The Grotbox

Game Master Gobo Horde

Fun stuff here :)



Goblin Gunslinger "Ziggs"

If anyone stumbles appon this, this is just a place for me to throw down any ideas and such as i need them :)
Go Gobos!!!


Goblin Gunslinger "Ziggs"

Basic bullet prices
Bullets are reduced to 10%, Magic enhancements are devided by 50, then reduced by 1/2 to get prices for individual bullets. (aka 1%)
Bonus: Cost:
+1, 20gp
+2, 80gp
+3, 180gp
+4, 320gp
+5, 500gp
+6, 720gp
+7, 980gp
+8, 1280gp
+9, 1620gp
+10, 2000gp
Bulet= 1cp
H Bulet= 8cp
Black Powder= 1gp
H Paper Cartridge= 9.6gp
Metal Cartridge= 1.5gp


Goblin Gunslinger "Ziggs"

Considering the kommandar has literally hundereds of bullets, and considering his nature as a goblin collector, trying to list them all just woudnt be feasable. So instead ,he will have many mundane bullets (see above), a certian amount of specific magic bullets, specific named bullets (see below) and a large chunk of randomized bane bullets. Firstly i wold pay for the bullets as 1 lump sum, devided between small metal cartridges/huge paper cartridges. I would then devide them randomly into 13 groups (the bane catagories). The initial paperwork would be done. As i use the bullets i will then chose whether to use a +1, +2, +3 or +4 bane bullet, subtracting it from my list. This has to be something that makes sense before hand (for instance, a +1 flaming plant bane makes sense).
The only properties i can add to these are: Flaming, Frost, Acid, Shock, Holy, Unholy, Arachchic, Axiomatic and Mythic Bane.
(these are small bullets/these are huge bullets)

Specific Magic Bullets

10/10 each of +1 flaming/frost/acid/shock bullets
80 bulets
2040gp

5/10 +1 Holy Undead bane bullets
15 bullets
4893.5gp

10/0 +1 Holy Axiomatic goblin bane bullets (Insurance)
10 bullets
7215gp

10/0 +1 flaming, frost, shocking, acid bullets (Kelidascopes)
10 bullets
5015gp

0/10 +1 fire burst, frost burst, acid burst, shock burst bullets (Please Crit!!)
10 bullets
16296gp

Bane Bullets

80/60 +1 bane
30/20 +2 bane
20/10 +3 bane
220 bullets
30859gp

Totals:
345 magic bullets
56318.5gp (im at 1/4 of my allotted total for bullets :p)

Next up bane bullet distrabution and named bullets :)


Goblin Gunslinger "Ziggs"

So bane bullets would be devided into 13 catagories, 1 for each favored enemy.

rolls:

Small bane bullets
100d13 ⇒ (7, 1, 8, 8, 9, 1, 10, 5, 3, 8, 5, 2, 10, 7, 4, 8, 7, 1, 5, 11, 1, 2, 7, 11, 8, 7, 5, 10, 10, 11, 10, 2, 11, 5, 8, 3, 1, 8, 13, 2, 2, 13, 2, 1, 9, 3, 7, 6, 7, 11, 7, 10, 1, 13, 3, 11, 3, 6, 11, 12, 7, 8, 13, 13, 5, 12, 12, 3, 10, 12, 11, 4, 2, 5, 7, 11, 11, 4, 4, 3, 3, 6, 5, 6, 8, 1, 11, 12, 5, 10, 6, 8, 8, 6, 7, 9, 4, 7, 7, 5) = 684
30d13 ⇒ (3, 7, 10, 6, 10, 10, 10, 13, 6, 12, 8, 7, 9, 10, 6, 4, 10, 1, 5, 13, 12, 6, 1, 1, 2, 1, 11, 12, 7, 4) = 217

Huge bane bullets
90d13 ⇒ (11, 1, 11, 2, 1, 2, 11, 9, 13, 8, 1, 9, 4, 13, 9, 10, 3, 4, 8, 7, 9, 9, 6, 8, 6, 2, 11, 4, 10, 6, 2, 4, 12, 8, 6, 10, 8, 6, 3, 11, 11, 9, 5, 2, 8, 5, 13, 8, 13, 10, 3, 11, 4, 13, 9, 3, 13, 6, 11, 9, 9, 10, 7, 10, 8, 10, 11, 5, 6, 11, 11, 5, 12, 13, 13, 13, 4, 4, 10, 9, 7, 4, 4, 6, 10, 11, 13, 3, 6, 2) = 691


Goblin Gunslinger "Ziggs"

So i have:
12/3 abberations
8/6 animals
9/5 constructs
7/9 dragons
11/4 fey
10/9 humanoids
16/3 magical beasts
4/10 oozes
14/9 outsiders
12/12 plants
8/2 undead
7/10 vermin

There we go :)
Next is bound bullets.


Goblin Gunslinger "Ziggs"

There are 2 ways to create a bound bullet.

Method 1.:

1. Draw a magic circle against X
10 min, 3rd lvl spell, 0gp.
2. Cast Dimensional Anchor
4 seconds, 3rd lvl spell, 0gp.
3. Cast Greater Planar Binding.
Target gets a DC 23 Will Save.
Success=start over.
Fail=go to step 4 or 5.
10 min, 6th lvl spell, 0gp.
4. OPTIONAL. Succeed at opposed Cha check (1d20+7 for me) to get it to offer service. Try 1/day.
Every day creature can try a spell resistance check(1d20+17) to escape or a DC 33 Cha check.
5. Cast Binding.
6 assistants cast suggestion.
If the creature has 14-18 HD, it has to pass a DC 31 Will Save and a spell resistance check. (1d20+23)
State release conditions.
1 min, 6th lvl spell, 500gp/hd.
Congratulations. You have a bound bullet :)
Total time: 21 min, 4 seconds.
Total cost: 500gp/hd +bullet.

Method 2.:

1. Find an already free creature.
2. Hold/subdue/distract it for 1 minute.
3. Cast Binding.
Up to 6 allied spellcasters cast suggestion.
If the creature has more than 8 (+1 per ally) HD, it has to pass a DC 31 Will Save and spell resistance check (1d20+17 +1 per ally) No upper limit on the Hit Dice.
State release conditions.
Total time: 1 Minute
Total cost: 500gp/hd + bullet

Now Specific Named Bullets.
I have included:
Name.
Type of bullet.
Cost.
Mundane bullet cost.
Method used
total chance of success.
Individual saves required.
Release conditions.
Effect.

Using this template i can create what i want/need and i can do other zany things like trapping 3 elementals within the same bullet.
I also included a success rate percentage so i only have to roll a single die to generate these.
Below are some samples :)

Inferno
Elder Fire Elemental bound in a +1 flaming burst bullet
8180gp
+1.5/9.8gp
Method 1
Success Rate: 79%
Will save: 17+ (80%)
Will save: 20 (95%)

Release Conditions:
After being fired from a gun or bullet breaks.
Effect:
Releases an umcontrolled Elder Fire Elemental at target square.

Pebbles
Elder Earth Elemental bound in a +1 bullet
8020gp
+1.5/8.9gp
Method 1
Success Rate: 67%
Will save: 14+ (70%)
Will save: 20 (95%)

Release Conditions:
After being fired from a gun or bullet breaks.
Effect:
Releases an uncontrolled Elder Earth Elemental at target square.

Doomsday
Herald of Armageddon bound in a +1 Anarchic Phase Locking bullet
9500gp
+1.5/8.9gp
Method 1
Success Rate: 19%
Will save: 5+ (25%)
Will save: 15+ (75%)

Release Conditions:
After being fired from a gun or bullet breaks.
Effect:
Releases an uncontrolled Herald of Armageddon at target square.

Hellfire
Puragaus Devil bound in a +1 Axiomatic Unholy Flaming Cruel bullet
9980gp
+1.5/8.9gp
Method 1
Success Rate: 26%
Will save: 10+ (50%)
Will save: 18+ (85%)
Spell Resistance: 8+ (60%)

Release Conditions:
After being fired from a gun or bullet breaks.
Effect:
Releases an uncontrolled Puragaus Devil at target square.

The Reaper
The Grim Reaper bound in a +1 Unholy Humanbane bullet
9320gp
+1.5/8.9gp
Method 2
Success Rate: 36%
Will save: 12+ (60%)
Spell Resistance: 8+ (60%)

Release Conditions:
After being fired from a gun or bullet breaks.
Effect:
Releases an uncontrolled Grim Reaper at target square.


Goblin Gunslinger "Ziggs"

Quickrunners shirt. 1000gp
Mask of stony demeanor. 500gp
muleback chords 1000
Cape of ressistance 1000
Sleeves of many garments 200


Goblin Gunslinger "Ziggs"

Nightfliers homebrew.

basic:

Chapter 1: Basic Attributes
Point Buy
This games uses 28-point buy. The only change from standard Pathfinder rules is that 18 in an Ability Score costs 16 points instead of
17.
Hit Points
Channeler: 2 + d4
Fighter: 4 + d6
Fighter (Juggernaut): 6 + d6
Rogue: 4 + d4
Wildlander: 4 + 2d4
Fate Points
At character creation, a character gains a number of Fate Points equal to his Charisma bonus. Additionaly, a character gains 1 (one)
Fate Point at each character level. Also, a character may receive additional Fate Points based on GM’s fiat, when the character scores especially
important critical hit, solves a key puzzle or something else entirely, based on GM’s judgement.
1 fp: add +2 to any d20 roll (up to 5 may be spent on any one roll)
1fp: gain two spell points; they must be spent in the same round.
1 fp: automatically stabilize
1 fp: gain full proficiency in any one language currently spoken
2 fp: maximize one damage die
3 fp: roll twice for hp when levelling, taking the best result
3 fp: gain knowledge of one 1st level spell
4 fp: get one bonus skill point
5 fp: re-roll any roll
5 fp: get one extra standard action
10 fp: force an NPC or other player to reroll
10 fp: make any skill class skill
20 fp: get a bonus feat
30 fp: increase an ability score
40fp: gain additional character trait, conditioned on GM's approval

Traits and Flaws:

The system of Traits and Flaws is designed to offer a greater degree of customization to players, in order for them to be able to
create more heroic characters, who can survive the rigours of Midnight Campaign Setting (MN) and A Hope Reborn Campaign (AHR).
Traits represent character's experience, background and personality characteristics that were present before he or she or it became
an adventurer.
Flaws are an optional way for the PCs to get access to more traits than usual. Most flaws are designed to be permanent. In the case
of most of them, an act of Izrador, Aradil or similar power would be needed to remove them.
There are three types of traits: Traits of Personal History, Traits of Body and Traits of Spirit. Depending on the game, limited number
of traits is allowed. Usually, a character can have only two traits, but that number can be improved by replacing Background Bonus Feat with a
trait or by taking character Disadvantages.
A character can have maximum of 1 Trait of Personal History, 2 Traits of Body and 2 Traits of Spirit.
A character can have maximum of 1 flaw, which would allow him to take 1 additional trait.
Traits
Background Traits

Ancestral Foe
You choose a creature type and treat it as Favorite Enemy. This ability stacks with Favored Enemy class ability and Eternal Grudge
racial ability. In addition, this trait is prerequisite for feats associated with Ancestral Foe feat tree.

Ancestral Legacy
You have inherited a covenant item from your ancestors. It is usually in the form of a weapon.
When you reach 3
rd
level, the item achieves its magical potential and becomes magic item, receiving an enchantment equal to +1
magical property. The item receives further +1 enchantments every odd level after 3
rd
, They are chosen by the player, with GM’s approval.

Additionaly, this item can be further enchanted for half the normal cost.
This trait is a prerequisite for Ancestral Legacy chain of feats.

Born on the Battlefield
You were born at the place of battle. Perhaps during the siege of some Dornish settlement right before the final advance of the
Shadow’s forces, or in fighting pits of orcs far in the North. This experience has made you tougher than ordinary person. Choose one of the
following:
Dirty Fighter:
You have learned to surprise your enemies with an unexpected blow. You gain a slam attack at your full attack bonus,
that deals 1d6 damage. This attack must be taken either before your first attack in the round or after you’ve used all your regular attacks. This
attack is represented as a head butt, a kick, elbow punch or something similar.
Ice Water in Your Veins:
You remain stoic even in the face of danger. After surviving battles and hardships that would kill anyone
else, you have developed mental toughness. You enjoy a +4 bonus on Will saves.
Tough as Stone:
The mountains have bred toughness and tenacity into you. You gain +3 hit points at 1st level and +1 hit point at
each subsequent level. This stacks with Toughness feat.
Special:
This Trait can be taken more than once, but different abilities must be chosen.

Child of Magic
One of your ancestors was from beyond the veil of reality and your blood is tainted with arcane influence. Select one of the
following abilities:
Arcane Nature:
You treat the attribute that determines your spellcasting ability as 1 point higher.
Blood Mage:
Whenever you score a critical hit, you gain one Spell Point from the blood of your enemy. This is prerequisite for feats
associated with Blood Mage feat tree.
Infernal Glower:
You exert a strange influence over others, as your unusual ancestry shines through when you are angry or upset.
Your eyes may glow for a brief moment, or the scent of brimstone briefly wafts through the room. The phenomenon grants you a +4 bonus to
Persuasion checks.
Magical Lineage:
Pick one spell when you choose this trait. That spell costs only half the spell energy (rounded up) normally
required to cast a spell of that level. This reduction applies after spell levels have been added for metamagic feats. This reduction does not
stack with the reduced cost provided by spell talismans or any ability that allows spells to be cast with a reduced cost in spell energy. It can
never cost less than one point of spell energy to prepare that spell.
Magical Talent:
Select of your mental atributes, then choose 1 (one) 0-level spell from the Channeler spell list. You gain that spell as
a spell-like ability, usable at will with DC determined by your chosen mental atribute and caster level equal to your character level. You can use
this spell-like ability the number of times per day equal to your spellcasting atribute modifier.
Special:
This Trait can be taken more than once, but different abilities must be chosen.

Gifted
You gain a feat of your choice. You must meet the Prerequisite for that feat.

Latent Treesinger
You have an untapped ability to communicate with trees and, with training, other forms of plantlife.
At 1st level, a treesinger can improve the attitude of a plant creature. This ability functions just like a Diplomacy check made to
improve the attitude of a person. The treesinger rolls 1d20 and adds her character level and her Charisma modifier to determine the check
result. The typical wild plant creature has a starting attitude of indifferent.
To use this ability, the treesinger and the plant creature must be within 30 feet of one another under normal conditions. Generally,
influencing a plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time.
This Trait is a prerequisite for feats associated with the lost ability to be a Treesinger.

Latent Wolfbrother
Northmen and Shadarim have stories of those who fought against the Shadow alongside wolves. Of all Locknar's creatures, wolves
seem to hate the Shadow most, perhaps because of the corruption that created worgs.
You have an untapped ability to communicate with wolves. You also develop golden or silver eyes like those of a wolf and you can
emit low growl when you are angry. This grants you +2 circumstance bonus to Persuasion (Intimidate), but you also have -2 penalty on Disguise
checks,
This Trait is a prerequisite for feats associated with the lost ability to be a Wolfbrother.

Royal Blood
You belong to a royal bloodline of your race. You gain +4 bonus on Persuasion checks when dealing with members of your race, and
+2 bonus when dealing with members of related race. They must be aware of your bloodline. If you take Leadership or similar feat, these
bonuses apply to your leadership score.


Skilled
You gain +2 bonus on 3 skills of your choice, or +4 bonus on 1 skill of your choice. This stacks with feats and class abilities that grant
such bonuses.
Body Traits

Ambidexterous
You are equally skilled in using either hand. Your penalties on attack rolls for fighting with two weapons are reduced by 4.

Dexterous
You gain a +2 bonus to Dexterity and a –2 penalty to Constitution. While you are lithe and flexible, your bones are somewhat brittle
and susceptible to injury.
Special:
If you spend both of your trait selections on this trait, you gain the +2 Dexterity bonus but ignore its associated Constitution
penalty.

Lithe
You gain a +2 bonus to all Acrobatics checks. In addition, you can use Tumble to move at your normal speed without penalty.

Mighty
You can wield weapons up to one size category larger than normal for you without penalty. You still suffer the normal penalties for
weapons above that size and for smaller ones. For example, if you are Medium, you can use a Large weapon without penalty. However, you
suffer the full penalties for a Medium creature using a Huge weapon; you do not act as a Large creature using a Huge weapon. The benefits of
this ability do not extend to shields. You cannot shield bash with larger shields than normal.

Strong
You gain a +2 bonus to Strength but sufer a –2 penalty to Intelligence and a –2 penalty to a second ability score of your choice other
than Intelligence.
Special:
If you spend both of your trait selections on this trait, you gain the +2 Strength bonus but you may ignore one of its
associated ability score penalties. You still must accept the –2 penalty to either Intelligence or one other score of your choice.

Tough
You enjoy a +2 bonus to Constitution, but you suffer a –2 penalty to Dexterity.
Special:
If you spend both of your trait selections on this trait, you gain the +2 Constitution bonus while ignoring its associated
Dexterity penalty.
Mental and Spiritual Traits

Superior Intellect
Your sharp intellect allows you to clearly discern what is happening around you and to know what someone wants to hear and your
rapierlike wit can bruise egos. Persuasion and Perception are always class skills for you, and you may use your Intelligence modifier when
making Persuasion and Perception checks instead of your Charisma and Wisdom modifiers. If you already have Persuasion or Perception as
class skill, you are considered to have Skill Focus (Persuasion) and/or Skill Focus (Perception) feats instead.
This Trait is a prerequisite for feats associated with the Canny Fighting feat chain.

Charismatic
You gain a +2 bonus to Charisma and a –2 penalty to Wisdom. While you can manipulate others, you tend toward self-absorption.
Special:
If you spend both of your trait selections on this trait, you gain the +2 Charisma bonus but ignore the associated Wisdom
penalty.

The Dark One’s Own Luck
You may reroll any one die roll you have just made, provided that the issue being decided is primarily or largely dependent upon lack
rather than skill. You may use this ability once per day per your Charisma modifier.
Special:
You may spend a feat to buy additional use of this ability per day. This feat may be may be taken multiple times.


Inspiring
As a standard action usable three times per day, you can grant an ally a morale bonus equal to your Charisma bonus. This bonus
applies to one single attack or skill check of your choice. When you activate this ability, you must choose a target. Until your next turn, you can
opt to grant the bonus to a single d20 roll the target attempts. You must choose to apply the bonus before the roll. The target of this trait must
be able to see, hear, and understand you in order for it to take effect.

Intelligent
You gain a +2 bonus to Intelligence and suffer a –2 penalty to Strength. While your mind is powerful, your body’s might lags behind.
Special:
If you spend both of your trait selections on this trait, you gain the +2 Intelligence bonus but ignore its associated Strength
penalty.

Weapon Bond
Select a single simple, martial, or exotic weapon. You are automatically proficient with this weapon, even if your class does not
normally grant access to it. You feel so comfortable with the weapon, it feels like an extension of your body, personality, and intellect. You may
choose an ability score other than Strength to modify your attacks and damage with the bonded weapon; consider the chosen ability score’s
bonus your Strength bonus for these purposes. For example, you still gain 1.5 times the ability’s bonus to damage when using a two-handed
weapon. You do not gain the bonus for Strength and your chosen ability when using your bonded weapon type. You gain the benefits of only
one of them, and you may switch between the two as a free action.

Wise
You enjoy a +2 bonus to Wisdom but suffer a –2 penalty to Charisma. While you can read emotions, you sometimes have trouble
turning your gut instincts into compelling arguments.
Special:
If you spend both of your trait selections on this trait, you gain the +2 Wisdom bonus but you may ignore its associated
Charisma penalty.
Racial Traits

Echoes of Life
Your body has not forgotten everything that made you what you once were.
Prerequisite:
Gholgral
Benefit:
You retain racial adjustments of your previous race and add to them Gholgral racial adjustments (such as ability scores
adjustments, darkvision, bonus feats etc.)

Redcap
Prerequisite:
Goblinoid
Benefit:
You have the capacity to inflict a crippling wound on an enemy. As a free action, one living creature you damage with a
melee attack suffers 2 bleed damage. If you (and only you) score a critical hit on a target suffering from bleeding wound, increase the damage
loss by 1 (this is cumulative). Bleeding wound does not provoke opportunity attacks. You can use bleeding wound as many times a day as your
Dexterity or Intelligent modifier (select one).

Regression
When lose your temper, you have the tendency to regress into old ways.
Prerequisite:
Morgral
Benefit:
As a swift action, you can gain a +1 trait bonus to Strength-based attack rolls and a +2 trait bonus to Strength-based damage
rolls and temporary hit points equal to 5 + your Constitution modifier. This effect lasts 5 rounds plus your Charisma modifier. During the same
duration, you cannot use any Charisma-, Wisdom-, or Intelligence-based skills, except Persuasion(Intimidate). Using regression does not
provoke attacks of opportunity. The number of uses per day of regression is based on your level (1st level—1, 5th level—2, 10th level—3, 15th
level—4, 20th level—5)

Sunlight Veteran
You have lived and fought under the merciless eye of the sun.
Prerequisite:
Morgral, Gholgral or Shadarim
Benefit:
You have learned to suffer the harsh light of the sun, although you still rarely enjoy it. You suffer no penalty due to daylight.
Flaws

Feeble

You are unathletic and uncoordinated.
You take a -2 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks.

Frail
You are thin and weak of frame.
Subtract 1 from the number of hit points you gain at each level. This flaw can reduce the number of hit points you gain to 0 (but not
below).
Special: You must have a Constitution of 4 or higher to take this flaw.

Healing Resistant
You are resistant to magical healing. The ammount of HP you are healed from the spells, potions and supernatural abilities is halved.
Special:
You may choose to be completely immune to arcane healing and gain 2 additional traits instead of 1.

Inattentive
You are particularly unaware of your surroundings.
You take a -4 penalty on Perception checks.

Meager Fortitude
You are sickly and weak of stomach.
You take a -3 penalty on Fortitude saves.

Noncombatant
You are relatively inept at melee combat.
You take a -2 penalty on all melee attack rolls.

One-Armed
One of your hands is severed at the wrist.
You suffer -10 penalty on Climb and -4 penalty on all other checks that require manual dexterity. You can not use any type of shield
except buckler with that arm or any kind of weapon except armor spikes and light weapons attached with straps.

One-Eyed
You have lost one eye.
You suffer -10 penalty on attacks with thrown weapons, -2 penalty on Perception(sight) checks and -4 AC penalty when you are
flanked, instead of -2.

Pathetic
You are weaker in an attribute than you should be.
Reduce one of your ability scores by 2.
Special:
You cannot take this flaw if the total of your ability modifiers is 8 or higher.

Poor Reflexes
You often zig when you should have zagged.
You take a -3 penalty on Reflex saves.

Unreactive
You are slow to react to danger.
You take a -6 penalty on initiative checks.

Vulnerable
You are not good at defending yourself.
You take a -2 penalty to Armor Class.


Weak Will
You are highly suggestible and easily duped.
You take a -3 penalty on Will saves.


Goblin Gunslinger "Ziggs"

Races:

Chapter 2: Races
Dwarves of Norgir
Dwarves talk about coming from the deep darkness in the heart of the world. Some humans whisper that they are the children of the
Shadow, cursed by the avarice and greed, but wiser and knowledgeable heads realize that no other race of Norgir sacrificed as much as the
dwarves in the fight against Chton, especially during the Long War, when the dwarven race almost became extinct.
Now, a millennium after the Long War came to an end, dwarves are fragmented race. Dvergar keep to their mountain holdfasts,
selling their arms and armor to the highest bidder, as well as the blood of their mercenary legions. Orinor dwarves trade widely on their flying
ships, always seeking new fields of aetherium gas and mines of ioun stones while highlander Mahiset seek to protect their herds from both
Orgarim tribes from beyond the Cursed Crags and Varyag raiding parties from the Borderlands.
-passage from
People of Norgir
, library of Academia Miscatonica. Author unknown.
The dwarves are an old people, with culture as rich as it is ancient. Their society is structured along familial lines and loyalty to family
and honor lie at the center of their lives. This holds true for all three dwarven subraces, although they differ greatly in their social structure.
The clan is the basic social and political unit for Dvergar and Mahiset dwarves. The smallest clans may contain as few as 100
individuals and the largest many thousands. Alliances between the clans are fluid, complicated affairs, most typically formed by intermarriage
or common enemies. In bygone days, skirmishes between the various clans were common, but now they are rare, since most Dvergar clans now
belong to greater kingdoms, ruled by the kings (or queens) chosen by the Greybeard Moot, while Mahiset clans generaly live far apart, so the
opportunity for conflict between the clans rarely exists. Orinor dwarves all belong to the same clan, although they are the least traditional of all
dwarven subraces and more conservative Dvergar do not consider them a true clan at all.
Nevertheless, a tradition that all-dwarven Greatmoot must be held once per
edra
, which is a period of time decided by Dvergar
astronomers that may range from a hundred to two hundred and fifty or more human years, still holds – although nothing of consequence was
decided during the last ten Greatmoots at least.
Universal Dwarven Racial Traits

Ability Scores:
+2 Constitution, +2 Wisdom or Intelligence; -2 Dexterity: Dwarves are tough and sturdy, although they often lack
grace of movement. A race of engineers and inventors, they are deeply spiritual people as well.

Medium:
As Medium creatures, dwarves have no special bonuses or penalties due to their size.

Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when
carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

Weapon Familiarity:
Dwarves have martial proficency with battleaxes, heavy picks, and warhammers, and treat any weapon with
the word “dwarven” in its name as a martial weapon. Those of them who already have that level of proficiency with those weapons
because of a class feature are considered having Weapon Focus bonus feat with those weapons.

Darkvision:
Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and
dwarves can function just fine with no light at all.

Resilient:
Dwarves are notoriously tough, both against external attacks and internal attacks. They gain a +2 natural armor bonus and
a +2 racial bonus on saves against poison, spells, and spell-like abilities.

Spell Resistant:
Dwarves are innately resistant to the power of magic. They gain a +2 racial bonus on saves against spells and spell-
like effects, but those with spell energy have two fewer points of spell energy than they otherwise would.
Dvergar
Average Height:
4’ – 4’9”
Average Weight:
195-395 lbs.
Average Starting Age:
75 years
Estimated Life Expectancy
: 1,000 years
Physical Qualities:
Dvergar tend to be stocky and muscular. If in prime physical condition, their shoulders are the same width as
their girth, so they seem compact and even shorter that in fact they are. Although they are the tallest race of dwarves, they are still shorter
than elves of humans. With great age some Dvergar of merchant or lorekeeper castes gain in both weight and girth, so that they became even
slower and have difficulties walking. It is not uncommon for them to become so obese that they need to be carried everywhere by either
golems or lesser caste servants. Obesity is considered to be a mark of beauty and physical attractiveness among Dvergar, since it indicates
material wealth and constant supply of food.
Most Dvergar have light hair and beards. Light brown is the most common hair and beard color, while the stone-gray is second most
common. Their eyes are usually brown, but approximately one in ten Dvergar has blue eyes. Red hair and eyes are known to happen once in
every hundred or so births and are considered to be a sign from the spirits of fire that the child is chosen to die in battle. Those Dvergar are
revered and trained for war no matter what caste they come from. They usually become berserkers or “battleragers”.
Everyday Life:
Dvergar are the oldest race of dwarves. In a way, they are the quintessential dwarves and all other dwarven races
descend from them. Perhaps that is the reason why they believe themselves to be superior to all other dwarves – and perhaps to all other
intelligent life as well. Although many surface dwellers consider them to be dour and grim, which is true in a way, there is an other side to
them. Dvergar believe in hard work and hard play. They work to near death during the working hours, party and drink until sleep time

comes, sleep insufficiently, and then all over again tomorrow. They are extremely regimented in whatever direction they take in life. Mages
own more books. Priests pray longer. Soldiers train much more fiercely. Dvergar uphold this discipline when on their own or outside of their
community.
Dvergar children reach maturity on their 75
th
birthday, but they are considered to be a property of their parents until they pay them
off everything they’ve invested in them, including the cost of food, living space, education and so on. Usually, young Dvergar save every coin
they can and hoard their treasure until they decide to marry. Then they present the money to their parents, who in turn make a gift of it to the
newlyweds. This is the way to insure social stability and responsible parenthood in Dvergar culture.
All Dvergar belong to castes. There are many castes in Dvergar society, but their caste system is so convoluted that many outsiders
simplify it for the sake of understanding it. Essentially, Dvergar have: Warrior caste, Merchant caste, Worker caste, Dishonored and Longbeards.
Each caste has many subcastes and there are many rules regulating their respective social standing. Warriors are at the top of the pyramid.
They are rulers and decision makers. Merchants and workers are in theory equal, but in practice renowned smith and lowly miner are very far
from each other. Longbeards and Dishonored are outside the system. Longbeards are those Dvergar who do not have to work. They are
wealthy enough to dedicate themselves to other areas of life. Although Dvergar do not have the same kind of priests like the humans do,
Longbeards would be the Priest caste if they did have them. They are called Longbeards because they can let their beards grow under the waist,
since they do not have to worry about entangling them while working. Dishonored are the opposite. They are the outcasts who cannot find the
work – which means, life – in the Dvergar society. They cannot even become servants to other Dvergar. Societies of Dishonored are sometimes
tolerated outside Dvergar settlements, but they are usually banished to the surface or deep into the Underworld.
Playing a Dvergar:
Surface Dvergar is either a Dishonored or a mercenary on the loan to some human authority. Sometimes there
are embassies of Dvergar to the human nations or Dvergar merchants seeking trading alliances. Either way, it is very uncommon for a Dvergar
to be found in the company of non-Dvergar. Even Dishonored share the prevailing attitude among Dvergars that the surface-dwellers are weak,
stupid and prone to duplicity. So, most Dvergar are considered to be rude chauvinists buy those who meet them. Dvergat superior attitude
escalates to outright hatred when it comes to Orgarim, though, as well as to any form of Shadowspawn. There are frightful songs about Dvergar
genocidal crusades both in the Underworld and on the surface of Norgir in order to avenge some slight from thousands of years ago. On the
other hand, if they ever give their loyalty to someone, Dvergar are faithful to the death and most trusted of friends.

Stability:
Dvergar receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while
standing on the ground.

Stonecunning:
Dvergar receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden
doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them,
whether or not they are actively looking.

Eternal Grudge:
Dvergar receive Orgarim as a favored enemy, similar to the wildlander class feature. They gain a +2 bonus on
Knowledge, Perception, Persuasion and Survival checks when using these skills against Orgarim. Likewise, they get a +2 bonus on
attack rolls and damage against Orgarim and +2 AC dodge bonus when fighting against them. They may make Knowledge or related
skill checks untrained when attempting to identify Orgarim and their weaknesses. Dvergar wildlanders are vanishingly rare. Their
wildlander favored enemies are in addition to their racial one, and the racial favored enemy bonuses improve with wildlander level.
This racial trait makes Dvergar eligible for Ancestral Foe feat chain.

Stonesinger:
Dvergar are treated as 1 level higher when casting spells with the [earth] descriptor and those spells cost one spell
point less to cast. This ability does not give the Dvergar early access to level-based powers; it only affects powers the Dvergar could
use without this ability.

Favored Class Options:
The greatest number of Dvergar are fighters and berserkers. Only small number of them are channelers,
mostly dealing with powers of stone and earth.

Berserker: Add one to the dwarf's total number of Rage rounds per day.

Channeler: Add ½ of the new spell. This spell must be at least 1 level lower than the highest level of spell the dwarf can
cast and it must be tied to earth or stone.

Fighter: Add ¼ of the Weapon Training in one of the following weapon groups: Axes, Hammers
Mahiset
Average Height:
4’ – 4’5”
Average Weight:
130 -200 lbs.
Average Starting Age:
50 years
Estimated Life Expectancy
: 500 years
Physical Qualities:
Mahiset have darker skin from their lives in the sun and tend to long black hair that they wear bound in multiple
ponytails. Their eyes are usually dark brown or black and there are no readbeards born among them. They are slightly leaner and shorter than
their underground brethren, but only other dwarves seem to notice this difference. More noticeable are the intricate, abstract tattoos with
which Mahiset decorate their bodies from a very young age, giving them a fearsome and primal look. By the time a Mahiset is very old, there is
very little unmarked skin left on his body. The patterns trace the lineages of individuals, and supposedly other Mahiset can match son to father
and father to son simply by looking at the patterns. Mahiset dress in goat leather and typically wear vests made of small, intricately carved
metal plates.
Everyday Life:
Mahiset lead very different lives than their Dvergar brethren. For one, there are only two castes in Mahiset society:
Herders and Vilagers. Herders move with their flocks, tending them for the most of the year, while their families live in the farms scattered far
from one another. Vilagers live in the small vilages during the entire year, and they mostly plant, make things that herders can not and serve as

traders who faciliate the selling of meet, cheese, wool and ironwool that herders produce while buying other things needed for both vilager
community and herders.
Herders tend to Mahiset sheep flocks, which are essential to their way of life. One in ten Mahiset sheep is longhaired ironsheep.
Their wool, when treated with alchemical solutions that are a closely guarded secret of Mahiset womenfolk, can be used to make the cloth that
is as soft as cotton while hard as iron. Human nobles pay large sums of money for the clothes made of ironwool, since it provides the protection
of full plate but with the greates comfort.
Playing a Mahiset:
Mahiset who become adventurers are usually herders who served as scouts or rangers in the armies of their
Dvergar cousins or human armies as mercenaries. Mahiset herders are one of the best sharpshooters on Norgir. Traditionally, they use Dvergar-
made heavy crossbows, since those can penetrate the thick skin of mountain trolls and hill giants, which prey on Mahiset herds. When forced to
fight face to face, they fall back to their hatchets, that can be both thrown and dual-wielded with great skill.

Weapon Familiarity:
Mahiset dwarves treat urutuk hatchets as martial weapons, rather than as exotic weapons. Additionaly, when
wielding two urutuk hatchets, Mahiset dwarves suffer only half the normal penalties for wielding a second weapon in their off hand.
This benefit stacks with that granted by Two-Weapon Fighting and similar feats. Those of them who already have that level of
proficiency with those weapons because of a class feature are considered having Weapon Focus bonus feat with those weapons.

Defensive Training:
Mahiset dwarves receive Giant-Slayer (see Combat Feats) as a bonus feat.

Natural Mountaineers:
These mountain dwarves are natural climbers and scramblers. They have mountains as wildlander class
feature favored terrain.

Favored Class Options:
Most Mahiset are berserkers and wildlanders. There are also rogues amongst them, who serve their
community as scouts.

Berserker: Gain ¼ of a new Rage power.

Rogue: Gain ¼ of a new rogue talent.

Wildlander: Add +2 skill points to the Mahiset’s Animal Companion. Only one Animal Companion at a time may gain this
bonus.

Elves of Norgir
The legends say that the first Elves came to world of Locknar flying from the stars on the back of a giant crystal butterfly. The
butterfly crashed on the continent of Norgir, creating what is now known as The Vale of the First Home, and the Elves that traveled on it died.
From the heart of the butterfly grew a tree – such as never existed before; a tree whith snow-white bark and translucent leaves. From the buds
of that tree the Norgir Elves were born. Firstborn were the High Elves, the Eldarim. They were born at dawn, when the fist light of the sun
touched the leaves of the Tree of Stars. Secondborn were the Wood Elves, the Silvarim. They were born at dusk, when the last ray of sun fell on
the Tree. Lastborn were the Dark Elves, the Shadarim. Born while the moon was dark and the starlight was hidden by the clouds.
-Tales for Sleepless Children
. Scroll found in the archives of Academia Miscatonica. Author unknown.
Elves are tall and graceful race. They are lithe, quick and agile, but also dignified and beautiful. They are children of nature and even
with their ancient culture and mighty magic they still live as part of the Great Forest. Elves are both unified and divided people. They are divided
by racial and caste lines, but they are unified by their devotion to their royal line, that ruled them from the days of old. Each race of Elves has its
own Noble Court, with Prince at its head, but all three Princes owe their allegiance to High Queen of All Elves, who rules the Elven Nation and
the Great Forest from the Living Throne.
Universal Elven Racial Traits

Ability Scores:
+2 Dexterity, +2 Intelligence, Wisdom or Charisma; -2 Constitution. Elves are graceful, charismatic and
intelligent, but somewhat slight of build.

Medium:
As Medium creatures, elves have no special bonuses or penalties due to their size.

Elf base land speed is 30 feet.

Weapon Familiarity:
All elves receive the Martial Weapon Proficiency feats for the longbow and shortbow (including
composite bows) as bonus feats, and treat any weapon with the word “elven” in its name as a martial weapon. The elves
practice archery for hunting, entertainment, and defense. Those of them who already have that level of proficiency with
those weapons because of a class feature are considered having Weapon Focus bonus feat with those weapons.

Favored Region:
Great Forest Kingdom

Natural Channelers:
All elves have a natural facility with magic. They gain the Innate Magic feat as a bonus feat, and
those who gain the Magecraft feat have 2 bonus mana points.

Low-light Vision:
Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor
illumination. They retain the ability to distinguish color and detail under these conditions.

Keen Senses:
Elves receive a +2 racial bonus on Perception skill checks.

Elven Agility:
Elves gain +4 racial bonus on Acrobatics and Climb checks when climbing trees. Elves are at home in the
trees.

Immunities:
Elves are resistant to all mortal diseases. Elves are resistant to such annoying ailments as the flu, measles,
and polio. Elves are immune to all transmitted diseases. They cannot be carriers or infected in anyway. Elves never
contract cancer naturally, but external forces (chemicals, radiation, or magic) may still infect them. Enchanted diseases
(all diseases in the game with an attack) can still affect Elves. Also, Elves are immune to magic sleep effects and gain
Arcane Defense (enchantment) as a bonus feat.

Light Sleeper:
Unlike humans, Elves require little sleep and they jostle awake with surprising ease. Elves can sleep
lying down or just leaning back. This is due do a subconscious effort to maintain balance. It allows Elves to sleep
comfortably on branches or on cliff edges. Elves require only four non-consecutive hours of total sleep every 24 hours.
Like all living creatures, Elves require deep sleep. Elves must lie down and be comfortable to do so, but only need four
hours of sleep in this state to be satisfied every three days. If Elves are not allowed comfortable sleep, sleep
deprivation will eventually set in. Elves can make Listen skill checks while asleep without penalty.
High Elves
Average Height:
5’10” – 6’7”
Average Weight:
90 - 140 lbs.
Average Starting Age:
150 years
Estimated Life Expectancy
: Unknown (10,000 years?)
Physical Qualities:
Eldarim tower over all other Elves and even most humans. Slight of build and long-fingered, their skin is
usually the color of palest moonlight and their hair tends to be long, shiny and pale-gold or snowy-white in color. Their eyes are large and
mostly briliant blue or vibrant green, although silver, gold or almost colorless eyes are known as well, although rare. There is a claim that no
Eldarim has ever died of old age. Some have been rumored to have lived for 15,000 years or more. They reach adulthood around 150 years
and don’t show any discernible aging for another 1,000. No Eldarim has ever looked over 50, compared to human standards.
Everyday Life:
All Eldarim live in homes made of stone, not wood. Eldarim prefer to live in
tellendar
- which means „Places of
Grown Stone“.
Tellendar
are built by Silvarim Treesingers, who coax living alabaster-like trees from the earth and bid them to take the needed

shapes and form fabolous dwelings. This way even the humblest of Eldarim buildings tend to be more beautiful than the grandest buildings of
men.
Most of Eldarim cities are built into tall mountains or next to cliffs and always facing a major river or body of water. Eldarim cities
are full of tall and sharp spires and tree-like towers, reaching to the sky as if yearning for the embrace of stars.
Eldarim wear a variety of clothes, depending on their caste and current occupation, although they prefer long flowing robes of soft-
gray or pale blue color. Eldarim enjoy the music of strings and their dance often involves slow, subtle movements. Their rituals, like
everything involved in their culture, take several days to complete. Those Eldarim who do die – most often in battle – are entombed in the
crystal sarcophages that perfectly preserve their bodies, but are somehow connected to the Whisper, so that Eldarim minds and souls can
become a part of Elven collective consciousness.
Eldarim are traditionaly knights, sages and mightiest sorcerers of Elven race. They serve in the Elven armies as warrior-mages or
wizard-generals, leading the Silvarim archers and Shadarim assassins against all who threaten the Great Forest Kingdom.
Playing an Eldarim:
To meet an Eldarim outside of the city is rare and few ever leave their home unless under orders. The
ones that do leave are either on an extremely important quest that requires their undivided attention, or they're one of the rare individuals
who wished to see the world for themselves.
Eldarim are known to be extremely arrogant, considering themselves superior and often patronize those unlike them. They are the
longest-lived race outside of dragons and at the top of the Elven power structure. They are less numerous than the Wood Elves, and only
slightly more numerous than the Dark Elves, but hold the most power in their hands. They are Nobles of the High Court and Lords of both High
and Low Houses. The most lowly of High Elves tend to be more powerful than many of the Silvarim and they are at the center of the caste
system. Although entitled and sometimes aloof, they take their responsibility as the guardians of Elven race in general most seriously and the
respect that is given to them by the other two Elven races is mostly genuine and heartfelt.
It should be noted that an Eldarim character would be a rarity. This Eldarim would be the only one in a group and probably would
not have seen another of his kind in years. There would be a reason why this Eldarim has taken the risk of leaving his city and home.
High Elven Racial Traits

Encyclopedic Knowledge:
Eldarim can take 10 on all trained Knowledge checks in any situation. This takes no additional
time.

Skilled:
2 extra skill point per class level. All elves are intelligent and capable, but the Eldarim are the brightest of all.

Weapon Familiarity:
Eldarim receive the Martial Weapon Proficiency feats for the longsword and short sword as bonus
feats. High Queen has long ensured that her people would be prepared for the war. Those of them who already have that
level of proficiency with those weapons because of a class feature are considered having Weapon Focus bonus feat with
those weapons.

Natural Channelers
: Eldarim are especially accomplished with magic, even more so than other Elves; they may select an
additional known spell for their Innate Magic bonus feat, and those that gain the Magecraft feat gains 3 bonus spell
energy points rather than 2.

Elven Magic:
Eldarim receive a +2 racial bonus on caster level checks made to overcome spell resistance, and a +2 racial
bonus on skill checks made to identify the properties of magic items.

Polyglot:
Eldarim gain a +4 bonus with Linguistics checks.

Automatic Languages:
Eldarim.
Bonus Languages:

Favored Class Options:
Most Eldarim are trained fighters or channelers.
o
Fighter: Add + ¼ Fighter Talent.
o
Channeler: Add + ¼ of a new spell known.
Wood Elves
Average Height:
5’8” – 6’3”
Average Weight:
80 - 120 lbs.
Average Starting Age:
100 years
Estimated Life Expectancy
: 700 years
Silvarim, or Wood Elves, are the most widespread and familiar of the three Elven races.
Physical Qualities:
Silvarim are slightly less tall than Eldarim, but still taller than average Imperial or Carcossan Human. They are
slender but strong, with clear skin, narrow black eyebrows and thick, deep onyx hair. Their eyes tend to be all colors of green, golden or
burnished bronze in color. wear a variety of clothes, from the dark and mottled camouflage leathers of a scout’s kit to the sunset brilliance of a
courtier’s elaborate silks.
Everyday Life:
These Elves live in enormous trees that have been coaxed to grow in elegant but useful domestic shapes by the
Treesingers. Their homes are either magically grown hollows in the massive trees or glorious and vibrant tree-palaces that sometimes combine
several huge trees into one structure. A typical home tree of the Wood Elves can be 300-500 feet tall and is tens of thousand of years old. Upon
their deaths, their bodies become a nurturing soil for the trees and their souls become a part of the Whisper.
Playing a Silvarim:
Silvarim maintain a deep pride for whichever beliefs they have and are known to defend their convictions to the
death. Silvarim seldom understand fear and often engage in fights they know they cannot win to save the life of another. They prefer to
speak only when having something useful to say. Until then, they keep back and avoid making their presence known. This makes them appear
distant, detached, and even cold. They do exhibit emotions when they are encountered, but this happens more often when the damaskan is
off-duty or when in private. When dedicated to the task, they think of little else and speak only when necessary.

A player creating a Silvarim should be aware of their timid nature. They are often reserved, seldom speaking out of turn. They can
be prone to sudden burst of emotion when finally pushed. Threatening flame to a tree or needless killing of an animal is a sure way to
enrage them.

Weapon Familiarity:
Silvarim treat Elven longknives as martial weapons, rather than as exotic weapons. Additionally,
when wielding two Elven longknives, Silvarim suffer only half the normal penalties for wielding a second weapon in their
off hand. This benefit stacks with that granted by Two-Weapon Fighting and similar feats. Those who already have that
level of proficiency with those weapons because of a class feature are considered having Weapon Focus bonus feat with
those weapons.

Long Shot:
The range entry for any shortbow or longbow you wield is doubled.

Treesinger:
Wood Elves are treated as 1 level higher when casting spells tied to the trees and woods and those spells cost
one spell point less to cast. This ability does not give the Silvarim early access to level-based powers; it only affects
powers the elf could use without this ability. All Silvarim are Latent Treesingers, as per Character Trait of the same name.

Woodcraft:
Wood Elves know the deep secrets of the wild like no others, especially those of the forests. Wood Elves gain
Forest as Wildlander Favored Terrain class feature.

Homewood:
Wood Elves are even more attuned to their surroundings than other Elves. Silvarim gain an additional +2 to
all racial Skill bonuses, for a total of +4 racial bonus to Perception and a +6 racial bonus on Acrobatics and Climb checks
when climbing trees. They also gain a +4 racial bonus on Stealth checks in natural settings.

Eternal Grudge:
Silvarim receive Orgarim as a favored enemy, similar to Wildlander class feature. They gain a +2 bonus on
Knowledge, Perception, Persuasion and Survival checks when using these skills against Orgarim. Likewise, they get a +2
bonus on attack rolls and damage against Orgarim and +2 AC dodge bonus when fighting against them. They may make
Knowledge or related skill checks untrained when attempting to identify Orgarim and their weaknesses. Their Wildlander
favored enemies are in addition to their racial one, and the racial favored enemy bonuses improve with Wildlander level.
This racial trait makes Silvarim eligible for Ancestral Foe feat chain.

Favored Class Options:
Most Silvarim are Wildlanders or Channelers (Spiritual tradition):
o
Channeler (Spiritual): Add + ¼ of a new tradition gift.
o
Wildlander: Gain +¼ of Favorite Enemy Wildlander trait.
Dark Elves
Average Height:
5’ – 5’7”
Average Weight:
80 - 100 lbs.
Average Starting Age:
55 years
Estimated Life Expectancy
: 1000 years or Special.
Shadarim, or Dark Elves, are only the slightly more numerous than their Eldarim masters, but they remain hidden in the shadows,
waging a silent and unseen war against Forsaken and all other hidden enemies of the High Queen.
Physical Qualities:
Shadarim are the smallest of Elven races. They have dark skin, ranging from midnight-black to dark purple. Most
Shadarim have snow-white or silver hair and white eyes, although other colors are not unheard of, if rare. Sometimes albinos are born, with
alabaster skin, white hair and deep purple eyes. Most albinos are twins or triplets.
Shadarim are slender and slight and they tend to wear clothes that do not hinder free movement, although they wear heavy cloaks
when they go out in the sun.
Everyday Life:
Most Shadarim live in one huge underground city, located in the far north of the Elven lands. The city is ruled by their
Prince and it is a home to many other races who share the living space with Shadarim, work as their servants or serve them as soldiers.
Shadarim are the closest thing to standing army that Elves have. For ten thousand years at least they have been waging war against
the Forsaken and their Mother-Queen, exterminating Forsaken hives and guarding the roots of the Great Forest. They are only slightly more
numerous than Eldarim, so they were forced to make pacts with various fey creatures, as well as other beings. Munin are especially great allies
of the Dark Elves, in fact. The Raven Pact is the main reason why the Prince of Shadarim bears the title of Raven Prince. It is said that he is even
the lover of dark spirit Morigu, the Black Crow, the Queen of Battles.
Their lives are about one third longer than those of Silvarim, although they can naturaly prolong their lives by accumulating personal
power. The more powerful Shadarim, the longer he lives – and taller becomes. For instance, the Raven Prince is more than 10,000 years old and
7’ tall.

Weapon Familiarity:
Shadarim treat double-bladed swords, spiked chains, hand crossbows, tri-bladed katar and sawtooth sabres as
martial weapons rather than exotic weapons. If they gain proficiency in any of those weapons as class ability, they gain Weapon
Focus feat with appropriate weapon.

Eternal Grudge:
Shadarim receive Forsaken as a favored enemy.
See Silvarim description.

Focus of Will:
Shadarim are able to enter a state of heightened combat awareness and are able to surge their body and mind to
spectacular speeds. As a free action, they can apply Focus of Will. This does not provoke opportunity attacks. They can activate
this ability as many times a day as their Charisma modifier. When employed, until the beginning of their next turn, they gain the
following benefits:
o
Increase speed by +10 feet.

o
Gain a +5 bonus to Acrobatics and Climb checks.
o
Gain a +2 bonus to AC and a +5 bonus to all Ref saves.
o
Enemies gain no attack bonuses against them from flanking, if on higher ground, or if Shadarim are flat-footed,
kneeling, sitting, or prone.

Shadowborn:
Shadarim gain a +4 racial bonus on Stealth checks.

Darkvision:
Shadarim have darkvision to a range of 120’.

Light Sensitivity:
Shadarim in bright sunlight or within the radius of a daylight spell must make a Fortitude save (DC 15 for sunlight,
or the save DC of the spell) or suffer a –2 penalty on attack rolls and saving throws as long as they remain in the lighted area.

Natural Killers:
Shadarim gain Blind-Fighting as bonus racial feat at 1
st
level.

Bonds of Shadows and Magic
: If a Shadarim gains a familiar, or animal companion, that creature immediately gains a Shadow
Creature template.

Favored Class Options:
o
Bladedancer: Gain + ¼ of a Combat Dance
o
Channeler: Gain + ¼ Blood Point.
o
Wildlander: Gain + ¼ of a Combat Style

Humans of Norgir
It is said that the first Humans came to Locknar from the place called „Home“. Home was a beautiful and free place, without death
and struggle. But the Masters came and took many Humans from various places of Home, and even from various times, since the Masters could
ignore the limitations of time and space.
Masters have bread many slave lines, for various purposes. They used slaves for food and as work force. But one day, the slaves
rebelled and the Masters were thrown down and the Humans dispersed on the world of Locknar and many other worlds, ever seeking the Home.
-Translated from the Scrolls of Sorcerer-King Abnazar, found in the Library of Whispers.
Humans are very varied race. Whatever their origins may be, they have adapted extremely well to the continent of Norgir. In fact,
the Holy Imperium is still the most powerful country on the continent, even after the Long War and even a millennium after the Godpact, and
the Central Norgir is mostly filled with human kingdoms. This includes the Many-Colored Land – a magical wasteland that is the home of Seven
Cities and their Sorcerer-Kings, who trade in slaves, exotic spices and various wonders of the world.
Most Humans are similar in build and mental acuity, although their individual appearance may vary significantly. Since most of them
live in the Imperium or countries that were imperial colonies in the ancient past, they are most commonly called Imperials. In fact, in some
parts of the continent „Imperial“ is considered to be a synonym with „Human“.
But the humans are nothing if not adaptable. Those that live in the most extreme parts of the continent – Many-Colored Land and
Cursed Crags – have adapted themselves to their environment and are quite different from the Human, or at least Imperial, norm.
Borderlanders
Borderlands are a collective name for five countries that border Cursed Crags to the north and Midland region to the south,
stretching from the northern parts of Elven Great Kingdom in the west to Krakenrift in the east. From west to east those countries are: La,
Varingia, Tharoth, Movria and Rascia. Some even include the large island-nation of Thule, located off the Rascian coast, as part of Borderlands.
It is certainly inhabited by people of similar stock and race. In fact, all Borderlanders come from the same breeding stock that ancient Masters
have used to create their workers and soldiers, so they are very similar not only in physical qualities but in their mentality and customs as well.
Physical Qualities:
Most Borderlanders are similar in build and physical traits vary only slightly in different countries. Borderlanders
are big and tall, with broad shoulders and long limbs. They have pale skin and usually green or blue eyes. Their hair ranges from white to light
brown and gold. Red hair is rare, but sometimes girls are born with almost crimson hair, and when that happens they are almost always
consecrated to Morrigu, Red Hag of Battles. Most Borderlanders wear their hair long. Males almost always have beards, except in La, and
women frequently wear their hair in braids.
Everyday Life:
Borderlanders were created to serve as tireless workers and slave soldiers and that attitude is evident even after all
the eons that passed since the Masters were defeated. Of course, harsh environment of Cursed Crags additionally shaped them into what they
are today. Borderlanders are insular and slow to make friends. In the south they have a reputation as hard-bitten fearsome warriors of dour
mien and unforgiving personality. That is balanced by their notion of kinship that encompasses entire clans, who consider themselves to be
essentially large families. One Imperial traveler observed that Borderlanders have either enemies or blood brothers, and that observation has
more than a grain of truth. Once their friendship is given, it is considered to be sacred. Although often fatalistic, Borderlanders are known to
celebrate with wild abandon even the simplest events in life.
Borderlanders have harsh concept of honor. Killing is considered to be lesser crime than thieving and lying. Only crime punishable by
death is rape. Lesser crimes are balanced by gold or by working to repay the debt, and perpetrator is sometimes tattooed to denounce him as
criminal. Each Borderland nation has its own customs, and it can be said that the same goes for every village in the Borderlands.
Most Borderlanders do not belong to Mithric religion. Instead, they worship spirits. Varyag customs considering spirits can be taken
as Borderlander norm.
Varyags have a saying:
Lords are far away, but the spirits are always near.
Spirits are at the very center of Varyag everyday life. They
believe that spirits are present in all things, including animals and household objects and that there are many kinds of spirits, from individual
spirits to those of places, buildings and mountains and collective spirits such as the spirits of villages or battlefields.
In general, they divide the spirits in 3 categories: Great Spirits, Lesser and Least Spirits. Great Spirits are very rare and not all of them
are known. In addition to spirit protectors of major septs – Father Wolf, Old Bear, Tiger of Winter and Fox the Trickster – they respect Great
Raven, Queen of Crows (who often takes human shape) and Grandfather Oak as well.
Grandfather Oak is at the center of Varyag belief in what happens to them after death. They believe that their spirits become one
with the trees, although not as a collective spirit being, such as the Whisper of Elven Forest, but individual trees that are suited to their
personalities. Each Varyag family takes care of a small stand of trees that are never harmed. Their beloved dead are burned and then their
ashes are poured into a hole in the ground where the sapling is planted. Most Varyag make their wishes known about the type of tree they
would like to be planted in their ashes.
Trees are the center of Varyag villages as well. Since a number of Shadowlands tree species give out their own luminescence, Shadar
plant them in the middle of village and town squares, or even build their settlements around them. In most cases those trees are oaks, but
linden trees are common as well. In the case of settlements that are very new or temporary in character, such as military camps or trading
outposts, weeping willows are often planted alongside other tree because they grow fast, although they do not live as long as oak or linden
trees.

In La the spirits are called
kami
, which is an ancient word that survived Age of Slavery and all the later Ages. Great Spirit Dragon is
considered to be the protector of both the nation and its ruler, who bears the title of Warlord, or
voyvoda
in Varyag tongue, which is the main
tongue of the Borderlands.
Universal Borderlander Racial Traits

Ability Scores:
+2 Constitution, +2 Strength or Dexterity; -2 Charisma. Borderlanders are strong, sturdy and quick, but
insular and they keep to themselves.

Medium:
As Medium creatures, Borderlanders have no special bonuses or penalties due to their size.

Borderlanders base land speed is 40 feet.

Bonus Feat:
1 extra feat at 1
st
level: Borderlanders are versatile and dedicated warriors. The extra feat must either be
chosen from the fighter’s list of bonus feats or must be a weapon, armor, or shield proficiency feat.

Sturdy:
+1 racial bonus on Fortitude saving throws. Borderlanders are hardy people. This bonus increases to +5 when the
Borderlanders make Fortitude saving throws against cold dangers like cold weather, severe cold or exposure, or extreme
cold. Additionally, Borderlanders suffer only half the normal damage (rounded down) from the nonlethal cold damage
caused by these effects.

Weapon Familiarity:
Borderlanders may treat bastard swords and bearded axes as martial weapons, rather than as
exotic weapons.

Favored Class Options:
Most Borderlanders are berserkers, fighters and wildlanders. Some of them follow the path of
spirit-speaker, acting as bridge between their people and their ancestral spirits. When gaining a level in a favored class,
rather than gaining +1 hp or 1 skill point, a Borderlander can instead choose one of the following:
o
Berserker: Add 1 to the Borderlander’s total number of rage rounds per day.
o
Channeler (Spiritual): Select one power granted at 3
rd
level by Master of Two Worlds that is normally usable
for a number of times per day equal to 3 + the channeler’s Wisdom modifier. The channeler adds ½ to the
number of uses per day of that power.
o
Fighter: Choose a weapon from the following list: bastard sword, long sword, greatsword, battle axe and
Borderlander war spear (
rogatina
). Add a +¼ circumstance bonus on critical hit range of the weapon
(maximum bonus of +4). This bonus
stacks
with Improved Critical feat.
o
Wildlander: Borderlanders add +½ on Persuasion (Intimidate) and Knowledge checks against Favored Enemies.
Borderlander National Traits
Each Borderlands nation is a bit different from the others. Although those differences may be insignificant to an average Imperial,
wars had been waged in their defense or in order to eradicate them.
Laos:
People of La are called Laos and they are perhaps the only outsiders in the Borderlands. Some of their ancestors are of native
Varyag stock, but great many of them have come during the Long War from faraway lands and remained, bringing with them their own customs
in clothing, making weapons and myriad other things. Now, people of La are visibly different than other Borderlanders, although similar in some
ways. They are less tall and not as wide and muscular as other Borderlanders, but more slender and graceful. They usually have white hair,
although they color it in wildest colors. Their eyes are big and slightly slanted and very pale in color, raging from pale blue and green to almost
colorless, so called “ice eyes”.

Elfmarked:
Legends say that the people of La have done a great service to Eldarim in the past, so they gave them the gift
of being Elfmarked. Laos gain Elfmarked bonus feat. This replaces
Sturdy
.

Weapon Familiarity:
Laos are proficient in the use of all bows, as they try to emulate their Elven friends, but they loose
the proficiency in bearded axes. This replaces standard Borderlander
Weapon Familiarity
.
Varyags:
Varyags are typical Borderlanders and when some stranger from Midlands or Far South says “Borderlanders” he probably
means “Varyags”. Main difference between Varyags and other Borderlanders is their closeness with the nature spirits. Laos are more concerned
with
kami
spirits, Movrians are more interested in the spirits of the dead, but Varyags worship nature and sometimes have trouble separating
spirit world and the world in which they live in. Varyags live in a complicated society made of clans, septs and siols.
Clans are basically groups of families descendant from common ancestor and they are considered to be essentially much extended
but very close family.
Septs designate a different kind of kinship. Not all Varyag belong to septs. In fact, only a very small percent of the population does –
perhaps one in a thousand. Those that do are Beastblooded or Lycans in Imperial tongue. Although all Varyags were wolfblooded at first, in
time other kinds of bonds with animal spirits grew among them. There are 4 major septs: Wolf, Bear, Snow Tiger and Fox – as well as a number
of smaller ones. Full half of Varyags belong to the Wolf Sept. The rest are equally divided between remaining 3 major and all other lesser septs.
Varyags have a saying that the eyes are mark of the beast. Wolfblooded and Foxblooded have amber or silver eyes; Bearblooded have solid
black eyes and Tigerblooded have blue or green cat eyes.
Siol
is Shadarim word meaning
seed
or
lesser progeny
. It is used to describe the relationship between Varyags and at first Shadarim
nobles, and then others who take on Varyags as their bodyguards and shieldmen. Varyags are fiercely loyal to those whom they consider to be
their masters.
Siol
is an obligation of honor not of blood, so it is common for the members of different clans and septs to be loyal to the same

lord. Varyags usually provide bodyguard and elite enforcer troops for the Shadarim, but since Shadarim are much less numerous than Varyags –
and Shadarim nobles even more so – only small percentage of Varyags are
siol


Favored Class Options:
Those Varyags who become Lycans gain 1 Lycan-specific bonus feat at 1
st
level of their Lycan class.
Movrians:
Movrians tend to be somewhat slimmer and shorter than Varyags
,
but not by much. They mostly live in Tharoth and
Movria, but throughout the Borderlands they tend sheep, goats and cattle. Although there are Movrian villages and towns, those are rarely
purely Movrian and large numbers of Movrians live semi-nomadic life, descending from the mountains only in wintertime, bringing their flocks
with them.
Movrians are perhaps the hardest-working people of all Borderlanders. In addition to working the land and tending herds, they tend
to work all over Midlands as builders, mercenaries and tradesman. Although they share the same ancestry as other Borderlander nations, they
do not speak Varyag language as their mother tongue. Movrian language retains many Varyag words, but it is essentially vulgarized Imperial
tongue – changed is such a way that it has become another language entirely, although similar to classic Imperial. Movrian doesn’t have written
form, so Movrian nobles and commoners alike use Varyag as their official language for trading with foreigners and record-keeping, while they
use Movrian amongst themselves and for unofficial communication. Movrians are the only Borderland nation that excels at horsemanship and
although Movrian mountain horses are not suited for heavy cavalry, they are more than adequate for light horse archers. Since Movria has
large Carcosan minority, some Movrians have learned how to use traditional horsemen weapon of Carcosans – the saber-like shashka – instead
of bastard swords and axes favored by Varyags.

Weapon Familiarity:
You may choose to replace standard Borderlander weapon proficiencies with Carcosan shashka
saber and composite short bow – traditional weapons of light Carcosan light cavalry.

Echoes of Life:
Movrians are closer to the dead than other Borderlanders. They are used to Vampire Lords of their home
country and to Witches of Tharoth. If Movrian becomes Gholghar, he gains
Echoes of Life
as bonus trait.
Rascians:
Rascians are the least insular of all Borderlanders. Although they are generally of same body type and beliefs as other
Borderlanders, they have been interbreeding with Imperials and even some Carcosans for a very long time, so their appearance varies more
and they tend to be more outcoming. Their revelries last for days and are legendary throughout Midlands and Borderlands, but that very same
lack of dourness tends to become a lack in forethought and Rascians are sometimes prone to rash decisions and quick feuds. They can also be
stubborn to a fault. Rascians are also the most cosmopolitan Borderland nation, since they have two large port cities – Grm and Dub – on their
coast and several inland trading centers.

Ability Scores:
Rascians may replace -2 penalty to Charisma with -2 penalty to Wisdom.
Carcosans
Carcosans are both ethnicity and inhabitants of one of the most ancient cities of humanity on the surface of Locknar.
The City of Carcosa, ruled by the mysterious King in Yellow, is the oldest of the Seven Cities of the desert-like Many-Colored Land.
This was the first place where the slaves of the Old Masters broke the surface of Norgir, and spread across the continent. In the ancient
Underworld of the Old Masters, those humans now called Carcosans were bred to be administrators, overseers of other slaves, entertainers –
and even sexual toys for the warrior-slaves. After the great revolution, they’ve used their talents to become traders, craftsmen and intellectual
nobility of the first cities.
Physical Qualities:
Carcosans are much leaner and smaller than either Imperials or Borderlanders. They have red skin, that ranges
from light red to deep crimson. Their hair is universally black, eyebrows arched and their eyes are usually dark brown or black. Most Carcosan
males have short hair. They are clean shaven when young and they grow beard when older. They tend to have goatees and rarely full beards.
Women universally have long hair. Both sexes prefer wide and comfortable colorful clothes and they use kerchiefs and scarves for variety of
functions.
Everyday Life:
Carcosans were created to serve as conduit of the Masters’ will to other slaves and therefore they were created to be
more intelligent and charismatic than regular human stock or slave-soldiers and workers. That is true even today. Those Carcosans of present
age who dwell in the Seven Cities are traders and craftsmen, musicians and artists, astrologers and philosophers, healers and alchemists.
Greatest libraries in the human world are in the Seven Cities and Carcosan scholars teach the children of wealthy and powerful all over Norgir.
Most Carcosans are not very religious. Those in Seven Cities pay homage to their rulers, who are more closer and easier to anger
than any god or spirit, but it must be said that more Carcosans seek counsel of Dark Gods and unholy spirits than either Imperials or
Borderlanders. Of course, Carcosans are more knowledgeable and learned and old tomes of dark lore are more common in Seven Cities than
anywhere else.
Carcosans living deep in the Many-Colored Land pay respect to various spirits of the deep desert, genies and shaytans that dwell in
the sand and water holes and nomadic Traders pay homage to whatever power is greatest in the lands they currently visit. Those Carcosans
living amongst Imperials have accepted Mithric faith, but adapted to their own needs. Their kind of worship tends to bring swift wrath of the
Church if practiced openly, so most of their temples are hidden in catacombs and deep inside Carcosan ghettos.
Universal Carcosan Racial Traits

Ability Scores:
+2 Charisma, +2 Intelligence, –2 Wisdom: Carcosans have a long history of scientific and philosophical as
well as arcane advancement, artistic development, complex social structures, and strong personalities. However, their
pride in their own accomplishments along with their sometimes foolish daring in the face of danger reveal a lack of
caution and foresight.

Medium:
As Medium creatures, Carcosans humans have no special bonuses or penalties due to their size.

Carcosan base land speed is 30 feet.

Bonus Feats:
1 extra feat at 1st level. Carcosans are quick learners and come from an unusually diverse culture.


Skilled:
4 extra skill points at 1st level and 1 extra skill point at each additional level. Carcosans are ambitious and
capable.

Weapon Familiarity:
Carcosans treat shashkas and kinjals as martial weapons, rather than as exotic weapons.

Favored Class Options:
o
Channeler: Carcosans gain ¼ of a bonus Feat. This feat must be chosen from the ones normally allowed by
their channeler tradition.
o
Fighter: Carcosan fighters add ¼ Dodge bonus to their AC. They can apply this bonus to the mount while they
are Mounted.
o
Rogue: Carcosan Rogues gain ¼ of a new Rogue Talent.
Imperials
Imperials are the basic stock of humanity. They are pure descendents of ancient slaves that Old Masters took from the human home
world and brought to Locknar. Imperials come in all shapes and sizes, colors and attitudes. They have gained the name “Imperials” because of
their greatest nation – Holy Imperium – that covers the southern tip of Norgir and it is even now the greatest political power in the known
world, although too self-absorbed to wield it in any significant manner outside its borders. Holy Imperium is also the center of Mithric church,
with organization that spreads all over Norgir and reaches even other continents of Locknar.

Ability Scores:
Imperials gain a +2 bonus on one ability score of the player’s choice. Imperials are the most diverse and
versatile race of Norgir and demonstrate a wide range of physical and mental strengths and weaknesses.

Medium:
As Medium creatures, Imperials have no special bonuses or penalties due to their size.

Imperial base land speed is 30 feet.

Bonus Feats:
2 extra feats at 1st level. Imperials are unrivaled in their ability to learn specialized tasks, and they feature
many different talents.

Skilled:
8 extra skill points at 1st level and 2 extra skill points at each additional level. Imperials are adaptive and uniquely
competent in their chosen fields.

Weapon familiarity:
Imperials may choose one exotic weapon to be proficient in.

Favored Class Options:
Imperials may choose to gain ¼ of any Class Talent as they gain levels.


Goblin Gunslinger "Ziggs"

Bladedancer:

Chapter 3: Classes

Bladedancer
Level
BaB
Fort
Ref
Will
Special
1
+0
+0
+2
+0
Blade Dance, Combat Dance, Dance Pool, Weapon Finesse
2
+1
+0
+3
+0
Bonus Combat Feat
3
+2
+1
+3
+1
Blade Dance
4
+3
+1
+4
+1
Dodge Bonus Feat
5
+3
+1
+4
+1
Blade Dance, Combat Dance
6
+4
+2
+5
+2
Bonus Combat Feat
7
+5
+2
+5
+2
Blade Dance
8
+6/+1
+2
+6
+2
Improved Weapon Finesse
9
+6/+1
+3
+6
+3
Blade Dance, Combat Dance, Improved Blade Dance
10
+7/+2
+3
+7
+3
Bonus Combat Feat
11
+8/+3
+3
+7
+3
Blade Dance
12
+9/+4
+4
+8
+4
Skill Focus (Perform)
13
+9/+4
+4
+8
+4
Blade Dance, Combat Dance
14
+10/+5
+4
+9
+4
Bonus Combat Feat
15
+11/+6/+1
+5
+9
+5
Blade Dance, Greater Blade Dance
16
+12/+7/+2
+5
+10
+5
Skill Focus (Profession)
17
+12/+7/+2
+5
+10
+5
Blade Dance, Combat Dance
18
+13/+8/+3
+6
+11
+6
Bonus Combat Feat
19
+14/+9/+4
+6
+11
+6
Blade Dance
20
+15/+10/+5
+6
+12
+6
Blade Dance Mastery
Class Skills: Acrobatics, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Handle Animal, Knowledge (history), Knowledge
(local), Knowledge (nobility), Knowledge (religion), Perception, Perform, Persuasion, Profession, Ride, Sense Motive, Sleight of Hand, Stealth,
Swim.
Skill Ranks per Level: 6 + Intelligence modifier
Blade Dancers are proficient in all simple and martial weapons and in double-bladed sword.
Bladedancers of Shadarim are a caste unto themselves. This order of charismatic bodyguards and assassins was created aeons ago,
to serve as companions of highest Eldarim nobles. Their roles ranged from strictly bodyguard duties, to covert assassinations and even
providing entertainment and sexual release of their Eldarim masters.
In this day and Age Bladedancers are trained in special schools called
mel'nior.
This is usually translated as „monastery“, although
Shadarim
mel'niors
are not religious institutions. Young Bladedancers are isolated from the rest of Elven society primarily because of the need
for strict discipline in their training.
Most Bladedancers are women, although there are few sects that train exclusively men.
Combat Dance (Ex):
At 1st level, and every 4 levels
beyond 1st (5th, 9th, 13th, and 17th), the blade dancer learns one
of the following combat dances. A combat dance is only effective
if the blade dancer is wielding a double weapon or a weapon that
qualifies for use with the Weapon Finesse feat. A target can only
be subjected to extra damage from one type of combat dance
from a particular blade dancer at a time, unless the blade dancer
has the Combat Trickster, Improved Combat Trickster, or Greater
Combat Trickster blade dances. Of course, different blade dancers
can target the same opponent with different combat dances if
they each meet the qualifications of their particular combat
dances.
Combat Dances:
Ambush Dance:
The blade dancer adds half her class
level (minimum +1) to her damage rolls if she hits an opponent
after she has moved at least 10 feet from her previous position.
Betraying Dance:
The blade dancer adds half her class
level (minimum +1) to her damage rolls against an opponent that
has the Friendly or Helpful attitude towards her.
Charging Dance:
The blade dancer adds half her class
level (minimum +1) to her damage rolls if she hits an opponent
after she has charged into combat.
Cruel Dance:
The blade dancer adds half her class level
(minimum +1) to her damage rolls if she hits an opponent that is
sickened or nauseated.
Fearsome Dance:
The blade dancer adds half her class
level (minimum +1) to her damage rolls if she hits an opponent
that is shaken, frightened, panicked, or cowering.
Flanking Dance:
The blade dancer adds half her class
level (minimum +1) to her damage rolls if she hits an opponent
that she is flanking.
Hidden Dance:
The blade dancer adds half her class
level (minimum +1) to her damage rolls if she draws a hidden
weapon immediately before making the attack. The blade dancer
must have succeeded on a Sleight of Hand check to hide the
weapon on her person against her target’s Perception check to
use this combat strike. The blade dancer cannot make a Hidden
Strike with an unarmed strike or natural weapon.

Nightmare Dance:
The blade dancer adds half her class
level (minimum +1) to her damage rolls if she hits an opponent
that is fatigued or exhausted.
Opportunistic Dance:
The blade dancer adds half her
class level (minimum +1) to her damage rolls if she hits while
making an attack of opportunity.
Shadow Dance:
The blade dancer adds half her class
level (minimum +1) to her damage rolls if she hits an opponent
she has hidden herself from by succeeding on a Stealth skill check
opposed by her target’s Perception skill check.
Surprise Dance:
The blade dancer adds half her class
level (minimum +1) to her damage rolls if she hits an opponent
that is flatfooted or otherwise denied its Dexterity modifier to its
AC against the blade dancer.
Tumbling Dance:
The blade dancer adds half her class
level (minimum +1) to her damage rolls if she hits an opponent
after passing through her opponent’s space.
Underfoot Strike:
The blade dancer adds half her class
level (minimum +1) to her damage rolls if she hits an opponent
that is 2 or more size categories larger than her.
Dance Pool (Su):
At 1st level, the blade dancer gains a
pool of points equal to her level + her Charisma modifier. She can
spend points from her Dance Pool to activate some of her Blade
Dance abilities. She can also spend 1 point from her Dance Pool as
a swift action and, until the beginning of her next turn, she may
make a Perform (dance) check in place of an attack roll or combat
maneuver roll. As long as the blade dancer has at least 1 point in
her Dance Pool, she adds her Charisma modifier to her AC as a
deflection bonus.
Weapon Finesse:
At 1st level, the blade dancer gains
Weapon Finesse as a bonus feat. The blade dancer can use
Weapon Finesse while wielding a double weapon.
Blade Dance (Ex):
At 1st level, and every 2 levels
thereafter, the blade dancer learns one of the following blade
dances.
Blade Dances:
Acrobatic Charge (Ex).
The blade dancer can charge
over difficult terrain, through an ally’s space, and/or in a non-
straight line. This usually requires an Acrobatics or Climb skill
check of some sort, as determined by the GM.
Combat Dance Maneuver:
When the blade dancer
meets the requirements of a Combat Dance she knows and
performs a combat maneuver, she adds half her level to her
Combat Maneuver Bonus to perform that combat maneuver.
Combat Thief:
The blade dancer may make a Sleight of
Hand check in place of a CMB when using the Steal combat
maneuver.
Combat Trickster:
The blade dancer may apply two
different combat dances to a single attack if the requirements of
both combat dances are met.
Dance of Blades:
As a swift action, the blade dancer
can spend 1 point from her Dance Pool and move a distance up to
her speed and make a full attack action, making her normal melee
attacks any time along the move.
Dazzling Dance:
As a move action, the blade dancer
can spend a point from her Dance Pool and all opponents within
30 feet who can see her must make a Will save with a DC of 10 +
½ her class level + her Charisma modifier or become dazzled for a
number of rounds equal to her Charisma modifier. At 4th level,
and every 4 levels thereafter, the penalty for being dazzled by the
blade dancer increases by 1.
Dirty Fighter:
The blade dancer may make a Persuasion
check in place of a CMB when using the Dirty Trick combat
maneuver.
Flawless Stride:
The blade dancer ignores the penalty
for moving through difficult terrain.
Graceful Blade:
The blade dancer can spend 1 point
from her Dance Pool as an immediate action and, until the end of
her turn, add her Dexterity modifier to her melee damage rolls
when wielding either a double weapon or a weapon that qualifies
for the Weapon Finesse feat.
Graceful Start:
The blade dancer adds her Charisma
modifier to her Dexterity modifier when she rolls for initiative.
She may roll for initiative twice and select either result.
Nimble Athlete:
The blade dancer may use her
Dexterity modifier in place of her Strength modifier on Climb and
Swim skill checks.
Parry:
The blade dancer negates a successful melee
attack against her by making an attack of opportunity with a
melee weapon and hitting an AC equal to the attack roll that
would have hit her.
Perilous Weapon:
Whenever the blade dancer wields a
double weapon or a weapon that qualifies for use with the
Weapon Finesse feat, she increases the threat range of that
weapon by +1. This stacks with Improved Critical feat, keen
special weapon quality, or any other effect that doubles the
threat range of a weapon, but applies after the threat range has
been doubled.
Potent Blade Dance:
The blade dancer can spend 1
point from her Dance Pool as a free action while performing a
Combat Dance and add her level (rather than half her level) to her
damage roll on a successful hit.
Ranged Combat Dance:
The blade dancer may apply
the effects of a combat dance when she uses a thrown weapon
and is within 30 feet of her target. She must meet all
requirements of the combat dance to use this ability with a
thrown weapon; this may make it impossible to use some combat
dances with ranged weapons, such as the Charging Dance,
Flanking Dance, or Opportunistic Dance.
Sudden Shield:
As an immediate action, the blade
dancer can spend 1 point from her Dance Pool and gain a shield
bonus to her AC for 1 round.
Swift-footed:
The blade dancer increases her base land
speed by +10 feet.
Uncanny Dodge:
The blade dancer gains the Uncanny
Dodge ability.

You Shall Not Pass:
The blade dancer adds her level to
the DC to Acrobatics checks to move through her threatened
space or to move through her space.
Bonus Combat Feat:
At 2nd level, and every 4 levels
thereafter, the blade dancer gains a bonus combat feat. The blade
dancer must meet the requirements of the selected feat.
Improved Dances (Ex):
Beginning at 9th level, the
blade dancer may select an improved blade dance in place of a
blade dance.
Improved Blade Dances:
Acrobatic Skill Mastery:
The blade dancer can choose
to take 10 on Acrobatics, Climb, and Escape Artist skill checks,
even if she wouldn’t normally be allowed to do so due to difficult
circumstances.
Apt Student:
The blade dancer may choose to learn 2
blade dances in place of 1 improved blade dance. The blade
dancer may select this improved blade dance multiple times; each
time, the blade dancer may select different blade dances.
Charming Cheater:
The blade dancer may use her
Charisma score in place of her Strength, Constitution, Intelligence,
or Wisdom score when qualifying for a combat feat.
Confident Manipulator:
The blade dancer can choose
to take 10 on Persuasion, Diplomacy, Disguise, and Persuasion
skill checks, even if she wouldn’t normally be allowed to do so due
to difficult circumstances.
Critical Combat Dance:
When the blade dancer meets
the requirements of a Combat Dance she knows and threatens a
critical hit, she adds half her level to the attack roll to confirm the
critical hit.
Enthralling Dance:
As a full round action, the blade
dancer can dance seductively and hold the attention of her
viewers. All who see the blade dancer must make a Will save with
a DC of 10 + ½ her class level + her Charisma modifier. Thereafter,
those affected give you their undivided attention, ignoring their
surroundings. They are considered to have an attitude of friendly
towards the blade dancer while under this effect. Any potentially
affected creature of a race or religion unfriendly to yours gets a +4
bonus on the saving throw. The effect lasts as long as she dances,
to a maximum of a number of hours equal to her Charisma
modifier. Those enthralled by her dancing take no action while
she dances and for 1d3 rounds thereafter while they discuss the
performance. Those entering the area during the performance
must also successfully save or become enthralled. The dancing
ends (but the 1d3-round delay still applies) if she loses
concentration
or
do
anything
other
than
dance.
If those not enthralled have unfriendly or hostile attitudes toward
the blade dancer, they can collectively make a Charisma check to
try to end the effect by jeering and heckling. For this check, use
the Charisma bonus of the creature with the highest Charisma in
the group; others may make Charisma checks to assist. The
heckling ends the effect if this check result beats her Perform
(dance) check result. Only one such challenge is allowed per use
of
the
effect.
If any member of the audience is attacked or subjected to some
other overtly hostile act, the effect ends and the previously
enthralled members become immediately unfriendly toward the
blade
dancer.
The blade dancer must have the Dazzling Dance blade dance
before selecting this improved blade dance.
Fearsome Slash:
The blade dancer can use the
Persuasion skill to demoralize opponents as a move action. The
blade dancer must have the Dazzling Display feat before selecting
this improved blade dance.
Flying Blade:
When the blade dancer disarms an
opponent of a melee weapon while wielding a double weapon or
a weapon that qualifies for the Weapon Finesse feat, she may
make a ranged attack using the weapon she disarmed from her
opponent against a different target; this target must be within 5
feet of the disarmed opponent for ever 5 points her CMB roll to
disarm beat her disarmed opponent’s CMD. The ranged attack
causes damage equal to the disarmed weapon’s normal melee
damage plus the blade dancer’s Strength modifier. The blade
dancer must have the Improved Disarm and Greater Disarm feats
before selecting this improved blade dance.
Flying Foe:
When the blade dancer uses the Bull Rush
Strike feat to bull rush an opponent after confirming a critical hit,
the blade dancer adds the damage from the critical hit to her CMB
to bull rush her opponent. The blade dancer must have the
Improved Bull Rush and Bull Rush Strike feats before selecting this
improved blade dance.
Graceful Maneuvers:
The blade dancer adds her
Charisma modifier to her CMB and CMD. She must have the
Graceful Start trick before selecting this improved blade dance.
Graceful Saves:
The blade dancer adds her Charisma
modifier to her saving throws. She must have the Graceful Start
trick before selecting this improved blade dance
Improved Combat Trickster:
The blade dancer may
apply three combat strikes to a single attack if the requirements
of all three combat dances are met. The blade dancer must have
the Combat Trickster trick before selecting this improved blade
dance.
Improved Dodge:
The blade dancer adds double the
Dodge bonus to AC she gains from her Dodge class ability against
attack rolls made to confirm critical hits against her.
Improved Flanker:
The blade dancer gains a +4 bonus
on attack rolls when she flanks an opponent, instead of the
standard +2 bonus. She also provides her flanking ally with a +4
bonus on his attack rolls instead of the standard +2 bonus.
Improved Mobility:
The blade dancer adds double the
Dodge bonus to AC she gains from her Dodge class ability against
attacks of opportunity made against her.
Improved Parry:
The blade dancer negates a successful
ranged attack against her by making an attack of opportunity with
melee weapon and hitting an AC equal to the attack roll that
would have hit her. The blade dancer must have the Parry blade
dance before selecting this improved blade dance.
Improved Perilous Weapon:
Whenever the blade
dancer wields a double weapon or a weapon that qualifies for use
with the Weapon Finesse feat, she increases the threat range of
that weapon by +2. This stacks with Improved Critical feat, keen

special weapon quality, or any other effect that doubles the
threat range of a weapon, but applies after the threat range has
been doubled. The blade dancer must have the Perilous Weapon
blade dance before selecting this improved blade dance; the
bonus from the Improved Perilous Weapon blade dance overlaps
with the bonus from the Perilous Weapon blade dance.
Improved Uncanny Dodge:
The blade dancer gains the
Improved Uncanny Dodge ability. She must have Uncanny Dodge
before selecting this improved blade dance.
Improved Weapon Finesse:
The blade dancer adds her
Dexterity modifier to the weapon damage rolls of any double
weapon or weapon she wields while using the Weapon Finesse
feat; this extra damage cannot exceed half the blade dancer’s
level (minimum +1).
Leaping Overrun:
When the blade dancer makes a
successful overrun combat maneuver, she can make an Acrobatics
skill check to jump off her opponent, gaining a +5 bonus, +5 for
every size category the opponent is larger than her. The blade
dancer must have the Improved Overrun feat before selecting this
improved blade dance.
Lucky:
The blade dancer spend 1 point from her Dance
Pool as an immediate action and re-roll any d20 roll before the
GM announces if it is successful or not; she must take the result of
the second roll, even if it is worse than the first roll.
Opportunist:
Once per round, the blade dancer may
make an attack of opportunity against an opponent that been
struck in melee by an ally of the blade dancer. Even a
swashbuckler with the Combat Reflexes feat can only use this
ability once per round.
Quick Feint:
The blade dancer can use the Persuasion
skill to Feint in Combat as a swift action. The blade dancer must
have the Improved Feint and Greater Feint feats before selecting
this improved blade dance.
Riposte:
When the blade dancer uses her Parry trick to
negate an attack, she may make an attack of opportunity against
the opponent who’s attack she negated. The blade dancer must
have the Combat Reflexes feat and the Parry blade dance before
selecting this improved blade dance.
Sudden Charge:
By spending 1 point from her Dance
Pool, the blade dancer can charge as an immediate action.
Sudden Vigor:
As an immediate action, the blade
dancer can spend 1 point from her Dance Pool and gain a number
of temporary hit points equal to her Charisma modifier multiplied
by her hit dice. These temporary hit points persist for a number of
rounds equal to her Charisma modifier or until they are used up.
Swift Step:
By spending 1 point from her Dance Pool as
a swift action, the blade dancer can move a distance up to her
speed. She must have the Swift-footed blade dance before
selecting this improved blade dance.
Touché:
When the blade dancer threatens to make a
critical hit while wielding a double weapon or a weapon that
qualifies for the Weapon Finesse feat, she may make a melee
touch attack instead of a regular melee attack when she rolls to
confirm the critical hit.
Unexpected Strike (Ex).
The blade dancer can make an
attack of opportunity against a foe that moves into any square
threatened by the blade dancer, regardless of whether or not that
movement would normally provoke an attack of opportunity.
Weakening Critical:
The blade dancer causes 2 points
of Strength damage when she scores a critical hit.
Wobbling Critical:
The blade dancer causes 2 points of
Dexterity damage when she scores a critical hit.
Greater Blade Dance (Ex):
Beginning at 15th level, the
blade dancer may select a greater blade dance in place of a blade
dance or improved blade dance.
Greater Blade Dance:
Evasion:
The blade dancer takes no damage when she
successfully makes a Reflex save that normally causes half
damage or a partial effect on a successful saving throw. The blade
dancer must have Uncanny Dodge and Improved Uncanny Dodge
before selecting this greater blade dance.
Fearsome Gaze:
The blade dancer can use the
Persuasion skill as a swift action to demoralize opponents. The
blade dancer must have the Dazzling Display feat and Fearsome
Slash improved blade dance before selecting this greater blade
dance.
Graceful Strike:
The blade dancer adds her Charisma
modifier to her melee weapon damage rolls when she uses a
double weapon or the Weapon Finesse feat. She must have the
Graceful Start blade dance and the Graceful Maneuvers improved
blade dance before selecting this greater blade dance.
Greater Combat Trickster:
The blade dancer may apply
four combat dances to a single attack if the requirements of all
four combat dances are met. The blade dancer must have the
Combat Trickster blade dance and Improved Combat Trickster
improved blade dance before selecting this greater blade dance.
Greater Critical Combat Strike:
When the blade dancer
meets the requirements of a Combat Dance she knows and scores
a critical hit, she increases the critical multiplier by 1. The blade
dancer must have the Critical Combat Strike improved blade
dance before selecting this greater blade dance.
Greater Luck:
When the blade dancer uses her Lucky
ability, she adds her Charisma modifier to the re-roll. The blade
dancer must have the Lucky improved blade dance before
selecting this greater blade dancer.
Greater Parry:
Once per round, the blade dancer can
automatically negate a successful melee attack against her as an
immediate action. The blade dancer must have the Parry blade
dance before selecting this greater blade dance.
Greater Perilous Weapon:
Whenever the blade dancer
wields a double weapon or a weapon that qualifies for use with
the Weapon Finesse feat, she increases the threat range of that
weapon by +3. This stacks with Improved Critical feat, keen
special weapon quality, or any other effect that doubles the
threat range of a weapon, but applies after the threat range has
been doubled. The blade dancer must have the Perilous Weapon
blade dance and Improved Perilous Weapon improved blade

dance before selecting this greater blade dance; the bonus from
the Greater Perilous Weapon blade dance overlaps with the
bonuses from the Perilous Weapon and Improved Perilous
Weapon blade dances.
Greater Touché:
As a swift action, the blade dancer
can spend a point from her Dance Pool and resolve a melee
attacks with a double weapon or a weapon that qualifies for the
Weapon Finesse feat as melee touch attacks. She must have the
Touché improved blade dance before selecting this greater blade
dance.
Slippery Mind:
The blade dancer’s mind becomes
more difficult to control. If the blade dancer fails her save against
an enchantment spell or effect, she can attempt the save again 1
round later at the same DC (assuming she is still alive). She gets
only this one extra chance to succeed at a certain saving throw.
Student is Now the Master:
The blade dancer may
select 4 blade dances or 2 improved blade dances in place of 1
greater blade dance. The blade dancer may select this greater
blade dance multiple times, each time selecting different blade
dances and improved blade dances.
Swift Maneuver:
The blade dancer can make a combat
maneuver as a swift action. The blade dancer must have the Swift-
footed blade dance and Swift Step improved blade dance before
selecting this greater trick.
Swift Strike:
The blade dancer can make an attack at
her highest attack bonus as a swift action. The blade dancer must
have the Swift-footed blade dance and Swift Step improved blade
dance before selecting this greater blade dance.
Wounding Critical:
The blade dancer causes 2 points of
Constitution damage when she scores a critical hit. The blade
dancer must have either the Weakening Critical or Wobbling
Critical improved blade dance before selecting this greater blade
dance.
Combat Dance Mastery (Ex):
At 20th level, the blade
dancer automatically confirms any critical hit she scores against
an opponent when performing a combat dance.


Goblin Gunslinger "Ziggs"

Channeler:

Channeler
Level
BaB
Fort
Ref
Will
Special
1
+0
+0
+0
+2
Art of magic, bonus spell energy, channeler talent, magecraft
2
+1
+0
+0
+3
Bonus spells, spellcasting
3
+2
+1
+1
+3
Channeler talent, tradition gift
4
+3
+1
+1
+4
Bonus feat
5
+3
+1
+1
+4
Channeler talent, spellcasting
6
+4
+2
+2
+5
Tradition gift
7
+5
+2
+2
+5
Bonus feat, channeler talent
8
+6/+1
+2
+2
+6
Spellcasting
9
+6/+1
+3
+3
+6
Channeler talent, tradition gift
10
+7/+2
+3
+3
+7
Bonus feat
11
+8/+3
+3
+3
+7
Channeler talent, spellcasting
12
+9/+4
+4
+4
+8
Tradition gift
13
+9/+4
+4
+4
+8
Bonus feat, channeler talent
14
+10/+5
+4
+4
+9
Spellcasting
15
+11/+6/+1
+5
+5
+9
Channeler talent, tradition gift
16
+12/+7/+2
+5
+5
+10
Bonus feat
17
+12/+7/+2
+5
+5
+10
Channeler talent, spellcasting
18
+13/+8/+3
+6
+6
+11
Tradition gift
19
+14/+9/+4
+6
+6
+11
Bonus feat, channeler talent
20
+15/+10/+5
+6
+6
+12
Spellcasting
Skill Points per Level: 4 + Int modifier.
Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (spirits) (Int), Linguistics (Int), Perception (Wis), Profession
(Wis), Spellcast (Int), Ride (Dex).
Additional Class Skills
Charismatic Channeler
: Diplomacy (Cha), Persuasion (Cha) and Sense Motive (Wis).
Hermetic Channeler
: Knowledge (all skill, taken individually) (Int).
Naturalist Channeler
: Knowledge (nature) (Int), Survival (Wis), and Swim (Str).
Spiritual Channeler
: Diplomacy (Cha), Sense Motive (Wis).
Weapon and Armor Proficiency:
Channelers are skilled
with all simple weapons. Channelers are not proficient with any
type of armor or with shields. Armor of any type exposes a
channeler to the risk of spell failure.
Art of Magic:
The channeler focuses on the art,
science, or philosophy of magic above all else. As such, he may
master spells more quickly than a mere dabbler. Usually, a
character may only know or cast spells of a level equal to or less
than one-half his character level (rounded down). A character
with more channeler levels than levels in other classes adds +1 to
his character level for this purpose.
Bonus Spell Energy:
The channeler's maximum spell
energy increases by one point for every level of channeler he
gains.
Channeler talent:
Starting at 1
st
level, and at each odd-
numbered level thereafter, select one talent from the Channeler
Talents list.
Magecraft:
You gain Magecraft as bonus feat (see
Feats chapter). This allows you to cast spell.
Bonus Spells:
Starting at 2nd level, the channeler
learns two new spells of any level and school he can cast upon
gaining a new channeler level. This is in addition to the spells
learned from the Magecraft and Spellcasting feats.
Spellcasting:
A channeler gains the spellcasting feat at
2nd level and every three levels thereafter, each time choosing a
new spell school. A channeler who qualifies may choose Greater
Spellcasting instead.
Tradition gift:
Each tradition of channeling grants its
initiates specific gifts.
Bonus feat:
Each time channeler gains a bonus feat, he
can choose one of the feats from his Tradition bonus feats list.
Channeler talents
Alchemical Discovery
Prerequisite
: Hermetic channeler 3
rd
level
Benefit:
Choose a discovery from the list of alchemical
discoveries. You can not choose any bomb discovery.
Animal Shape
Prerequisite
: Naturalist channeler

Benefit:
The channeler gains the ability to turn into any
Small or Medium animal and back again once per day. His options
for new forms include all creatures with the animal type. This
ability functions like
beast shape I
, except as noted here. The
effect lasts for 10 minutes per channeler level, or until he changes
back. Changing form (to animal or back) is a standard action and
doesn’t provoke an attack of opportunity. The form chosen must
be that of an animal with which the channeler is familiar. A
channeler loses his ability to speak while in animal form because
he is limited to the sounds that a normal, untrained animal can
make, but he can communicate normally with other animals of
the same general grouping as his new form. (The normal sound a
wild parrot makes is a squawk, so changing to this form does not
permit speech.)
Animal Combat
Prerequisite
: Naturalist channeler 2
nd
level.
Benefit:
The channeler receives a +2 competence
bonus to all attack and damage rolls when using natural attacks.
He also receives a +2 Initiative bonus when in animal form. At 5th
level, the competence bonus to all attack and damage rolls from
natural attacks increases to +4. At 8th level, the channeler is
treated as having the Critical Focus feat whenever he is in animal
form. In addition, the channeler’s natural attacks are considered
both magic and silver for purpose of overcoming damage
reduction. At 11th level the channeler is treated as having the
Bleeding Critical feat whenever he is in animal form.In addition,
the competence bonus to all attack and damage rolls from natural
attacks increases to +6. At 14th level, a channeler is treated as
having the Improved Natural Attack feat (see Pathfinder Bestiary)
whenever he is in animal form. The channeler may choose which
of the creature’s natural attack forms is affected by this feat each
time he assumes animal form. At 17th level, the competence
bonus to all attack and damage rolls from natural attacks
increases to +8. In addition, the save DCs of any effects caused by
a critical hit with a channeler’s natural weapons increase by +4.
Arcane bond
Benefit:
Channeler forms a powerful bond with an
object or a creature. This bond can take one of two forms: a
familiar or a bonded object. A familiar is a magical pet that
enhances the channeler's skills and senses and can aid him in
magic, while a bonded object is an item a channeler can use to
cast additional spells or to serve as a magical item. Once a
channeler makes this choice, it is permanent and cannot be
changed. A channeler may take this talent twice – once to gain a
bonded item and once to gain a familiar.
Arcane Builder
You have an exceptional understanding of the theory
behind creating magical items.
Benefit:
Select one type of magic item (potions,
wondrous items, and so on). You create items of this type 25%
faster than normal, and gain a +4 bonus on Spellcraft checks (or
other checks, as appropriate) to craft items of this type.
Special:
You may select this talent multiple times; its
effects do not stack. Each time you select this talent, it applies to
a different type of magic item.
Assume Control
Prerequisite
: Spiritual channeler 3
rd
level
Benefit:
At 1st level, you can attempt to gain control
over a summoned creature by disrupting the bond between it and
the caster who summoned it. You must make a caster level check
(1d20 + caster level) equal to 10 + the summoning caster’s level. If
you know the summoned creature’s name, you receive a +2
circumstance bonus on the check. If the check is successful, you
can control the summoned creature as if you had summoned it
for a number of rounds equal to 1/2 your channeler level
(minimum 1 round). This does not increase the duration of the
original summoning. The original summoning caster can attempt
to regain control of the summoned creature as a standard action
by making a caster level check against your caster level + 10.
When your control ends, the creature reverts to the control of its
summoner. At 9th level, you can use this ability to bargain with
called creatures as if you were the caster who conjured them. You
can use this ability a number of times per day equal to 3 + your
Intelligence modifier.
Aura of Banishment
Prerequisite
: Spiritual channeler 8
th
level, Unstable
Bonds
Benefit:
You can emit a 30-foot aura of banishment for
a number of rounds per day equal to your channeler level. Any
summoned or called creature in the area must make a Will save
each round. Once the creature fails a Will saving throw, it is
staggered as long as it remains inside the aura. If it fails a second
Will saving throw, it is immediately sent back to its home plane
and the spell that summoned it immediately ends. If that spell
summoned more than one creature, only the creature that failed
its saving throws is affected. These rounds do not need to be
consecutive.
Bloodline Power
Your blood is filled with eldritch power, either
comming from the arcane heritage of your ancestors, or from
some force you’ve been influenced during your life.
Benefit:
Choose one
level-appropriate sorcerer
bloodline power. In order to gain higher-level power, you need to
have all lower-level powers of the same bloodline.
Cypher Lore
Prerequisite
: Hermetic channeler, Cypher Magic
Benefit:
Choose one of the following:

Analyze Scroll (Su):
As a free action, a
channeler can automatically discern the
contents of a magic scroll, as if he were
using read magic. He gains an insight bonus
equal to his channeler level on Use Magic
Device checks made to cast spells from
scrolls.

Bypass Symbol (Su):
When a channeler
makes a save against a magical glyph,
symbol, sigil, or similar written trap, as an
immediate action he may attempt a
Spellcraft check against the same DC to
delay the trap’s effects for 1d6 rounds.
Once the delay is over, the trap has its
normal effect. The channeler must be at
least 8th-level to select this lore.

Defensive Scrollcaster (Ex):
A channeler
gains a +4 bonus on concentration checks to

cast defensively when casting spells from
scrolls.

Enhance Scroll (Su):
As a swift action, a
channeler can cause any scroll spell he
reads to function using his caster level
rather than the scroll’s caster level. He can
use this ability a number of times per day
equal to 1/3 his channeler level (minimum
1).

Extended Scroll (Su):
As a swift action, a
channeler can double the duration of any
scroll spell he reads as if the spell were
modified by Extend Spell. He can use this
ability a number of times per day equal to
1/3 his channeler level (minimum 1).

Focused Scroll (Su):
As a swift action, a
channeler can add a bonus equal to twice
his Intelligence modifier on any caster level
checks made with a scroll spell, including
checks to overcome SR. He can use this
ability a number of times per day equal to
1/3 his channeler level (minimum 1).

Glyph Finder (Ex):
A channeler can locate
glyphs of warding, symbols, and similar
magical spell traps that utilize writing as if
he were a rogue. He can use Perception or
Knowledge (arcana) to notice such traps,
and can use Disable Device or Spellcraft to
disable these types of traps.

Insightful Scroll (Su):
As a swift action, a
channeler can alter a spell he’s casting from
a scroll to use his own spellcasting ability
score and relevant feats to set the DC for
the spell. He can use this ability a number of
times per day equal to 1/3 his channeler
level (minimum 1).

Rune Trap (Ex):
Whenever the channeler
casts a spell that creates a trap that uses
magical writing (such as explosive runes,
illusory script, sepia snake sigil, or a
symbol), he adds +4 to the Perception DCs
to notice it, Disable Device DCs to disarm it,
and caster level DCs to dispel it. The
channeler must be at least 6th-level to
select this lore.

Swift Scrivener (Ex):
The channeler may
scribe up to two scrolls per day, so long as
the total market price of all scrolls scribed
that day does not exceed 1,000 gp. The
channeler reduces the casting time of all
symbol spells to 1 minute.

Swift Scroll (Ex):
The channeler does not
provoke attacks of opportunity when
retrieving a stored scroll. If the channeler
moves at least 10 feet, he may retrieve a
scroll as a free action as part of his move.
Cypher Magic
Your intimacy with runes and the mysteries of ancient
arcana has taught you secret ways to draw greater power from
magical writings.
Prerequisite:
Hermetic channeler, Intelligence 15,
Scribe Scroll.
Benefit:
You cast spells from scrolls at +1 caster level
higher than the scroll’s caster level. This benefit extends to scrolls
that you have created. In addition, you gain a +2 bonus on caster
level checks made to activate a scroll with a higher caster level
than your own.
Eldritch Blast
The channeler can unleash a single blast of arcane
force targeting a foe within 60 feet as a ranged touch attack. The
blast deals 1d6 points of damage per two channeler levels.Those
caught in the blast receive a Reflex save for half damage. The DC
of this save is equal to 10 + 1/2 channeler level + spellcasting
modifier.
A channeler can use this ability a number of times per
day equal to 3 + his spellcasting modifier. Using eldritch blast is a
standard action.
Enhanced Cures
Prerequisite:
Naturalist channeler, 5
th
level
Benefit:
Whenever you cast a cure spell, the maximum
number of hit points healed is based on your channeler level, not
the limit based on the spell. For example, an 11th-level channeler
may cast cure light wounds to heal 1d8+11 hit points instead of
the normal 1d8+5 maximum.
Feral Speech
Prerequisite
: Naturalist channeler 5
th
level.
Benefit:
You gain the supernatural ability to speak with
and understand the response of any animal as if using
speak with
animals
, though each time you speak to animals, you must decide
to communicate with either amphibians, birds, fish, mammals, or
reptiles, and can only speak to and understand animals of that
type. You can make yourself understood as far as your voice
carries. This talent does not predispose any animal addressed
toward you in any way. When you reach 12th level, you can also
use this ability to communicate with vermin.
Healing Hands
Benefit:
You gain a +4 bonus on Heal checks. You may
provide first aid to two people or treat two people for poison as a
standard action (make a separate Heal check for each creature).
When using the Heal skill to treat wounds from caltrops (and so
on), treat deadly wounds, treat poison, treat disease, or treat
long-term care, you may treat double the normal number of
people you may treat at the same time. You may provide long
term care for yourself.
Hex
Prerequisite:
Patron
Benefit:
Choose a hex from the list of witch hexes. This
talent can be taken multiple time.
Improved Animal Shape
Prerequisite
: Naturalist channeler 4
th
level.
Benefit:
A channeler’s animal shape ability improves as
follows. The effect now lasts for 1 hour per channeler level, or
until he changes back. At 6th level, a channeler can also use
animal shape to change into a Tiny animal.
Life Leach
Prerequisite:
Spiritual channeler 7
th
level.

Benefit:
You can draw life force from the bodies of
enemies and channel it into yourself. As a standard action, you
can drain the life essence from one living target within 30 feet.
The target takes 1d6 points of damage per two levels you possess
(maximum 10d6). You gain temporary hit points equal to the
damage you deal. You can’t gain more than the target’s current
hit points + the target’s Constitution score (which is enough to kill
the subject). The temporary hit points last a number of hours
equal to your spellcasting modifier. The target receives a
Fortitude save to halve the damage (and the temporary hit points
you gain). You may use this ability once per day at 7th level, plus
one additional time per day for every 4 levels you possess beyond
7th.
Lore Keeper
Prerequisite
: Hermetic channeler
Benefit:
Instead of encyclopedic knowledge, you learn
most of your information through tales, songs, and poems. You
may use your Charisma modifier instead of your Intelligence
modifier on all Knowledge checks.
Mind Drain
Prerequisite
: Hermetic channeler
Benefit:
You can take a standard action to violently
probe the mind of a single intelligent enemy within 100 feet. The
target receives a Will save to negate the effect and immediately
knows the source of this harmful mental prying. Those who fail
this save are wracked with pain, taking 1d4 points of damage per
oracle level. After successfully attacking with this ability, you may
use a full round action to sort through the jumble of stolen
thoughts and memories to make a single Knowledge check using
the victim’s skill bonus. The randomly stolen thoughts remain in
your mind for a number of rounds equal to your spellcasting
modifier. Treat the knowledge gained as if you used detect
thoughts. This is a mind-affecting effect. You can use this ability
once per day at 1st level, plus one additional time per day at 5th
level and for every 5 levels beyond 5th.
Natural Divination
Prerequisite
: Naturalist or spiritual channeler
Benefit:
You can read the entrails of a freshly killed
animal or humanoid to gain an insight bonus equal to your
spellcasting modifier on one saving throw. Alternatively, by
observing and interpreting the flights of birds, you may apply a
+10 competence bonus on any one skill check. Finally, by charting
marks in dirt or stone, or observing the behavior of sand when
thrown into the wind, you gain a +4 insight bonus on one initiative
check. These bonuses must be used during the next 24 hours and
you must declare you are using the bonus before the check or
save is made. Making a natural divination takes 10 minutes. You
may use natural divination (in any combination) once per day plus
one additional time per day for every four channeler levels you
have attained.
Nature’s Healing
Prerequisite:
Naturalist channeler 3
rd
level
Benefit:
The channeler gains a +2 bonus to Heal skill
checks. If he can beat the appropriate Heal DC check, the
channeler heals an additional 1d6 hit points of damage plus 1
for every three channeler levels. Nature’s healing can only be
used when a channeler is in natural surroundings. A channeler
does not need a Healer’s Kit in order to use this ability.
Improved Nature’s Healing
Prerequisite:
Nature’s Healing
Benefit:
A channeler with this ability uses his total
channeler levels to calculate additional hit points healed, instead
of the standard one hit point per three channeler levels.
Nature’s Whispers
Prerequisite
: Naturalist channeler
Benefit:
You have become so attuned to the whispers
of the natural world, from the croaking of frogs to the groaning of
great boulders, that your surroundings constantly keep you
preternaturally aware of danger. You may add your spellcasting
modifier, instead of your Dexterity modifier, to your Armor Class
and CMD. Any condition that would cause you to lose your
Dexterity modifier to your Armor Class instead causes you to lose
your spellcasting modifier to your Armor Class.
Patron
Prerequisite
: Arcane Bond
Benefit:
You’ve made a pact with a powerful entity you
call a patron. This patron is a vague and mysterious force, granting
you power for reasons that you might not entirely understand.
While these forces need not be named, they typically hold
influence over one of the forces listed below. Depending on a
patron chosen, you gain appropriate bonus spells. Each patron is
listed by its theme. Its actual name is up to the Game Master and
the player to decide. This talent can be taken only once. Once you
gain this talent, you are considered to be a witch.

Agility:
1st—
jump
, 3rd—
cat’s grace
, 5th—
haste
, 7th—
freedom of movement
, 9th—
polymorph
, 11th—
cat’s grace
(mass)
, 13th—
ethereal jaunt
, 15th—
animal shapes
, 17th—
shapechange
.

Ancestors:
1st—
bless
, 3rd—
aid
, 5th—
prayer
, 7th—
blessing
of fervor
, 9th—
commune
, 11th—
heroism
, 13th—
refuge
,
15th—
euphoric tranquility
, 17th—
weird
.

Animals:
1st—
charm animals
, 3rd—
speak with animals
,
5th—
dominate animal
, 7th—
summon nature’s ally IV
, 9th—
animal growth
, 11th—
antilife shell
, 13th—
beast shape IV
,
15th—
animal shapes
, 17th—
summon nature’s ally IX
.

Death:
1st—
deathwatch
, 3rd—
blessing of courage and life
,
5th—
speak with dead
, 7th—
rest eternal
, 9th—
suffocation
,
11th—
circle of death
, 13th—
finger of death
, 15th—
symbol
of death
, 17th—
power word kill
.

Deception:
1st—
ventriloquism
, 3rd—
invisibility
, 5th—
blink
,
7th—
confusion
, 9th—
passwall
, 11th—
programmed image
,
13th—
invisibility (mass)
, 15th—
scintillating pattern
, 17th—
time stop
.

Elements:
1st—
shocking grasp
, 3rd—
flaming sphere
, 5th—
fireball
, 7th—
wall of ice
, 9th—
flame strike
, 11th—
freezing
sphere
, 13th—
vortex*
, 15th—
fire storm
, 17th—
meteor
swarm
.

Enchantment:
1st—
unnatural lust
, 3rd—
calm emotions
,
5th—
unadulterated loathing
, 7th—
overwhelming grief
,
9th—
dominate
person
,
11th—
geas
,
13th—
euphoric
tranquility
, 15th—
demand
, 17th—
dominate monster
.

Endurance:
1st—
endure elements
, 3rd—
bear’s endurance
,
5th—
protection from energy,
7th—
spell immunity
, 9th—
spell resistance
, 11th—
bear’s endurance (mass)
, 13th—
restoration (greater)
, 15th—
iron body,
17th—
miracle
.

Healing:
1st—
remove fear
, 3rd—
lesser restoration
, 5th—
remove disease
, 7th—
restoration
, 9th—
cleanse
, 11th—
pillar

automatically breaks the effect. Inspire fascination is an
enchantment (compulsion), mind-affecting ability.
Inspire Fury:
The channeler can use his powerful
presence to inspire his allies (including himself), bolstering them
against attacks and improving their combat abilities. To be
affected, an ally must be within 60 ft. and able to see and hear the
channeler. The effect lasts for as long as the channeler maintains
the ability (or for as long as the ally is in range and can see and
hear the channeler) and for 5 rounds thereafter. The effect may
be maintained for up to 1 round per channeler level. An affected
ally receives a +1 morale bonus on initiative rolls, attack rolls, and
weapon damage rolls. Inspire fury is a mind-affecting ability.
Improved Fury (Requires Inspire Fury):
When the
channeler uses the inspire fury ability, affected creatures gain an
additional +1 morale bonus on initiative rolls, attack rolls, and
weapon damage rolls. This gift may be chosen multiple times, and
its effects stack.
Improved Confidence (Requires Inspire Confidence):
When the channeler uses the inspire confidence ability, even
allies that fail their saves against enchantment effects only suffer
the effects for half the normal duration. Likewise, allies that fail
their saves against fear effects suffer the next lowest fear status:
panicked allies are merely frightened, frightened allies are merely
shaken, and shaken characters become unaffected.
Suggestion (Requires Inspire Fascination):
When the
channeler uses the inspire fascination ability, he can make a
suggestion (as the spell) as a standard action to a creature that he
has already fascinated (see above). Using this ability does not
break the channeler's concentration on the fascinate effect, nor
does it allow a second saving throw against the fascinate effect. A
Will saving throw (DC 10 + 1/2 channeler's class level + Cha
modifier) negates the effect.
Making a suggestion uses up one of the channeler's
daily allotments of force of personality uses. Suggestion is an
enchantment (compulsion), mind-affecting, language-dependent
ability.
Greater Fury (Requires Inspire Fury and Improved
Fury):
When the channeler uses his inspire fury abiity, he can
inspire greater fury in himself or a single willing ally within 30 feet
as a move action, granting him or her extra fighting capability. The
effect lasts for as long as the inspire fury ability continues to affect
the target. A creature inspired with greater fury gains 2 bonus Hit
Dice (d10s), the commensurate number of temporary hit points
(apply the target's Constitution modifier, if any, to these bonus Hit
Dice), a +2 competence bonus on attack rolls, and a +1
competence bonus on Fortitude saves. The bonus Hit Dice count
as regular Hit Dice for determining the effect of spells that are Hit
Dice dependent.
Each use of greater fury on a single target uses up one
of the channeler's daily allotments of force of personality uses.
Greater fury is a mind-affecting ability.
Greater Confidence (Requires Inspire Confidence and
Improved Confidence):
When the channeler uses his inspire
confidence ability, after five rounds of using the ability, he may
target one ally within range as a standard action. That ally
receives the benefits of a break enchantment spell (caster level
equal to the channeler's class level). For every subsequent 5
rounds of using the inspire confidence ability, the channeler may
use this ability an additional time.
Each use of greater confidence on a single target uses
up one of the channeler's daily allotments of force of personality
uses. A channler can't use greater confidence on himself.
Mass Suggestion (Requires Inspire Fascination and
Suggestion):
This ability functions like suggestion, above, except
that the channeler can make the suggestion simultaneously to
one creature per three class levels that he has already fascinated
(see above).
Each creature targeted with mass suggestion uses up
one of the channeler's daily allotments of force of personality
uses. Mass suggestion is an enchantment (compulsion), mind-
affecting, language-dependent ability.
Hermetic Tradition
Bonus Feats:
Hermetic channelers may choose Spell
Knowledge, item creation feats, or metamagic feats as bonus
feats.
Literate:
At 1st level, hermetic channelers gain literacy
in any one language in which they have skill ranks. Every three
levels thereafter, they gain literacy in another language in which
they have skill ranks.
Lorebook (Su):
Hermetic channelers not only have
their own experiences from which to draw knowledge, they are
also able to tap into an understanding of history, hearsay, and
tales as separate pieces of a larger whole. At the end of each day,
the hermetic channeler records all of the knowledge he has
gained over the course of the day in his lorebook. His memory and
awareness are such that even random snippets of conversation
and seemingly unimportant observations are remembered and
written down.
By the time he reaches 3rd level, the lorebook has
acquired so much information ranging from the esoteric to the
essential, so many scraps of the whole tapestry of the knowledge
of the human race, that it can be used both as a study tool and to
jog the hermetic channeler's memory and insight on nearly any
topic. To use the lorebook, the hermetic channeler may consult it
over one minute. At the end of that minute, he may make a
lorebook check with a bonus equal to his hermetic channeler class
level plus his Intelligence modifier. If successful, he gains some
useful bit of knowledge or insight from his book. Lorebooks
contain information on history, people, places, legends, and
creatures. The channeler may not take 10 or take 20 on this
check, since the information may simply not be available in the
book. Retries are not possible. The DM should determine the DC
of the check by using the table below as a guide.
The hermetic channeler may instead scan the book
rapidly as a full-round action. In this case, the lorebook check
suffers a -10 penalty, and may be retried.
It is assumed that the hermetic channeler spends 10
minutes of uninterrupted work at the end of each day recording
information he has picked up, and spends 10 minutes of
uninterrupted study at the beginning of each day perusing the
book. If either step is skipped, the hermetic channeler suffers a
cumulative -1 penalty on all lorebook checks for each day a step is
skipped.
DC
Type of Knowledge and Examples
10
Common, known by at least a substantial minority of
the local population. A legend about a spirit that
haunts the nearby forest; the local lord's tax collection

schedule, or what other burdens he places on the
people.
20
Uncommon but available, known by only a few people
in the area. Legends of a lost city sunk in a nearby
swamp; the fact that the town's healer also brews
potions; identify a CL 10 or lower magic item.
25
Obscure, known by few, hard to come by. The
fact
that the town's healer is an insurgent; that the town
was once the site of a mass destruction of the Fell;
identify a CL 20 magic item.
30
Extremely obscure, known by very few, possibly
forgotten by most who once knew it, possibly known
only by those who don't understand the significance of
the knowledge. That the elves refer to the town's
orchard as elluinel; identify an artifact.
The lorebook's uses are many, however. At 3rd level
and every 3 levels thereafter (at 6th, 9th, 12th, 15th, and 18th
level), the hermetic channeler may choose one of the powers
listed below.

Quick Reference
:
The hermetic channeler is
practiced at looking up information under
stress. The penalty for scanning the
lorebook rapidly is reduced to -5. THis
power may be chosen a second time,
reducing the penalty to 0.

Knowledge
Specialty
:
The
hermetic
channeler has learned to earmark different
sections of the book depending on his
needs. At the beginning of each day, he may
choose one Knowledge skill as he peruses
his book. The channeler is considered to
have the Skill Focus (Knowledge) feat in that
skill for the day. This power may by chosen
multiple times; each time it is chosen, the
hermetic channeler gains one additional
Skill Focus (Knowledge) feat for the day.

Foe Speciality
:
The hermetic channeler
recognizes the value of knowledge as a
weapon. At the beginning of each day, he
may choose one creature type as he
peruses his book. The channeler may take
10 when making Knowledge checks to
identify creatures and their special powers
or vulnerabilities. Additionally, the channler
can rattle off what he knows about such
creatures by rote. In game terms, this
means that he may communicate any
knowledge he has about such creatures to
his companions as soon as initiative is
rolled, assuming his companions are within
earshot. This power may be chosen multiple
times; each time it is chosen, the hermetic
channeler may use the foe speciality ability
on one additional creature type per day.

Spell Speciality
:
The hermetic channeler
can gain insight into the nature of magic by
reading about the world around him. At the
beginning of each day, he may choose one
spell that he knows. The save DC for that
spell increases by +1. THis power may be
chosen multiple times; each time it is
chosen, the hermetic channeler may use
the spell speciality ability on one additional
spell per day. The same spell may not be
chosen twice, meaning that the DC of any
one spell cannot by increased by more than
+1 by this ability.

Wizardcraft
:
At 6
th
level, the channeler may
learn to prepare spells ahead of time to be
cast later in the day. While this restricts
their choice of spells compared to the
normal method of casting, casting such
spells is much easier: a prepared spell costs
only half the spell energy (rounded up)
normally required to cast a spell of that
level. This reduction applies after spell
levels have been added for metamagic
feats. This reduction does not stack with the
reduced cost provided by spell talismans or
any ability that allows spells to be cast with
a reduced cost in spell energy. It can never
cost less than one point of spell energy to
prepare a spell, and a channeler can
prepare 3 spells/class level.
A channeler must rest 8 hours
and spend one hour studying in order to
prepare spells each day. Any spells he
wishes to prepare must be studied at the
beginning of the day, and the spell energy
required for the spells is expended when
they are prepared. This spell energy cannot
be regained until the channeler gets
another full night's rest. When the
channeler rests and recovers this spell
energy, any uncast prepared spells are lost.
When a character reaches 9
th
level, he compiles a spellbook containing all
of the spells that he knows. The bonus
spells he gains with each channeler level are
also added his spellbook automatically. The
channeler spellbook otherwise follows all
the rules for wizards' spellbooks presented
in the core rules, including the process used
to add new spells to the spellbook.
Channelers must study their spellbooks
each day to prepare their spells. A
channeler cannot prepare any spell not
recorded in his spellbook (except for read
magic, which all channelers can prepare
from memory).
Naturalistic Tradition
Bonus Feats:
Naturalist channelers may choose Extra
Gift, Guardian Familiar (must meet prereqs), Herbalism, Plant
Bond (must meet prereqs), Skill Focus (Survival), Skill Focus
(Herbology).
Mastery of Nature (Su):
At 3rd level, naturalist
channelers are gifted with the ability to command and to ward off
the natural world. The naturalist channeler may use this ability a
number of times per day equal to 3 + his Wisdom modifier. At 3rd
level and every 3 levels thereafter (at 6th, 9th, 12th, 15th, and
18th level), the naturalist channeler may choose one of the
powers listed below.


Command Nature
:
The channeler may
rebuke or command animals and plants.
This ability works just like the evil cleric's
ability to rebuke or command undead in
the d20 system core rules, except that it is
a Wisdom check and it only functions on
animals and plants. The channeler affects
both creature types when he uses this
power, and may not choose to affect only
one creature type or another.

Commune with Nature (Sp)
: (reqs
Command Nature)
Naturalists learn to
attune themselves to the natural world to
such a degree that they can "speak" with
the flora and fauna, gaining information
about the surrounding area. This is exactly
like the commune with nature spell, with a
caster level equal to the channeler’s
character level. Naturalist can use this
1/day for every 5 channeler levels.

Find the Way (Ex)
:
(reqs Channeler 9
th
level)
The naturalist becomes as one with
the natural world, able to move through it
like a ghost. He gains
woodland stride
. If he
already has
woodland stride
, he instead
gains
trackless step
. If he already has
trackless step
, he gains the supernatural
ability of being considered permanently
under the effects of a
pass without trace
spell with a caster level equal to his
character level. The naturalist may supress
or resume this effect as a free action.

Healing Hands (Ex):
You gain a +4 bonus on
Heal checks.

Healer’s Blessing (Su): (reqs Healing
Mastery)
Whenever the channeler casts a
cure spell, the amount of damage
healed is automatically increased by 50%
(as if he had applied the Empower Spell
feat) but without an increase in spell
level or casting time.

Healing Mastery (Ex): (reqs Healing Hands)
At 6th level, the channeler may learn how
to unlock the secrets of healing magic. The
spell energy cost for casting healing spells
is reduced by 1.

Lay on Hands (Su):
As the paladin class
feature of the same name.

Naturecraft (Ex): (reqs Channeler 6th
level)
The channeler may learn how to
unlock the secrets of nature magic. The
spell energy cost for casting druid spells is
reduced by 1. Druid spells include all spells
normally avaiable to druids in the core
rules or supplements. The minimum cost is
1.

Venom Immunity (Ex):
(reqs Channeler
15
th
level)
A naturalist gains immunity to all
organic poison, including monster poisons
but not mineral poisons or poison gas.

Wild Shape (Su)
: (reqs Channeler 3
rd
level)
Channeler gains Wild Shape, as the druid’s
ability from the Corebook. The channeler
can not change shape into plants or
elementals. Otherwise the ability remains
unchanged.
Spiritual Tradition
Bonus Feats:
Leadership (Undead Servitors), Skill Focus
(Persuasion),
Master of the Otherworld (Su):
At 3rd level, spiritual
channelers are gifted with the ability to command and to ward off
that which is unnatural. The spiritual channeler may use this
ability a number of times per day equal to 3 + his Charisma
modifier, unless stated otherwise. At 3rd level and every 3 levels
thereafter (at 6th, 9th, 12th, 15th, and 18th level), the spiritual
channeler may choose one of the powers listed below.

Mastery of Spirits
:
The spiritual channeler
may exorcise any possessing entity from a
corporeal, living creature. This ability works
just like the good cleric's ability to turn
undead in the d20 system core rules, except
that it is a Charisma check and it only
functions on creatures using a spell, spell-
like ability, or supernatural ability to
possess
another
creature.
Common
examples include a ghost's or spirit's
malevolence ability, the magic jar spell, or
dominate person.
If the channeler is successful, the
entity is forced out of the host and back
into its own body, a receptacle, or simply
expelled into the nearest space outside the
host, whichever is appropriate for the
possessing effect. A creature that has
benefited from the channeler's exorcism
ability may not be possessed by the same
being for 24 hours; if the channeler had
double the possessing creature's HD, that
creature may not be possessed by the same
creature for one year.

Mastery of the Undeath
:
The spiritual
channeler may turn or destroy undead
creatures and necromantic constructs. This
ability works just like the good cleric's
ability to turn undead in the d20 system
core rules, except that it is a Charisma
check.

Mastery of the Unnatural
:
The spiritual
channeler may turn or destroy outsiders.
This ability works just like the good cleric's
ability to turn undead in the d20 system
core rules, except that it is a Charisma
check and it only functions on outsiders.
Furthermore, all outsiders are considered to

have twice the normal HD for the purposes
of resolving turning checks and turning
damage against them.
Note that outsiders (spirits) that
are possessing another entity are immune
to these turn attempts, and must first be
removed (such as via Mastery of Spirits, or
the
protection from evil spell
) from their
hosts.

Master of Shrouds (Ex
):
Add the following
to your list of spells known at the indicated
levels: 7
th
-
summon undead IV
(allip or
shadow); 11
th
-
summon undead VI
(wraith); 13
th
-
summon undead VII
(spectre or greater shadow); 15
th
summon
undead VIII
(caller in darkness or
witchfire
); summon undead IX
(banshee,
bhuta, or dread wraith). You can use
higher-level summoning spells to
summon more numerous lower-level
undead, as normal for the summon
monster spells.

Reminder of Death (Sp)
:
You can imbue a
handful of salt with the power of life,
making it a potent ward against undead
creatures. As a standard action, you can
throw salt at a single undead creature
within 5 feet, affecting it as per the spell
halt undead
. Alternatively, you can spend
a full-round action covering a 5-foot-
square with imbued salt, causing any
single undead creature that enters this
square within the next 10 minutes to be
affected as per
halt undead
.

Voice of the Grave (Su
):
You can speak with
dead as a spell-like ability. The dead
creature takes a penalty on its save to
resist this effect equal to half your class
level


Goblin Gunslinger "Ziggs"

Fighter:

Fighter
Level
BaB
Fort
Ref
Will
Special
1
+1
+2
+0
+0
Bonus feat, fighter talent
2
+2
+3
+0
+0
Bonus feat, bravery
3
+3
+3
+1
+1
Fighter talent
4
+4
+4
+1
+1
Bonus feat, warrior’s way
5
+5
+4
+1
+1
Fighter talent, weapon training
6
+6/+6
+5
+2
+2
Bonus feat, Vital Strike
7
+7/+7
+5
+2
+2
Fighter talent
8
+8/+8
+6
+2
+2
Bonus feat, warrior’s way
9
+9/+9
+6
+3
+3
Fighter talent
10
+10/+10
+7
+3
+3
Bonus feat
11
+11/+11/+11
+7
+3
+3
Fighter talent
12
+12/+12/+12
+8
+4
+4
Bonus feat. warrior’s way
13
+13/+13/+13
+8
+4
+4
Fighter talent
14
+14/+14/+14
+9
+4
+4
Bonus feat
15
+15/+15/+15
+9
+5
+5
Fighter talent
16
+16/+16/+16/+16
+10
+5
+5
Bonus feat, warrior’s way
17
+17/+17/+17/+17
+10
+5
+5
Fighter talent
18
+18/+18/+18/+18
+11
+6
+6
Bonus feat
19
+19/+19/+19/+19
+11
+6
+6
Fighter talent
20
+20/+20/+20/+20
+12
+6
+6
Bonus feat, warrior’s way, weapon mastery
Skill Points per Level: 4 + Int modifier.
Climb (Str), Craft (Int), Handle Animal (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge
(Warfare)(Int), Persuasion (Cha) Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Bonus Feat:
The fighter can select any combat feat for
which he meets the Prerequisite.
Retraining:
Upon reaching 4
th
level, and every four
levels thereafter (8
th
, 12
th
, and so on), you can choose to learn a
new bonus feat in place of a bonus feat you have already learned.
In effect, you lose the old bonus feat in exchange for the new one.
The old feat cannot be one that was used as a prerequisite for
another feat, prestige class, or other ability. You can change only
one feat at any given level and must choose whether or not to
swap the feat at the time you gain a new bonus feat for the level.
You can retrain only bonus feats.
Fighter Talent (Ex):
Starting at 1
st
level, and at each
odd-numbered level thereafter, select one talent from the Fighter
Talents list. Fighter talents are similar to feats, but are obtainable
only by fighters and are generally more powerful.
Bravery (Ex):
Starting at 2nd level, a fighter gains a +1
bonus on Will saves against fear. This bonus increases by +1 for
every four levels beyond 2nd.
Weapon Training (Ex):
Starting at 5th level, choose
one weapons group (e.g., light blades, heavy blades, crossbows,
etc.). You gain the following benefits with weapons in that group;
the training is so well-ingrained in you that the bonuses count as
racial bonuses):

+1 to attacks per 4 fighter levels you possess
(maximum +5 at 20
th
level); this bonus also
applies to the CMB for combat maneuvers made
with these weapons.

+1 to damage per 4 fighter levels you possess
(maximum +5 at 20
th
level)

+1 per 4 fighter levels to your CMD against
weapon maneuvers targeting any weapon in that
group, and to your CMD against maneuvers made
by these weapons wielded by others. At 20
th
level, you cannot be disarmed. This bonus also
applies on saves against any effect that target
your weapon (for example,
grease, heat metal,
shatter, warp wood
).
Vital Strike (Ex):
Even when not making iterative
attacks, the fighter has an edge over other combatants. At 6
th
level, you gain Vital Strike as a bonus feat.
Weapon Mastery (Ex):
At 20th level, a fighter chooses
one weapon, such as the longsword. Any attacks made with that
weapon automatically confirm all critical threats and have their
damage multiplier increased by 1 (×2 becomes ×3, for example).
In addition, he cannot be disarmed while wielding a weapon of
this type.
Warrior’s Way (Ex):
Starting at 4
th
level, the fighter
chooses a martial tradition he wants to belong to. Perhaps he
comes from the long line of dwarven battleragers, warrior-
scholars of the Elven Court or the Knight of the Wall, or perhaps
he is forced by the harsh living in the Last Age to become a
survivor or leader of men. Fighter gains new ability when he
chooses his warior’s way, and every 4 levels thereafter. These
abilities can be replaced with appropriate fighter talents.
Once chosen, the warrior’s way can not be changed.
Instead of a specific warrior tradition, a fighter may
take any bonus feat he qualifies for each time he is eligible for a
tradition gift.

Berserker

Rage:
Fighter gains the ability to rage, as
the Barbarian class from the Core Rules.

Damage Reduction

Greater Rage

Tireless Rage

Mighty Rage
Blademaster

Parting the Silk:
At 4
th
level Blademaster
inflicts maximum base damage of his
weapon. This ability can be used once per
day for every 4 class levels, to a maximum 5
times per day.

Deadly with the Blade:
At 8
th
level, a
blademaster increases the critical multiplier
of a sword he is specialized in by 1.

Deadlier Blade:
At 12
th
level, the
blademaster’s blade increases its base
damage by 1 category.

Thousand and One Cut:
At 16
th
level a
blademaster gains additional attack with a
blade he is specialized in at his full attack
bonus.

Onslaught :
At 20th level, the blademaster
can unleash a whirlwind of blows once per
day. As a full-round action, he can take a
single move action and unleash a single
attack at his highest bonus against each
target within his reach during any point of
his move, up to a maximum number of
attacks equal to the blademaster’s
character level. This movement provokes
attacks of opportunity as normal.
Warrior Scholar

Scholastic:
At 4
th
level a warrior scholar
gains 2 additional skill ranks each level.
These ranks must be spent on Intelligence-
based skills, also all Intelligence-based skills
are class skills for warrior scholar.

Canny Defense (Ex)::
At 8
th
when wearing
light or no armor and not using a shield, a
warrior scholar adds 1 point of Intelligence
bonus (if any) per class level as a dodge
bonus to her Armor Class while wielding a
melee weapon. If a warrior scholar is caught
flat-footed or otherwise denied her
Dexterity bonus, she also loses this bonus.

Know Thy Enemy:
At 12th level, a warrior
scholar can take a standard action to study
a specific target in sight. He must make a
Knowledge check to determine the target’s
abilities and weaknesses as part of this
standard action. If successful, the warrior
scholar not only notes the appropriate
abilities and weaknesses, as detailed under
the Knowledge skill, but also gains a +2
competence bonus on all attack rolls and
weapon damage rolls made against that
enemy. Note that this bonus on attack and
damage rolls applies only to that specific
creature. This bonus lasts for the duration
of an encounter, or until the warrior scholar
attempts a new Knowledge check to use
this ability on a different target.

Cutting Intellect
: At 16
th
level, a warrior
scholar adds his Intelligence bonus to his
weapon damage while wielding a melee
weapon.

Deadly Blow
: At 20
th
level, a warrior
scholar’s awareness of her studied foe
allows her to find weak spots where none
should exist. A warrior scholar who uses her
know your enemy ability and beats the
Knowledge check DC by 10 or more may
ignore the target’s natural damage
reduction and immunity to critical hits and
sneak attacks. This does not apply to
immunities
granted
by
spells,
environmental effects, or equipment.
Fighter Talents
Active Defense
The fighter gains a +1 dodge bonus to AC when
wielding a shield and also fighting defensively, using Combat
Expertise, or using total defense. As a swift action, he may
share this bonus with one adjacent ally, or half of the bonus
(minimum +0) with all adjacent allies, until the beginning of his
next turn. This talent may be selected more than once, but not
more than once per 4 levels. Each additional time it is selected,
the bonus increases by +1.
Agility
The fighter gains a +1 bonus on saving throws
made against effects that cause him to become paralyzed, slowed,
or entangled. This bonus increases to +2 at 6th level, and by +1 for
every four levels beyond 6th.
Arcane Resistance
You have underwent some kind of a ritual, or perhaps
your blood is tainted by some eldritch force, so you are more
resistant to magic.
Benefit:
You gain a resistance bonus equal to half your
class level on all saving throws against spells and spell-like abilities
(but not supernatural abilities).
Armor Mastery
Prerequisite:
Fighter 16
th
level, Armor Training
The fighter gains Damage Reduction 5/— whenever
he is wearing armor or using a shield. A fighter must have
selected the armor training or armored defense talent before
selecting armor mastery.
Armor Training
Whenever the fighter is wearing armor, he reduces
the armor check penalty by 1 (to a minimum of 0) and increases
the maximum Dexterity bonus allowed by his armor by 1. In
addition, a fighter can also move at his normal speed while
wearing medium armor. A 6th level or higher fighter can take this
talent a second time, increasing its bonuses by +1 and
allowing him to move at his normal speed in heavy armor. It can

be taken a third time at 11th level and a 4th time at 16th level,
with its bonuses increasing by +1 each time.
Armored Defense
The fighter gains DR 1/— when wearing light
armor, DR 2/— when wearing medium armor, and DR 3/—
when wearing heavy armor. If the fighter also has the armor
mastery advanced talent, this damage reduction increases to
DR 5/— when wearing light armor, DR 8/— when wearing
medium armor, and DR 12/— when wearing heavy armor.
This damage reduction stacks with that provided by
adamantine armor, but not with other forms of damage
reduction. This damage reduction does not apply if the armor
master is stunned, unconscious, or helpless. A fighter must be
5th level to select armored defense.
Armored Charger
The fighter suffers no armor check penalties on
Ride skill checks. His mount’s speed is not reduced when carrying
a medium load or wearing medium barding.
Armored Pirate
The fighter wears heavier armor than is common
aboard a ship. His experience allows him to reduce the armor
check penalty of any light armor he wears to 0 for purposes of
Acrobatics and Swim checks. At 7th level, this becomes true of
medium armor as well. At 11th level, it includes heavy armor.
Backswing
Benefit: When using the full-attack action with a
two-handed melee weapon, add double your Strength bonus
to damage, rather than 1½ times your Strength bonus.
Normal: You normally add 1½ times your Strength
modifier to damage rolls with a two-handed weapon.
Brawny
Once per day, a fighter with this talent can roll
two dice while making a Climb or Swim check, and take the
better result. He must choose to use this talent before making the
skill check. A fighter can use this ability one additional time per
day for every 5 fighter levels he possesses.
Burst
The fighter can use his tower shield to screen himself
from burst spells and effects. He gains a +1 bonus on Reflex
saves against burst spells and effects while employing a tower
shield. This bonus increases to +2 at 6th level, and by an
additional +1 for every four levels after 6th.
Challenge
Benefit:
As a swift action, you can choose one target
within sight to call out. Your gain a morale bonus to melee attacks
against that opponent equal to your Charisma bonus (minimum
+1), to a maximum bonus equal to your class level. Successful
attacks against that opponent deal extra damage equal to your
fighter level. The challenge remains in effect until the target is
dead or unconscious or until the combat ends. Challenging a foe
requires much of your concentration; you take a –2 circumstance
penalty to Armor Class, except against attacks made by the target
of your challenge.
If your base attack bonus is +11 or higher, the target of
your challenge also takes a –2 circumstance penalty to its AC
against the attacks of all opponents other than you.
You can use this ability once per day, plus one
additional time per day for every three fighter levels beyond the
1
st
(maximum 7/day at 19
th
level).
Special:
If you belong to a knightly order (q.v.), your
challenge gains an additional effect.
Chopping Blow
As a standard action, the fighter can make a single
melee attack with a light or one-handed melee weapon. If the
attack hits, he may make a sunder combat maneuver against the
target of his attack as a free action that does not provoke an
attack of opportunity.
Combat Training
The fighter gains a bonus feat. This feat must be a
combat feat (also sometimes called “fighter bonus feats”). The
fighter must meet all the feat’s Prerequisite. This talent may be
taken more than once. Each time it is taken, it grants the fighter a
new bonus combat feat.
Commanding Presence
Prerequisite:
Cha 13, Charismatic channeler 1
st
level
Benefit:
Once per day as a swift action that does not
provoke an attack of opportunity, you can bark an order that acts
as a
command
spell (DC 10 + half your fighter level + your
Charisma modifier); treat this as an extraordinary ability. For
every 3 fighter levels you possess, you can use this ability an
additional time per day (maximum 7/day at 18
th
level). You can
choose to spend two daily uses to create a
greater command
effect.
If you also have the Leadership feat, NPC allies within
sight and hearing of you automatically obey your orders, without
you needing to expend any use of this ability. If they wish to
disobey, they must first succeed at a Will save (DC 10 + half your
character level + your Charisma modifier).
Special:
If your orders run counter to those of another
character with this talent, you and the other commander make
opposed Charisma checks to see whose orders are first carried
out.
Counterattack
Prerequisite:
Fighter 10
th
level
When he is using a one-handed weapon and
carrying nothing in his other hand, the fighter can make an
attack of opportunity as an immediate action against an
opponent who hits him with a melee attack, so long as the
attacking creature is within the fighter’s reach.
Cunning Warrior
Prerequisite:
Int 13.
Benefit:
You may apply your Intelligence bonus as an
insight bonus to all attack rolls and combat maneuver checks, to a
maximum bonus equal to your fighter level.
Daring Warrior
Prerequisite:
Cha 13.

Benefit:
You may apply your Charisma bonus as an
insight bonus to all attack rolls and combat maneuver checks, to a
maximum bonus equal to your fighter level.
Deadly Damage
Prerequisite:
Weapon Finesse or Weapon Training
talent.
Benefit:
Once per day per class level, after scoring a hit
with a weapon for which you have Weapon Finesse or Weapon
Training, you can choose not to roll dice to determine the
damage. Instead, the weapon deals maximum damage.
Additional damage, such as from the sneak attack
ability or a flaming sword, is determined normally, not maximized.
Deadshot
When the fighter attacks with a crossbow as a readied
action, he may add 1/2 his Dexterity bonus (minimum +1) to
his damage roll.
Deceptive Strike
When he is using a one-handed weapon and carrying
nothing in his other hand, the fighter gains a +1 bonus to CMB and
CMD on disarm checks and on Persuasuion checks to feint or
create a diversion to hide. This bonus increases to +2 at 6th level,
and by +1 for every four levels beyond 6th.
Deck Fighting
The fighter is used to fighting on crowded decks,
and isn’t fazed by fighting multiple opponents at once. The fighter
does not treat crowds or the deck of a ship as difficult terrain.
Additionally, the fighter is considered to qualify for the Cleave
feat even if he doesn’t meet it’s normal Prerequisite, and does not
take the normal –2 penalty to his AC when using the Cleave feat
(or Great Cleave) if he takes those feats.
Deflect Blow
You are skilled at causing attacks to skitter harmlessly
past you.
Benefit:
As long as you are armed, you gain a +1
deflection bonus to AC. For every 5 fighter levels you possess, this
deflection bonus increases by an additional +1 (to a maximum +5
at 20
th
level).
Deflective Shield
The fighter specializes in using his shield to deflect
attacks. When carrying a shield he gains a +1 bonus to his
touch AC. This bonus increases to +2 at 6th level, and by an
additional +1 for every 4 levels beyond 6th. This bonus cannot
exceed the sum of the shield and enhancement bonus to AC
provided by the shield that the fighter is currently using.
Deft Doublestrike
Prerequisite:
Fighter 10
th
level
When wielding two melee weapons or a double
weapon in two hands, if the fighter hits an opponent with both
primary and off-hand attacks he can make a disarm or sunder
attempt (or trip, if one or both weapons has the trip property)
against that opponent as an immediate action that does not
provoke attacks of opportunity.
Deft Shield
The fighter’s armor check penalty from a shield and
the attack roll penalty for using a tower shield are reduced by –1,
and his max Dex bonus to AC for using a tower shield is increased
by +1. This talent can be taken twice. Its effects stack.
Defensive Flurry
When wielding two melee weapons or a double
weapon in two hands, if the fighter makes a full attack
(including off hand attacks) he gains a +1 dodge bonus to AC
against melee attacks until the beginning of his next turn. This
talent may be taken more than once, but not more than once
per 4 levels.
Devastating Blow
Prerequisite:
Fighter 16
th
level
As a standard action, the fighter may make a
single melee attack with a two-handed weapon at a –5
penalty. If the attack hits, it is treated as a critical threat. Special
weapon abilities that activate only on a critical hit do not activate
if this critical hit is confirmed.
Doublestrike
Prerequisite:
Fighter 6
th
level
When wielding two melee weapons or a double
weapon in two hands, as a standard action the fighter may make
one attack The penalties for attacking with two weapons apply
normally. A fighter must be 6th level to select this talent.
Disarming Strike
When he is using a one-handed weapon and carrying
nothing in his other hand, if the fighter successfully disarms a
target he also deals normal damage to the target, but without
the normal Strength bonus to damage. A fighter must be
5thlevel to select this talent.
Eldritch Knight
Prerequisite:
Channeler level 1
st
.
Benefit:
You are trained in combining arcane
spellcasting with combat. When determining your channeler level
and spellpower, add half your fighter class level to your level in
channeler.
Elusive
When he is using a one-handed weapon and
carrying nothing in his other hand, the fighter gains a +1 dodge
bonus to AC. This bonus increases to +2 at 6th level, and by an
additional +1 for every 4 levels beyond 6th. This bonus does not
apply when wearing medium or heavy armor or carrying a
medium or heavier load.
Equal Opportunity
Prerequisite:
Fighter 10
th
level

When wielding two melee weapons or a double
weapon in two hands, if the fighter makes an attack of
opportunity he may attack once with both his primary and
secondary weapons. The penalties for attacking with two
weapons apply normally.
Equestrian
Once per day, a fighter with this talent can roll two
dice while making a Ride check, and take the better result. He
must choose to use this talent before making the Ride check. A
fighter can use this ability one additional time per day for every 5
fighter levels he possesses.
Evasive Fighter
Prerequisite:
Fighter 4
th
level
The fighter gains a +2 dodge bonus to AC against
ranged attacks. This bonus increases to +3 at 11th level, and to +4
at 17th level.
Fleet Footed
Prerequisite:
Fighter 10
th
level
The fighter’s speed increases by 10 feet. He can take
10 on Acrobatics checks even while distracted or threatened, and
can take 20 on an Acrobatics check once per day for every five
fighter levels he possesses.
Fortification
The fighter can use his armor to shield critical areas
from injury. He treats any armor he wears as if it had the
light fortification special ability. At 13th level, his armor gains
the moderate fortification special ability. This fortification does
not stack in any way with armor that has these special
abilities. In these cases the armor master takes the better of
the two fortifications.
Greater Deadshot
Prerequisite:
Fighter 10
th
level, Deadshot talent
When the fighter attacks with a crossbow as a
readied action, he may add his full Dexterity bonus (minimum
+1) on his damage roll. This overlaps (does not stack with) the
bonus from the Deadshot talent.
Hawkeye
The fighter gains a +1 bonus on Perception checks, and
the range increment for any bow he uses increases by 5 feet.
These bonuses increase by +1 and 5 additional feet at 6th level,
and again by the same amount for every 4 levels beyond 6th.
Immediate Repositioning
Prerequisite:
Fighter 10
th
level
When the fighter is using a tower shield to provide
cover, as an immediate action he can reposition his tower
shield to another facing. This ability may not be used to interrupt
an attack.
Improved Balance
Prerequisite:
Fighter 10
th
level
The fighter’s attack penalties for fighting with two
weapons are reduced by –1. Alternatively, the fighter may use
a one-handed weapon in his off-hand, treating it as if it were
a light weapon with the normal light weapon penalties. This
talent may be taken a second time, reducing all two-weapon
fighting penalties by an additional –1 (even when using a one-
handed weapon in the off-hand as a light weapon).
Improved Deadshot
When the fighter attacks with a crossbow as a readied
action, his target is denied its Dexterity bonus to its AC. A fighter
must have deadshot and be 6th level to select improved
deadshot.
Irresistible Advance
Prerequisite:
Fighter 10
th
level
When wielding a shield, the fighter gains a bonus on
bull rush and overrun CMB checks. This bonus depends on
the type of shield used: +1 with a buckler, +2 with a light
shield, +3 with a heavy shield, or +4 with a tower shield.
Juggernaut
Prerequisite:
Constitution 13+.
Benefit:
Your Hit Die size for fighter class levels
improves from d10 to d12.
Knightly Banner
Prerequisite:
Knightly Order talent. You must also have
a distinctive physical banner, such as a pennant or shield device.
The banner must be at least Small or larger and must be carried or
displayed by you or your mount to function. Fighter 5
th
level.
Benefit:
Your banner becomes a symbol of inspiration
to your allies and companions. As long as your banner is clearly
visible, all allies within 60 feet receive a +2 morale bonus on
saving throws against fear and against charm and compulsion
spells, and also gain a +1 morale bonus on attack rolls made as
part of a charge. At 10
th
level, and every five fighter levels
thereafter, these bonuses increase by an additional +1.
Fighter Level
Save Bonus
Attack Bonus
1
st
-9
th
+2
+3
10
th
-14
th
+3
+4
15
th
-19
th
+4
+5
20
th
+5
+6
Special:
If your base attack bonus is at least +14, your
banner becomes a rallying call to your allies. While your banner is
displayed, you can spend a standard action to wave the banner
through the air, granting all allies within 60 feet an additional
saving throw against any one spell or effect that is targeting them.
This save is made at the original DC. Spells and effects that do not
allow saving throws are unaffected by this ability. An ally cannot
benefit from this ability more than once per day.
Knightly Order
Prerequisite:
Challenge talent.
Benefit:
You have pledged yourself to a specific order
of knighthood. The order grants you additional class skills,
additional effects to your Challenge ability, and a special ability.

Special:
Each order includes a number of edicts that its
members must follow. If you violate any of these edicts, you lose
all benefits gained from your order for 24 hours. The violation of
an edict is subject to referee interpretation. You cannot change
your order without undertaking a lengthy process to dedicate
yourself to a new cause. When this choice is made, you
immediately lose all of the benefits from the old order. You must
then follow the edicts of your new order for one entire level
without gaining any benefits from that order. Once accomplished,
you gain all of the bonuses from the new order.
Special:
You cannot belong to more than one order of
knighthood.
Last Word
Prerequisite:
Fighter level 12th
Benefit:
You can make an attack of opportunity as an
immediate action against an opponent within reach, in response
to any attack that would reduce you to negative hit points, knock
you unconscious, or kill you. For example, if you have 1 hit point
left when a red dragon bites you, may use this ability even if the
dragon’s bite would otherwise kill you instantly. This attack of
opportunity automatically carries the effects of your Vital Strike
feat (and Mountain Hammer talent, if you possess it).
Once your attack is resolved, you suffer the normal
effect of the attack that provoked this ability (unless you kill your
attacker).
Leap from the Saddle
After the fighter’s mount takes a single move, he
may attempt a fast dismount (DC 20 Ride check). If he succeeds,
he can take a full attack action.
Leaping Attack
Prerequisite:
A fighter must be 5th level to select this
talent.
If the fighter moves at least 5 feet prior to attacking he
gains a +1 bonus on attack and damage rolls. This bonus
increases to +2 at 9th level, and by +1 for every four levels
beyond 9th.
Leaping Lance
Prerequisite:
Fighter 10
th
level
The fighter and his mount suffer no armor check
penalty on Acrobatics checks while mounted. When charging,
the fighter may jump from his mount toward his target. If he
jumps 10 feet, his charge modifiers on attack rolls and to AC are
doubled and he is still considered mounted for lance damage,
Mounted Combat feats, and so on.
Menacing Stance
The fighter has learned to constantly harry and
distract his enemies. While adjacent to the brawler and
threatened by a weapon he is wielding, enemies take a –1
penalty on attack rolls and a –4 penalty on concentration checks.
These penalties increase to -2 at 11th level, and by 1 more for
every four levels after 11th level (to a maximum of –4 on attack
rolls and –7 on concentration checks at 19th level). Creatures do
not take these penalties if the fighter is dazed, helpless,
staggered, stunned, or unconscious. A fighter must be 7th level
to select this talent.
Mount
Prerequisite:
Handle Animal 1 rank.
Benefit:
You gain the service of a loyal and trusty steed
to carry you into battle. This mount functions as a druid’s animal
companion, using your fighter level as your effective druid level.
The creature must be one that you are capable of riding and is
suitable as a mount, such as a boar, camel, dog, horse, pony, or
wolf.
Should your mount die, you may find another mount
to serve you after 1 week of mourning. This new mount does not
gain the link, evasion, devotion, or improved evasion special
abilities until the next time you gain a fighter level.
If you have at least 4 levels in Fighter and 4 ranks in
Handle Animal, you learn to train mounts with speed and
unsurpassed expertise. You receive a bonus equal to half your
fighter level whenever you use Handle Animal to handle or train
an animal that serves as a mount. In addition, you can reduce the
time needed to teach a mount a new trick or train a mount for a
general purpose to 1 day per 1 week required by increasing the
DC by +5. You can also train more than one mount at once,
although each mount after the first adds +2 to the DC.
Special:
With Game Master’s approval, you can choose
an animal other than a mount – a hunting hawk, for example, or a
guard dog.
Overhand Chop
When wielding a two-handed melee weapon, if the
fighter makes only a single attack (with the attack action or a
charge) he adds double his Strength bonus on damage rolls. A
fighter must be 3
rd
level to select this talent.
Penetrating Shot
Prerequisite:
Fighter 10
th
level
When the fighter confirms a critical hit with a
ranged piercing attack, the attack pierces the target and can
strike another creature in line behind it. The fighter must be able
to trace a line starting at his space and passing through both
targets to make this additional attack. The secondary attack is
made at a –4 penalty, in addition to any modifiers for added
range. If this attack is also a critical hit, the attack can continue
to hit another target, but the penalties stack.
Phalanx Fighting
When the fighter wields a shield, he can use any
polearm or spear of his size as a one-handed weapon.
Piercing Lance
Prerequisite:
Fighter 10
th
level
As a standard action or as part of a charge, the fighter
can make two attacks against a mounted target – one against
the mount and the other against the rider – using his highest base
attack bonus. Furthermore, if the mount is hit and its rider
attempts to negate the hit with the Mounted Combat feat, the
dragoon’s attack roll is considered 4 higher when calculating the
DC of the Ride check to negate the hit.
Piledriver
Prerequisite:
Fighter 10
th
level
As a standard action, the fighter can make a single
melee attack with a two-handed weapon. If the attack hits, he

may make a bull rush or trip combat maneuver against the
target of his attack as a free action that does not provoke an
attack of opportunity.
Pole Fighting
As an immediate action, the fighter can shorten the
grip on his spear or polearm with reach and use it against
adjacent targets. This action results in a –4 penalty on attack rolls
with that weapon until he spends another immediate action to
return to the normal grip. The penalty is reduced by –1 at 6th
level, and by an additional –1 for every four levels beyond 6th.
Polearm Parry
Prerequisite:
Fighter 16
th
level
When the fighter is using a reach weapon to threaten
an opponent and that opponent makes a melee attack against an
ally, the fighter may take an immediate action to grant his ally
a +2 shield bonus to AC and DR 5/— against that attack. He
may use this ability to protect himself, but only if the attacking
creature is not adjacent to him.
Quick Sniper
The fighter gains a bonus equal to 1/2 his base attack
bonus on Stealth checks when attempting to maintain his
obscured position when sniping (see the Stealth skill in the
Pathfinder Roleplaying Game Core Rulebookfor more
information on sniping from a hidden locale.)
Rage Talent
Benefit:
The fighter gains a rage talent as barbarian of
the same level.
Ready Pike
The fighter can, once per day, ready a weapon with
the brace property as an immediate action, gaining a +1 bonus on
attack and damage rolls. At 9th level the bonuses increase to
+2 and the ability can be used twice per day. For every four levels
beyond 9th, this bonus increases by +1, and he can use the ability
one additional time per day. He cannot use this ability when flat-
footed.
Recklessness
Prerequisite:
Can not be Lawful in alignment.
Sometimes hasty action proves more useful than even
the best laid plans.
Benefit:
You gain a morale bonus equal to half your
fighter class level on attack and damage rolls, but you also receive
the same penalty to your AC. This talent can be used only once
per day.
Relentless Steed
Prerequisite:
Fighter 10
th
level
The fighter’s mount does not reduce its speed
when wearing heavy barding or carrying a heavy load. The fighter
may also reroll a Ride skill check or a saving throw made by the
mount once per day, but must use the second roll even if it is
worse. This ability may be used one additional time per day at
15th level, and a third time per day at 19th level.
Resilient
Prerequisite:
Juggernaut talent
Benefit:
Effects
that
would
normally
cause
unconsciousness merely stun you for 1 round (this does not
render you immune to magical
sleep
effects, however, nor does it
remove your need for sleep). Effects that would stun a normal
person leave you dazed instead; effects that would normally
cause the dazed condition merely stagger you. If you would
normally be staggered by an effect, you are treated as being flat-
footed, but can otherwise act normally.
Return Fire
When the fighter has a crossbow or firearm loaded
and in hand, if he is hit with a ranged attack he may make a single
ranged attack at the shooter as an immediate action.
Ride Them Down
Prerequisite:
Fighter 10
th
level
The fighter can spur his mount on while readying an
attack. If the fighter’s mount takes a single move, the fighter
can make a full attack, taking his attacks at any point during his
mount’s movement. If he has the Trample feat, he may
substitute an overrun combat maneuver for each of his attacks.
This movement provokes attacks of opportunity against the
fighter but not his mount.
Safe Shot
The fighter does not provoke attacks of opportunity
when making ranged attacks with a weapon.
Shattering Strike
When wielding a two-handed melee weapon, the
fighter gains a +1 bonus to CMB and CMD on sunder
attempts and on damage rolls made against objects. These
bonuses increase to +2 at 6th level, and by +1 for every four levels
beyond 6th.
Shield Ally
When the fighter is using a heavy or tower shield,
as a move action he can provide partial cover (+2 cover bonus
to AC, +1 bonus on Reflex saves) to himself and all adjacent allies
until the beginning of his next turn.
Shield Ally II
Prerequisite:
Fighter 10
th
level, Shield Ally
When using shield ally, rather than the normal benefit,
the fighter can instead provide cover (+4 cover bonus to AC, +2
bonus on Reflex saves) and evasion (as a rogue) to one adjacent
ally until the beginning of his next turn. This cover does not
allow Stealth checks. A fighter must have shield ally to select
shield ally II.
Shield Ally III
Prerequisite:
Fighter 16
th
level, Shield Ally II
When using shield ally, the fighter can provide cover to
himself and all adjacent allies, or he can provide improved
cover (+8 cover bonus to AC, +4 bonus on Reflex saves, improved

evasion) to a single adjacent ally. A fighter must have shield ally
and shield ally II to select shield ally II.
Shield Buffet
As a move action, the fighter may make a combat
maneuver check to use his shield to impede an adjacent
enemy. If successful, the target suffers a –2 penalty on its
attack rolls against the shielded fighter and a –2 penalty to AC on
attacks made by the shielded fighter until the beginning of his
next turn. A fighter must be 7th level to select this talent.
Siegecraft
Once per day, a fighter with this talent can roll two
dice while making a Knowledge (dungeoneering) or Knowledge
(engineering) check, and take the better result. He must
choose to use this talent before making the Knowledge check. A
fighter can use this ability one additional time per day for
every 5 fighter levels he possesses.
Singleton
The fighter gains a +1 bonus on attack and damage
rolls when wielding a melee weapon in one hand and leaving his
other hand free.
Spellsword
Prerequisite:
Eldritch Knight talent.
Benefit:
You gain the following additional benefits
when multiclassing between fighter and a channeler:

For purposes of determining the effects of fighter talents
you possess, and for qualifying for fighter talents, your
effective fighter level is equal to your fighter level + half your
level in channeler class.

Arcane class abilities such as Tradition powers or Arcane
bond function as if your effective channeler class level were
equal to your actual level in the class granting those abilities
+ half your fighter level.

You can gain fighter talents in the place of arcane bonus
feats or Tradition powers. You can also gain arcane feats in
place of fighter bonus feats.
Spinning Lance
When wielding a two-handed weaapon from the
polearms or spears weapon group, the fighter may make
attacks with the piercing head of his spear (with reach if using a
reach weapon) or with the butt end (treat as a club) against
adjacent targets. Unlike a double weapon, the masterwork
quality and magical special abilities apply to both ends of the
weapon, except for those weapon special abilities that cannot be
applied to bludgeoning weapons.A fighter must have taken
weapon mastery with the polearm or spears weapon group
and have a base attack bonus of +6 to select the spinning lance
talent.
Stand Firm
When wielding a shield (other than a buckler), the
fighter gains a +1 bonus to CMD against bull rush, overrun,
and trip attempts. This bonus also applies on saves against
trample attacks. This bonus increases to +2 at 6th level, and by an
additional +1 for every 4 levels beyond 6th.
Steadfast
After the fighter has spent 1 hour practicing with a
mount, the mount gains a +1 dodge bonus to AC and a +1 morale
bonus on saves, but only while the fighter is mounted on it or
adjacent to it. This bonus increases to +2 at 6th level, and by an
additional +1 for every 4 levels beyond 6th.
Steadfast Pike
The fighter gains a +1 bonus on attack rolls with
readied attacks and attacks of opportunity made with a spear
or polearm. This talent may be taken more than once, but not
more than once per 4 fighter levels.
Swift Positioning
The fighter may position his tower shield to provide
cover as a move action, rather than a standard action.
Trick Shot
The fighter chooses one of the following combat
maneuvers or actions: disarm, feint, or sunder. He can perform
this action with one group of ranged weapons against any target
within 30 feet, with a –4 penalty to his CMB. These
maneuvers expend ammunition as standard ranged attacks. This
talent may be selected more than once. Its effects do not stack.
Each time it’s selected, the fighter may choose a different combat
maneuver to be useable with a ranged weapon group, or select a
new ranged weapon group with which he can perform all his trick
shot maneuvers (and greater trick shot maneuvers, if any).
Twin Blades
When wielding two melee weapons or a double
weapon in two hands, the fighter gains a +1 bonus on attack
and damage rolls when making a full attack that includes off
hand attacks. This bonus counts as (and does not stack with)
weapon mastery. This talent may be taken more than once,
but not more than once per 4 levels.
War College
The fighter gains 5 additional skill points, which must
be spent on class skills. This does not allow the fighter to
exceed the normal maximum number of ranks in a skill. This
is a one-time bonus, not an increase to the number of skill points
the fighter gains at each level (though the talent may be taken
more than once, granting +5 skill points each time it is taken).


Goblin Gunslinger "Ziggs"

Lycan:

Lycan
HD, BaB and Saves same as fighter
Class Skills: Acrobatics, Climb, Perception, Stealth,
Survival and Swim.
Level
Ability
1
Animal form, damage reduction, natural armor, scent
2
Hybrid form (+4, bite), savagery
3
Hybrid form (+6, claws)
4
Hybrid form (+8), savagery
5
Hybrid form (Large)
Animal Form (Su):
Once per day as a standard
action, you can assume the form of an animal, as if under
the effects of a
beast shape I
spell. The type of animal
depends on the type of lycanthrope you are: werebear—
Medium black bear; wereboar—Medium boar; weretiger—
Medium cat; wererat—Small dire rat; werewolf—Medium wolf.
Starting at 5thlevel, you can take the form of a Large animal of the
appropriate type (e.g., a brown bear, dire boar, or dire wolf),as if
under the effects of a
beast shape II
spell.
Damage Reduction (Ex):
Starting at 1st level, you
gain damage reduction 5/silver when in animal form. At 2nd
level, you have DR 5/silver in your hybrid form, and at 3rd
level you gain DR 5/silver when in human form.
Natural Armor (Ex):
Your natural armor bonus
increases by +1 per lycanthrope class level you possess. The
maximum such bonus in humanoid form is +2; in animal or
hybrid form you receive the full bonus.
Scent (Ex):
Starting at 1st level, you gain the scent
special quality (you gain the effects of this quality in your
humanoid and hybrid forms, not just in your animal form).
Hybrid Form (Su
): Starting at 2nd level, as a
standard action you can assume an animal-like humanoid
form. While in hybrid form, you gain a bite or gore attack (base
damage 1d6). Starting at 3rd level, your hybrid form also has
two claw or slam attacks (base damage 1d4). You can wield
weapons while in hybrid form, but cannot cast spells with
verbal components.
While in hybrid form, you also gain an additional +4
total profane bonus to your physical attributes, divided as as
appropriate for your animal type. For example, a werebear
will gain +4 Strength; a wererat +4 to Dexterity; a weretiger +2 to
Strength and Dexterity and a werewolf +2 to Dexterity and
Constitution. The total bonus to physical stats while in hybrid
form improves as shown in the table. The additional +2 at 3rd and
4th levels can be applied to any physical stat(s) you choose. Once
you choose how to alocate this bonuses, you can not change it.
You can spend a maximum number of rounds per day in hybrid
form equal to twice your lycanthrope class level + your (hybrid)
Constitution bonus.
Savagery (Ex):
At 2nd, 4th and 6th levels, you gain a
special ability appropriate to your animal type, chosen from
the list below.

Bear: grab (see Pathfinder Bestiary),
immunity to poison, or bonus feat
(Improved Grapple, Improved Natural
Armor, Improved Natural Attack, Power
Attack, Toughness, or Two-Weapon Rend)

Tiger: grab, pounce, or rend (see
Pathfinder Bestiary) or bonus feat
(Bleeding Strike, Combat Reflexes,
Crippling Strike,
Dodge, Improved
Initiative, Improved Natural Attack, Skill
Focus, or Weapon Focus);

Wolf: favored terrain (plains; maximum
bonus equal to your lycanthrope class
level), sneak attack +1d6 (you may select
this more than once to increase the
bonus), or bonus feat (Dodge, Improved
Critical (bite), or Improved Trip).
You must meet all normal prerequisites for feats, but
can otherwise select freely from the choices available to you.
Large (Ex):
At 5th level, your hybrid form is Large sized
(roughly 8 ft. tall). The damage from your natural attacks
improves by 1 die type (bite 1d8, claws 1d6), your natural armor
bonus increases by +3, and you gain a +2 size bonus to Strength
and Constitution while in hybrid form.


Goblin Gunslinger "Ziggs"

rogue:

Rogue
Level
BaB
Fort
Ref
Will
Special
1
+0
+0
+2
+0
Bonus feat, Talent
2
+1
+0
+3
+0
Bonus feat, Talent
3
+2
+1
+3
+1
Bonus feat, Talent
4
+3
+1
+4
+1
Bonus feat, Talent
5
+3
+1
+4
+1
Talent
6
+4
+2
+5
+2
Talent
7
+5
+2
+5
+2
Talent
8
+6/+1
+2
+6
+2
Bonus feat, Talent
9
+6/+1
+3
+6
+3
Talent
10
+7/+2
+3
+7
+3
Talent
11
+8/+3
+3
+7
+3
Talent
12
+9/+4
+4
+8
+4
Bonus feat, Talent
13
+9/+4
+4
+8
+4
Talent
14
+10/+5
+4
+9
+4
Talent
15
+11/+6/+1
+5
+9
+5
Talent
16
+12/+7/+2
+5
+10
+5
Talent
17
+12/+7/+2
+5
+10
+5
Talent
18
+13/+8/+3
+6
+11
+6
Talent
19
+14/+9/+4
+6
+11
+6
Talent
20
+15/+10/+5
+6
+12
+6
Bonus feat, Talent
The rogue's class skills are Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise
(Cha), Escape Artist (Dex), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha),
Persuasion (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 8 + Int modifier.
Bonus Feat: A rogue may take a feat from the list of
rogue bonus feats: Deflect Arrows, Dodge, Extra Talent, Improved
Steal, Sixth Sense, Skill Focus, Uncany Dodge
Talents
Accuracy
Benefit:
The rogue halves all range increment penalties
when making ranged attacks with a weapon with which she
has proficiency.
Acrobatic Master
Prerequisite:
Assassination discipline
Benefit:
As a swift action, a rogue with this talent can
focus her discipline to grant her a +20 bonus on one Acrobatics
check of her choice made before the start of her next turn. Using
this ability expends 1 discipline point from her discipline pool. A
rogue must have a discipline pool (such as from the Assassination
discipline talent) before selecting this talent.
Ambush
Prerequisite:
Rogue 4
th
level
Benefit:
The rogue is fully practiced in the art of
ambushing. When she acts in the surprise round, she can take a
move action, standard action, and swift action during the surprise
round, not just a move or standard action. A rogue must be 4th
level to select this edge.
Arcane Trickster
Prerequisite:
Channeler level 1
st
Benefit:
When determining your channeler level and
spellpower, add half your channeler class level to your level in
channeler.
Assassin Mage
Prerequisite:
Arcane trickster, Assassination Discipline
Benefit:
A rogue with this talent may use his discipline
points as spell points.
Assassinate
Prerequisite:
Assassination discipline, Rogue 4
th
level,
sneak attack
Benefit:
A rogue with this talent can kill foes that are
unable to defend themselves. To attempt to assassinate a target,
the rogue must first study her target for 1 round as a standard
action. On the following round, if the rogue makes a sneak attack
against the target and thetarget is denied its Dexterity bonus to
AC, the sneak attack has the additional effect of possibly
killing the target. This attempt automatically fails if the target
recognizes the rogue as an enemy. If the sneak attack is successful
and the target of this attack fails a Fortitude save, it dies. The DC
of this save is equal to 10 + 1/2 the rogue’s level + the
rogue’s Int or Cha modifier (selected when this talent is taken). If
the save is successful, the target still takes the sneak attack
damage as normal, but it is immune to that rogue’s assassinate
ability for 1 day. A rogue must have the sneak attack talent to
select this advanced talent.
Assassination Discipline

Benefit:
The rogue gains a pool of discipline points, a
product of almost mystical training in the arts of assassination,
she can use to accomplish amazing feats. The number of
points in the discipline points pool is equal to 1/2 her rogue level
+ her Int or Cha modifier (selected when this talent is taken). As
long as she has at least 1 point in her discipline pool, she treats
any Acrobatics skill check made to jump as if she had a running
start. At 10th level, she also reduces the DC of Acrobatics skill
checks made to jump by 1/2 (although she still cannot move
farther than her speed allows). By spending 1 point from her
discipline pool, a rogue can make one additional attack at her
highest attack bonus, but she can do so only when making a full
attack. In addition, she can spend 1 point to increase her speed by
20 feet for 1 round. Finally, a rogue can spend 1 point from her
discipline pool to give herself a +4 insight bonus on Stealth checks
for 1 round. Each of these powers is activated as a swift action. A
rogue can gain additional powers that consume points from her
discipline pool by selecting some rogue talents with the rogue
descriptor. The discipline pool is replenished each morning after 8
hours of rest or meditation; these hours do not need to be
consecutive. If the rogue possesses levels in another class that
grants points to a discipline pool, her rogue levels stack with the
levels of that class to determine the total number of discipline
points in the combined pool, but only one ability score modifier
is added to the total. The choice of which score to use is made
when the second class ability is gained, and once made, the
choice is set. The rogue can use discipline points from this pool to
power the abilities of every class she possesses that grants a
discipline pool.
Blade Sense
Prerequisite:
Rogue 3
rd
level
Benefit:
The rogue is so skilled in combat involving
light blades that she gains a +1 dodge bonus to AC against
attacks made against her with light blades. This bonus
increases by +1 for every three levels, to a maximum of +6 at
18th level.
Bomb-Making
Benefit:
The rogue can create bombs as alchemyst
class ability of the same name, except that he can create only 3 +
Int modifier bombs per day.
Special:
This ability can be taken multiple times. Each
time the rogue choose either to gain another daily use of bomb-
making or a bomb-related discovery, as per alchmyst rules.
Bravado’s Blade
Prerequisite:
Sneak attack talent
Benefit:
When the rogue hits an opponent and deals
sneak attack damage, she can forgo 1d6 points of that damage
and make a free Persuasion check to demoralize the foe. For
every additional 1d6 points of sneak attack damage she forgoes,
she receives a +5 circumstance bonus on this check.
Brutal Beating
Prerequisite:
Rogue 3
rd
level, sneak attack talent
Benefit:
Whenever the rogue deals sneak attack
damage, she can choose to forgo 1d6 points of sneak attack
damage to make the target sickened for a number of rounds
equal to 1/2 her rogue level. This ability does not stack with
itself—only the most recent duration applies.
Careful Disarm
Prerequisite:
Rogue 4
th
level, trap sense
Benefit:
Whenever the rogue attempts to disarm a
trap using Disable Device, she does not spring the trap unless she
fails by 10 or more. If she does set off a trap she was attempting
to disarm, she adds double her trap sense bonus to avoid the
trap.
Charmer
Benefit:
Once per day, the rogue can roll two dice
while making a Diplomacy check, and take the better result. She
must choose to use this talent before making he Diplomacy check.
A rogue can use this ability one additional time per day for every 5
rogue levels she possesses.
Coax Information
Benefit:
A rogue with this talent can use Diplomacy
in place of Persuasion to force an opponent to act friendly
toward her.
Counterattack
Prerequisite:
Dodge Training, Offensive Training
Benefit:
Once per round when a foe within reach
misses the rogue with a melee attack, the rogue may make an
immediate attack of opportunity against the foe. This ability may
not be used in conjunction with the weapon trap ability. Using this
ability uses up one of the rogue's daily uses of Stunning Fist.
Daring
Prerequisite:
Rogue 3
rd
level
Benefit:
The rogue gains a +1 morale bonus on
Acrobatics checks and saving throws against fear. This bonus
increases by +1 for every 3 levels beyond 3rd.
Darkvision
Prerequisite:
Assassination Discipline
Benefit:
This talent allows the rogue to use her
assassin discipline to enhance her sight, granting darkvision out to
a range of 60 feet. Using this talent is a standard action that costs
1 discipline point. The enhanced senses last for 1 hour.
Deadly Knife Throw
Prerequisite:
Assassination Discipline, rogue 10
th
level
Benefit:
As a fullround action, a rogue with this talent
can take careful aim and pool all of her attack potential into a
single, deadly knife throw. When she does this, she throws a
single knife at a single target, but makes as many attack rolls as
she can, based on her base attack bonus. She makes the attack
rolls in order from highest bonus to lowest, as if she were making
a full attack. If any of the attack rolls hit the target, the attack
hits. For each additional successful attack roll beyond the
first, the rogue increases the damage by 1d6. Precision
damage and extra damage from weapon special abilities (such
as flaming) are added with damage modifiers and are not
increased by this talent. If one ormore rolls are critical threats, she
confirms the critical once using her highest base attack bonus –5.
For each critical threat beyond the first, she reduces this penalty
by 1 (to a maximum of 0).

Defensive Blow
Prerequisite:
Cover Ally, Offensive Training, ritual of
bonding
Benefit:
Whenever he is engaged in melee combat
where he seeks to protect the channeler to whom he is bonded,
the rogue gains +2 morale bonus to his attack and damage rolls.
Defensive Mastery
Benefit:
Each of the rogue's saving throws gains a
permanent +1 bonus. This ability may be chosen multiple times.
Distraction
Prerequisite:
Rogue 4
th
level
Benefit:
Whenever the rogue is detected while using
Stealth, she can immediately attempt a Persuasion skill check
opposed by the Sense Motive skill of the creature that spotted
her. If this check succeeds, the target assumes that the noise
was something innocent and disregards the detection. This only
functions if the creature cannot see the rogue. This ability can
only be used once during a given Stealth attempt. If the same
creature detects the rogue’s presence again, the ability has no
effect.
Dodge Training
Benefit:
The rogue gains +1 AC bonus. This ability may
be chosen multiple times.
Effortless Sneak
Prerequisite:
Rogue 3
rd
level
Benefit:
The rogue chooses a single terrain from the
ranger’s favored terrain class feature. While she is within that
terrain, she can take 10 on any Stealth check she makes. When
the rogue reaches 6th level, and every three levels thereafter,
she chooses a new type of terrain from the ranger’s favored
terrain list. She gains this ability with the newly picked terrain.
Expert Acrobat
Benefit:
The rogue does not suffer any armor check
penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth
skill checks while wearing light armor. When she is not wearing
armor, she gains a +2 competency bonus on Acrobatics and Fly
skill checks.
Feather Fall
Prerequisite:
Assassination Discipline
Benefit:
As an immediate action, the rogue can slow
her descent as if using feather fall. This ability uses her rogue
level as the caster level. Each use of this ability uses up 1 discipline
point.
Flurry Attack
Prerequisite:
Assassination Discipline
Benefit:
The rogue's penalty for fighting with a weapon
in his off hand (including attacking with an offhand unarmed
strike or using both ends of a double weapon, such as the
quarterstaff) is reduced by one. This ability may be chosen
multiple times, each time reducing the penalty by an additional 1.
This benefit stacks with feats such as Two-Weapon Fighting.
Flurry of Knives
Prerequisite:
Assassination Discipline
Benefit:
A rogue with this ability can expend 1
discipline point from her discipline pool as a swift action before
she makes a full-attack attack with throwing knife. During that
attack, she can throw two additional knives at her highest
attack bonus, but all of her throwing knife attacks are made at a
–2 penalty, including the two extra attacks.
Follow Up
Benefit:
The rogue can roll twice on any Diplomacy
check made to gather information, and receives the information
for both results. This takes the same amount of time as one check.
If the lesser of the two checks reveals false information, the rogue
is aware of it. False information is not revealed in this way if the
people she questioned do not know it to be false.
Frightening
Benefit:
Whenever the rogue successfully uses
Persuasion to demoralize a creature, the duration of
theshaken condition is increased by 1 round. In addition, if the
target is shaken for 4 or more rounds, the rogue can instead
decide to make the target frightened for 1 round.
Hardy
Benefit:
The rogue is prepared to endure extreme
hardships and environmental conditions. She can go twice the
normal number of days without water and triple the normal
number of days without food before feeling the effects of
either thirst or starvation.
Hidden Weapons
Benefit:
A rogue with his ability can easily conceal
weapons on her body. The rogue adds her level on opposed
Sleight of Hand checks made to conceal a weapon. In addition,
she can draw hidden weapons as a move action, instead of as a
standard action.
High Jumper
Prerequisite:
Acrobatic master
Benefit:
When a rogue with this talent makes a high
jump, the DC for that jump is half the normal DC.
Martial Training
Benefit:
The rogue may select one martial weapon to
add to her list of weapon proficiencies.
Measure the Mark
Benefit:
When the rogue makes a Sleight of Hand
check to take something from a creature, the target makes its
Perception check before the rogue makes her Sleight of Hand
check, and the rogue knows the Perception check result. She
can decide whether or not to make the check based on the results
of the target’s Perception check. If the rogue elects not to make
the check, she can make a Persuasion check, opposed by the

target’s Sense Motive, to prevent the target from noticing the
attempt.
Misdirection
Benefit:
The rogue knows that the secret to
disappearing lies in deceiving the senses of her observers. Every
day she gains a pool of stealth points equal to her ranks in
Persuasion. These points refresh at the start of each day. Before
making a Stealth check, she can choose to put stealth points into
the roll, gaining a bonus on Stealth checks equal to the number of
stealth points she puts into the roll. If she gains a bonus on Bluff
checks because of a feat (such as Skill Focus [Persuasion]), she
adds a number of points to her stealth pool equal to the
bonus the feat grants.
Natural Born Liar
Benefit:
When the rogue successfully deceives a
creature with a Persuasion, that creature takes a –2 penalty on
the rogue’s Persuasion checks for the next 24 hours. This ability
does not stack with itself.
Nine Lives
Prerequisite:
The Dark One’s Own Luck, Rogue 10
th
level, Uncanny Dodge
Benefit:
Once per level, when the rogue would be
reduced to 0 or fewer hit points, he can use this ability to
recover 1/10 of his hit points.
No Trace
Benefit:
The rogue learns to cover her tracks, remain
hidden, and conceal her presence. The DC to track a rogue
using the Survival skill increases by +1. In addition, her training
gives her a +1 insight bonus on Disguise skill checks and on
opposed Stealth checks whenever she is stationary and does not
take any action for at least 1 round. These bonuses rise to +2
when the rogue reaches 6th level, to +3 when she reaches 9th
level, to +4 when she reaches 12th level, to +5 at 15th, and to +6
at 18th level.
Offensive Training
Benefit:
The rogue chooses one weapon with which he
is proficient. He gains +1 attack bonus with that weapon. This
includes unarmed fighting.
One With the Weapon
Prerequisite:
Assassination Discipline, Offensive
Training
Benefit:
The rogue chooses one weapon with which he
is proficient. The rogue may now use unarmed fighting damage
bonus, precise strike, and the Stunning Fist feat with that weapon.
These rogue class abilities may only be used with ranged weapons
if the target is within 30 ft. This ability may be chosen multiple
times. Each time it is chosen, the rogue may either choose
another weapon or may increase the range at which the abilities
may be used by 30 ft.
Poison Use
Benefit:
The rogue is trained in the use of poison and
cannot accidentally poison herself when applying poison to a
weapon.
Precise strike
Assaulting heavily armored enemies with one's bare
fists is excellent training for finding the weak spots of creatures
that seem immune or resistant to normal weapons; at higher
levels, a rogue can find the weak points even in seemingly
invulnerable creatures like constructs and elementals. At 4th
level, when using an unarmed strike, a rogue may ignore 3 points
of damage reduction of any type whenever he inflicts damage. At
10th level he may ignore 6 points of damage reduction when
inflicting damage, and at 16th level he may ignore 9 points of
damage reduction when inflicting damage.
Rake’s Smile
Prerequisite:
Rogue 3
rd
level
Benefit:
The rogue gains a +1 morale bonus on
Persuasion and Diplomacy checks. This bonus increases by +1 for
every 3 levels beyond 3rd.
Roof Running
Benefit:
The rogue is entirely adept at moving across
the tops of buildings, spires, and similar locations. Provided she
is wearing light armor, the roof runner can move at full speed
while traveling across the tops of buildings or similar structures,
and takes no penalties on any Dexterity-based Skill checks or
Reflex saves that might be incurred from moving about on a
roof.
Scout’s Charge
Prerequisite:
Rogue 4
th
level, sneak attack talent
Benefit:
Whenever the rogue makes a charge, her
attack deals sneak attack damage as if the target were flat-
footed. Foes with uncanny dodge are immune to this ability.
Second Chance
Prerequisite:
Rogue 3
rd
level
Benefit:
The rogue can reroll any Acrobatics, Climb, or
Fly skill check she has just made. This reroll is made at a –5
penalty. She must take the second result, even if it is worse. An
acrobat can use this ability only once on any given skill
check. She can use this ability once per day at 3rd level, plus one
additional time per day for every 3 levels beyond 3rd.
Skilled Liar
Benefit:
Whenever a rogue uses Persuasion to attempt
to deceive someone, she gains a bonus on the opposed roll equal
to 1/2 her rogue level (minimum +1). This bonus does not apply to
feint attempts or attempts to pass secret messages.
Skirmisher
Prerequisite:
Rogue 8
th
level, scout’s charge
Benefit:
Whenever the rogue moves more than 10
feet in a round and makes an attack action, the attack deals
sneak attack damage as if the target was flat-footed. If the rogue
makes more than one attack this turn, this ability only applies to

the first attack. Foes with uncanny dodge are immune to this
ability.
Sneak Attack
Benefit:
If a rogue with this talent catches an opponent
when he is unable to defend himself effectively from her attack,
she can strike a vital spot for extra damage.The rogue’s attack
deals extra damage (called “precision damage”) anytime her
target would be denied a Dexterity bonus to AC (whether the
target actually has a Dexterity bonus or not), or when the rogue
flanks her target. This extra damage is 1d6 this first time this
talent is selected, and increases by 1d6 every additional time the
talent is selected. Should the rogue score a critical hit with a sneak
attack, this extra damage is not multiplied. Ranged attacks can
count as sneak attacks only if the target is within 30 feet.With a
weapon that deals nonlethal damage (like a sap, whip, or an
unarmed strike), a rogue can make a sneak attack that deals
nonlethal damage instead of lethal damage. She cannot use a
weapon that deals lethal damage to deal nonlethal damage in a
sneak attack, not even with the usual –4 penalty.The rogue
must be able to see the target well enough to pick out a vital spot
and must be able to reach such a spot. A rogue cannot sneak
attack while striking a creature with concealment.This talent may
be taken more than once, adding 1d6 to the rogue’s sneak attack
each time it is selected. However, a rogue’s total sneak attack can
never exceed half her rogue level (rounding up).
Sneak Stab
Prerequisite:
Sneack attack
Benefit:
A rogue focuses her ability to deal sneak
attack damage with daggers and similar weapons to such a degree
that she can deal more sneak attack damage with those
weapons at the expense of sneak attacks with other weapons.
When she makes a sneak attack with a dagger, or a similar
weapon she uses d8s to roll sneak attack damage instead of
d6s.
Stab and Grab
Prerequisite:
Rogue 3
rd
level
Benefit:
As a full-round action, the rogue can make
an attack and also make a Sleight of Hand check to steal
something from the target of the attack. If the attack deals
sneak attack damage, the rogue can use Sleight of Hand to
take an item from the creature during combat; otherwise this
ability can only be used in a surprise round before the target has
acted. If the attack is successful, the target takes a –5 penalty on
the Perception check to notice the theft.
Stunning Fist
Prerequisite:
Rogue 1
st
level, Str 13, Dex 13
Benefit:
By taking this talent the rogue gains Stunning
Fist as a bonus feat. At 4th level, and every 4 levels thereafter, the
rogue gains the ability to apply a new condition to the target of
his Stunning Fist. This condition replaces stunning the target for 1
round, and a successful saving throw still negates the effect. At
4th level, he can choose to make the target fatigued. At 8th level,
he can make the target sickened for 1 minute. At 12th level, he
can make the target staggered for 1d6+1 rounds. At 16th level, he
can permanently blind or deafen the target. At 20th level, he can
paralyze the target for 1d6+1 rounds. The rogue must choose
which condition will apply before the attack roll is made. These
effects do not stack with themselves (a creature sickened by
Stunning Fist cannot become nauseated if hit by Stunning Fist
again), but additional hits do increase the duration.
The DC for a rogue's stunning fist is based on his
Strength modifier rather than his Wisdom modifier. A rogue with
the Stunning Fist feat may attempt a stunning attack a number of
times per day equal to his rogue level plus one additional time per
day for every four levels he has in classes other than rogue, but no
more than once per round.
Trap Sense
Benefit:
The rogue gains an intuitive sense that alerts
her to danger from traps, giving her a +1 bonus on Reflex
saves made to avoid traps and a +1 dodge bonus to AC against
attacks made by traps. These bonuses rise to +2 when the
rogue reaches 6th level, to +3 when she reaches 9th level, to +4
when she reaches 12th level, to +5 at 15th, and to +6 at 18th
level. Trap sense bonuses gained from multiple classes stack.
Trapfinding
Benefit:
The rogue adds 1/2 her level to Perception
skill checks made to locate traps and to Disable Device skill
checks (minimum +1). Additionally, the rogue can use Disable
Device to disarm magic traps.
Trap Master
Prerequisite:
Rogue 8
th
level, trap sense, careful
disarm
Benefit:
Whenever the rogue disarms a trap using
Disable Device, she can bypass it even if her check did not exceed
the DC by 10 or more. If it is a magic trap that allows specific
creatures to pass it without danger, she can modify which
creatures it allows to pass, adding her allies and restricting
enemies if she desires.
Unarmed Fighting
Benefit:
At 1st level, a rogue may take Unarmed
Fighting talent and gain Improved Unarmed Strike as a bonus feat.
A rogue's attacks may be with fist, elbows, knees, and feet. This
means that a rogue may make unarmed strikes with his hands full.
There is no such thing as an off-hand attack for a rogue striking
unarmed. A rogue may thus apply his full Strength bonus on
damage rolls for all his unarmed strikes.
Usually a rogue's unarmed strikes deal lethal damage,
but he can choose to deal nonlethal damage instead with no
penalty on his attack roll. He has the same choice to deal lethal or
nonlethal damage while grappling.
A rogue's unarmed strike is treated as both a
manufactured weapon and a natural weapon for the purpose of
spells and effects that enhance or improve either manufactured
weapons or natural weapons.
A rogue also deals more damage with his unarmed
strikes than a normal person would, as shown on following table:
LvL
Dmg
1-3
1d6
4-7
1d8
8-11
1d10
12-15
2d6
16-19
2d8

20
2d10
Special:
This talent can be taken multiple times – at 6
th
,
12
th
and 18
th
level. Each time a rogue deals 1d6 extra damage
when he hits with a successful unarmed strike.
A rogue's bonus damage dice only apply against living
creatures with discernable anatomies--undead, constructs, oozes,
plants, and incorporeal creatures lack vital areas to attack. Any
creature that is immune to critical hits is not vulnerable to a
rogue's bonus damage dice. As with other example of bonus dice,
the extra damage from masterful strike is not multiplied when a
critical hit is scored.
Unbending
Prerequisite:
Rogue 3
rd
level
Benefit:
The rogue gains a +1 bonus on saving throws
against mind affecting effects. This bonus increases by +1 for
every three levels, to a maximum of +6 at 18th level.
Unflinching
Prerequisite:
Rogue 3
rd
level
Benefit:
The rogue gains a +1 bonus on saving throws
against fear effects. This bonus increases by +1 for every three
levels, to a maximum of +6 at 18th level.


Goblin Gunslinger "Ziggs"

Wildlander:

Wildlander
Level
BAB
Fort
Ref
Will
Special
1
+1
+2
+0
+0
Track, wild empathy/intimidation, wildlander talent
2
+2
+3
+0
+0
Combat style feat, stealth attack 1d6
3
+3
+3
+1
+1
1st favored terrain, Endurance, wildlander talent
4
+4
+4
+1
+1
Deadly Hunter, Dodge, Sixth Sense
5
+5
+4
+1
+1
Strider, wildlander talent
6
+6/+1
+5
+2
+2
Combat style feat, stealth attack 2d6
7
+7/+2
+5
+2
+2
Wildlander talent
8
+8/+3
+6
+2
+2
Wilderness guide
9
+9/+4
+6
+3
+3
2nd favored terrain, wildlander talent
10
+10/+5
+7
+3
+3
combat style feat, stealth attack 3d6
11
+11/+6/+1
+7
+3
+3
wildlander talent
12
+12/+7/+2
+8
+4
+4
Camouflage
13
+13/+8/+3
+8
+4
+4
3rd favored terrain, wildlander talent
14
+14/+9/+4
+9
+4
+4
Combat style feat, stealth attack 4d6
15
+15/+10/+5
+9
+5
+5
wildlander talent
16
+16/+11/+6/+1
+10
+5
+5
Lost in Wilderness
17
+17/+12/+7/+2
+10
+5
+5
4th favored terrain, wildlander talent
18
+18/+13/+8/+3
+11
+6
+6
combat style feat, stealth attack 5d6
19
+19/+14/+9/+4
+11
+6
+6
wildlander talent
20
+20/+15/+10/+5
+12
+6
+6
Hunter-killer
HD: d12
Skill points: 6 + Int modifier
Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge
(nature) (Int), Perception (Wis), Persuasion (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Track (Ex):
A wildlander adds half his level (minimum
1) to Survival skill checks made to follow or identify tracks.
Wild empathy/Intimidation (Ex):
A wildlander can
improve the attitude of an animal. This ability functions just like a
Persuasion check to improve the attitude of a person. The
wildlander rolls 1d20 and adds his wildlander level and his
Charisma bonus to determine the wild empathy/itimidation check
result. The typical domestic animal has a starting attitude of
indifferent, while wild animals are usually unfriendly. To use wild
empathy, the wildlander and the animal must be able to study
each other, which means that the wildlander and the animal
must be within 30 feet of one another under normal visibility
conditions. Generally, influencing an animal in this way takes 1
minute, but, as with influencing people, it might take more or less
time. Magically-summoned or controlled animals will only attack
you if the caster succeeds at a power check (1d20 + caster level +
Charisma modifier) opposed by a Wild Empathy check made as an
immediate action. This does not apply to celestial or fiendish
animals.
The wildlander can use this ability to influence magical
beasts with an Intelligence score of 3 or less, but the wildlander
takes a –4 penalty on the check. the wildlander can influence
vermin by taking a –8 on the check, and plants by taking a –12 on
the check. These modifiers apply to attempts to avoid attacks by
summoned or controlled vermin, magical beasts, or plants as well.
If the wildlander takes the Leadership feat, the wildlander can
attract animals, plant creatures, fey, and magical beasts as
followers as if they were humans, subject to the normal CR
restrictions.
Wildlander talent:
As the wildlander gains experience,
he learns a number of talents that aid him in combat and help him
survive in the wilds. At 1st level the wildlander learns his first
talent, and he learns additional talents every odd level. Unless
otherwise noted, the wildlander cannot select an individual talent
more than once.
Combat Style Feat (Ex):
At 2nd level, a wildlander must
select one of several combat styles to pursue: archery, two-
weapon combat, Crossbow, Mounted Combat, Natural Weapon,
Two-Handed Weapon or Weapon and Shield. The lists of combat
style feats are in Apendix 1.
If you select archery, you can choose from the
following list whenever you gain a combat style feat: Far Shot,
Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, you
can add Improved Precise Shot and Manyshot to the list. At 10th
level, add Pinpoint Targeting and Shot on the Run to the list.
If you select two-weapon combat, you can choose
from the following list whenever you gain a combat style feat:
Double Slice, Improved Shield Bash, Quick Draw, and Two-
Weapon Fighting. At 6th level, you can add Improved Two-
Weapon Fighting and Two-Weapon Defense to the list. At 10th
level, you add Greater Two-Weapon Fighting and Two-
Weapon Rend to the list.
The benefi ts of your chosen style feats apply only
when you wear light, medium, or no armor. You lose all benefi ts
of your combat style feats when wearing heavy armor. Once you
select a combat style, it cannot be changed.
Stealth Attack (Ex):
If a wildlander can catch an
opponent when he is unable to defend himself efectively from his
attack,
he
can strike a vital spot for extra
damage. The
wildlander’s attack
deals extra damage any time his target
would be denied a Dexterity bonus to AC (no matter if the
target actually has a Dexterity bonus or not), or when the
wildlander flanks his target. This extra damage is 1d6 at 2
nd
level, and it increases by 1d6 every four wildlander
levels
thereafter. Should the wildlander score a critical hit with a
stealth attack, this extra damage is not multiplied. Ranged

attacks can count as stealth attacks only if the target is within 30
ft. of the wildlander. Stealth attacks are possible only when the
wildlander wears light or no armor. A wildlander may only use this
ability while in a favored terrain or against a favored enemy.
Favored Terrain (Ex):
At 3rd level, a wildlander may
select a type of terrain from the list of wildlander favorite terrains.
The wildlander gains a +2 bonus on initiative checks and
Knowledge (geography), Perception, Stealth, and Survival skill
checks when he is in this terrain. A wildlander traveling through
his favored terrain normally leaves no trail and cannot be tracked
(though he may leave a trail if he so chooses). At 8th level and
every five levels thereafter, the wildlander may select an
additional favored terrain. In addition, at each such interval, the
skill bonus and initiative bonus in any one favored terrain
(including the one just selected, if so desired), increases by +2. If a
specific terrain falls into more than one category of favored
terrain, the wildlander's bonuses do not stack; he simply uses
whichever bonus is higher.
Favored Terrains:
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)
Endurance (Ex):
Wildlander gains Endurance as bonus
feat.
Deadly Hunter (Ex):
At 4th level, a wildlander becomes
a deadly hunter. As a standard action he can denote one target
within his line of sight as his prey. He gains +3 insight bonus on
Persuation, Knowledge, Perception, and Survival checks when
using these skills against his prey. In addition, he receives a +2
insight bonus on attack and damage rolls made against his prey,
and all critical threats are automatically confirmed. These
bonuses increase by +1 per five levels beyond 4th, to a maximum
of +5 at 19th level. He can dismiss this effect at any time as a free
action, but he cannot select a new prey for 24 hours.
Dodge (Ex):
A wildlander gains Dodge as bonus feat.
Sixth Sense (Ex):
A wildlander gains Sixth Sense as
bonus feat.
Strider (Ex):
At 5th level, When in a Favored Terrain, a
wildlander’s base speed increases by +10 ft. At 7th level, a
wildlander may move through any sort of undergrowth (such as
natural thorns, briars, overgrown areas, and similar terrain) at his
normal speed and without taking damage or suffering any other
impairment. Thorns, briars, and overgrown areas that are
enchanted or magically manipulated to impede motion, however,
still affect him. At 8th level, the wildlander can move at his normal
speed while using Survival to follow tracks without taking the
normal –5 penalty. He takes only a –10 penalty (instead of the
normal –20) when moving at up to twice normal speed while
tracking. At 12th level, wildlander’s base speed increases to +20
ft. When in a Favored Terrain. These bonuses apply only when the
wildlander wears light or no armor.
Wilderness Guide (Ex):
Starting at 8th level, when a
wildlander is in his favored terrain, all allies within his line of sight
that can hear him gain that favored terrain as well (with a +2
bonus, regardless of what the wildlander's bonus in that terrain
is).
Camouflage (Ex):
A wildlander of 12th level or higher
can use the Stealth skill to hide in any of his favored terrains, even
if the terrain doesn't grant cover or concealment. While in any of
his favored terrains, a wildlander of 17th level or higher can use
the Stealth skill even while being observed.
Lost in Wilderness (Ex):
Starting at 14th level,
wildlander is so difficult to track that even magical means often
miss him. He is under a permanent nondetection effect, as the
spell with a caster level equal to his class level, except that this is
an extraordinary ability and cannot be dispelled.
Hunter-killer(Ex):
A wildlander of 20th level becomes a
killer of his prey. He can always move at full speed while using
Survival to follow tracks without penalty. He can, as a standard
action, make a single attack against a favored enemy at his full
attack bonus. If the attack hits, the target takes damage normally
and must make a Fortitude save or die. The DC of this save is
equal to 10 + 1/2 the wildlander's level + the wildlander's Wisdom
modifier. A wildlander can choose instead to deal an amount of
nonlethal damage equal to the creature's current hit points. A
successful save negates this damage. A wildlander can use this
ability once per day against each favored enemy type he
possesses, but not against the same creature more than once in a
24-hour period.
Wildlander Talents
Aiding Attack
Benefit:
The Wildlander can use this talent as a free
action when he hits a creature with an attack. The next ally who
makes an attack against the target creature before the start of the
Wildlander’s next turn gains a +2 circumstance bonus on that
attack roll.
Animal Companion
Benefit:
The wildlander gains an animal companion
selected from the following list: badger, dire rat, dog, riding dog,
eagle, hawk, owl, pony, riding horse (light or heavy), snake (Small
or Medium viper), or wolf. A halfling or a halfling-raised elfling
may also choose an immature wogren. This creature is a loyal
companion that accompanies the wildlander on his adventures as
appropriate for its kind. A wildlander’s animal companion shares
his favored enemy and favored terrain bonuses. In all other ways,
this follows the Nature Bond rules, as presented in Pathfinder
Core Rules. The wildlander may select this talent multiple times
to gain additional companions, but the abilities of each additional
companion are threated as if the wildlander was 4 levels lower.
This penalty is cumulative, so that the wildlander has -4 level
penalty for the 2
nd
companion, -8 for the 3
rd
and so forth.
Bolster Companion
Benefit:
The Wildlander can use this talent as an
immediate action when his animal companion is hit with an attack
or a combat maneuver. The companion’s AC and combat
maneuver defense increase by +4 for the purposes of that attack.
If the attack still hits, the animal companion only takes half

damage (if any). The animal companion must be able to see and
hear the Wildlander to benefit from this talent.
Catfall
Benefit:
The Wildlander can use this talent as an
immediate action when he falls 20 or more feet, ignoring the first
20 feet of the fall when calculating the falling damage. If the
Wildlander takes no damage from the fall, he does not fall prone.
Combat Trick
Benefit:
By selecting this talent wildlander gains a
bonus combat feat.
Companion’s Eyes
Benefit:
You gain an improved empathic link with all
of your animal companions. This functions like an empathic link
with a familiar, except you can also see through a companion’s
eyes as a swift action, maintaining this connection as long as you
like (as long as the companion is within 1 mile) and ending it as a
free action. You can only see through the eyes of one companion
at a time, and are blinded while maintaining this connection.
Deadly Range
Benefit:
This talent increases the range at which you
can deal stealth attack damage by 10 ft. You may take this talent
more than once. Its effects stack.
Eagle Eyed
Benefit:
You gain Eagle Eyes as a bonus feat. You do
not need to meet the feat’s Prerequisite.
Fast Stealth
Benefit:
You can move at full speed while using the
Stealth skill without penalty.
Favored Attack
Prerequisite:
Base attack bonus +6, at least one
favored enemy.
Benefit:
When making an attack against a favored
enemy or in a favored terrain, the critical threat range of your
weapon is doubled. This does not stack with any other ability that
doubles critical threat ranges.
Favored Rogue
Benefit:
You gain Favored Defense as a bonus feat.
Favored Enemy
Prerequisite:
Wildlander 5
th
level.
Benefit:
A wildlander selects a creature type from the
wildlander favored enemies list and gains a +2 bonus on
Persuasion, Knowledge, Perception, Sense Motive, and Survival
checks against creatures of his selected type. Likewise, he gets a
+2 bonus on weapon attack and damage rolls against them. These
bonuses increase by +2 for every five levels of wildlander you
posses.
Creatures
Other
Aberration
Channeler
Animal
Legate
Construct
Fell
Dragon
Bodiless Spirits
Elemental
Fey
Humanoids
Giant
Aquatic
Magical Beast
Elf (all)
Monstrous Humanoid
Dwarf
Ooze
Gnome
Outsider
Goblinoid
Plant
Halfling
Undead (non-Fell)
Human
Vermin
Orc
Favored Step
Benefit:
While in a favored terrain, you may ignore the
effects of difficult terrain, treating it as normal terrain instead.
Hunted by the Shadow
Prerequisite:
Instinctive
Response,
Sense
Shadowspawn
Benefit:
The magic of the Shadow in the North leaves a
taint on all that it touches, something the wildlander has learned
to recognize using a sixth sense. Whenever he would normally be
surprised by a servant of the dark god, regardless of creature
type, the wildlander may roll initiative as normal and act during
the surprise round, taking a partial action.
Improved Nature’s Healing
Prerequisite:
Nature’s Healing
Benefit:
Gain Improved Nature’s Healing as the
naturalist channeler of the same level, but only in one of the
favorite terrains.
Instinctive Response
Prerequisite:
Skill Mastery: Perception
Benefit:
After the wildlander makes an initiative check
but before his place in the initiative order is determined, he may
choose to re-roll her initiative check. He must take the second roll,
even if it is worse than the original roll.
Nature’s Healing
Prerequisite:
wildlander 3
rd
level
Benefit:
Gain Nature’s Healing as the naturalist
channeler of the same level, but only in one of the favorite
terrains.
Sense Shadowspawn
Prerequisite:
Favored Enemy: Outsider and/or Favored
Enemy: Legate
Benefit:
The corrupt magic of the dark god and of the
malevolent spirits of the world leave subtle marks in the natural
world: a faint stench, a splotch of decay on a leaf, a chill in the air.
The wildlander can use this extraordinary ability to
detect magic
as the spell, except that this ability only reveals the presence of
the divine magic of the dark god (if he has Favored Enemy:
Legate) or magic caused by the supernatural or spell-like abilities
of outsiders (if he has Favored Enemy: Outsider). Additionally, for
the purposes of tracking or detecting either of the creature types
above for which he has the master hunter trait, the wildlander is
considered to have the scent ability.
Sharp Shot

Prerequisite:
wildlander 3
rd
level
Benefit:
As a standard action, the wildlander can make
a ranged attack that ignores concealment (but not total
concealment), soft cover, and partial cover. The wildlander may
also apply stealth attack damage, if applicable, to such a target.
Skill Mastery
Benefit:
The wildlander becomes so adept in the use of
certain skills that he can use them reliably even under adverse
conditions. Upon gaining this ability, he selects any skill from the
wildlander class skill list. When making a check with that skill, he
gains a +3 competence bonus to the check and may take 10 even
if stress and distractions would normally prevent him from doing
so. A wildlander may select this trait multiple times, selecting a
different skill for it to apply to each time.
Skilled Climber
Benefit:
You may climb at up to your full speed as a
move action without penalty. If you fail a Climb check by 5 or
more, you can immediately make another Climb check at the
surface’s base DC +10 (or at the surface’s base DC +5 if in a
favored terrain). If successful, you stop your fall by clinging to the
surface. You do not take any falling damage when stopping
your fall in this manner.
Skilled Swimmer
Benefit:
With a successful Swim check, you may swim
at up to your full speed (as a full-round action) or at half your
speed (as a move action). If you fail a Swim check by 5 or more,
you can immediately make another Swim check at the water’s
base DC +10 (or at the water’s base DC +5 if one of the spell-less
ranger’s favored terrains is swamp or water). If successful, you do
not go underwater. When underwater, you may add +4 to the
total number of rounds you can hold his breath.
Stag’s Leap
Benefit:
This talent allows you to attempt a running
jump without moving 10 ft. before the jump.
Stag’s Run
Benefit:
The wildlander can move up to twice his
speed as a move action. He doesn’t suffer any penalty on Stealth
checks for this move, although it will provoke attacks of
opportunity as normal. The wildlander may use this talent a
number of rounds per day equal to his class level.
Skirmishing Attack
Benefit:
With this talent, whenever you move at least
10 ft. and attack in the same round, you may also apply stealth
attack damage, if applicable, to the target, as though it were flat
footed. If you make more than one attack during the round, this
ability applies only to the first attack. Foes with Dodge are
immune to this ability.
Slippery Mind
Prerequisite:
Hunted by the Shadow
Benefit:
The wildlander knows that to be ensnared by
the dark god's magic is to die, and his force of will and survival
instinct allow him to avoid such situations. If a wildlander with
this trait is affected by an enchantment spell or effect cast by a
servant of the dark god and fails his saving throw, he can attempt
it again 1 round later at the same DC. He gets only one extra
chance to succeed on his saving throw.
Trapfinding
Prerequisite:
wildlander 3
rd
level
Benefit:
As the rogue talent of the same name, usable
only in favored terrain.
Whispering Awareness
Prerequisite:
Wisdom 14
Benefit:
Gain Whispering Awareness as bonus feat.
Wildlander Feat
Benefit:
Instead of a talent, you may choose a feat
for which you qualify from your chosen combat style or from the
following list: Additional Favored Terrain*, Additional Favored
Enemy*, Animal Affinity, Athletic, Coordinated Companion*,
Dodge, Diehard, Favored Defense**, Favored Terrain Expert*,
Favored Terrain Master*, Greater Animal Companion*, Improved
Animal Companion*, Improved Nature’s Healing*, Increased
Devotion*, Invulnerable Animal Companion*, Natural Tracker*,
Nimble Moves, Run, Savage Terrain Warrior*, Self-Suffi cient,
Slayer’s Knack***, Stealthy, Sudden Strike*, Toughness.
* new feat; ** feat from the Advanced Player’s Guide;
*** feat from Ultimate Combat
Woodslore
Prerequisite:
Trapfinding
Benefit:
The wildlander gains a sixth sense with
regards to avoiding pits, snares, deadfalls, and other wilderness
traps. Whenever he is in a natural setting and comes within 5 ft.
of a trap or concealed door, he is entitled to a Perception check to
notice it as if he were actively looking for it.


Goblin Gunslinger "Ziggs"

Feats:

Chapter 4: Feats and Skills
Ability Focus
Benefit:
Choose one exceptional, spell-like, or
supernatural ability you possess, whether through a feat, class, or
racial feature. Add +2 to the DC for all saving throws against that
ability.
Special:
You can gain this feat multiple times. Its
effects do not stack. Each time, choose a different ability.
Advance Ancestral Legacy
Prerequisites:
Ancestral Legacy trait
Benefit:
Every time you take this feat, your ancestral
legacy gains additional +1 enhancement property.
Alert Bodyguard (Combat)
You are trained to share your alertness of danger with
those you protect.
Prerequisites:
Perception 1 rank, Sixth Sense, Uncanny
Dodge; ritual of bonding
Benefit:
As long as your bondmate remains within your
reach and can hear you, he or she gains the benefits of your
Uncanny Dodge feat, using your number of ranks in Perception.
If you have at least 11 ranks in Perception and the
Uncanny Dodge feat, the designated ally receives the benefits of
Uncanny Dodge as well. If he or she fails a reflex save, you can
attempt a Reflex save at the same DC; if successful, you push your
ally out of the way (treat the save results as if your ally had
succeeded and you had failed).
Ancestral Protector
Prerequisites:
Ancestral Legacy trait; Ancestral
Weapon feat; BaB +14.
Benefit:
Your ancestral weapon becomes your ultimate
protector. If it is somehow separated from you despite the
immovable
blade property, you may unerringly detect its direction
and distance. In addition, if you should ever fall in combat, the
blade immediately gains the
dancing
property and will fight to
defend you until you dies or regain consciousness and grasp the
weapon. The weapon will not attack those who approach to offer
healing or to move you to safety.
The weapon also protects you against ranged attacks
as if you had a permanent
protection from normal
missiles active.
The blade simply swats away any ranged attacks that would not
make it through such a defense.
Ancestral Weapon
Your ancestors left you a legacy in the form of an
ancient weapon, carried by generations of your forfathers.
Prerequisites:
Ancestral Legacy trait; BaB +6.
Benefit:
Your ancestral weapon gains
unbreakable
and
immovable
properties. No amount of magical or physical damage
can destroy or harm the blade as long as a rightful heir of its
family lives. In addition to that, your ancestral weapon may never
be removed from your grasp by physical or magical means
without your permission. This includes disarming, telekinesis, or
any other means by which the blade might be removed from your
person.
Arcane Combat (Combat)
Prerequisite:
Channeler level 2
nd
Benefit:
You can burn arcane energy to empower your
martial abilities. You may spend one spell point as a free action to
gain a bonus on attack rolls equal to one-half of yours character
level until the beginning of your next turn.
At 4th level, you may spend one spell energy point as a
free action to grant yourself a deflection bonus to AC equal to
one-half your character level until the beginning of your next turn.
You must decide to use this ability before taking any action for the
turn.
At 7th level, you may spend one spell energy point as a
free action to grant your weapon a bonus on damage rolls equal
to one-half your character level until the beginning of your next
turn. You must decide to use this ability before making any
attacks.
Arcane Defense
Benefit:
Choose one school of magic. You gain a
+2 bonus to all saving throws against spells and effects of that
school.
Armor Optimization, Heavy (Combat)
You have trained extensively in heavy armor, and you
have learned to take advantage of the protection it offers.
Prerequisites:
Base attack bonus +1, Heavy Armor
Proficiency, Dwarf, Dworg or Orc.
Benefit:
When you are wearing heavy armor, lessen
the armor check penalty of the armor by 1, and by an additional 1
point per +5 points of your base attack bonus thereafter (i.e., 2 at
BAB +6, 3 at BAB +11, and 4 at BAB +16).
If your base attack bonus is +6 or greater, you also
increase the armor bonus by +1.
If your base attack bonus is +16 or greater, the armor
bonus again improves by an additional +1.
Special:
The effects of this feat overlap with (do not
stack with) the effects of the fighter’s Armor Training talents.
Awakened Legacy
Prerequisites:
Ancestral Legacy trait; Advance
Ancestral Legacy feat; Character level 16.
Benefit:
The legacy of your ancestors gains a measure
of sentience, becoming intelligent. It does not gain any additional
powers, but it does gain its own personality, including Int, Wis,
and Cha scores, each randomly determined by rolling 1d10+10. It
also gains the ability to telepathically communicate with its owner
and to see and hear within 30 ft., though it does not gain the
ability of speech. The item's alignment is the same as its owner's,
and for purposes of calculating Ego each ability other than
enhancement bonuses is considered to be a lesser power.
Battle Touch (Combat)
Prerequisites:
Base attack bonus +6, able to cast touch
spells.
Benefit:
If you cast a touch attack spell (but not a
ranged touch) and have multiple attacks due to a high base attack
bonus, you can attempt iterative touch attacks as though using a
full attack action. This feat works only with attack spells such as
shocking grasp
or
cause fear
, not beneficial spells like
cure light
wounds
(unless
cure light wounds
is used to attack and damage
undead).
Synergy:
If you also have the Two-Weapon Fighting
feat, you can use two spells simultaneously; one for each hand.

If you have the Spellstrike feat, you can apply the spell
effect to each attack made with that weapon that round (applying
a -5 attack penalty for using a strike with iterative attacks; see
Spellstrike feat). If you have the Battle Touch, Spellstrike, and
Two-Weapon Fighting feats, you can use the Spellstrike feat in
conjunction with a pair of weapons and spells.
Blood Addict
Prerequisites:
Improved Blood Surge
Benefits:
Instead of healing damage, hit points you
gain through blood surge can be temporary hit points. You choose
which when you use the ability. You cannot have more temporary
hit points than your Charisma score.
Bloodcaster
You drink blood or eat flesh from sentient creatures to
strengthen your spells.
Prerequisite:
Gholgral, Child of Magic – Blood Mage
trait, Eater of the Dead
Benefit:
Instead of consuming the flesh of a fresh
corpse you may collect its vital organs and negative energy for
later use in enhancing your magic. Collecting such an organ is a
full round action, but the organ can be kept for up to a week. Use
the chart in Eater of the Dead to determine how many useful
organs you can collect from a given corpse. This use counts as a
use of Eater of the Dead for that purpose. When casting a spell,
you may consume one of these organs to add to its power. Treat
your caster level as one higher and add +1 to each die of damage
for the spell.
Special:
This feat may be selected as a bonus feat for
spellcasting classes.
Blood Drinker
Prerequisite:
Morgral.
Benefit:
Choose one humanoid subtype, such as
“goblinoid” (this subtype cannot be “Morgral”). You have
acquired a taste for the blood of creatures with this subtype.
Whenever you drink fresh blood from such a creature, you gain 5
temporary hit points and a +1 bonus on checks and saves based
on Constitution. The effects last 1 hour. If you feed multiple times,
you continue to gain hit points to a maximum of 5 temporary hit
points for every three Hit Dice you have, but the +1 bonus on
Constitution-based skill checks and saving throws does not stack.
Normally, you can only drink blood from an opponent
who is helpless, grappled, paralyzed, pinned, unconscious, or
similarly disabled. If you have a bite attack, you can drink blood
automatically as part of your bite attack; otherwise, you must first
cut your target by dealing 1 hit point of damage with a slashing or
piercing weapon (though you may feed upon a creature with
severe wounds or a bleed effect without cutting it first). Once you
cut the target, you can drink from its wound as a standard action.
Drinking blood deals 2 points of Constitution damage to the
creature you feed upon. The blood must come from a living
creature of the specified humanoid subtype. It cannot come from
a dead or summoned creature. Feeding on unwilling intelligent
creatures is an evil act.
Blood Channeler [General]
Prerequisites:
Con 15, Magecraft.
Benefit:
The first two points of Constitution you lose to
spell damage in a given day yield two points of spell energy each,
for a total of four spell energy points. If you only use one of these
extra points to cast a spell, you store the other point as temporary
spell energy. You lose temporary spell energy when you recover
your regular spell energy.
Blood Feaster
Prerequisites:
Blood Drinker, base attack bonus +6,
Morgral.
Benefit:
If you use your Blood Drinker feat to drain 4 or
more points of Constitution from a living creature, you gain a +2
bonus on damage rolls and a +1 bonus on Strength-based skill
checks. This bonus lasts for a number of rounds equal to 1/2 your
Hit Dice.
Blood Sacrifice
Prerequisites:
Morgral.
Benefit:
While using Blood Surge, you can reverse the
effect, inflicting damage upon yourself to heal a target. You can
control the damage inflicted. The damage to heal rate is 1 to 1.
Blood Salvage
Prerequisites:
Blood Drinker, Morgral.
Benefit:
You can use your Blood Drinker feat on a dead
creature of the appropriate humanoid subtype. The creature must
have died less than 6 hours beforehand.
Normal:
You only benefit from the Blood Drinker feat if
you consume fresh blood from a living creature.
Bloodthirsty Maniac
Prerequisites
: Redcap trait, Jump the Corpse
Benefit:
If you kill an adjacent enemy, you gain a +4
bonus to damage rolls against all other opponents until the end of
your next turn. If you kill another target under the same
circumstances before the end of the effect, the duration extends
until the end of the next turn If you pass by the end of your turn
without killing a target, the effect expires.
Boon Companion
Your arcane or nature’s bond is unusually strong.
Prerequisites:
Arcane bond or nature’s bond.
Benefit:
Calculate all powers, abilities, and effects of
your arcane bond or nature’s bond as if your class level granting
that ability were 4 higher than is actually the case, to a maximum
effective class level equal to your number of Hit Dice.
If you lose or dismiss an animal companion or familiar,
or your bonded item is destroyed, you may apply this feat to the
replacement.
Born of Duty
Prerequisites:
Borderlander
Benefit:
Once per day as a full-round action, you can
loose a fearsome cry. Shadowspawn within 100 ft. must succeed
in a Will save or suffer penalties as if shaken. Borderlanders who
hear the cry receive a +2 morale bonus to saving throws against
fear and enchantment effects. The save DC is equal to 10 + 1/2
your character level + your Charisma modifier. This is a sonic,
extraordinary ability.
Born of the Grave

Prerequisites:
Varyag (Movrian), Golgral, Morgral, 1st
level only.
Benefit:
You sense death's claim on others. You benefit
from a permanent deathwatch effect, but you must concentrate
as a full-round action to use it, and it can only reveal information
about a target within 15 ft. to which you have line of sight. This is
an extraordinary ability.
Canny Defense (Combat)
Prerequisite:
Int, Wis, or Cha 13.
Benefit:
Choose one mental attribute score (once
chosen, this cannot be changed). When wearing light armor or no
armor, and not carrying a medium or heavy load, you treat that
attribute modifier as an insight bonus to Armor Class and CMD, to
a maximum bonus equal to your base attack bonus. This bonus
applies even when you are flat-footed, but not if you are
immobilized or helpless.
Canny Strike [General]
Prerequisites:
Int 13, Clever Fighting, Improved
Weapon Finesse, base attack bonus +6.
Benefit:
When using either a light weapon or any
weapon that can be used with Weapon Finesse, such as a rapier
or whip, you deal an extra 1d4 points of damage with each attack
per point of your Intelligence bonus. For example, a fighter with
an Intelligence of 15 and wielding a kinjal deals an extra 2d4
points of damage with each successful hit. As with other bonus
damage dice, this damage is not multiplied when a critical hit is
confirmed. You cannot use this ability when wearing medium or
heavy armor or when carrying a medium or heavy load. Targets
immune to sneak attacks or critical hits are immune to damage
from Canny Strike.
Changeling Familiar
Prerequisite:
You must have a familiar.
Benefit:
As a full-round action, your familiar can
change into another type of familiar available to a 1st level
channeler. You lose the previous familiar bonus feat and gain the
bonus feat for your familiar’s new form instead.
Cleave (Scaling, Combat)
You can strike adjacent foes with a single swing.
Replaces:
Cleave (core rules), Great Cleave
Prerequisites:
Str 13, Power Attack, base attack bonus
+1.
Benefit:
As a standard action, you can make a single
attack at your full base attack bonus against a foe within reach. If
you hit, you deal damage normally and can make one additional
attack (using your full base attack bonus) against one additional
foe that is adjacent to the first and also within reach. When your
base attack bonus reaches +4, you can continue to make attacks
against foes adjacent to the previous foe, so long as they are
within your reach. You cannot attack an individual foe more than
once during this attack action.
When you use this feat, you take a –2 penalty to your
armor class until your next turn.
Concealed Spellcasting [General]
Prerequisites:
Dexterity 13
Benefit:
When casting a spell, the channeler may make
a Persuasion skill check (opposed by a Perception check from
anyone observing) to disguise the source of a spell. Somatic,
verbal, and material components are still required; their use is
simply disguised as normal gestures and sounds. Note that some
spells (such as fireball) cannot be concealed, at the referee’s
discretion.
Special: Use of the Still Spell or Silent Spell feat grants a
+2 synergy bonus to Persuasion skill checks when using this feat.
(These bonuses stack, granting a +4 bonus to Persuasion checks
when using a silent and still spell.)
Consume Scent
You excel at tracking creatures you have previously
bitten.
Prerequisite:
Gholgral, Morgral or Lycan 1
st
level; must
have a bite attack causing 4 or more damage.
Benefit:
You gain a +3 bonus to Survival checks made
to track a creature you have bitten for lethal damage.
Core of Iron
Prerequisite:
Dwergr, Toughness, BaB +10
Benefit:
You gain +15 hit points.
Craft Greater Spell Talisman [Item Creation]
Prerequisites:
Magecraft, any three Spellcasting feats,
character level 12th+.
Benefit:
You can create a greater spell talisman for any
school for which you have the Spellcasting feat. Like spell
talismans, greater spell talismans can be of any size, shape, or
material. Creating a greater spell talisman takes one day for each
1,000gp in its base price.
Spell talismans are magical. The caster level (such as
for the purposes of detection, saving throws, dispelling, etc.) for
greater spell talismans is 3rd for those that cost 25,000gp, 5th for
those that cost 40,000gp, and 8th for those that cost 75,000gp.
Craft Spell Talisman [Item Creation]
Prerequisites:
Magecraft, Spellcasting, character level
3rd+.
Benefit:
You can create a spell talisman for any spell
that you know. A spell talisman can be of any shape, size, or
material. Each is a unique creation and often reflects either the
purpose of the spell for which it is being created or the
personality of its creator. Creating a spell talisman takes one day
for each 1,000gp in its base price.
Spell talismans are magical. The caster level (such as
for the purposes of detection, saving throws, dispelling, etc.) for
spell talismans is equal to the minimum caster level required to
cast the spell for which the talisman is designed.
Crooked Claws of Death
Your fingernails become sharp and elongated and
sometimes change even their color, becoming onyx-black or deep
crimson.
Prerequisite:
Gholgral or Morgral
Benefit:
You gain a claw natural attack appropriate for
your size. You may take the Improved Natural Attack feat and may
qualify for the Multiattack feat.
Defiant

Prerequisites:
Borderlander
Benefit:
When you fail a Fortitude or Will saving throw
against something that will have some negative or incapacitating
effect on you other than hit point damage (such as an
enchantment effect, fear effect, sickening effect, or poison), you
may ignore the negative effects of the attack for long enough to
perform a single round's worth of actions. As soon as your turn is
finished, however, you are subjected to the effect, but it has
become even stronger. If it inflicted numerical penalties to ability
scores, checks, attack rolls, or the like, those penalties are
doubled. If the attack has some non-numerical effect, such as
causing you to become dominated or panicked, the duration of
the effect instead doubles. Either the numerical penalties or the
duration are doubled, but not both. The DM is the final arbiter of
which occurs.
This feat does not stave off the effects of an attack that
instantly kills you, such as a death effect.
Normal:
The effects of an attack occur immediately
upon the failure of the saving throw.
Diverse Palate
Prerequisites:
Blood Drinker, Morgral.
Benefit:
Choose a humanoid subtype or the monstrous
humanoid type. You may use your Blood Drinker feat on creatures
of this subtype or type.
Special:
You can take this feat multiple times. Each
time you select it, choose a new humanoid subtype or the
monstrous humanoid.
Dodge (Combat)
Prerequisites:
Dex 13.
Benefit:
You gain a +1 dodge bonus to AC and CMD.
Any condition that makes you lose your Dexterity bonus to AC
also makes you lose the benefits of this feat.
If you meet the following conditions, the dodge bonus
increases by +1 for every four points of your base attack bonus (to
a maximum of +6 at BAB +20). These conditions are:

You are not wearing armor (or are wearing armor for
which you have a –0 armor check penalty);

You are not carrying a shield; and

You are not carrying a medium or heavy load.
Draw on Earth Power: Greater [General]
Prerequisites:
Wisdom 17+, Draw on Earth Power:
Minor, Draw on Earth Power: Lesser.
Benefit:
While within its sphere of influence, you may
tap the arcane energy from any ancient monolith and utilize up to
three times your Wisdom bonus worth of spell energy from these
sources each day.
Draw on Earth Power: Lesser [General]
Prerequisites:
Wisdom 15+, Draw on Earth Power:
Minor.
Benefit:
While within their sphere of influence, you
may tap the arcane energy that is concentrated by ancient
menhirs, dolmens, and tumuli. You may utilize up to twice your
Wisdom bonus worth of spell energy from these sources each
day. The arcane flows of the mighty stone circles are still beyond
your reach.
Draw on Earth Power: Minor [General]
Prerequisites:
Wisdom 13
Benefit:
While within the sphere of influence of an
ancient menhir or dolmen, you may tap the arcane energy that is
concentrated by the old stones. You may utilize up to your
Wisdom bonus worth of spell energy from this source each day.
You may not access the arcane energy collected by more powerful
monoliths (tumuli and standing stones), which you find
overwhelming and dangerous.
Drive It Deep [Fighter, General]
Prerequisites:
Base attack bonus +1.
Benefit:
On your action, before making attack rolls for
a round, you may choose to subtract a number from all melee
attack rolls and add the same number to all melee damage rolls.
This number may not exceed your base attack bonus. The penalty
on attacks and bonus on damage apply until your next turn.
Special:
This feat can only be used with light or one-
handed weapons, including both ends of a double weapon. It
cannot be used to increase the damage dealt by two-handed
weapons, and wielding a light or one-handed weapon in two
hands grants no additional benefit.
This feat may not be used in conjunction with Power
Attack.
Dying
You are dying. You can feel it in very core of your
being. Your mortal blood is failing and the vampiric curse is
overtaking you. Soon, you will die and rise again as a vampire.
Prerequisites:
Infected with Death, 3
rd
level
Benefits:
Your natural armor improves +2, your
darkvision improves by 30 ft., you gain a +2 racial bonus to
Perception and you gain the Toughness feat. However your
Constitution score is again lowered by two permanently, you now
cast no shadow and have no reflection in a mirror. Further, in full
daylight you are sickened.
Eater of the Dead
You can replenish your strength from the corpses of
your enemies.
Prerequisite:
Gholgral
Benefit:
As a full round action you may feed from the
flesh of a Tiny or larger corpse less than one week old. You
consume residual negative energy from their death along with the
flesh restoring 1d8+5 lost hit points. Each corpse can provide this
benefit a limited number of times based on its size. Any undead
using this feat on the corpse reduces the number of times it can
be used by any other undead for this purpose.
CORPSE BENEFITS
Corpse size
Uses
Tiny
1
Small
2
Medium
4
Large
8
Huge
16
Gargantuan
32
Colossal
64

Extra Chakra
Prerequisite
: Character level 12
th
Benefit
: You gain another item slot. In the case of
rings, you gain two new slots, one on each hand.
Special:
Some common sense must be applied. For
instance, you can not wear two helmets or two pair of gloves –
but you can wear a pair of gloves and pair of bracelets.
Extra Familiar
You can acquire one additional familiar.
Prerequisite
: Arcane Bond (familiar)
Benefit
: You gain another familiar.
Extra Familiar Range
You can communicate with your familiar over longer
distances.
Prerequisite
: Arcane Bond (familiar), Channeler 6
th
level
Benefit
: Your emphatic communication with your
familiar extends to a range of additional 25 miles per every 5
Channeler levels.
Extra Gift [General]
Prerequisites:
Channeler level 4th.
Benefit:
When you gain this feat, you can use your
channeler gift four more times per day than normal.
Normal:
Without this feat, a character can typically use
his channeler gift a number of times equal to 3 + his Charisma or
Wisdom score.
Special:
You can gain Extra Gift multiple times. Its
effects stack.
Extra Talent
Benefit:
You gain another class talent.
Familiar Concentration
Your familiar can concentrate on spells for you.
Prerequisite
: Arcane Bond (familiar)
Benefit
:
When you cast a spell that normally requires
your concentration to maintain, you can let your familiar do the
concentrating for you if it is within 5 ft. of you at the time of
casting. Your familiar must remain within 5 ft. of you while
concentrating to maintain your spell; otherwise, your familiar's
concentration is automatically broken. To maintain a spell, the
familiar must have an Intelligence score of 5 + the level of the
spell or higher. The familiar may only concentrate on one spell at
a time.
Familiar Feat
Your familiar learns a new feat.
Prerequisite
: Arcane Bond (familiar)
Benefit:
Your familiar learns any one new feat it
qualifies for. This new feat is unavailable to you. In many cases,
familiars can learn feats you could not, such as monster feats. If
your familiar dies, any replacement will also know this feat
although, if it does not gain the benefit.
Special
: If you have more than one familiar you must
choose which one this feat applies to.
Favored Terrain
Benefit:
You gain one favored terrain, as the ranger’s
class feature, with a +2 bonus. This bonus is static; it does not
scale with level. If you already have that favored terrain from a
class or racial feature, simply increase the existing bonus by +2.
Special:
You may select this feat multiple times. Each
time, choose a different terrain, or increase the bonus to an
existing terrain by +2.
Flexible Recovery [General]
Prerequisites:
Con 13, Magecraft.
Benefit:
You regain spell energy when you rest,
regardless of interruptions. For every hour you spend asleep, you
regain one point of spell energy, even if those periods of rest
come hours apart. If you gat at least six hours of uninterrupted
sleep in a single day, you recover all your spell energy.
Foe-Slayer
Prerequisites:
Ancestral Foe trait; any two Ancestral
Foe feats; 10
th
level.
Benefit:
You gain 1 additional attack at your highest
attack bonus against your Ancestral Foe. This attack must allways
be made before other attacks, except those granted by
speed
weapon.
Giant Fighter [General]
Prerequisites:
Dodge, Weapon Focus.
Benefit:
+4 dodge bonus to Armor Class against
creatures of the giant type (such as ogres, trolls, and hill giants).
Additionally, when using a melee weapon or a ranged weapon
against a creature with the giant type within 30 ft., the critical
threat range for your weapon is doubled. These bonuses
represent special training that you've undergone, during which
you've learned tricks that everyone from dwarves to Shadarim
have passed down over the generations.
Any time a creature loses its Dexterity bonus (if any) to
Armor Class, such as when it's caught flat-footed, it loses its
dodge bonus as well.
Gral Traits
Prerequisites:
Gholgral or Morgral, 5
th
level or lower
Benefits:
You gain one of the following racial features.

Unnatural Strength:
You gain a +1 bonus to
all Strength-based damage rolls. This
increases to +2 at 5th level and +3 at 10th
level.

Uncanny Agility:
You gain a +1 bonus to all
Dexterity-based
damage
rolls.
This
increases to +2 at 5th level and +3 at 10th
level.

Supernatural Speed:
You no longer provoke
opportunity
attacks
when
leaving
threatened squares.

Aberrant Attraction:
You gain a climb speed
of 10 ft.

Unbound:
You can jump 15 feet horizontally
or vertically without having to make an
Acrobatics check.
Special:
You may select this feat twice before 5th level.
Greater Blood Surge

Prerequisites:
Improved Blood Surge, 10
th
level
Benefits:
The initial damage with blood surge increases
to +4d6.
Guardian Familiar
In addition to its normal duties, your familiar can
actively protect you or your lodgings or valuables.
Prerequisites:
Channeler level 7
th
, familiar.
Benefit:
Up to 3 times per day, your familiar can
assume a larger, more threatening form for up to 1 minute per
caster level you possess. This works as a
beast shape
spell of a
level appropriate to your caster level (as summarized in the
following table), except the guardian form must be of the same
general type as the familiar’s (for example, a black cat familiar
could become a Medium leopard at 7
th
level, a tiger at 11
th
level,
or a Huge dire tiger at 15
th
level).
Caster Level
Guardian Form
7
th

10
th
Beast shape I
11
th

14
th
Beast shape II
15
th
+
Beast shape III


Goblin Gunslinger "Ziggs"

Feats Cont.:

Hardy [General]
Prerequisites:
Con 13+, Endurance
Benefit:
You only need half as much food as a normal
character of your size category, and only four hours of sleep every
day in order to become rested. If you have spell energy, you only
recover half of your spell energy points if you rest for four hours.
Hexblade’s Curse
Prerequisite:
Able to cast 1
st
level Necromancy spells.
Benefit:
As long as you have a Necromancy spell
available to cast, you can unleash a curse upon a foe. The target
must be visible and within 60 ft. The target takes a penalty on
attacks, saves, ability checks, skill checks, and weapon damage
rolls for 1 hour thereafter equal to the level of the highest-level
Necromancy spell you have available to cast. A successful Will
save (DC 10 + ½ your base attack bonus + your Charisma modifier)
negates the effect.
Multiple hexblade curses do not stack, and any
creature that successfully resists the effects cannot be affected by
your Hexblade’s Curse for 24 hours. Any effect that dispels or
eliminates a curse also removes your Hexblade’s Curse.
Hexing Familiar
Your familiar can throw hexes instead of you.
Prerequisite
: Arcane Bond (familiar), Hex talent
Benefit:
Your familiar can perform any basic hex you
know. It cannot perform major or grand hexes. It performs the
hex using your caster level and its Intelligence modifier to
determine DC and hex effects. The familiar cannot perform a hex
in the same round that you perform a hex and vice versa.
Huntsman [General]
Prerequisites:
Survival 5 ranks, Track.
Benefit:
If you exceed the Survival check DC to track a
creature or group of creatures by 5 or more, and have been
tracking the creatures for at least five miles, you discover some
defining trait about your prey. This discovery grants you a +1
insight bonus to attack and damage rolls against the tracked
creature for one day. If you are tracking multiple creatures, for
every 5 points past the first be which you exceed the Survival
check DC, you gain the attack and damage bonus against an
additional creature in the group.
Imbue Item
Prerequisites:
Any Craft skill.
Replaces: I
tem construction feats and Master
Craftsman feat from the core rules, and also the Create Reliquary
Arms and Shields feat from
Ultimate Magic
.
Benefit:
You can craft charged and permanent magical
items, using the appropriate Craft skill (see Skills). The DC to
create the item increases for any necessary spell requirements,
per the magic item creation rules in the core rules
Improved Blood Surge
Prerequisites:
Morgral
Benefits:
The initial damage with blood surge increases
to +2d6.
Improved Bull Rush (Scaling, Combat)
You are very skilled at pushing your foes around.
Replaces:
Improved Bull Rush(core rules), Greater Bull
Rush
Prerequisite:
Str 13, Power Attack, base attack bonus
+1.
Benefit:
You do not provoke an attack of opportunity
when performing a bull rush combat maneuver. In addition, you
receive a +2 bonus on checks made to bull rush a foe. You also
receive a +2 bonus to your Combat Maneuver Defense whenever
an opponent tries to bull rush you. When your base attack bonus
reaches +6, your bonus on checks made to bull rush a foe
increases to +4. In addition, whenever you bull rush an opponent,
his movement now provokes attacks of opportunity from all of
your allies (but not you).
Normal:
You provoke an attack of opportunity when
performing a bull rush combat maneuver. Creatures moved by
bull rush do not provoke attacks of opportunity.
Improved Burrow Speed
Your nails are preternaturally sharp and reinforced, all
the better for quickly burrowing into the earth.
Prerequisite:
Burrow speed.
Benefit:
Increase your burrow speed by 10 feet. You
may tunnel through rock at a speed of 1 foot per hour, though
this is a very noisy process.
Normal:
A creature with a burrow speed can tunnel
through dirt but not through rock unless the descriptive text says
otherwise. Creatures cannot charge or run while burrowing. Most
burrowing creatures do not leave behind tunnels other creatures
can use (either because the material they tunnel through fills in
behind them or because they do not actually dislocate any
material when burrowing).
Improved Darkvision
With irises like cinders, you can see further into the
darkness.
Prerequisite:
Darkvision.

Benefit:
Increase the range of your darkvision by 60
feet.
Improved Disarm (Scaling, Combat)
You are skilled at knocking weapons from a foe’s grasp.
Replaces:
Improved Disarm(core rules), Greater
Disarm
Prerequisite:
Int 13, Combat Expertise.
Benefit:
You do not provoke an attack of opportunity
when performing a disarm combat maneuver. In addition, you
receive a +2 bonus on checks made to disarm a foe. You also
receive a +2 bonus to your Combat Maneuver Defense whenever
an opponent tries to disarm you. When your base attack bonus
reaches +6, the bonus increases to +4. Whenever you successfully
disarm an opponent, the weapon lands 15 feet away from its
previous wielder, in a random direction, instead of at the feet of
the disarmed creature.
Normal:
You provoke an attack of opportunity when
performing a disarm combat maneuver. Disarmed weapons and
gear land at the feet of the disarmed creature.
Improved Feint (Scaling, Combat)
You are skilled at fooling your opponents in combat.
Replaces:
Improved Feint(core rules), Greater Feint
Prerequisites:
Int 13, Combat Expertise.
Benefit:
You can make a Persuasion check to feint in
combat as a move action. When your base attack bonus reaches
+6, using such a feint to cause an opponent to lose his Dexterity
bonus causes him to lose that bonus until the beginning of your
next turn, in addition to losing his Dexterity bonus against your
next attack.
Normal:
Feinting in combat is a standard action. A
creature you feint loses its Dexterity bonus against your next
attack.
Improved Flexible Recovery [General]
Prerequisites:
Con 15, Flexible Recovery, Magecraft.
Benefit:
With just an hour of focused meditation and a
Concentration check (DC 30), you are able to regain spell energy
equal to your spellcasting ability modifier. You may attempt this
focused recovery every hour. This feat doesn't prevent fatigue
stemming from insufficient sleep.
Improved Grapple (Scaling, Combat)
You are skilled at grappling opponents.
Replaces:
Improved Grapple (core rules), Greater
Grapple
Prerequisite:
Dex 13,Improved Unarmed Strike.
Benefit:
You do not provoke an attack of opportunity
when performing a grapple combat maneuver. In addition, you
receive a +2 bonus on checks made to grapple a foe. You also
receive a +2 bonus to your Combat Maneuver Defense whenever
an opponent tries to grapple you. When your base attack bonus
reaches +6, the bonus on checks made to grapple a foe increases
to +4. In addition, once you have grappled a creature, maintaining
the grapple is a move action. You may make two grapple checks
each round (to move, harm, or pin youropponent), but you are
not required to make two checks. You only need to succeed at
one of these checks to maintain the grapple.
Normal:
You provoke an attack of opportunity when
performing a grapple combat maneuver. Maintaining a grapple is
a standard action.
Improved Overrun (Scaling, Combat)
You are skilled at running down your foes.
Replaces:
Improved Overrun(core rules), Greater
Overrun
Prerequisite:
Str 13, Power Attack, base attack bonus
+1.
Benefit:
You do not provoke an attack of opportunity
when performing an overrun combat maneuver. In addition, you
receive a +2 bonus on checks made to overrrun a foe. You also
receive a +2 bonus to your Combat Maneuver Defense whenever
an opponent tries to overrun you. Targets of your overrun
attempt may not chose to avoid you. When your base attack
bonus reaches +6, the bonus on checks made to overrun a foe
increases to +4. In addition, whenever you overrun opponents,
they now provoke attacks of opportunity if they are knocked
prone by your overrun.
Normal:
You provoke an attack of opportunity when
performing an overrun combat maneuver. Creatures knocked
prone by your overrun do not provoke an attack of opportunity.
Improved Saves
Prerequisite:
Dexterity, Constitution or Wisdom 13
Benefit
: You get a +2 bonus on one type of saving
throws. Starting from 6
th
level, you can reroll that save once per
day, You must decide to use this ability before the results are
revealed. You must take the second roll, even if it is worse.
This feat can be taken multiple times. Each additional
time you can choose either to apply it to the same type of Saving
Throw as before, or to another one. If you choose the same type
of Saving Throw as before, you get additional +2 bonus and
additional reroll per day.
Improved Sunder (Scaling, Combat)
You are skilled at damaging your foe’s weapons,
armor, and eventually even the wielder himself.
Replaces:
Improved Sunder(core rules), Greater
Sunder
Prerequisite:
Str 13, Power Attack, base attack bonus
+1.
Benefit:
You do not provoke an attack of opportunity
when performing a sunder combat maneuver. In addition, you
receive a +2 bonus on checks made to sunder an item. You also
receive a +2 bonus to your Combat Maneuver Defense whenever
an opponent tries to sunder your gear. When your base attack
bonus reaches +6, the bonus on checks made to sunder an item
increases to +4. In addition, whenever you sunder to destroy a
weapon, shield, or suit of armor, any excess damage is applied to
the item’s wielder. No damage is transferred if you decide to
leave the item with 1 hit point.
Normal:
You provoke an attack of opportunity when
performing a sunder combat maneuver.
Improved Trip (Scaling, Combat)
You are skilled at sending your opponents to the
ground.
Replaces:
Improved Trip(core rules), Greater Trip
Prerequisite:
Int 13, Combat Expertise.

Benefit:
You do not provoke an attack of opportunity
when performing a trip combat maneuver. In addition, you
receive a +2 bonus on checks made to trip a foe. You also receive
a +2 bonus to your Combat Maneuver Defense whenever an
opponent tries to trip you. When your base attack bonus reaches
+6, the bonus on checks made to trip a foe increases to +4. In
addition, whenever you successfully trip an opponent, that
opponent now provokes attacks of opportunity.
Normal:
You provoke an attack of opportunity when
performing a trip combat maneuver. Creatures do not provoke
attacks of opportunity from being tripped.
Improved Weapon Finesse (Combat)
Prerequisites:
Weapon Finesse; Dexterity 16; BaB +7.
Benefit:
You can use your Dexterity modifier instead of
Strength on damage rolls as well as on attack rolls with any
weapon that can be used with Weapon Finesse. This modifier to
damage is not increased for two-handed weapons, but is still
reduced for off-hand weapons.
Infected with Death
You have been infected with the curse of undeath or
bitten by a vampire. As you sicken, your senses heighten and you
become profoundly aware that every day, you are changing into
something both more and less than mortal. You have only begun
your transformation into the living dead.
Prerequisites:
Morgral or bitten by a vampire.
Benefits:
You gain darkvision 30 ft. and the Alertness
feat, however your Constitution score is lowered by two
permanently. If you already have Darkvision, it is improved by
30ft.
Initiated in Death
You have been an undead long enough that you are
beginning to be able to control your condition. You need to feed
less frequently and you have begun to control your form turning
into mist or climbing like a spider.
Prerequisites:
Dying, Infected with Death, Risen, 7th
level
Benefits:
You gain the gaseous formand spider climb
special qualities of a vampire (see the vampire template). You are
still sickened if you do not feed but now you need only feed every
three days. However, you now recoil from mirrors and strongly
presented holy symbols.
Innate Magic
Prerequisites:
Elf
Benefit:
Select one of your mental ability scores
(Intelligence, Wisdom, or Charisma; ideally, you should choose
your highest of the three). Then choose a number of 0-level spells
fromt he Channeler spell list equal to the modifier of your chosen
ability score. You gain those spells as spell-like abilities, usable at
will, with DCs determined by your chosen mental ability score and
caster level equal to your character level. The first time you use
any of these spell-like abilities each day, it has a casting time of 1
standard action. However, the magic and power of each
subsequent spell-like ability used that day becomes increasingly
more difficult to coax forth, increasing the casting time as follows:
1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-
like ability used each day, all subsequent spell-like abilities
granted by this feat have a casting time of two hours. These spell-
like abilities can be interrupted and require concentration, just
like normal spellcasting.
If you get a full period of rest at the end of the day, the
casting times of the spell-like abilities granted by this feat reset to
1 standard action the next day. If you do not get a full period of
rest, the casting times do not reset, and the next spell-like ability
you use from this feat has a casting time of one step higher than
the previous spell-like ability (to a maximum of two hours).
Intimidating Prowess
Your physical might is intimidating to others.
Benefit:
You choose whether to apply your Strength
modifier or your Charisma modifier to Persuasion checks made to
demoralize or browbeat.
If you have at least 6 ranks in Persuasion, add both
your Strength and your Charisma modifier (assuming both are
positive).
Normal:
The Persuasion skill is Charisma-based.
Ironhide
Prerequisite:
Con 13; Dwarf, Dworg or Orc.
Benefit:
You gain a +1 natural armor bonus due to your
unusually tough hide.
Special:
You can gain this feat multiple times. Each
time, your natural armor bonus increases by another point.
Jump the Corpse
Prerequisites:
Redcap trait, Level 6
Benefit:
If you kill an adjacent target with a melee
weapon, you can immediately take a 5-foot step into the fallen
enemy’s square.
Knife Thrower
Prerequisites:
Must be a Silvarim or Shadarim.
Benefit:
You may use your racial fighting knife as a
thrown weapon with a range increment of 20 ft. Further, you
receive a +1 circumstance bonus on ranged attack rolls made with
your chosen weapon and are considered to have the Quick Draw
feat with that weapon only.
Know the Enemy
Prerequisites:
Ancestral Foe trait
Benefit:
You gain +1 bonus to your attack, damage and
AC against your Ancestral Foe for every 5 character levels that you
have.
Life-Dominant Soul
Prerequisite:
Morgral
Benefit:
You are healed by channeled positive energy
used to heal living creatures and channeled negative energy used
to heal undead, but both only heal half the normal amount. You
still take damage from positive energy used to harm undead, such
as that from channeled energy and lay on hands.
Living Talisman [General]
Prerequisites:
Magecraft, Spellcasting, Knowledge
(arcana) 6 ranks, character level 5th.

Benefit:
Select a spell you know. You pay one less
point of spell energy when casting that spell, exactly as though
you were always wearing a spell talisman attuned for it.
Special:
You can gain this feat multiple times. Each
time you take this feat, it applies to a different spell.
Lucky [General]
Benefit:
All numerical luck bonuses provided by
charms, supernatural effects, or spell effects are increased by one
for you.
Mageblade
Prerequisite
: Arcane Bond (weapon), Channeler 3
rd
level
Benefit
: Your blade becomes
a powerful sentient
weapon called a mageblade. A mageblade is bonded to a
particular channeler, much like a familiar, but in more of a
partnership than a master-servant relationship.
The mageblade gains mental atribute scores, as well as
an Ego score and various other abilities, as described bellow. The
blade changes its color to reflect its masters personality and/or
arcane affinity.
Mageblade feat can be combined with Ancestral
Legacy trait and feats.
Special
: Although the feat is called “Mageblade”, other
types or weapons can be used with this feat, provided that they
are melee weapons. Staffs are common, as well as axes and
hammers among dwarves.
Magecraft
Benefit:
When you gain this feat, you must choose the
magical tradition with which you are connected. You then become
a channeling spellcaster and gain benefits and abilities as
described below. Regardless of the tradition chosen, the character
gains knowledge of
prestidigitation
, three other 0-level spells of
his choice, and one 1st-level spell of his choice. He may then cast
a number of those 0-level spells per day equal to 3 + his
spellcasting ability modifier. If the caster exceeds this limit, treat
all 0-level spells as 1st-level spells for purposes of spell energy and
spell damage.
In addition, he gains a number of spell energy points
equal to his spellcasting ability modifier. The spell energy can be
used to cast the 1st-level spell he selected, as well as later learned
spells.
Until a character learns a Spellcasting feat, he can only
cast the spells that he learned from the Magecraft feat. Once a
character gains a Spellcasting feat, he may learn and cast any
channeled spells he wishes within the limits of the rules for
channeled spellcasting.
Magic-Hardened
Prerequisites:
Dwarf
Benefit:
Your racial bonus against spells and spell-like
effects increases by +2.
Mana Focus [General]
Prerequisites:
Magecraft.
Benefit:
The character gains 1 extra point of spell
energy. Can be taken a maximum of three times, each time
gaining a number of spell energy points equal to the previous
Mana Focus gain +1. For instance, a channeler takes the feat three
times, the first time receiving 1 extra point, the second time
receiving 2 extra points, the third time 3 extra for a total of 6
extra points of spell energy.
Mana Thief
You gain mana points from disrupting and dispelling
spells.
Prerequisite
: Channeler, Spellcraft 3 ranks
Benefit
: You gain one mana point each time you make
an attack that disrupts spell casting, successfully counterspell, or
dispel a spell. If you counter, dispel, or disrupt multiple spells with
a single action you only gain one mana point.
Special
: Any mana points beyond your normal
allotment are lost when your pool is reset by resting. You cannot
use this power to gain mana points by dispelling, countering, or
disrupting spells cast by you or your allies.
Monster Uncaged
Prerequisite:
Gholgral or Morgral, Regression trait
Benefit:
Your regression ability improves to +3 to
Strength based damage rolls and +10 hit points. Your speed is also
increased by +10 ft. for the duration.
Natural Charmer
Prerequisites:
Cha 17, Morgral.
Benefit:
You can take 20 on any Charisma-based skills
to charm, convince, persuade, or seduce humanoids whose
attitude is at least friendly to you. Taking 20 still requires 20 times
the normal time to perform the skill.
Normal:
You cannot take 20 on any check where you
incur penalties for failure.
Natural Healer [General]
Benefit:
When you succeed at a Heal skill check to
render first aid to a character with negative hit points, you restore
the character to 1 hit point. When providing long-term care, all
characters under your care recover at three times the normal rate
(3 hit points per level for a full 8 hours of rest in a day, 6 hit points
per level for each day of complete rest, 3 ability score points for a
full 8 hours of rest in a day, 6 ability score points for each full day
of rests.)
Orgarim Slayer [Fighter, General]
Benefit:
+1 dodge bonus to Armor Class and +1 to all
melee damage rolls against Orgarim. These bonuses represent
special training and a personal hatred of Orgarim. Individuals with
this feat must also suffer a -4 circumstance penalty to any
Charisma-based skill checks when interacting with Orgarim.
Paralitic Tongue
You can sometimes paralyze a foe with a successful
bite.
Prerequisite:
Gholgral or Morgral
Benefit:
You may make a bite attack which may
paralyse the target. Your special saliva glands allow you to make
this attack a number of times per day equal to your Charisma
bonus. The Fortitude save for this ability has a DC equal to
(10+Charisma Bonus+ ½ character level). This paralysis lasts for 1
round+1 round for every point of the gral’s Charisma bonus.

Penetrating Strike (Scaling, Combat)
Your attacks are capable of penetrating the defenses
of some creatures.
Replaces:
Penetrating Strike (core rules), Greater
Penetrating Strike
Prerequisites:
Weapon Focus, base attack bonus +1,
12th level fighter, proficiency with weapon.
Benefit:
Your attacks with weapons selected with
Weapon Focus ignore up to 5 points of damage reduction. When
your fighter level reaches 16, your attacks with weapons selected
with Weapon Focus ignore up to 10 points of damage reduction.
This feat does not apply to damage reduction without a type (such
as DR 10/—).
Persuade Foe
Prerequisites:
Ancestral Foe trait
Benefit:
You gain a bonus to Persuasion against your
Ancestral Foe equal to half your character level.
Power Reservoir [General]
Prerequisites:
Magecraft.
Benefit:
You may store an amount of additional spell
energy--above that granted by the Magecraft feat and any
character levels--equal to your spellcasting modifier. Thus you can
store spell energy siphoned off a power nexus or other arcane
source. This extra energy is not recovered once it's been spent,
though it may be replaced with more siphoning.
Powerful Throw [General]
Prerequisites:
Str 13, Power Attack, Weapon Focus
(light hammer, throwing axe, or urutuk hatchet).
Benefit:
Increase the range increment of any hammer
or axe with a range (light hammer, throwing axe, or urutuk
hatchet) by 10 ft. You may add your Strength bonus instead of
your Dexterity bonus to ranged attack rolls with these weapons.
Practiced Fighter
Prerequisite:
At least one fighter talent.
Benefit:
Treat your fighter level as 4 higher than is
actually the case, to a maximum effective fighter level equal to
your total hit dice. This applies when determining the effects of
fighter talents such as Agile Dodge. It does not grant you
additional fighter talents or feats, more advanced fighter talents,
or any other benefits of the fighter class.
Practiced Spellcaster
Choose a spellcasting class that you possess. Your
spells cast from that class are more powerful.
Prerequisite:
Spellcraft 4 ranks.
Benefit:
Your caster level for the chosen spellcasting
class increases by +4. This can't increase your caster level beyond
your HD. However, even if you can't benefit from the full bonus
immediately, if you later gain non caster-level HD you may be able
to apply the rest of the bonus.
A character with two or more spellcasting classes must
choose
which class gains
the effect
of
the feat.
This does not affect the number of your spellpoints, it
only increases your caster level, which would help you cast
defensively, penetrate SR, and increase the duration and other
effects of your spells.
Special:
You may select this feat multiple times. Each
time you choose it, you must apply it to a different spellcasting
class. For instance, a 4
th
level cleric/5
th
level channeler who had
selected this feat twice would cast cleric spells as an 8
th
level
caster and wizard spells as a 9
th
level caster.
Precise Shot (Scaling, Combat)
You are adept at firing ranged attacks into melee.
Replaces:
Precise Shot (core rules), Improved Precise
Shot
Prerequisite:
Dex 17, Point-Blank Shot.
Benefit:
You can shoot or throw ranged weapons at an
opponent engaged in melee without taking the standard –4
penalty on your attack roll. When your base attack bonus reaches
+11, your ranged attacks ignore the AC bonus granted to targets
by anything less than total cover, and the miss chance granted to
targets by anything less than total concealment. Total cover and
total concealment provide their normal benefits against your
ranged attacks.
Normal:
See the normal rules on the effects of cover
and concealment in Combat.
Rage Against the Foe
Prerequisite:
Ancestral Foe trait
Benefit:
Any time that you or your allies take damage
from your ancestral foe, you are filled with terrible rage. Your
attacks deal an additional 1d6 points of damage against your
ancestral enemy. This stacks with berserker rage.
Regenerative Strike (Strike)
Prerequisites
: Channeler level 10
th
Benefit
: Any time you score a critical hit with a melee
weapon, you recover spell energy according to the weapon's
multiplier; 1d4 for a x2 weapon, 1d6 for a x3 weapon, and 1d8 for
a x4 weapon.
Resigned to Death [General]
Prerequisites:
Wis 13.
Benefit:
You gain a +4 bonus to saving throws against
fear effects. Further, any fear effect you suffer from is lessened by
one step. For instance, if you would normally be panicked, you are
instead frightened; if you would normally be frightened, you are
instead shaken; and if you would normally by shaken, you suffer
no ill effects.
Retributive Attack (Combat)
Prerequisites:
Base attack bonus +4, ritual of bonding.
Benefit:
If your bondmate is rendered helpless or
unconscious within your sight, you can make retributive attacks
against the creature that felled him. For the remainder of the
encounter, you add your Charisma bonus (if any) to your attack
rolls against that opponent, and gain a damage bonus against that
opponent equal to your base attack bonus. You can use this ability
a number of times per day equal to your Charisma bonus
(minimum one).
Ritual of Bonding

You have submitted yourself to a bonding ritual with a
channeler.
Benefit
:
You develop an empathy that allows you to
feel some of what your bondmate is feeling, to a distance of 5
miles per the Channeler level of your bondmate, and gives you a
+5 insight bonus to all skill checks targeting your bondmate.
Finally, any supernatural effect that compels you to directly harm
your bondmate is immediately dispelled.
Example:
Your bondmate is abducted at the market
while you are at home. You sense the danger and go searching for
him or her. You gain a +5 insight bonus to Gather Information
checks for relevant information and a +5 bonus to Heal checks
when you find your bondmate beaten in an alley after you chase
off the abductors.
Ritual Magic [Channeling]
Prerequisites:
Magecraft, any one Spellcasting.
Benefit:
You can learn and lead rituals.
Risen
You have become one with death. You have died, but
three day later you have risen as a fledgling undead. However,
you are still unsure of your powers and only begun to understand
the full reprecussions of this dark gift. Still, you are fast as
lightning and full of fury. You can barely restrain your thirst for
living blood.
Prerequisites:
Dying, Infected with Death. 5
th
level
Benefits:
You loose Constitution score, but you gain +2
bonus to Charisma. You cannot enter a private home or dwelling
unless invited in by someone with the authority to do so and you
cannot cross running watter. If you ever go more than twenty four
hours without feeding on living blood you become sickened until
you feed. If you are sickened from lack of food and encounter a
living creature with blood in their veins, you must make a DC 12
Will save or immediately try to drain their blood. If you succeed at
such a save you do not have to check again for one hour. You gain
standard undead immunities, but you will be destroyed if you
reach 0 hp.
Sated
You have had your fill of living flesh and blood and are
infused with great power.
Prerequisite:
Gholgral or Morgral, Subdued Pangs, 12
HD or class levels, Wis 15.
Benefit:
You gain a +2 deflection bonus to Armor Class
and no longer need or desire to consume flesh.
Sense Nexus [General]
Prerequisites:
This feat is incredibly rare. No more
than one character in any party should possess it, and it may only
be acquired with DM permission.
Benefit:
When you come within 5 miles of a nexus, you
are allowed a Wisdom check (DC 15) to detect it. If you detect the
nexus, you may spend an entire day attempting to pinpoint its
exact location, which requires another Wisdom check (DC 15).
Sense Power [General]
Prerequisites:
Wis 15.
Benefit:
You may cast
detect magic
a number of times
per day equal to your Wisdom modifier, in addition to any daily
uses granted by Magecraft. Any time you pass within 20 feet of a
magical aura, you're allowed a free Wisdom check (DC 13) to
detect the aura.
Serve Two Masters
You now have two patrons
Prerequisite
: Channeler 11
th
level, Patron talent,
Arcane Bond (familiar) talent, Extra Familiar feat.
Benefit
:
You gain a second patron and an additional
set of patron spells.
Shadow Killer [General]
Prerequisites
: Sneak attack +1d6.
Benefit:
Whenever you do sneak attack damage to a
servant of Shadow you may add an additional +1d6 points of
damage.
Shadow Step (Reserve)
Prerequisite:
Able to cast 4
th
level illusion (shadow)
spells, Shadow Walker Heroic Path
Benefit:
As a standard action, you can walk through
the Shadowlands and reappear as a spell-like ability. You can
travel up to 5 feet per level of the highest-level illusion spell you
have available to cast. This movement must be used in 5-foot
increments and does not provoke an attack of opportunity. Travel
through the Shadowlands is imprecise; when you arrive, you re-
enter 1 square off target, as per the rules for thrown splash
weapons. If this would place you in an occupied square, you
instead arrive in the nearest safe location.
You may also bring other willing creatures with you,
but their travel counts against the total distance you have
available (thus, if you have a 6
th
level illusion spell prepared, you
and two companions could travel a total distance of 10 feet. Your
companions also re-enter off target (roll location for each
creature) and are cloaked in shadow for 1 round.
Special:
If you are shadarim or wayang, when you
arrive, you are cloaked in shadow and gain concealment as the
blur
spell for 1 round. You must be at least 8
th
level to gain this
ability.
Sixth Sense
You have an intuitive sense that alerts you to danger.
Replaces:
This ability subsumes the standard trap
sense ability from the core rules, and also the Sixth Sense variant
class feature from the Pathfinder
Advanced Player’s Guide
.
Prerequisite:
Perception 1 rank as a class skill.
Benefit:
You gain a +1 dodge bonus to AC and Reflex
saves during surprise rounds and against traps; you also gain a +1
insight bonus to initiative during surprise rounds. These bonuses
increase by +1 per 4 ranks in Perception you possess (to +6 at 20
th
level). Unlike the other bonuses, you retain the bonus to AC for
purposes of confirming critical threats against you at all times
(even after the surprise round).
Slow Learner
Prerequisites:
Imperial, must be taken at character
creation.
Benefit:
This feat takes the place of one of the bonus
feats you would otherwise take at character creation, and is
effectively an "empty feat slot" that you may fill at any time you
wish. For instance, a character may start out with a Dexterity of
12 but eventually wish to learn the Dodge feat; by taking this feat,

the character may hold off on using one of his bonus feat slots
until 4th level, when his ability score increase fives him a Dexterity
of 13, allowing him to take the Dodge feat.
This feat may only be taken once.
Normal:
You must use bonus feats as soon as they
become available.
Spell Specialization
Benefit:
Pick one spell which you have the ability to
cast (once made, this choice cannot be changed). You gain a +2
specialization bonus to Spellcraft checks regarding that spell.
Whenever you cast that spell, you gain a +2 specialization bonus
to the effective caster level (for purposes of range, duration,
penetrating SR, concentration checks, etc.).
Special:
You may select this feat multiple times. Each
time, choose a different spell.
Spellcasting [Channeling]
Prerequisites:
Magecraft.
Benefit:
When this feat is selected, choose one school
of magic from the list below. You may now learn and cast spells
from this school. You immediately learn one new spell from that
school, which may be of any level that you may cast. You may
hereafter select spells from this school when learning new spells,
and you may cast known spells from this school using the
channeled spellcasting rules.
The eight schools are Abjuration, Conjuration,
Divination, Enchantment, Evocation, Illusion, Necromancy, and
Transmutation.
Special:
You may choose this feat more than once.
Each time you do, you must choose a different school of magic.
Spelldrinker
Your blade can learn spells from enemy spellcasters.
Prerequisite
:
Mageblade
Benefit
: On a critical hit, or any hit that kills an enemy,
while attacking with your mageblade, it can learn a spell that
enemy can cast which is also part of your normal spell list. You
must succeed at a Spellcraft check with a DC of 15 + spell level to
successfully learn the spell. The knowledge of the spell is than
storred in the weapon and you can cast it using your own mana
points or mana points stored in your mageblade as long as you
hold it in your hand – simply wearing it on your person won’t
work. The spell is represented by a tiny rune on the blade (or a
haft) of your mageblade. This rune can be invisible if you so
desire, or it can shine with the light of your choice.
Spelleater
You can gain a victim’s magic by eating their brain.
Prerequisite:
Gholgral or Child of Magic – Blood Mage
trait, Int 13, Spellcraft 6 ranks.
Benefit:
By devouring the brain of a spellcaster you
gain the ability to cast one of their spells with a cost in mana
points up to their spellcasting ability modifier. Select a single spell.
ou can then cast that spell one time. The spell is treated as if it
were cast by the original spell caster, and you need not provide
material components (treat as the Eschew Material Components
feat). You still need to perform any necessary verbal or somatic
components of the spell, use any required foci, and provide any
expensive material components, such as diamond dust. You can
only have a number of these prepared spells equal to your
Intelligence bonus at any given time. Consuming the brain does
not count against other similar, consumption based powers, like
Eater of the Dead.
Special:
You can take this feat multiple times. Each
additional time you take it allows you to prepare an additional
spell from each brain you consume.
Spellstrike (Strike)
Benefit:
You can deliver spells or spell-like abilities
through a weapon. Casting the spell (or activating the spell-like
ability) and making a single attack take the same amount of time
as using the spell normally would. A successful attack delivers
normal damage from the weapon and delivers the spell or spell-
like ability as well. If a melee Spellstrike attack misses, you may
hold the charge. Even if the spell normally affects an area, ray, or
multiple targets, it affects only when target when channeled in
this way. Saving throws, if any, still apply. Spells that have no
effect on a target (e.g.,
wall of stone
) cannot be channeled in this
manner. Using a spell or spell-like ability in this way does not
provoke an attack of opportunity.
Synergy:
If you have the Battle Touch feat (q.v.), you
can use this feat as part of a full attack, applying the effects of the
spell to all successful attacks. However, all attacks and combat
maneuver checks you make that round suffer a -5 penalty.
Spell Knowledge [General]
Prerequisites:
Magecraft, Spellcasting.
Benefit:
You may immediately learn two new spells of
any school and level you can cast.
Subtle Caster [General]
Prerequisites:
Magecraft.
Benefit:
You can make free Persuasion and Sleight of
Hand checks with a +2 bonus to disguise the verbal and somatic
components of your spells from onlookers. Without a successful
opposing Sense Motive or Perception check, onlookers mistake
your spellcasting for coughs, mumbles, or some other mundane
act. Your check results also become the DCs for Spellcraft checks
to identify the spells you cast, such as for counterspelling.
Thick Skull
Prerequisites:
Constitution 13+, must be a dwarf or
dworg.
Benefit:
Whenever an attack would reduce you to zero
or fewer hit points, you may make a Fortitude save (DC 10 +
damage caused by the attack). If this save succeeds, you are
reduced to 1 hit point by the attack, but no lower. If the save fails,
however, you suffer damage as normal. You may not use this
ability if you are currently at 1 hit point or less.
Touched by Magic
Prerequisites:
Dwarf, must be taken at character
creation.
Benefit:
You start with the normal amount of spell
energy for a character of your level, but you do not possess the +2
racial bonus to saving throws versus spells and spell-like abilities
normally granted to your race.
Normal:
Dwarves normally start with two fewer points
of spell energy, but gain a +2 racial bonus to saving throws versus
spells and spell-like abilities.
Track the Enemy

Prerequisites:
Ancestral Foe trait
Benefit:
You gain a bonus equal to half your character
level to Survival checks made to track your Ancestral Foe.
Tunnel Fighting [General]
Benefit:
You take no penalty to your Armor Class while
squeezing, and you take no penalty on attack rolls while
squeezing if you are wielding a one-handed or light weapon.
Normal:
You take a -4 penalty to Armor Class and
attack rolls while squeezing.
Two-Weapon Fighting (Combat, Scaling)
You are skilled at fighting with two weapons at a time.
Replaces:
Two-Weapon Fighting, Improved Two-
Weapon Fighting, Greater Two-Weapon Fighting
Prerequisite:
Dex 17
Benefit:
Your penalties on attack rolls for fighting with
two weapons are reduced. The penalty for your primary hand
lessens by 2 and the one for your off hand lessens by 6. When
your base attack bonus reaches +6, you get a second attack (in
addition to the single extra attack you normally get), at a -5
penalty, with an off-hand weapon. When your base attack bonus
reaches +11, you get a third attack, at a -10 penalty, with your off-
hand weapon. See Two-Weapon Fighting in the Pathfinder RPG
Core Rulebook.
Normal:
If you wield a second weapon in your off
hand, you can get one extra attack per round with that weapon.
When fighting in this way you suffer a -6 penalty with your regular
attack or attacks with your primary hand and a -10 penalty to the
attack with your off hand. If your off-hand weapon is light, the
penalties are reduced by 2 each. An unarmed strike is always
considered light.
Uncanny Dodge (Combat)
You have the ability to react to danger before your
senses would normally allow you to do so.
Prerequisites:
Perception 4 ranks as a class skill;
Dodge, Sixth Sense feat.
Benefit:
You cannot be caught flat-footed, even if the
attacker is invisible. You still lose your Dexterity bonus to AC if
immobilized. Also If you make a successful Reflex saving throw
against an attack that normally deals half damage on a successful
save, you instead take no damage. If you have 8 ranks of
Perception as a class skill, you can no longer be flanked. If you
have 12 ranks of Perception as a class skill, you take half damage
even on failed Reflex save.
Visceral
You can use vital organs to reduce the cost of
metamagic.
Prerequisite:
Child of Magic – Blood Mage trait
Benefit:
By consuming the heart of a body no more
than a week old, you may lower the cost of casting a metamagic
spell by up to two levels. The act of casting the spell includes
consuming the organ and does not require a separate action. You
cannot reduce the mana cost of a spell below its original level
using this feat. Each heart can only be consumed once.
Vital Strike (Scaling, Combat)
You make a single attack that deals significantly more
damage than normal.
Replaces:
Vital Strike (core rules), Improved Vital
Strike, Greater Vital Strike
Prerequisites:
Base attack bonus +6.
Benefit:
When you use the attack action, you can make
one attack at your highest base attack bonus that deals additional
damage. Roll the weapon’s damage dice for the attack twice and
add the results together before adding bonuses from strength,
weapon abilities (such as flaming), precision based damage, and
other damage bonuses. These extra weapon damage dice are not
multiplied on a critical hit, but are added to the total. When your
base attack bonus reaches +11, the number of times you may roll
the weapon’s damage dice for the attack increases to three.
When your base attack bonus reaches +16, the number of times
you may roll the weapon’s damage dice increases to four.
Warmage
Prerequisite:
Spellcasting ability 13
Benefit:
Whenever you cast a spell or use a spell-like
ability that deals hit point damage, you add your spellcasting
atribute bonus to the damage dealt. If the spell deals damage for
more than one round, it deals this extra damage in each round.
Whispertought [Metamagic]
Prerequisites:
Must be an elfkin or somehow opened
to the Whispering Wood.
Benefit:
By spending one spell point, you may roll on
the table below in order to gain wisdom, lore, or gossip from the
Whisper. You may add your class level plus your Wisdom or
Intelligence modifier to the result of the roll.
DC
Type of Knowledge
10
Common, known through light scouting or
tracking
20
Uncommon, known through dangerous
scouting or amazing tracking
25
Obscure, known through infiltrating the
Shadow's forces
30
Extremely obscure, known only through
extensive spying or ancient tomes
Whispering Awareness [General]
Prerequisites:
Non-elf, Wisdom 15+.
Benefit:
You are able to hear the Whisper as if you
were an elf (Wisdom check, DC 12).
Normal:
Elfling character can hear the Whisper with a
Wisdom check (DC 16), and a very few others can hear the
Whisper with a Wisdom check (DC 20).
Witch Sight [Metamagic]
Prerequisites:
Spell Focus (Divination).
Benefit:
While in elflands you may cast any divinatory
magics while using running water as a focus for half of the spell
energy cost.
New Knowledge skills:

Knowledge (the Old Gods)
Knowledge (Warfare):
You are trained in military
tactics and strategy, and can direct troops and operate siege
equipment. In addition to military uses, this skill governs your
proficiency at chess and similar games of strategy.

Check:
Basic drills in non-combat situations do not
require checks. During an actual armed conflict, checks depend on
the task attempted.
Task
DC
Create battle plan
15
Identify creatures & tactics
10 + CR
Identify enemy command
20
Identify feat or talent
10 + BAB
Large
-
scale tactics
(Opposed check)
Negate stance
20 + BAB
Operate siege engine
15 or target’s AC
Create Battle Plan:
You can develop a tactical battle
plan. This task requires observation of the situation and
opponents as a full-round action; you can’t perform this task
when surprised or otherwise unprepared. Because of stress and
distraction inherent in combat, you can’t take 10 unless you have
at least 10 ranks in the skill.
The results of the check provides a +1 circumstance
bonus to either offense (attacks and skill checks) or defense (AC
and CMD), your choice. For every 10 points by which you beat the
check DC, you can increase the bonus by an additional +1. If the
bonus is greater than +1, you can divide the total bonus between
offense and defense as you see fit.
These bonuses apply to you and a number of allies
within 30 ft. (and who can see and hear you) equal to your
Intelligence modifier. For each round that combat continues after
the first round that this bonus applies, the bonus is reduced by 1
(to a minimum of +0), as the vagaries of circumstance begin to
unravel even the best-laid plans.
You can create an impromptu battle plan in less time,
but doing so increases the base DC according to the following
table:
Actio
n
DC Modifier
Move action
+5
One iterative attack
+5
Swift action
+10
Identify Creatures and Tactics:
With a successful check,
you can also identify uncivilized humanoids, their abilities,
weaknesses, and typical military tactics. Success means that you
learn one piece of information (usually its name and purported
abilities). For every 5 points by which your check result exceeds
the DC you learn another piece of information.
Identify Enemy Command:
Your military experience
makes you comfortable in a chain of command, and allows you to
identify comparative rank and possibly even the meanings of
military insignia.
Identify Feat:
Upon observing a combat feat (including
a stance or strike) or fighter talent being activated or in use (even
if it fails, or if no effect is immediately apparent), a Knowledge
(Warfare) check can be attempted as a free action to identify the
feat or talent and its effects. The DC of this check is equal to 10 +
the base attack bonus of the initiator of the feat.
Large-Scale Tactics:
By directing a unit of soldiers, your
Knowledge (Warfare) check as treated as an opposed check
against the Knowledge (Warfare) of the enemy leader. Assuming
troops of approximately equal strength and arms and armor on
each side, the difference between checks is the number of
soldiers on the losing side dead per 20 combatants during that
engagement.
Negate Stance:
If you successfully identify an
opponent’s Stance (see above), you can, as a swift action, attempt
to spare yourself from the effects of that stance (for example, you
might be able to ignore the AC bonus from Combat Expertise
when attacking that opponent). This requires the opponent to be
within reach, and you must have at least one attack of
opportunity available to you in order to negate the effects of an
opponent’s stance on you.
Operate Siege Engine:
If you have at least 5 ranks in
Knowledge (warfare), you are proficient with siege weaponry and
can head a siege crew. Hitting a target requires a Knowledge
(warfare) check by the crew chief against the AC of the target,
modified by the range penalty as appropriate. It takes a crew a
full-round actions to load and aim a siege engine; if you increase
the hit DC by 5, your crew can load and aim as a standard action;
if you increase the DC by 10, your crew can load and fire as a
move action. It requires a crew (size dependent upon the type of
engine) to use a siege engine.
If you miss with an indirect-fire siege weapon, the shot
lands 5 ft. away from the target square, plus an additional foot
per point by which you miss the DC (round up), in a random
direction (roll 1d8). This task supersedes the Siege Engineer and
Siege Gunner feats from
Ultimate Combat
.
Try Again:
If you miss a target with a siege engine, you
can try again after reloading and re-aiming the engine (just as, if
you miss a target with a ranged attack, you can try again on your
next attack). If you misinterpret insignia or a perceived chain of
command, you can try again only if additional orders are given
while you are observing.
Persuasion (Cha):
Persuasion skill combines Bluff and
Intimidate skills into one.


Goblin Gunslinger "Ziggs"

Errata:

Thanks, I've changed it to 5th level. You can start with the Lycan. I'd still prefer for someone to play the Wildlander, but that is in no way a game-breaker.

@All

Languages:

There are 2 forms of Elvish, High and Low.

There is only one Dwarvish tongue, but it is not spoken on the surface/amongst non-dwarves, All dwarves learn to speak Low Imperial as their 2nd language, as well as the languages of their human neighbors.

Humans: High Imperial (roots in Latin), Low Imperial (basically - common tongue, English), Laosian (similar to Japanese), Varyag (proto-Slavic/proto-Germanic mix), Carcosan (basis in Aramaic)

Humans in this world are descendants of slaves from ancient times, taken from Earth by the Ancient Masters.
/////

Elfmarked:Legends say that the people of La have done a great service to Eldarim in the past, so they gave them the gift
of being Elfmarked. Laos gain Elfmarked as bonus trait. This replaces Sturdy.

Elfmarked

One of your ancestors has done a great service to the elves and rewarded with a mark of their friendship, which passed on to his descendants.

Benefit: You gain Racial Heritage (Elf) as a bonus feat. In addition to that, you gain +2 to Will Saves and +2 to Perception.
/////

I'm gonna review the traits section and remove the type-limit, so that you can take 2 traits of any kind.
/////

Okay, here are Wolfbrother feats so far (there will probably be more feats and even class talents, but that's in the future and reserved for higher levels):

Wolfbond

Prerequisites: Wolfbrother, Wildlander Animal Companion (wolf) talent, 4th level
Benefit: Your animal companion is larger and sturdier than normaly, about twice the size of normal wolf, and uses dire wolf base stats.

Wolfbrother

Prerequisites: Latent Wolfbrother trait
Benefit: A wolfbrother adds +4 to all Wild Empathy checks made with wolves.
This bonus increases to +8 at 12th level.

Wolfspeech

Prerequisites: Wolfbrother feat, 2nd level.
Benefit: A wolfbrother gains the at-will ability to speak with wolves as per Speak with animals spell. At 5th level he can do so telepathically, as long as the wolf is in his line of sight. At 8th level his range extends to his ECL x 5 miles.

Wolf Mentor

Prerequisites: Wolfbrother, Wolfspeach, 8th level
Benefit: You have attracked the attention of an old spirit wolf, perhaps a child of Amorak the Father-Wolf, or some wise old alpha who lived for a long time and trained many a puppy. While meditating, you can reach your mentor and aska question of him. This ability works like Commune with nature spell and can be used once per day.

Wolf Pack

Prerequisites: Wolfbrother, Wolfspeach, Wolf Mentor, 11th level
Benefit: You can summon 2d6 ghost wolves to your aid. They stay with you until your need ends or the sun rises, whichever comes first.

Wolf’s Senses

Prerequisites: Wolfbrother feat, 2nd level.
Benefit: Your sense of smell becomes heightened. You gain Scent as special ability.

Wolf’s Senses – Emotions

Prerequisites: Wolfbrother, Wolf’s Senses, 8th level
Benefit: The wolfbrother's sensitivity to the scent of humans can tell him something about the emotions of people near him.This provides a +4 competence bonus on Sense Motive checks.

Wolf’s Senses – Perception

The wolfbrother’s eyesight and hearing become almost supernaturaly sharp.
Prerequisites: Wolfbrother, Wolf’s Senses, 3rd level
Benefit: The wolfbrother gains a +4 competence bonus to Perception.
/////

Right now, the only Lycan feat in my document is Consume Scent. You can consider feats from Blood of the Moon by Paizo and Eberron Shifter feats as Lycan feats.

Beast shape lasts as the spell. There is a difference, though. If you change shape while clothed, your clothes will be destroyed. If you wear armor while doing so, you will suffer a d6 damage per armor category.
/////

Rogatina: 1d10 x3 or 1d8 x4 Reach, Brace 12 lb. Piercing or Slashing or Bludgeoning. Rogatina is a broad-bladed spear with 6-foot haft and 2-3 feet long blade. Its name means "Big Horn". It evolved from bear and boar hunting spears. Its use is widespread in Borderlands, since it's cheaper to manufacture and maintain than swords. Laos use it differently than other Boderlanders, though. They've developed a style of fighting with rogatina that consists of broad sweeping circular swipes with the blade and short jabs with the end of the haft, usually bound in iron. This style of combat is taught women and town militias, but guardsmen and bodyguards also prefer rogatina as their primary weapon since it can be used effectively in both tight and open spaces.
/////


Goblin Gunslinger "Ziggs"

1d20 + 1 ⇒ (14) + 1 = 15
1d10 + 1 ⇒ (3) + 1 = 4


Goblin Gunslinger "Ziggs"

Name
Your characters name
Class
Your characters race, class (and archetype) and level
Personality
2-3 lines about your characters quirks, habits, likes and dislikes, demeanor, moral code and ethics, interactions with others
Physical Description
What your character looks like.
Include race, distinguishing features, scars or tattoos, hair style/colour, attentivness and energeticness or lack thereof, the look in his eyes, his mood or moodyness
clothing and weapons
History or Backstory
Where did you come from? Location (if you can), your circumstances of birth, your parents, your clan or family name, any tragic childhood events.
Your Goals and Reason for Adventuring
What does your character hope to achieve? Why did you set out to adventure?
Future Plans
What do you plan to do with your character over the next few levels?
Your Greatest Fear
What do you fear the most?
Your Uncrossable Line
What will you not do no matter what? What would kill you to do?
Traits, Drawbacks and Notable Feats
List any notable traits, drawbacks and feats then list WHY you have them. For example, why do you fight with 2 weapons, why are you helpful or why are you power hungry.
------------------------------

HHH
Name
Lucky
Class
Malefactor (Curse Eater) 8
Personality
Lucky suffers from a dual existance. On the one hand his natural tendencies for excitement, adventure and free spiritedness, while on the other hand exists his cursed nature. Lonlieness, isolation and fear for the safety of others. A disaster ever lurking around the next corner. Lucky has that absolute need for friends and family that only a lonely halfling could experience, yet he knows that he must keep his distance for if anyone gets too close, bad things start to happen, and even worse if they touch him! As such Lucky is always striving for that perfect balance of as close as possible to those he holds dear and sticking to the outskirts of the group.

Physical Description
Lucky is a small halfling, a bit shy of 3ft and lean. He has an almost starved look about him but wether that is due to malnurishment or lack of emotional and human attachment is hard to say. Despite his small size Lucky is quick. So quick that if he senses danger he is the first to hightail it out of there, a little brown blur streaking past and under his allies.
One of the most striking features of lucky is the word TABOO etched across his forehead. It doesnt appear to be scarred into him nor is it a tattoo. In fact it is the mark of a potent curse cast on him, a reminder of a sinister history and a warning to all those nearby.

History and Backstory
For the world that Lucky originally came from, i am going to be using the cosmology that me and The Silver Prince Have been creating. The general cosmology has the normal planes and then a dozen or more of his devising that i will be using.

Goals and Reasons for Adventuring
Well Lucky didnt WANT to be abducted. He didnt WANT to be the only living being on the entire planet to be pulled away to an intergalactic prison (wether he is the only one or simply the first remains to be seen).
Lucky has, however, gone adventuring back home on . The reasons he would go were always the same. Pain, loneliness, desire to belong, and finally to find a new home and family.
First would come the pain of a great accident or mishap like a great fire. Next would come the intense loneliness and guilt knowing that in some way, he was responsible. Then would come the age old desire to find somewhere he could belong, someone he could attach to, and often he would find it in roaming bands of adventurers. At least for a time, until they realized he was the cause of all their misfortune. Finally he was always searching for a home he could belong to. A place where he felt safe and a place where friends were always welcome.

Launguages
Some halflings are known to drink up launguages like a spounge. Lucky is not one of those halflings...

Future Plans

Greatest Fear
He absolutely dreads running into Baba Belindia again. He knows that it is simply a matter of time, but her promise of "Collecting all the ill luck he has stolen" and the "Reward to be due" simply terrifies him. He doesnt know what it means but he fears what it might imply. This has also trickled down into a heightened fear of any evil outsiders, Fey or undead as they remind him of her and her minions.

Uncrossable Line
He wont betray harth and home, family and friends. He will not harm them and will be fierecly protect them (he can run away or leave, thats fine)
Traits, Drawbacks and Feats

Campaign things of note: there will be no common language, so there might be some communication issues. There will be all sorts of critters floating around the ship, as whatever took you took a bunch of monsters as well. Each of you has come from a different world which has a common or trade tongue, but none of the "common" languages are the same. As part of your submission, I would like a brief synopsis of the world that you come from (to make things simple, no characters from the realms will be taken; this is my personal dislike of the setting for the most part). While I will accept submissions that use existing settings, I would prefer it if you created your own, as they will be easier to work into the story. Additionally, you must be from the prime material plane (to use the older edition vernacular). I will be using things from the technology guide, but they should not be something your character is familiar with (if you're playing a character like a tinker or machinesmith, the things in that book would be more like theory than anything that your world is currently capable of producing


Goblin Gunslinger "Ziggs"

More Info:

About Me
Posting Availability and pace
I usually post 2-3 times a day, first thing in the morning, last thing before sleeping and often once or twice during the day. I do recruitment last thing at night so i can sleep on it :)
As for pace, I am rarely the one being waited on, i like posting a bit more than "average" and thats why i enjoy having a wide base of games to satisfy my craving for the game :)

How familiar are you to the setting
Not familiar at all, i have read some of the portal but i would be new to the setting :)
I usually gravitate to homebrew, things like a borderlands game, a creationist game, Nightfliers purely homebrew labour of love, and really anything with wierd/new/interesting rules.

How many games do you currently play in
I am a player only (GMing sounds awesome but is a bit of a leap right now. Sooon...) and i am in 4 active games and 2 inactive/stalled games (one, the GMs com broke, the other has real life issues and might be coming back soon! Hurray!!!)

What does Old School mean to you?
Old school usually brings 3.5 to mind, as well as a bit of a different mentality. Where there was less Hard Rules for everything and more need of creative solutions and interpitations. Where it was a story, first and foremost, with lots of interaction and longer posts then just "I attack. (rolls dice) I hit for 21 damage."

Would you still be interested if it was CRB only?
Sure :) however i would go about it differently. I do my gaming strictly online, so looking up to see if things are CRB or not is more of a chore, however i can enjoy it just the same :)

All time favorite art
Hoooo boy... I am a very avid reader. I read lots. And lots of manga and comic books and webtoons, so huge selection to choose from -_-
Beserk is a favorite, as it actually does the massive 2-handed blade thing well and realisticily. And it goes a huge way towards developing a very real Gatts, with a tremendious amount of developing his character. And the setting is neat, starting of realistic and steadilly turning fantasy.
Kingdom was another favorite, an
d Ouki, being an exceptional character. The manga is just chock full of great battle scenes and actually does army sized combat extremely well, best ive seen so far, massive battles of 100,000s of troops, city seiges, assassination coups and plenty of duels :)

Bonus points. My posting style
I hate posting "I attack. (rolld dice) i do 21 damage."
Theres no story, no interaction and nothing keeping it interesting. Instead i try and inject mechanically meaningless bits into my posts. I have an Elan teleporter who mumbles to himself about dimentional coordinates and spacial flux and mathamatical equations when he is stressed and trying to teleport and it is always followed by a POP! every time he does port. He is also Naive but trustworthy, a little vain, easilly excitable, very fast and never in the same position for long.

And i have a robotic Claptrap (from borderlands) who has a personality disorder. He has too much of it :p
He is always trying to help out, offering useless information, getting scared, coming up with briliant plans (read Crazy and Hairbrained, like setting up lots of explosives in a small area or trying to download a human conciousness into his databanks). Hes also a kleptomaniac with a good 60lbs of useless junk. He has half a dozen eyestalks, a cellphone, a codebreaker, Echo device, spare parts, blueprints and books, half-dozen+ weapons and inneumerable amounts of tools (of which hes only used the tools and the echo device. Once.) his equipment block is a mile long... Actually sam with his skills block and same with his resistances/immunities block >_>
My point is i like complex characters with lots of quirks and depth that are fun to "pretend i was them for a while" :)

Name
Midiotoziggeroto

Class
Male Elan Psion (Nomad) 4

Fluff:

Personality
Being young and impulsive, Midioto has the personality of an energetic youth, constantly dashing here and there. When this is augmented by his mindly powers it can be seen as taken to the extreme where Midiotoziggeroto would dash down whole blocks in the blink of an eye, just to get to the other side and see what it looks like from the way he came from.
While most Elans learn to hide their non human origins and to blend in with society, that is a skill that has thus far eluded Midioto and it is obvious that he is an Elan to those who know about such things.
Lithe and light on his feet, Midiotoziggeroto is the embodyment of movement.

Physical Description
The young elan has long ashen hair and a golden complexion that is so obviously infused with psionic energy as to leave no doubt to his origins. Yet even then, his face has that distinct trace of gnomish heritage that you cant help but wonder...
He is seen carying little and wearing rather normal wear for a human of his age, light brown, flowing robes, a belt around the waist and well worn sandals on his feet.

History and Backstory
What Midioto was before he became an Elan and why he was chosen are not known, even to himself. That was 15 years ago and what is known is that the end result was a hyper, intelligent, and curious creature intent on exploring this amazing new world.

Goals and Reasons for Adventuring
Midiotoziggeroto wants to explore the world. He wants to meet new people, see new races and set foot on places never before seen. In his heart he is an explorer and any chance to see new places or enjoy new experiences greatly appeals to him.

Future Plans
At Lvl 5, he will gain access to time hop. A power that will let him travel forward in time and move faster through time itself.
If i cannot think of a feat to chose at any level i will probably just take the psionic talent feat. MOAR PP!!

Greatest Fear
Midiotoziggerotos greatest fear is losing the ability to explore and gain new experiences such as being imprisioned in a dungeon (a trait shared by many of us, and we are going to a prison to boot!)
He also fears something known as the bleaching by the gnomes, the loss of interest in life itself.

Uncrossable Line
Midiotoziggeroto does not want to betray his friends but the one thing he will not do is imprison someone or take away their freedom (tying them up and handing them to the local guard is ok but locking them up himself is not).

Traits, Drawbacks and Feats
Traits: Vain, Naive.
Midiotoziggeroto is young, impulsive and very sure of himself. He is confident in who he is and has yet to learn that not everyone is as trustworthy as he first believes them to be.
Traits: +2,
Feats: Fast Step, Psionic Talent and Speed of thought feats.
Speed of thought and fast step are reflected in his desire to move everywhere and be everywhere.
Psionic talent represents his powerful psionic abilities.

Despite his high intelligence and respectable amount of skill points, he has few knowledge skills, since he is too young to know much. Instead, as he levels he will gain more, representimg him learning about the world. He also has a scary fast movement speed and quite significant power pool. This leaves him with plenty of options to explore and rather large potential psionicly wise.


Goblin Gunslinger "Ziggs"

:
Unlucky
Male Halfling Malefactor (Curse Eater) 8
CN Medium humanoid (Halfling) Initiative +4, Senses Perception -6
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Defenses
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AC 14, Touch 14, Flat Footed 11 (+3 dex, +1 size, +1 dodge when feared)
hp 96/96 (8d8+32)
Fort 11 Ref 14 Will 11
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Offenses
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Speed 30ft
Melee
Ranged
Modifiers +6/+0 BAB, +1/+0 Str, +1/+0 Size, +1/+0 against flanked foes (Craven), +5/+5 Harrowing Strike
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Current Magical Effects
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Statistics
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Str 13, Dex 16, Con 18, Int 12, Wis 20 Cha 10
Base Atk +6 CMB +6 CMD +19

Feats Bodyguard, Combat Reflexes, Focused Malediction (Taboo), Quick Malediction (Taboo), Tenacious Malediction (Cross the Path),
Maledictions Apt Curse, Cross the Path, Taboo, +1
Traits Helpful, Survivor, Wisdom in the Flesh (acrobatics), Spooked
Craven, Fleet of Foot

Skills x7
Acrobatics +15 (8 Ranks, +3 CS, +5 Wis)
Bluff +9 (6 Ranks, +3 CS, +0 Cha)
Climb +5 (1 Ranks, +3 CS, +1 Str)
Knowledge: Nature +9 (8 Ranks, +1 Int)
Knowledge: Planes +9 (8 Ranks, +1 Int)
Perception +16 (8 Ranks, +3 CS, +5 Wis)
Sense Motive +17 (8 Ranks, +3 CS, +1 Trait, +5 Wis)
Stealth +15 (8 Ranks, +3 CS, +4 Dex)
Swim +5 (1 Rank, +3 CS, +1 Str)

Languages Aklo, Common, Halfling

Other Gear
0gp

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Tracked Resources
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AoO (6/6)
Strife (9/9)

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Special Abilities
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Aura of Misfortune all creatures within 10ft take a -5 profane penalty to their saves.
Bodyguard Spend an AoO to aid another on a teammate to increase his AC.
Combat Reflexes can make 5 AoO a round and while Flat-Footed.
Craven +1 initiative. +1 to hit against flanked foes. +1 dodge and +10ms while under a fear effect.
Cursebound immune to cursed items. As long as you have 1 strife point gain +4 bonus to saves vs curses or hexes.
Cursebreaker target a creature with Remove Curse (CL 8). You must make a save vs the curse effect. If successful gain temp hps and spell resistance equal to the caster lvl of the broken curse (SR lasts 4 rounds)
Fleet of Foot 30ft move speed.
Focused Malediction the DC to resist Taboo is increased by 2.
Harrowing Strike costs 1 strife as a standard action. Melee attack against a creature suffering from a curse effect. Add Wis to attack and damage and ignores concealment (total concealment is treated as concealment).
Helpful Aid Another for +4 instead of +2.
Keen Senses +2 to perception.
Luck of the Damned add your Wis bonus to Ref and Fort saves.
Malediction 4 total. Takes a standard action that does not provoke. DC 19, 20ft range, 8 round duration.
*Apt Curse DC 19 Will save or 50% take no action each turn.
*Cross the Path DC 19 Will save when you use Acrobatics to pass through a creatures threatened area as a swift action. Falure means he is flanked until the begining of your third turn.
*Taboo creatures that attempt to make a melee attack, touch or pass through the square of a large or smaller unattended object or creature must make a DC 21 Will save or be stunned. On a successfull save you are immune for 24 hours. 1/time. Sonic, mind affecting.
Quick Malediction Taboo only takes a move action to activate.
Spooked whenever you see a fey, outsider or undead within 60ft you must suceed a Will save (DC 10+ Cha mod) or be shaken for 1d4 rounds.
Steal Victory spend 1 strife as an immediate action to cause opponet to roll 2 attack rolls and take the worse result.
Strife Pool 9/day. As long as you have at least 1 you are immune to your own Aura of Misfortune.
Strife Surge when a creature within my aura of misfortune rolls a natural 1, next round strife costs are reduced by 1.
Survivor +1 Initiative and Sense Motive. Sense Motive is a class skill.
Transfer Curse alternativly to using Cursebreaker you can force a creature within 30ft to save vs the curse.
Wisdom in the Flesh use Wis instead of Dex for Acrobatics.
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Encumbrance 0lb
Light 37.5lb, Medium 75lb, Heavy 112.5


Goblin Gunslinger "Ziggs"

The Harbinger class: Harbringer

https://docs.google.com/document/d/1HCtvRArIRPjcClMf5KVJrDBrkV_gBoaVFuvwA4C mCew/mobilebasic?pli=1

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