So I am probably a dumb-dumb ("probably" is doing a LOT of work there), but I was initially very confused with how Book 3 was structured. I tend to read each "chapter" in the books separately (my fault), so I was confused as my party began this segment with the hexploration and thought the encounters mentioned in the first part were all they would encounter throughout the entire exploration for the chapter. It took looking ahead to realize that Chapters 2 and 3 referred to the specific towns/towers for this chapter.
Considering how different the hexplorations are than the prior two books, perhaps it is worth in future APs noting in the introduction that parts 2 and 3 refer to locations they might encounter? I know there is the sidebar about how everything works out (with certain towers being more or less dangerous), but it was still unclear to my idiot brain that those were part of the overall hexploration and not separate "segments' they would encounter after the exploration. Just me? It could just me me.
Has anyone popped this onto a VTT yet and if so how did it look?
Thanks
Tom
FWIW, I just exported each "page" of the map as a TIFF, and they are really high-res. I would think they would work great on VTTs, but haven't imported them yet.
I remembered when these were announced last year (2022) and was very excited for them, but since then I've heard nothing else. Has this line been cancelled, or is it still coming? Any details?
Thanks, everyone! I was trying to find the sheets on those pages, and for some reason didn't see them on other APs...but wonder now if I just didn't look at, say, the Strength of Thousands page to confirm. I'll double-check.
That said, I still think Edgewatch would be perfect for PFS sanctioning, since it does immediately solve the "treasure" problem.
Perhaps this was something I only dreamt, or was only a component of 1E, but I thought Second Edition APs were authorized for organized play use? If so, where does one find the reporting sheets and information for them?
If not, have APs ever been authorized for organized play? Just curious...I would love to run Agents of Edgewatch as an organized play campaign since that automatically takes care of the whole "treasure" conundrum with that adventure.
I did think it was interesting that all of the one-shots were level 3 or higher. At first I found it frustrating as a way of introducing new players, but as I mentioned in my original post, it proved to be fantastic for slotting into an ongoing campaign (granted, that meant not using the pre-gen characters, but I made it work!). I still need to read Mark of the Mantis, but bought it immediately because it looked so cool!
I've really enjoyed all of the official Pathfinder One-Shots released so far (especially Dinner at Lionlodge, which I wrapped as a sidequest into my Extinction Curse campaign!). I haven't seen any announcements for future one-shots...is this line dead? On hiatus? Anyone know if more of these will be coming out?
You should be able to go in and delete it, but in this particular case I think your player already contacted me and I deleted them. If you have any issues like this in the future that you can't fix, you can email me at orgplayreportingerrors[at]paizo[dot]com.
Thanks, Alex! I appreciate the help, and glad the player already reached out as well.
I (GM) recently ran PFS (2E) scenario #3-18 at my local game store. When I went to report it, though, the reporting form on the site kept glitching when I clicked "Submit" (it would say it couldn't find a character and then automatically bump me out of the form). A few days later, one of my players messaged me to note that I had reported the game three times.
What do I do in this situation? Is there a way to cancel the other two reports? I couldn't find any info in the FAQ about this specific issue.
I have been running the first book of Outlaws of Alkenstar on Foundry, and love, love, LOVE this premium product so far! The attention to detail, such as adding the chart from the Gamemastery Guide for the Tetanis chart is just amazing.
However, tonight, while loading up the Wailing Scrapyard map, I noticed that the environmental animation for the pool east of the entrance has a bug where it will flash black at the end of its animation cycle. Is this just an error on my end, or have others encountered this as well? If so, is there a fix? I couldn't find an option in the map settings to turn off that animation, and I can't find a way to "move" or delete the animation either.
I've searched around for an answer to this and can't seem to find anything, so here goes:
Are any official Pathfinder 2E accessories "sanctioned" for PFS play? For example, can a GM use the Hero Point Deck, or the Critical Fumble/Critical Hit decks?
I have all this "stuff" I want to use, but wasn't sure if it was allowed in Organized Play or not. Help!
I can't believe it took me so long to notice these, but it appears since Lost Omens: Legends a fun comment has been left after the "Printed in China" indicia on the copyright page at the end. Anyone talked about these yet?
Most seem fun and related generally to the theme of the book—BUT, the one included in the Absalom book is really fascinating! It reads, "Lord Synarr is not who he says he is!"
Are there any plans to offer "official" class-specific character sheets for the Magus and Summoner (and presumably other upcoming classes specific to future rulebooks like Guns & Gears) like those offered in the Character Sheet Pack and the APG Character Sheet Pack? I love these sheets, and find them helpful for new players, too, since they provide guidance on creating and leveling up.
Is Paizo planning on developing a "Future Rulebook Character Sheet Pack" or some-such?
What others have said: basically, I am SOOOOOOOO happy to see official Paizo support for Foundry. Bounties seem like the perfect way to "test the water" here, and the community effort to build and perfect the PF2 system in Foundry is absolutely stellar. (I would go so far as to say, it's the best of any system on Foundry at the moment, both in terms of visuals and function).
I picked up a Bounty to test it out. Well done, all around! The import was smooth, I love how it divides up everything into unique folders (since I have other PFS material in this world), and to answer a previous question, everything is here - no need to buy the PDF. All the text, images, handouts, maps...it's all contained. One could easily buy this, import, and be up and running in a matter of minutes.
Keep it coming, Paizo! Even if the next step is official one-shots like Sundered Waves or Maelstrom, that would be great. Understandably, APs would be a boon, but I'm loving everything so far.
I'll just put this out there: if you make Foundry-ready map packs, I'll give you all of my money!
Is there a specific time on the west coast that the PDFs get released? I received an email that my order of this Society adventure comes out today, but it is not showing up in my Downloads. I keep checking to see if it gets added, but so far (1:00 PM Central time), nothing. Just me?
I know Logan recently said on Know Direction that the Bestiary 3 will be the last of the "core" GM-facing books and the last of an "unthemed" Bestiary collection for PF2. Considering how amazing the Bestiary Battle Cards have been thus far, I am curious if those will be offered for the third book as well? I can't find any mention of them forthcoming in 2021...
I'm looking back over the posts here, and just wondering if there is any solid ETA on this being released? I am super-excited for this book, and holding off on running Agents of Edgewatch until it comes out so I can supplement the campaign with info from this book.
I really appreciate you all trying this format out. I know it's just a trial, but any chance the feed for the podcast will become available on other platforms? (I tried using the Soundcloud feed in my podcast app, Pocket Casts, and it didn't work...)
Anyone else having issues with the tracking links provided for your orders? Every time I try to open a link, I get a timeout/page not found error from ups-mi.net. I've tried it in two different browsers as well (Firefox and Edge Chromium). Help?!
In the Crafting and Treasure chapter, when it reviews the standard item statblock, it mentions the Item Level listing but notes that any character of any level can still use that item. The phrasing is "the level indicates what level of adventurer the item is best suited for," but stresses there is no limit. The example given is "a 3rd-level character who finds an item of 4th level or higher while adventuring can use it normally."
Does this suggest that, practicality aside, a 1st-level character could use an 11th-level item if found?
Thanks, @Farrindor! I appreciate the advice. I'm looking through the Core Rulebook and not seeing the Quick Squeeze feat points listed with Difficult Terrain. Can you point me to the correct page/section?
Looking over your wonderful suggestions, @Sethbrown, and I think I can definitely tweak the sheet to incorporate a bracket where needed (not sure why I didn't put one there originally). And a great point about the Armor Proficiency: I *think* I can get rid of the "notes" section under Saving Throws, move Perception up into that space, and then shift Weapon Proficiencies over to make a same-sized box for Armor Proficiencies. I'll try it out over the next few weeks and see if it works.
Thanks for all the great feedback, @Sethbrown! I'll take a gander at your recommendations when I get a chance. I did want to pop in here to post that I finally made a form-fillable version, too.
Here is the link: https://drive.google.com/open?id=11iF8pFzkDB4CItlJOwpkDujiiBId3DUU
Oh, and honestly, I am not sure why I went with landscape format. I think I just wanted it to sit on the table a little more easily and not extend upward into the play area too much. Strange? Perhaps. :)
I have this idea for an adventure I want to run that is set in a city built to a scale for only small creatures. The idea is that if my PCs build mainly Medium-sized characters, they will have to squeeze through everywhere in the city - fun, right?! (The spaces are essentially no more than 6 feet wide.)
Yet, in looking through the new 2E rulebook, I am not finding specific rules for something like this in Chapter 9. Apart from the "Narrow Surfaces" rule, or the Environment tables in Chapter 10, I'm not really seeing anything.
How would you all handle this? Run everything at disadvantage? Use the Crowd setting throughout?
Hi Everyone, I designed an A5 size (approximately 5x8") character sheet to print out on cardstock and keep in my gaming notebook. In designing these, I strove for legibility and a clean layout that puts the core information on each page. I thought I would share it here in case anyone else is interested or might find this useful. If so, or if you have feedback or comments, please let me know!
Thanks so much, @Deadmanwalking and @Glimturen_Runekeeper! I would never have found that...
On the off-chance Paizo is looking at an errata, it would help if the Domain list on p.441 mentioned at the bottom that these are listed in the Focus Spell section of that chapter.
HELP - I am confused: I am creating a Champion (Liberator) with the Deity's Domain feat at Level 1. The description states to choose of the deity's domains (in my case, Sarenrae) from those listed on page 441, and you gain the initial domain spell as a devotion spell. Okay, easy enough.
I choose "fire" and the initial domain spell is "Fire Ray." But when I go to the spell chapter and look through it to find Fire Ray, it's nowhere to be found. What am I missing here?
Thanks, everyone! I was really confused, since I might roll up a Champion as my first character and take the Seer Elf heritage, but realized I would not have any general spellcasting opportunities anymore.
It would also be really helpful to have feat cards so you don't have to try and memorize the details of each feat.
Indeed it would, that would also make it eaiser for newcommers to dive into the game. And I do beleive that is what Paizo is up to with this game.
I second (or third?) this request, as I love the spell cards produced for 5E. That being said, to your point @Technotrooper, I feel the new 2E Character Sheet Pack with class-specific sheets kind of solves the Feat issue, since it lists the feats for each class on the second page (which is super handy!).
This is perhaps a dumb question, but I am reading through the new 2E Rulebook, and when reading the possible choice of heritages for Elves, the "Seer Elf" states they are granted the ability to cast detect magic as a cantrip. However, what if a Seer Elf is selected for a Class without spellcasting abilities. Would that character still be able to cast just this one cantrip? Or would it be null?
About Nilonim Overseer
Background
Nilonim does not remember his family. He does not remember his mother; she left him in the male dormitories before he could speak. His mother likely doesn't remember his father, so Nilonim had no opportunity to even meet him. His earliest memories consist of toil, theft of food from those younger and vicious beatings from those older. A full third of his peers are now dead, he doesn't remember them either.
From the crucible of the dorms, he watched the women, he watched the nobility, and like his brothers and cousins, envied and hated those who would always be above him. He watched as those who acted on that envy and hatred were stuck down with the same pity others give to vermin. He learned. He waited. He survived.
Then, discovery. Others were less than he. Kobolds, dwarves, humans, dozens of creatures of every size and shape. They were beasts, not deserving of life other than serving the whims and needs of the drow. And the women, the nobles, needed men to squeeze those needs and whims from the beasts. Nilonim turned his envy and hate to the lesser races, treating them with the same disdain and cruelty he had felt all his life. He became a brute, but a talented brute. He found a skill his brothers and cousins did not have. He instinctively know when to frighten, when to lie, when to cajole, and when to cut his losses and beat a stubborn or prideful beast to death. He settled into the life of an overseer, fought off or killed those who might take his position and waited for the mistake that would end this career with a knife between his ribs. It was his lot in life and destiny in death.
Nilonim expected no change when a pile of feral slaves were dropped into his care. These last were captured from the surface, and he entertained himself with their desperate scrabbling in the dark. Several quickly died; more learned their place and earned a few more years of life, but one was different. A human whose sun-scorched skin almost matched the drow's in darkness took each blow unbowed. He obeyed but never cowered. As the weeks working with the human stretched to months, Nilonim grew increasingly furious. His mistreatment and brutality toward the human reached levels approaching sadism. But the human would not bend. He showed no reaction, no emotion.
Finally, after a final confrontation which left the human broken and bloody and Nilonim exhausted and bent, the human reacted. He smiled. He laughed. Nilonim looked at him in surprise, then fury. But as he raised the truncheon to crush the insane fool's throat, his arm hesitated, then began to shake. Nilonin's entire body began to shake. The human's laughter was joined by a second voice, his own. He quivered and shook with laughter, laughter at his upbringing, laughter at his hatred, laughter at the system that put kept him down and forced him to push others still further. Tears streamed from his eyes and Nilonim fell to his knees. His laughter joined with the human's into weird waves of harmony. Through his tear-stained eyes he glimpsed dark shadows hovering over the paddock cells. Through the laughter he heard whispers. A second world revealed itself in one glorious moment.
"Now you see. They can't take that from you; like you could not take that from me." The human's laughter faded and he spoke in fluently in the Drow's speech.
Nilonim nodded and wiped the water from his eyes. "Thank you. You have given me a great gift." Nilonim then swung his club, connecting solidly with the human's head. The human fell, but part of him still stood. In Nilonim's sight alone, the human's spirit rose from its crouch with bewilderment in its eyes.
"Yes, a great gift, but I am still a drow. You are still a slave. You serve me." Instinctually, Nilonim felt his will reach out and bind the human's spirit to his own. He
Description
A slim athletic drow stands before you, his head tilts back and forth and his mouth moves slightly as if having a conversation with someone just behind you. His eyes lock with yours for seconds too long then dance to the right and left watching things outside your peripheral vision.
Physically, he is unremarkable. A simple hide shirt covers cobalt skin, though the edges of elaborate tattoos peak out in white over his neck and right arm. Shoulder-length hair the same color frame eyes of vivid red. Light scars, appropriate for a low-class male, dot and mar the visible skin, but no more than normal. He leans against a large hammer, and a shield made from a well polished gecko skull with a short slashing blade emerging from the mouth covers his left hand completely.
Nilonim Overseer
Male drow (Covenant)medium1/(Pact Magic)occultist1
Stats:
N medium humanoid (elf) darkvision 120ft
Init +2, Perception +8, Sense Motive +6
_____STATISTICS_____
Str 15, Dex 15, Con 12(16t), Int 10, Wis 14, Cha 20(24t)
Saves
Fort +3(5t) (+2[base] +1(3t)[Con])
Ref +2 (+0[base] +2[Dex])
Will +4 (+2[base] +2[Wis])
+1 trait bonus on saves vs fear effects
Immune sleep effects
+2 racial bonus on saves vs enchantment spells and effects
_____TRAITS/DRAWBACK_____
Favored: Al'kra the Operated (faith) - You are the heir of the unimaginable powers of an occult spirit. Select 1 spirit. You gain a +2 bonus to your binder level when determining your maximum spirit level for the purposes of summoning and sealing a pact with this spirit as well as a +2 bonus on bind-ing checks made to summon this spirit. Each time you gain a new character level, you can select a new spirit to apply this benefit to.
Terrifying (campaign) - about your words and mannerisms that strike fear into all who meet you. Benefit: You gain a +1 trait bonus to Intimidate skill checks and a +1 save DC to any spell with the fear descriptor.
Adopted (social) - You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race. (Shoanti Tattoo - You gain a +1 trait bonus on saving throws against fear effects. Additionally, you are proficient with earth breakers, klars, and Shoanti bolas.)
Spirit Combat (combat) - You can harness the spirit's power with brutal efficiency. You gain a +1 trait bonus on dam-age rolls with the granted abilities of spirits that you are currently bound to.
Umbral Unmasking (drawback) - You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Drow gain a +2 racial bonus on Perception checks.
Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
Stalker: The lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat.
Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.
Bind Spirits (Su)
Constellation Aspects (Su)
Spell-like Abilities: A medium's spell-like abilities require a certain measure of attention from the medium's spirit guide to maintain, she can have no more than one instance of any particular spell-like ability active at a time; casting that spell-like ability again ends the duration of any ongoing copy of that spell-like ability. The nonmagical effects of the spell-like abilities are not necessarily undone, and instantaneous and permanent spell-like abilities are not subject to this limitation.
3/day: disrupt undead, guidance, haunted fey aspect, mage hand
Influence: Restless Souls
Spirit Guide (Sp): Every medium possesses a spirit guide, an insubstantial phantom that speaks to her mind, watches over her, lends her its strength and wisdom, and offers her its services in contacting spirits and using spell-like abilities. The guide automatically grants her a single guidance spell effect whenever she enters a trance (as described below); the bonus can be used at any time during the trance. At 4th level and every three levels thereafter, the competence bonus granted by the spirit's guidance increases by 1 when applied to a d20 roll involving one or more fey, outsiders, or undead that are not your allies (including rolling initiative in a combat against such creatures), to a maximum of a +7 total bonus at 19th level.
Spirit Boon Psychic Assault (Su): You can send your spirit guide to assault the mind of a foe within 100 feet. The victim's mind reels and his body spasms, dealing 1d8 damage. The victim is allowed a Will save for half damage. This is a mind-affecting compulsion effect and is only effective against living creatures. This ability can be used a number of times per day equal to your Charisma bonus (minimum 1). The damage increases by 1d8 at 3rd level and every odd level thereafter. Starting at 3rd level, the victim becomes fatigued if it fails its Will save. At 7th level, he becomes fatigued whether or not the save succeeds. At 11th level, he becomes exhausted if he fails his save and fatigued if he succeeds. (4/day)
Trance (Su): As a move action, a medium can enter a trance to align herself with the powers of the spirit world. A medium can maintain her trance for a number of rounds per day equal to 4 + her Charisma modifier. Temporary increases to Charisma, such as those gained from the trance and spells like eagle's splendor, do not increase the total number of rounds that the medium can maintain a trance per day. She gains an additional 2 rounds of trance per level she gains after 1st.
While in a trance, the medium gains guidance from her spirit guide and taps into the power of her spirit influence. The medium gains a +4 insight bonus on Constitution and Charisma. In addition, she gains temporary access to one or more covenants and spell-like abilities determined by her influence. These covenants come from no patron in particular, instead representing the collective recognition of many spirits, and so use the medium's Hit Dice and Charisma modifier in place of the patron's. Each of these abilities can be used once per trance unless the ability can normally be used more often. Like other medium spell-like abilities, the medium can have only one of each spell active at any given time; if she uses it again, any previous instance of that spell-like ability ends immediately.
A medium in trance can vocalize or speak on behalf of the spirit patrons whose power she is currently channeling, but cannot control her voice, and thus cannot use spell trigger or command word items, nor can she cast spells with verbal components or language-dependent spell-like abilities aside from those derived from her influence (though she can still use other spell-like abilities), nor can she use skills or performance abilities that require her voice. A medium cannot enter a rage during a trance and cannot enter a trance during a rage; she is immune to rage effects as long as the trance lasts.
A medium can end her trance as a free action, but only if her trance has lasted at least a number of rounds equal to or greater than half her class level. Thereafter, she is fatigued for 2 rounds for every round she spent in her trance. She cannot enter a new trance while fatigued or exhausted, but can otherwise enter a trance multiple times during the same encounter. If a medium falls unconscious during a trance, the trance persists for 1 round, ending at initiative count 10 of the next round if she has not since recovered consciousness. This extra round counts against her number of remaining rounds of trance.(8 rounds)
Trance Spell-like Abilities: touch of fatigue (1/trance)
Trance Covenant: Frightful Violence - Whenever you strike a foe with an attack and your victim is suffering from a fear effect, flanked, or denied his Dexterity bonus to Armor Class against your attack (whether he has a Dexterity bonus or not), he suffers a -1 morale penalty on attack rolls against you and saving throws against your abilities. This penalty stacks with itself and lasts for 1 hour or until he next deals damage to you. If the victim has fewer Hit Dice than your patron (you), he must also make a Will save or become shaken.
Spirits Known:
_____SPIRITS KNOWN_____ Al'kra the Operated (Dark Beyond2) Binding DC: 16
Totems
» You sacrifice a living creature within the seal during Al'Kra's ceremony.
» You draw Al'Kra's seal within 10 feet of an abandoned building or a forest.
» You place a custom-made effigy representing Al'Kra's operator within the seal, requiring 4 ranks in Knowledge (religion).
Ceremony: You sing “The Ballad of the Tall Man”, an ancient children's song warning of abductors in the night, backwards.
Manifestation: The world outside your seal tears as if it were a canvas that was ripped apart and hastily put back together. Al'Kra does not announce his presence; you suddenly begin a battle of wills against his influence.
Major Granted Abilities
Paranoid Chill: As a standard action, select 1 creature within 30 feet of you. If that creature fails a Will save, it becomes inflicted with hypothermia, suffering 1d6 points of nonlethal damage, becoming shaken, and suffering an additional –2 penalty on saving throws against fear effects. Paranoid chill lasts for 3 rounds; the affected creature may attempt a new Will save at the start of each turn to prevent the damage and end the penalty on saving throws against fear effects; the shaken condition persists for 1 minute after paranoid chill ends, however. The damage dealt to the creature each round increases by 1d6 at 8th level and every 5 binder levels thereafter. This ability is a mind-affecting fear effect. After using this ability, it is expended for 5 rounds.
Capstone Empowerment: A creature suffering from your paranoid chill is prone to bouts of coughing and hacking, inflicting on them a 20% chance of failure with spells and abilities that rely on verbal components.
Minor Granted Abilities
Infectious Despair: Creatures suffering from fear effects caused by inspire terror or paranoid chill are flat-footed against your attacks.
Inspire Terror: As a standard action, one creature within 30 feet of you must succeed on a Will save or become frightened for 1 round per binder level you possess. A creature that succeeds on its saving throw is immune to this ability for 24 hours.
Murder Master: Increase the DC to save against your coup de grace attempts by +4 and death effects by +2.
Spatial Bleeding: You can distort space around you as a swift action, giving all attacks and spells that target you a 20% miss chance. This ability does not stack with similar miss chances, including concealment or blur. You can use this ability for a number of rounds equal to your binder level + your Charisma bonus. These rounds do not need to be used consecutively.
Signs and Influence
Physical Sign: A birthmark mirroring Al'Kra's seal appears randomly on your body; roll 1d8 to determine its location: 1-head, 2-chest, 3-upper back, 4-abdomen, 5-lower back, 6-arms, 7-legs, 8-genitals. Whenever you activate one of Al'Kra's granted abilities, writhing tendrils of shadow erupt from your back.
Personality: You become very aggressive to others and scheme of ways to end the lives of all you encounter.
Vestigial Companion: Al'Kra cannot grant a vestigial companion.
Cave Mother, Sorceress of Secrets (Mage 1) Binding DC: 15
Totems
» Cave Mother's seal is drawn in a cave or underground.
» You are female or have sired a son.
» You mix an assortment of white and black nuts into the mixture created as part of Cave Mother's ceremony, which requires 2 ranks in Survival).
Ceremony: You wet a mixture of twigs, rock filings, and herbs with your own saliva. Then, you chant Cave Mother's name three times before throwing the mixture into a fire built on the center of Cave Mother's seal.
Manifestation: The smoke fills the seal, showing you visions of your ancestors' daily lives. The smoke leads up to your own childhood before quickly dispersing, leaving the mixture on the ground in the shape of a woman's face who beckons you over to begin the binding process.
Major Granted Abilities
Ghoulish Fire: You unleash a 10 foot blast of fire around you, causing creatures within this area to take 1d4 points of fire. The damage increases by 1d4 points at 3rd level and every 2 binder levels thereafter. A successful Reflex save halves this damage. This fire ignites those who fail their save ablaze, causing them to suffer 1d6 points of fire damage at the start of their turn unless they attempt a DC 15 Reflex save to snuff it out as a full-round action. You and your vestigial companion are not subjected to this damage. After using this ability, it becomes expended for 5 rounds.
Capstone Empowerment: Your ghoulish fire becomes white-hot, ignoring fire resistance equal to your binder level. This does not suppress fire immunity.
Minor Granted Abilities
Deceptive Knack: You gain an insight bonus on Bluff and Sleight of Hand checks equal to ½ your binder level. You may take 10 on these checks if you use them to cheat.
Gather Provisions: As a full-round action, you can conjure a magical nut that, when eaten as a move action, heals a number of hit points equal to your binder level and nourishes you as if you had eaten a day's worth of meals. This nut vanishes if it is not eaten within 5 rounds and a creature can only eat one nut per binder level every 24 hours.
Read the Stars: You always know which direction is north, as if you were under a constant know direction effect.
Undead Bane: Any weapon or supernatural attack that you use deals an additional 1d6 points of damage to undead creatures. This damage can only be dealt to a single creature once per round.
Signs and Influence
Physical Sign: Your hands become calloused from work and your body wrinkled as if from old age. Whenever you activate one of Cave Mother's granted abilities, your voice becomes raspy as if you were breathing smoke for 1 minute.
Personality: You easily lose patience with those who demand your aid. Whenever someone questions you, you answer with your own question, a cryptic remark, or simply scold the questioner.
Favored Ally: Any (arcane spellcasters; living only)
Favored Enemy: Undead (any)
Vestigial Companion: You gain the service of a spectral servant that appears as a male child of your race. This functions as unseen servant, except as follows. The servant lasts for the duration of the pact, has a Strength score equal to your Charisma bonus plus ½ of your binder level (min. 1), and if the servant dissipates you can call it back into existence as a full-round action. This granted ability replaces gather provisions.
Forash, Prince of Spirits (Fiend1) Binding DC: 17
Totems
» You speak Infernal, Abyssal, or some other language of an Evil outsider.
» You are versed in the folklore of fiendish contracts, requiring 2 ranks in Knowledge (planes).
» You sacrifice a real raven instead of the likeness of one.
Ceremony: You carve the likeness of a raven out of wood and light it ablaze, throwing the ashes into a bowl and anointing yourself with the ashes in Forash's name.
Manifestation: Forash manifests out of the bowl as a splendid demon upon a mule with a human face. He possesses a lion-like mane and is draped in jewels and purple garb. He beckons for the pact to begin, clearly impatient with you.
Major Granted Abilities
Summon Fiend: You can summon a fiendish servant. This functions as summon nature's ally, using your binder level as your caster level. The spell level of the summon nature's ally spell is equal to your maximum spirit level and all creatures summoned have the fiendish template, regardless of your level. You may only summon a single creature with this ability at a time and creatures summoned by this ability last for 4 rounds before returning from whence they came. After the summoned creature is dismissed, this ability is expended for 5 rounds.
Capstone Empowerment: Creatures that you sum-mon with summon fiend gain a +4 bonus to Strength and Constitution, as if you had the Augment Summoning feat.
Minor Granted Abilities
Disappear: You can turn invisible for 1 round as a swift action. This functions as invisibility in all other regards. You can use this ability a number of times per day equal to your binder level + your Charisma bonus.
Forash's Lore: You gain an insight bonus on Knowledge (history) and Knowledge (planes) checks equal to ½ your binder level. You may make checks with these skills untrained for the duration of the pact.
Lion's Roar: As a standard action you can let loose a mighty roar, dealing 1d4 points of sonic damage in a 20 foot line and deafening damaged creatures for 1d4 rounds. A successful Fortitude save halves the damage and prevents the deafened condition. At 5th level and every 5 binder levels thereafter this sonic damage improves by 1d4. You must show Forash's sign to receive these benefits.
Unsettling Presence: You radiate an aura of unsettledness that causes nearby creatures to act irrationally. Creatures within 30 feet of you must succeed on a Will save or be unable to ready actions or delay actions while within the aura. This effect lasts for 24 hours or until the pact ends. Creatures that succeed on their saving throw are immune to this ability for 24 hours. You must show Forash's sign to receive these benefits.
Signs and Influence
Physical Sign: Your hair grows wildly, becoming a natural mane on your shoulders that cannot be cut or groomed. Whenever you activate one of Forash's granted abilities, your mane ruffles as if wind were pass-ing through it.
Personality: You are flighty and scandalous, prone to betraying others when they least expect it.
Favored Ally: Humanoid (goblinoids) and Outsider (creatures with the Evil subtype)
Favored Enemy: Humanoid (dwarves and elves)
Vestigial Companion: You gain the service of a lion animal companion for the duration of the pact. This lion uses the statistics for a big cat found in the Pathfinder RPG core rulebook. Treat your binder level as your druid level to determine your animal companion's abilities. This granted ability replaces disappear.
Sevnoir, the Meandering Mastiff (Beast1) Binding DC: 16
Totems
» Sevnoir's seal is drawn in an area untouched by day-light.
» An urn with the ashes of a departed family member is placed within the center of the seal. The urn and its ashes are not consumed during the binding process.
» You are drow, elven, or half-elven or you bring a living dog into the seal during the ceremony. (The dog survives the ceremony.)
Ceremony: You sit cross-legged in the center of the seal, blowing on a whistling reed that has been treated with an ashy powder, calling out to Sevnoir.
Manifestation: Sevnoir's apparition comes hulking out of your shadow and paces the edge of the seal before sitting in front of you, waiting to begin the pact.
Major Granted Abilities
Baying Howl: You unleash a terrible howl that strikes fear into those who hear it. Creatures within 30 feet that can see and hear you must succeed on a Will save or become shaken for 1d4 rounds. This is a mind-affecting fear effect. After using this ability, it becomes expended for 5 rounds.
Capstone Empowerment: Creatures do not become immune to your baying howl after succeeding on their Will save. Creatures that fail their save become shaken for 1 additional round per 3 points by which they failed their saving throw.
Minor Granted Abilities
Blood Hunt: You can charge double the normal distance and gain the Run feat. You must show Sevnoir's sign in order to gain this benefit.
Effortless Intimidation: You do not suffer penalties on Intimidate checks based on your size and you can demoralize foes as a move action instead of a standard action (you still gain bonuses on Intimidate checks if you are larger than your foe).
Feast on Fear: Whenever you deal damage with a weapon or supernatural attack against a creature that is suffering from a fear effect, you are healed a number of points of hit point damage equal to ½ your binder level. You only gain this healing once per turn.
Shadow Blur: As a move action, you grant yourself 20% concealment for a number of rounds equal to your Charisma bonus (minimum 1). This does not stack with concealment gained from other sources and this concealment is nullified in full daylight (both natural and the spell). You must show Sevnoir's sign in order to gain this benefit.
Signs and Influence
Physical Sign: Your body becomes coated with a short, thick coat of black fur, your teeth sharpen, and you grow a spiked tail as long as your arm. Whenever you activate one of Sevnoir's granted abilities, your facial expressions become savage and feral.
Personality: You become protective of your friends and loved ones to the point of obsession, making both lethal and non-lethal threats to those who so much as glance at them.
Favored Ally: Humanoid (elves) and Magical Beast (shadow mastiff)
Favored Enemy: Humanoid (halflings and humans)
Vestigial Companion: You gain the service of a dog animal companion for the duration of the pact. Treat your binder level as your druid level to determine your companion's abilities. This granted ability replaces shadow blur.