slot head; Price 40,000 gp; Weight --
Armor, variable spell per enchantment; Cost: Description: This is a set of small red horns that
9,000 (+1), 16,000 (+2) gp attach to a person’s head. You must wear both

Brian Cottrell (Order #13603664)


horns for them to function. The horns stay in place centered on you. You are immune to the effects of
but can be removed simply by pulling them off. this earthquake.
You must be Lawful Evil to use this item. You Crystal Axe: This battleaxe looks like glass,
receive +4 Charisma bonus and all Lawful Evil when you look within it you can see dark red
creatures start off friendly to you. You can cast flames within its depths. On top of the normal
darkness at will and once per day you can cast crystal weapon properties this battleaxe has the
greater darkness. flaming burst ability. Once per day as an attack
Construction action you can change into a fiery body as the spell
Requirements: Craft Wondrous Item, eagle's for two rounds.
splendor, greater darkness; Cost: 20,000 gp Crystal Sword: This short sword looks like
glass, when you look within it you can see blue
Minor Artifacts liquid within its depths. On top of the normal
Minor artifacts are not necessarily unique items. crystal weapon properties this short sword has the
Even so, they are magic items that can no longer icy burst ability. Once per day as an attack action
be created, at least by common mortal means. you can shoot a polar ray as the spell.

Grounder's Crystal Weapons Walkers Cloak


Aura strong conjuration; CL 20 Aura strong conjuration; CL 20th
Slot none; Weight varies per weapon Slot shoulders; Weight 3lb.
Description: Grounder was a powerful summoner Description: This cloak was the prized possession
who felt the answer to a better future was to of a traveling sorcerer known for disappearing
reinvent the description of power. Failure marked whenever he was asked to do anything for anyone
every effort to incite the ruler of the kingdom he else. It was said he traveled the world three times
resided in. Until the creation of the crystal over before he found his end.
weapons. The ruler bent on conquest saw the This bright colored cloak allows its wearer to
weapons as a means to power and ordered dimensional travel up to 100ft as a standard action
Grounder to produce more. Grounder refused and at will. In additional twice per day the wearer of
tried to leave the kingdom only to be tracked down this cloak can greater teleport self only.
and killed; his weapons the only remnants of his
brilliance. Major Artifacts
All crystal weapons look like they are made of Major artifacts are unique items, only one of each
glass, have a +4 enhancement bonus, and are ghost such item exists, and the creation of them is
touch weapons. An elemental is bound within each beyond all mortal means.
weapon and the indestructible crystal prevents it
from escaping. Raspen's Game
Crystal Dagger: This Dagger looks like glass, Aura strong all schools; CL 20
when you look within it you can see sparks of Slot none; Weight –
purple lightning within its depths. On top of the Description: Lord Raspen was a charismatic ruler
normal crystal weapons properties this dagger has with devoted friends who he felt were the true
the shocking burst ability. Once per day with an riches of his realms. To protect his friends he
attack action you can ride the lightning as the commissioned a set of magic items made to allow
spell. them the ability to escape harm. The wizard
Crystal Hammer: This warhammer looks like responsible for the creation took a chess set and
glass, when you look within it you can see fine fashioned the pieces to suit his lord’s needs. After
gold dust within its depths. On top of the normal completing the set the wizard gave his lord all but
crystal weapon properties this warhammer has the the king piece. The wizard was jealous of Lord
corrosive burst ability. Once per day as an attack Raspen and used the king piece to destroy what he
action you create an earthquake as the spell but held dear.

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There is only one of each chess piece and all of
them are made of white marble. A person can use
their chess piece if they have it on their person,
they do not need to hold it but it cannot be stored
in an extra-dimensional space. If a person has
more than one chess piece on them at a time the
use per day is wasted on both pieces. If the pieces
are separated they may be used the following day.
Pawn: He who has the pawn can take a 10ft
move action as an immediate action ones per day.
Knight: He who has the knight can summon a
phantom steed as a swift action. This phantom
steed functions like the spell but only one steed
can be summoned and only the person holding the
knight can ride it. This ability can be used at will.
Bishop: He who has the bishop can take a 30ft
move action as an immediate action once per day.
This movement must be in a straight line. You also
gain the ability to fly during this action.
Rook: He who has the rook can take a 60ft move
action as an immediate action once per day.
Queen: She who has the queen can take a 15ft
move action as an immediate action once per day.
In addition she can summon the person holding the
knight to an adjacent square as a standard action.
The ability to summon the knight is functions like
a greater teleport except there is no saving throw.
King: He who has the king can take a 10ft move
action as an immediate action once per day. In
addition he can force any other person with a chess
piece to make their special move action as he sees
fit.

Brian Cottrell (Order #13603664)


find openings when people extend themselves for
Previously Released an attack. Once per round when an opponent
misses with a non-reach melee attack he provokes
Wordcasting Classes an attack of opportunity from you.

Counter Move (Ex): Starting at 10th level a


counter striker is able to turn a person momentum
New Pugilist Style against him. If an opponent uses a combat
maneuver on you and fails you can make a trip
attempt as a free action.
Counter Striker
Some pugilist focus on their opposition over their Need and Focus (Ex): Starting at 16th level you
own actions. Doing so allows them to take focus on what you most need to best your
openings others may very well miss. A counter opponent. At the start of your turn you can give
striker takes advantage when force is applied yourself a +3 incite bonus to help you in combat.
against them. Most counter strikers hold a passive This bonus can be added to your attack, melee
demeanor raining in any aggression their nature damage, saving throw, CMB, CMD, or AC. Once
might invoke. you decide you cannot change it again till the start
of your next turn.
Style Feats:
Dodge (1st level), Improved Trip (2nd level), Style Mastery:
Deflect Arrows (7th level), Nimble Moves (13th Retribution (Su): Starting at 20th level you give
level) a pugilist can use these feats even if he does what you take. Once per round when hit with a
not have the normal prerequisites. non-reach melee attack. You can attack back with
a melee attack as a free action if you hit you do the
Style Maneuver: same damage that you received from the attack
Slip and Strike (Ex): Starting at 5th level, you that provoked this attack.

Brian Cottrell (Order #13603664)


Craft Image:
New Soulcaster Spells Level: 3
Casting Time: 1 Standard action
Self Control: Components: S
Level: 1 Range: 60ft
Casting Time: 1 Standard action Target: One Creature
Components: S Duration: 1 Round per level
Range: Personal or Touch Save: Will Negates
Target: One Creature You make a target perceive its surroundings as you
Duration: 24 hours see fit.
Save: Will Negates This spell functions like the major image spell but
You place a light veil of energy over a targets soul. only effects one person. This spell alters a person's
By touching a willing target that target is unable to mind allowing them to feel the crafted illusion.
cast any spells use any spell-like ability or any The illusion cannot provide enough physical
supernatural abilities. The target is under the feeling to damage its target. Effects that resist or
effects of a slow spell as well. The target must be remove enchantments also work on this spell.
willing for this spell to take effect once it is in
effect it will stay in effect for the full 24hours Elemental Infusion:
despite a change of disposition in the target. If a Level: 4
freedom of movement spell or effect is cast on the Casting Time: 1 Standard action
target of this spell, it ends this spell. Components: S
Range: Personal
Serge: Target: Self
Level: 2 Duration: 10 minutes per level
Casting Time: 1 Standard action Choose from fire, cold, or acid damage, for the
Components: S remainder of this spell all your Searing Soul
Range: Personal or Touch attacks now count as the chosen element for
Target: One Creature damage. You can cast this spell a second time to
Duration: Instantaneous change what element your searing soul ability does
Save: Will Negates or return it to its original form.
You alter a persons soul to give them a burst of
energy. Supernatural Dispel:
This spell will remove any fatigue or exhaustion Level: 5
conditions from your target. If used on the same Casting Time: 1 Standard action
target more than once within 24 hours, that target Components: S
gains a +4 bonus to Strength for three rounds. This Range: Personal or Touch
effect stacks with other bonuses but not with itself. Target: One Active Supernatural Ability
After the three rounds the target becomes sickened Duration: Instantaneous
for one minute. This spell instantaneously removes all lasting
effects of a supernatural ability. This will not heal
any damage done by the supernatural ability to the
target.

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Crazy Luck (Su): Starting at 6th level, you trip
New Specialist through the ruff parts of life and come out on top.
When ever you roll a natural 1 on a saving throw
Luck Stealer count it as if you rolled a natural 20.
Its better to be lucky than skilled.
Good with the Bad (Su): Starting at 12th level,
Bonus Feat: Dodge you defy the odds one second only to deal with the
consequences later. You gain the ability to cast the
st
Extra Luck (Su): Starting at 1 level, you are borrow fortune spell as a supernatural ability three
luckier than most. Any luck bonus are doubled for times per day.
you. This applies to any luck bonuses you may
receive from this class. Lucky Strike (Su): Beginning at 14th level, for
you a good hit becomes amazing. Add an addition
th
Luck Stealer (Su): Beginning at 6 level, it x1 multiplier to any critical strike you perform.
becomes very clear that you have all the luck. If a (example: a x2 critical will become a x3 critical).
creature within 30ft of you rolls a natural 1 on an
attack roll, skill check, ability check, or saving Jinx (Su): Starting at 20th level, you can make a
throw. You gain +1 luck bonus on a single attack touch attack that removes a persons luck. As a
roll, skill check, ability check, or saving throw. standard action you make a touch attack if you hit
You must use this bonus before the end of your your target he receives a -4 luck bonus on all rolls
next turn of lose it. Multiple natural 1's will for the next hour. A Will save negates this effect
increase your bonus. save DC = 10 + half your scoundrel class level +
your Charisma modifier.

Brian Cottrell (Order #13603664)


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
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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
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otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
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9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized
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13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within
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14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary
to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet,
Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase,
Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
Advanced Game Guide. Copyright 2013, Wordcasting Entertainment; Author: Ryan Stanford

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Brian Cottrell (Order #13603664)

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