PF2e Trait Challenge - Homebrew for Every Trait! - Day 1: Aasimar


Homebrew and House Rules


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A personal challenge that I started a while back, and I decided to share here. Feel free to comment on posts even if they're old! I try to improve my homebrewing skills as much as possible.

Few things: English isn't my first language, so I'm sorry for any mistake I'll make or weird phrasings, I try and improve myself. Also, there's no schedule, I will post stuff whenever I feel like it.

1. Aasimar (Legacy)

Beast of Nirvana - Ancestry Feat 5
[Rare][Nephilim]
Prerequisites
 Idyllkin, doesn’t have the Draconal Heritage feat (see below).
You embody the agathion connection to beasts and nature more closely than most nephilim.
You gain an inherent animal, same as Beastkin, that correlates to the animal your agathion ancestor embodies, and you gain the Change Shape ability as a beastkin.
You gain access to Beastkin feats, although they gain the Nephilim trait when you take them.
Note Idylkin with Draconal ancestors should take the Draconal heritage feat (below).
Legacy Instead of Nephilim, this feat is an Aasimar feat.

Draconal Heritage - Ancestry Feat 5
[Rare][Nephilim]
Prerequisites Idyllkin, doesn’t have the Beast of Nirvana feat (see above).
You’re a descendant of Draconal agathions, who embody the greatest of the dragons.
You gain a Draconic Exemplar, same as Dragonblood, that correlates to the Draconic Wisdom of your Draconal ancestor. You can choose any dragon except malevolent kinds (such as Diabolic or Despair Dragons, and others based on the GM ruling), but their tradition changes to Divine.
You gain access to Dragonblood feats, although they gain the Nephilim trait when you take them. You also gain 1st-level Dragonblood feat.
Legacy Instead of Nephilim, this feat is an Aasimar feat.

Student of Sulunai - Ancestry Feat 5
[Uncommon][Human][Nephilim]
Access
 Tianjing.
You have studied the life and works of the celestial nephilim Sulunai, who led the people of Tianjing in a time of nationwide chaos. You know that second chances are opportunities for salvation.
You gain the Hope of Second Chance reaction, and can use the spell Wash Your Luck as an innate divine cantrip.
Hope of Second Chance [Reaction] (Divine, Emotion) Frequency Once per day; Trigger An ally you see within 30 feet makes a roll with a fortune effect; Effect The ally gains +2 bonus to his roll.
Legacy Instead of Nephilim, this feat is an Aasimar feat.

[Designer's Note: An updated version of the 1e feat]


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2. Aberration

Creature: Zecui Brood-Tender
Creature Family: Zecui
CW: Body horror, delusional parasitosis, delusions, gaslighting.
A rare spellcasting caste among the zecui, brood-tenders dedicate themselves to ensuring their nest’s larvae reach maturity. They often infiltrate remote villages or overlooked corners of thriving cities, cloaking themselves in illusions while manipulating the larva hosts from afar.
Becoming the target of a brood-tender is an unsettling ordeal. One day, the host feels the larva shifting beneath their skin - burrowing pain and movements through the tunnels of their flesh. The next day, the sensation is gone, replaced by uncanny calm. When the victim seeks healing, the brood-tender’s illusions twist perceptions so that trusted clerics and mages insist nothing is wrong.
Isolated by doubt and conflicting signs, the victim gradually begins to mistrust their own senses. Each passing day brings a deeper uncertainty about what is real and what is imagined, leaving them increasingly vulnerable to the infestation progressing unnoticed. By the time the truth surfaces, the larva has developed too far to be easily removed, ready either to overpower the host’s will or reach its final stage within them.
In their final moments of clarity, the victim finally understands that they were never mistaken. Every strange sensation, every unsettling intuition had been real all along. The revelation brings no comfort - only a cold, fleeting confirmation of the truth just as their life slips away.

Zecui Brood-Tender - Creature 10
[Rare][Medium][Abberation]
Perception +19; Darkvision, Larvae Sense (Impercise) 1 mile
Languages Aklo, Common; Larvae Telepathy 60 feet
Skills Acrobatics +21, Athletics +20, Deception +23, Medicine +22, Stealth +21
Str +4, Dex +5, Con +4, Int +5, Wis +6, Cha +7
Items +1 Striking Shortsword (2)
Larvae Sense (Detection, Occult, Scrying) The brood-tender can sense any creature infected with zecui larvae and zecuis from a great distance. If a creature is controlled by a zecui larvae (Stage 4 of the disease) the Brood-Tender can use an action to share its senses for the round.
Larvae Telepathy (Telepathy) The Brood-Tender can communicate with Larvae within 60 feet of itself, and they tend to be Helpful towards it.

AC 29; Fort +18, Ref +19, Will +21
HP 172
Larva Hiding Aura (Aura, Illusion, Occult, Secret) 1 mile. In this aura, the brood-tender can create an illusion that makes the larvae much more difficult to perceive, both for the normal senses and magic. Creatures affected don’t suffer the drained condition from zecui larvae, and can’t recognize the stage of their disease once they’ve been infected (see Secret Larvae sidebar). The aura attempts to counteract any attempt to detect or heal the disease, with +25 counteract modifier (the secret trait means that the caster doesn't know if its spell was counteracted).
Preserve Prey [Reaction] (Healing, Manipulate, Occult, Vitality) Trigger A living creature within 30 feet is reduced to 0 Hit Points; Effect The brood-tender channels corrupt vitality into the triggering creature, which still goes unconscious but does not gain the dying condition. While that creature is unconscious, the residual energy attempts to counteract any vitality spell healing that creature with a +21 counteract modifier.

Speed 30 feet, burrow 20 feet, climb 20 feet
Melee [Action] mandibles +19 [+14/+9] (unarmed), Damage 2d10+11 piercing
Melee [Action] +1 striking shortsword +21 [+17/+13] (agile, finesse, versatile S), Damage 2d6+15 piercing
Melee [Action] claws +21 [+17/+13] (agile, finesse, unarmed), Damage 2d6+10 slashing plus Grab
Ranged [Action] spit +21 [+16/+11] (range 30 feet), Effect spit mucus
Occult Spontaneous Spells DC 29; 5th Phantom Pain, Subconscious Suggestion (2 Slots); 4th Agonizing Despair, Flicker, Sleep (3 Slots); 3rd Heatvision, Hypnotize, Slow (3 Slots); 2nd Darkness, Illusory Disguise, Paranoia (3 Slots); 1st Command, Enfeeble, Forced Mercy (3 Slots); Cantrips (5th) Daze, Detect Magic, Figment, Forbidding Ward, Needle Darts

Harden Chitin [Action] The brood-tender fuses much of their chitin into a black metallic shell. They gain resistance 10 to all damage (except mental and spirit) until they next take a move action.
Spit Mucus A creature hit by the brood-tender's spit attack is immobilized by the larva-infested mucus and stuck to the nearest surface until it Escapes (DC 29). While that creature is immobilized, it is exposed to zecui larvae at the end of each of its turns.
Zecui Larvae (Disease) Saving Throw DC 29 Fortitude; Stage 1 visible lumps as the larvae move but no ill effect (1 day); Stage 2 drained 1 (1 day); Stage 3 drained 2 (1 day); Stage 4 drained 3 and controlled by the zecui larva (1 day); Stage 5 the creature dies and the adult zecui can emerge from the corpse as an Interact action
===
Note: The Telepathy trait only appears in some monsters and isn’t a trait that is consistently used. Still, it was included here.

Sidebar: Secret Larvae
To enact the horror of the brood-tender to its full extent, the GM needs to work carefully and keep track of the characters’ disease stage. The initial save against the disease isn’t a secret roll, but once infected, every roll while within the larva hiding aura is secret, just as rolls to heal or help the disease. To keep the players on their toes, consider keeping the rolls until the character is free of the disease for 5 days, even if the character is no longer infected. At that time, the character might feel some paranoid delusions that the larva still crawl in its skin, and that the creatures still inhabit its body.


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Ohhh, the monster is interesting, it really open up some fun uses, especially with the burrow speed that allow it to potentially escape once a party member is infected, which then create some very interesting roleplaying opportunity, as well as providing some obvious goals to the party that should keep them engaged. especially with the obvious infection the player are aware, but with them being unaware of the evolution if the creature don't want them to be, that's a neat idea.

For the aasimar feat though, I have to ask, was it intentional to make it so the "beast of nirvana" don't immediately gain a level 1 beastkin feat like the dragon gain a level 1 dragonkin one? I feel like the access to the change shape alone isn't quite worth the tradeoff there, but I'm not sure.

Cognates

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Hm this is a really fun idea! Would you mind if others (I.E me) joined in if inspiration strikes?


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Thank you so much for your comments!

Scarablob wrote:

Ohhh, the monster is interesting, it really open up some fun uses, especially with the burrow speed that allow it to potentially escape once a party member is infected, which then create some very interesting roleplaying opportunity, as well as providing some obvious goals to the party that should keep them engaged. especially with the obvious infection the player are aware, but with them being unaware of the evolution if the creature don't want them to be, that's a neat idea.

For the aasimar feat though, I have to ask, was it intentional to make it so the "beast of nirvana" don't immediately gain a level 1 beastkin feat like the dragon gain a level 1 dragonkin one? I feel like the access to the change shape alone isn't quite worth the tradeoff there, but I'm not sure.

Yes, it was intentional. I felt like the feats were strong enough, considering Adopted Ancestry doesn't give a free feat or any ability.. But because it's a 5th level feat, I gave it this little extra, and I thought that Change Shape was pretty equal to a first level feat.

BotBrain wrote:
Hm this is a really fun idea! Would you mind if others (I.E me) joined in if inspiration strikes?

I wouldn't mind at all! I'll just warn you that I'm going to post these as I feel like, so I might even get 2 a day maybe, and there won't be a real schedule. I would love to see people join!


3. Abjuration (Legacy)

Item: Kin-Warding, Greater - Item 9
[Uncommon][Dwarf][Magical]
Type
Weapon Property Rune
Access Five Kings Mountains
Price 660gp
Usage Etched onto a clan dagger; Bulk -
A greater version of the Kin-Warding rune, that protects both you and your clan members at the same time. When you use the weapon’s Parry trait, you can choose an adjacent ally that gains a shield of runes around them. The runic barrier grants your ally the same weapon’s circumstance bonus to AC that you gain.
If you have the Clan Protector feat, you can also choose an ally within 10 feet of you.
Legacy Gains the Abjuration trait.

Item: Kin-Warding, Major - Item 16
[Uncommon][Dwarf][Magical][Saggorak]
Type
Weapon Property Rune
Access Five Kings Mountains
Price 9100gp
Usage Etched onto a clan dagger; Bulk -
Only a few legendary Kin-Warding runes of this kind were created in dwarven history. When you use the weapon’s Parry trait, any ally within 20 feet of you gains a +1 circumstance bonus to AC, manifesting as a divine shield with historic dwarven families insignias over it.
If you also used the Shield Up! tactic this turn, this circumstance bonus is cumulative with the circumstance bonuses from shields, parrying weapons and the Shield cantrip.

Protect Kin [Reaction] (Force) Trigger An ally protected by the Kin-Warding rune takes damage from an attack; Effect The force shield reduces the damage by 20 and then disappears, and you can’t gain the protection of this rune until you Refocus.

Legacy Gains the Abjuration trait.


A location tag this time, from the Absalom book, but they got mechanical meaning so it counts!

4. Academy (Location)

Location: Sothan Alchemical Academy
[Academy][Employer][Workshop]
Located
: Rose Quarter, Sothis, Osirion.
The Sothan Alchemical Academy is mentioned in PFS 1e S2-01: Before the Dawn Part 1.
The Midnight Scarabs are mentioned in the 1e book Osirion, Legacy of the Pharaohs.

Constructed during the years Osirion was under Keleshite rule, the Sothan Alchemical academy is a prestigious school with pricy admittance fee that serves mostly the nobility of Sothis. Despite its air of arrogance, the academy does issue scholarships to promising students among the peasants of Osirion, knowing that the institution loses many applicants to the city of Merab in Thuvia.
The three-storied structure is built in the middle of the Rose Quarter and also has a massive yard to conduct alchemical experiments safely. It is located near the market of the district and has several connections to vendors of the district to acquire alchemical tools easily and sell products of its students. While it has excellent teachers, the school has a lot of connections to scholarly organizations and uses this to invite guest lecturers regularly. Their most frequent guests are from the Sandswept Hall of the Pפathfinder Society, in the Canal District.

Flying Pyramid Connections: The head of the school, Sirek Arafe (deluded male Osiriani human school head) is a minor noble of Osirion that was always obsessed with personal prestige. Even heading the prestigious school wasn’t enough for him, and that made him a perfect victim to the machinations of Ahlish (scheming female invisible stalker pyramid commander). While the flying pyramid known as Pyramid of Sounding Gales has been quarantined in the Marblecourt district for the last 10 years, this didn’t really stop the invisible stalker from easily exploring Sothis to her heart’s content. While Sirek doesn’t know of her connection to the pyramid, Ahlish managed to recently convert him into worshipping the god Set and to sabotage the magical defenses of several noble estates, which Ahlish will strike when the time is right. Sirek was promised priceless artifacts of Ancient Osirion for his services, and in the meantime he gets a steady supply of ancient mummified corpses - that he makes into the drug mumia and sells at the black market.

Midnight Alchemists: The most esteemed teacher at the institute, Nahi Kertaf (calculated female Osiriani human toxicologist) has an aura of mystery around her. A strict teacher with no-nonsense attitude, the rumors about her background run wild, from rumors that she’s a Keleshite spy working within Sothis, or even a Red Mantis assassin. The rumors aren’t completely baseless, as Nahi is a member and a supplier for the Midnight Scarabs, assassins guild based in Sothis. Recently, someone has been stealing from the guild and uses Nahi’s toxins, and Nahi uses her spare time from the school to try and find the culprit.

Monstrous Inclinations: While he’s still considered a guest teacher, Runai (enthusiastic male Shemtej catfolk monster scholar) is the lead expert of the academy in matters of monsters. He used to be a cultist of Rovagug when he was younger in the Footprints of Rovagug, worshipping the destructive nature of the monsters of the deserts. But when the cult moved from worshipping the primal strength to ritualistic murder, Runai realized the cult needs to be stopped. Helping a band of pathfinders to take the cult down and then joining them on their way to Sothis, where he settled, he was recruited by the Sandswept Lodge for his extensive knowledge of monsters in exchange for abandoning his former faith.
Now, several years after being in the society, Runai aspires to begin a new faction in the Pathfinder Society, ones that will study the monsters of Golarion, with focus on the giant monstrosities of legend. He was taken off the Black Dome a couple of times after climbing on it, intrigued by its weird material, and hopes for a chance to one day visit Tian-Xia and see a Kaiju with his own eyes.[/LEFT]


5. Acid

Spell: Caustic Blood [2 Actions] - Spell 3
[Acid][Concentrate][Manipulate][Morph]
Traditions
Arcane, Elemental, Primal
Duration 1 minute
You imbue your blood with the properties of corrosive acid. The first time each turn you’re damaged by a slashing or piercing damage, a spray of acidic blood spurts from your body in the direction of the creature who inflicted the wound. It travels a 10-foot line, damaging the first creature or object in its way.
The spray deals 3d4 acid damage and 1d4 persistent acid damage (Basic reflex, persistent damage negated on success).
Creatures that drink your blood also take this damage the first time they consume your blood in a round. They roll Fortitude for their save and their degree of success is one lower.
You can dismiss this spell.
Heightened (+2) Increase the acid damage by 2d4 and the persistent acid damage by 1d4.
Legacy This spell gains the Transmutation Trait, and uses the Somatic and Verbal activations.
Based on the 1e spell Caustic Blood.

Archetype Feat: Acidic Skin - Feat 6
[Acid][Archetype]
Archetype
Oozemorph
Prerequisites Oozemorph Dedication
Your skin and sweat become acidic to touch. You gain acid resistance equal to half your level, and whenever you successfully Grapple a creature or a creature successfully Grapples you, they take 2+ The number of your oozemorph feats acid damage.


6. Additive

Class Feat: Nature Protecting Bombs - Feat 4
[Uncommon][Additive][Alchemist][Healing][Plant][Wood]
Access
Druids and leshy
Created by a nature loving alchemist who was very afraid of hurting its plants or his leshy friends, this technique became a staple of herbalists who hate seeing nature being destroyed by their bombs. You can add this additive to any alchemical bomb. Plant and Wood creatures and objects gain resistance to the bomb damage equal to your level. In addition, Plant and Wood creatures are immune to the bomb’s splash damage and instead are healed by the amount of splash damage the bomb should deal.

Item: Phlegethonian Minerals - Item 11
[Uncommon][Additive][Alchemical][Consumable][Divine][Unholy]
Type
Alchemical tool
Price 250gp
Access Phlegethon (4th Layer of Hell) and worshippers of Sabnach
Usage worn; Bulk L
Activate [Free] Trigger You use Quick Alchemy to craft an alchemical bomb that deals damage that isn’t holy or spirit.
Specific minerals that form in the industrious and polluted 4th layer of Hell, Alchemist learned to use those materials to their own advantages. When you use this consumable to create a bomb, half of the bomb damage becomes unholy spirit damage. This doesn’t affect persistent damage and also the splash damage of the bomb.


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7. Adjusted

Item: Alchemical Meteor - Item 4
[Uncommon][Adjusted Dragon’s Crest][Alchemical]
Type
Alchemical Other, Specific Shields
Price 80 gp
Usage 1 hand; Bulk 1
Base Meteor Shield
You can count on alchemists to invent a shield that’s also a throwable bomb. Whenever you hold the Alchemical Meteor and use Quick Alchemy to create an alchemical bomb, you can also interact to wedge the bomb into the Dragon’s Crest as part of the same action.


8. Adjustment

Item: Resonant Linings - Item 2
[Uncommon][Adjustment][Alchemical][Geniekin]
Type
Adjustments, Alchemical Other
Access Geniekin
Price 12 gp
Usage applied to an Agile melee weapon; Bulk -
Geniekin smiths know the techniques to line a weapon with alchemically treated metal tubes, that make it a slightly off-balance make elemental energy flow through it easily. The weapon gains the Resonant trait, but loses the agile trait and gains -1 penalty to damage.


9. Adlet (1E Subtype)

Ancestry NPC Adjustment: Adlet Adjustments
Adlets live in a tribal society and follow martial leaders or shamans, while calling themselves the inheritors of the frozen north. Almost every adlet has some hunting capability, and they tend to specialize in pack or solo hunting. They prefer primal spellcasting to other traditions.
All adult Adlets are at least level 9 unless there’s a special reason for them not to be.


  • Replace the human trait with the cold trait
  • Add the Adlet language
  • Add 20 Hit Points (to account for the new weakness)
  • Add immunity to Cold and weakness fire 10
  • Reduce its AC by 1 (to account for Wolfstorm)
  • Change speed to 40 feet if lower
  • Add jaws attack with moderate attack bonus and moderate piercing damage based on its level
  • Reduce the damage of all strikes by 2, including the jaws (to account for Frozen Weapons)
  • Add the following abilities:
    Low-light vision
    Scent
    (imprecise) 30 feet
    Wolfstorm (aura, cold, primal) 60 feet. A clammy, frigid mist billows forth ahead of the adlet. Creatures within the mist become concealed, and creatures outside the mist become concealed to creatures within it. An adlet can see through the aura without penalty.
    Frozen Weapons (primal) Weapons wielded by an adlet gain the effect of the frost property rune.
    Wolfrime [Action] (cold, concentrate, primal) An adlet's mist turns biting cold and coalesces into a thick rime of frost that deals cold damage to creatures inside the adlet's wolfstorm aura (basic Fortitude), and the aura is deactivated until the start of the adlet's next turn.
    The cold damage is unlimited use area damage, and the fort DC is moderate, based on its level.

Creature: Adlet Lone Hunter
Creature Family
: Explorer
Mostly a reskin of the Hero Hunter with Adlet Adjustments (see above)

Patrolling large territories in their tribes’ name and bringing food for the entire tribe, the lone hunters like to lure prey and invaders to their land into their traps then attack out of the blue. They also work eliminating threats to the adlet tribe, like young and adult rime dragons that nested in their territories or frozen horrors that stalk the Crown of the World.

Adlet Lone Hunter - Creature 13
[Medium][Cold][Humanoid]
Perception
+25; low-light vision, scent (imprecise) 30 feet
Languages Adlet, Common
Skills Acrobatics +23, Athletics +26, Crafting +24, Deception +19, Nature +21, Stealth +27, Survival +25 (+29 to Track)
Str +5, Dex +4, Con +3, Int +3, Wis +2, Cha +0
Prepared Trapper An adlet lone hunter carries the materials to Craft two alarm snares, two grasping snares, one snagging hook snare, and one stunning snare. The hunter replenishes any used supplies each time they make their daily preparations. Snare rules can be found here.
Items +1 resilient studded leather, +1 striking spear (2)

AC 32; Fort +22, Ref +25, Will +21
HP 250; Immunities Cold; Weaknesses Fire 10
Wolfstorm (aura, cold, primal) 60 feet. A clammy, frigid mist billows forth ahead of the adlet. Creatures within the mist become concealed, and creatures outside the mist become concealed to creatures within it. An adlet can see through the aura without penalty.
Nimble Dodge [Reaction] Trigger The lone hunter is targeted with a melee or ranged attack by an attacker they can see; Effect The lone hunter gains a +2 circumstance
bonus to AC against the triggering attack.
Reactive Strike [Reaction]

Speed 40 feet, climb 10 feet
Melee [Action] fist +26 [+22/+18] (agile, nonlethal, unarmed), Damage 1d4+11 bludgeoning and 1d6 frost plus hunter's precision
Melee [Action] jaws +25 [+20/+15] (unarmed), Damage 3d8+12 piercing and 1d6 frost plus hunter's precision
Melee [Action] spear +27 [+22/+17] (magical), Damage 2d6+17 piercing and 1d6 frost plus hunter's precision
Ranged [Action] spear +26 [+21/+16] (magical, thrown 20 feet), Damage 2d6+6 piercing and 1d6 cold plus hunter's precision
Deadly Snares [3 Actions] (manipulate) The lone hunter Crafts a snare that would normally take 1 minute or less to Craft. The Stealth DC to locate the snare and DC to disable it with Thievery are equal to the lone hunter's Crafting DC if it's higher than the snare's DC.
Frost Strike [2 Actions] (cold, primal) Requirements The Wolfstorm aura is active; Effect The lone hunter knows how to make its wolfstorm coalesce around a single opponent while he strikes it. The lone hunter makes a melee Strike, and creatures hit by the strike are immobilized for 1 minute. Creatures can Escape with a successful DC 32 Athletics check or by exposing the frost around them to fire, which usually requires an Interact action.
Hunter's Precision [Action] (stance) The lone hunter knows how to hunt and kill any game. While in this stance, all the lone hunter's Strikes deal an additional 2d8 precision damage, and the range increment for their ranged weapon Strikes is 20 feet longer than normal. If the hunter gets a critical hit with a Strike, the target also takes 2d6 persistent bleed damage.
Wolfrime [Action] (cold, concentrate, primal) An adlet's mist turns biting cold and coalesces into a thick rime of frost that deals 7d6 cold damage to creatures inside the adlet's wolfstorm aura (DC 30 basic Fortitude), and the aura is deactivated until the start of the adlet's next turn.

Pathfinder Society Adventure: Frozen Wolves Legacy

Spoiler:

Adventure: Frozen Wolves Legacy - Society Adventure Level 7
The Kitsune language is probably an editing mistake in Fists of the Ruby Phoenix adventure path, and normally, kitsune shouldn’t have a racial language. This adventure is going to retroactively fix that by saying that kitsune did have an ancient language that was abandoned. In that case, the language should be considered Rare and not Uncommon.

Adventure Background
The adlets’ creation myth attributes their origin to a mighty hunter who married a woman clad in white frost furs. Five of their children were born with the legs and tails of wolves, and the other five with the legs and tails of foxes. Modern-day adlets rarely share their views about their lost cousins to outsiders, or speak of who they once were, though they consider them traitors that have forgotten their past.

Those fox-children are the modern-day kitsune, and another adlet myth tells that the fox-tailed and wolf-tailed children once aided one another during the harsh winters. But when war broke out between the wolf-tailed and the humans, the foxes wavered between the two sides. In time, they saw that the humans were more numerous, that their forms were easily assumed, and they were blinded by human riches, and so they abandoned the wolf-tailed adlets. The adlets say this betrayal led to their militaristic society.

As the fighting continued, the adlets suffered more and more losses. Enraged and wounded by the betrayal, they roared and cried out for the kitsune to hear, and the winter winds carried their words to the fox-tailed people. So painful were their cries that they haunted the frozen frostlands’ winds for years to come. Unable to bear it any longer, the kitsune decided to abandon their old language completely, hoping to escape the consequences of their actions.

Whether this myth is true or not, ages have passed, and the kitsune language was nearly forgotten. Nearly. A few lone kitsune scholars and clerics of Daikitsu found remnants of the language in ancient structures and recovered enough of it to speak it again and decipher its texts. Yet their old connection to the adlets was forgotten.

Now, a sage dragon named Salpheorix (dedicated male adult sage dragon linguist), has recently begun the daunting task of researching the languages of Golarion and uncovered a clue pointing to the old truth. He seeks to confirm it. He contracted his research colleague, Malori of Aktun (rebel nonbinary aeonbound nephilim linguist) to secure adventurers for the mission. After a difficult experience with the Aspis Consortium and its mercenaries, Malori instead contacted the Pathfinder Society to uncover an ancient frozen structure that houses the spirits of adlets who died in their wars against humans.

Unbeknownst to both the Pathfinder Society and Malori, the Aspis Consortium continued to follow Malori’s research in hopes of stealing their findings and treasures. Upon hearing about the new contract with the Society, they approached the ancient dragon Balfarnias (vain nonbinary ancient rime dragon collector), an old ally of the Consortium, promising the prize of frozen scholars with unique knowledge in exchange for a chance to rob the Pathfinder Society of its treasures.The dragon agreed and intends to follow the group on their mission.

Where on Golarion?
Frozen Wolves Legacy starts at Iceferry Lodge in Iceferry, but quickly takes the Pathfinders to the Crown of the World, its west-southern part that borders the Lands of the Linnorm Kings. You can read more about the Crown of the World in the 1e AP Jade Regent 3 - The Hungry Storm and in Lost Omens World Guide page 7.

Adventure Summary
After being summoned to the Iceferry Lodge, the Pathfinders are sent north to lead a group of researchers working for Malori across the frozen expanse toward the Crown of the World, sneaking through adlet territory along the way. They must keep a low profile to avoid being hunted by local tribes.

When they arrive at the temple, the researchers appoint Sohiro, a young kitsune who learned the ancient Kitsune language, to enter the temple buried in ice. Deep within, they hear wails in an unknown language, and they must overcome guardians and traps to reach the burial chamber. There, they must fight an undead creature formed from the restless souls of the adlets and allow Sohiro to recite an ancient verse to lay the spirit to rest.

Once they leave, they discover that their outside camp has been ambushed by the Aspis Consortium and Balfarnias, who freezes the researchers and carries them off to its lair. A small group of Consortium agents then attacks the Pathfinders.

The Pathfinders must fight the Consortium agents to protect Sohiro and safeguard the information they have recovered, returning to the Iceferry Lodge in one piece.

Getting Started
The Pathfinders are summoned to the Iceferry Lodge in Iceferry, a small town in the Lands of the Linnorm Kings across the river from Kalsgard. At the entrance, they are greeted by Lirall (enthusiastic female gnome Pathfinder agent), a chipper gnome with brilliant blue-violet hair and ink-stained hands, who is Venture-Captain Bjersig Torrsen’s right hand.

Just inside the double doors of the large home, Lirall moves to a panel of pulleys near the entrance, each color-coded and labeled with a tag. She sorts through them for a moment before pulling the purple one labeled “office,” causing several small flags in that room to flap and signal the Venture-Captain that he has guests.

His dog, a friendly husky named Mahki, cheerfully howls and rushes ahead to the room to inform Bjersig of the Pathfinders’ arrival. From inside, the Venture-Captain’s throaty voice calls to them: “Please come in, Mahki and I have expected you.” The Pathfinders are welcomed into a comfortable office, with Lirall following close behind.

Bjersig Torrsen (confident male dromaar human Venture-Captain) wears a black tunic and breeches and sits at his desk, leaning over a collection of scrolls and maps, with a note written in Draconic displayed above them. Bjersig is deaf but was raised orally and can read lips and speak clearly. He punctuates his speech with Napsu-sign language (a sign language developed by the Pathfinder Society that every agent is at least partially familiar with) and keeps a constant eye on the Pathfinders to see if any of them can speak. If he misses someone, his service dog, Mahki, nudges him to look the other way. If any Pathfinder wears a face mask or otherwise covers their mouth, Lirall translates for Bjersig.

Read the following paragraph:
Venture-Captain Bjersig Torrsen greets you as you stand in line next to Lirall. “Welcome to Iceferry Lodge, friends! Enjoy the warmth while you can, soon you’ll depart farther than most Pathfinders reach in their careers.”

“We were recently contacted by an individual named Malori of Aktun, an aphorite representing the interests of a reclusive sage studying the linguistics of Golarion. They had been disappointed working with local mercenaries until now, and the Society hopes to impress them enough to gain an exclusive contract.”

“They are researching a possible connection between the language of the adlets, militaristic wolf-people living in the far north, and the ancient kitsune language, which remains a mystery. They want us to lead their explorers through the frozen north and adlet territories to investigate a historical adlet burial site believed to exist under the ice.”

“After consulting with Svala Ice-Rider, I have managed to find a route for you to the edge of the Crown of the World. There, you will connect with Malori’s researchers and navigate through the adlet territories unnoticed to the site. Malori has requested that one of the researchers enter the site itself, so ensure that happens.”

“We want you to complete the mission as smoothly as possible. If Malori and the sage find our work satisfactory, we might gain access to their research, which, according to our intel, encompasses many contacts throughout the Inner Sea and beyond. We also hope to remain unseen by the local adlets, who can pose serious problems if angered and may demand substantial compensation—or worse—if they discover us in their territory. To return, we have prepared scrolls of Umbral Journey so you can quickly get back to this lodge once the mission is complete.”

Bjersig gives the scroll of Umbral Journey to the party, then answers any question the Pathfinders might have.
What are adlets? “A race of lupin-people living in the Crown of the World and other frozen regions. They are highly militaristic and fiercely protective of their territories, believing themselves the rulers and guardians of the far north. Their ability to withstand extreme cold and summon icy storms only reinforces this. The Society doesn’t have much experience with them, but we hope to one day establish friendly connections.”
What are we expecting to find on the site? “We don’t know for certain, but based on what we’ve gathered, we expect an age-old adlet tomb, a remnant of a long-forgotten war. We cannot predict what lies inside, so be prepared for possible haunts or undead. In terms of discoveries, we are likely to find records of the ancient adlet language, and if Malori is correct, possibly material related to the Kitsune language as well.”
Research team? Bjersig nods as he answers, “Yes, researchers working on behalf of Malori. They can fend for themselves, she promised me, but they still need our protection on the journey. They should be proficient in both the Adlet language and the ancient Kitsune language, and they also bring some assistants to help with excavating the site.”
Who is Svala Ice-Rider? “One of my trusted agents, who recently published her volume of Pathfinder Chronicles on her expedition to the Crown of the World. I consulted her before deciding the route you would take.”
Kitsune and Adlets? What? “The only adlet legend known to the Society is their creation myth. It tells of a mighty hunter wounded in the frost who was rescued by a woman wearing furs. She nursed him back to health, and together they had ten children: five with the legs and tails of wolves, and five with the legs and tails of foxes. The wolf-tailed children left with the father, while the fox-tailed children stayed with the mother.”
“The adlets see themselves as the wolf-tailed children of the hunter, and some believe that the woman in the story is the Tian goddess Daikitsu, with the fox-tailed children being the kitsune themselves. Kitsune myths do not mention this, so the connection remains a mystery.”
Why can’t we use the scroll to get there? “Travelling through the Netherworld is inaccurate, and we need you to follow our specific landmarks to ensure you stay on course. It’s excellent for getting you out, but not for getting you in. In the worst-case scenario, you could end up in the middle of an adlet settlement, which they won’t appreciate, to say the least.”

Before departure, Lirall strongly advises the party to prepare for the harsh cold. The Iceferry Lodge can provide cold-weather clothes for all, to be returned at the end of the mission. However, Lirall cautions that even these measures may not be sufficient.

Recall Knowledge (Arctic Lore or Nature)
A pathfinder who succeeds in DC 23 Arctic Lore or Nature check can gain the following information.
Critical Success Adlets have protected the Crown of the World for ages, believing themselves the rightful rulers of these lands. In addition to them, many other dangers haunt the frozen north, including undead and rime dragons.
Success The Crown of the World is an ice-covered region connecting Avistan and Tian-Xia over Golarion’s northern pole. Even during the summer, temperatures remain near freezing or lower. Travelers should prepare accordingly and expect snowstorms along their journey.

Getting to the Crown
Leaving the warm and cozy Iceferry Lodge, the Pathfinders embark on a week-long journey to the edge of the Lands of the Linnorm Kings. The trek through the icy tundras proceeds smoothly thanks to the careful road planning of Svala and Bjersig, provided someone in the group is trained in Survival. If the party lacks such expertise, they can hire a guide in Iceferry for 15 gp. The guide will lead them to the Crown and depart once they connect with the research team.
The journey through the Lands of the Linnorm Kings experiences mild cold weather, which will only worsen upon reaching the Crown of the World. Lirall’s warning before departure was not without reason - they are heading to the coldest region on Golarion.

Meeting the Research Team
The research team consists of five individuals: three scholars and two workers whose job is to excavate the ruins once the party reaches the site.
The mission is led by Rolijath (inquisitive male gnome adventuring scholar), who has bright green hair and is almost swallowed by his heavy winter clothes. Rolijath loves to ask questions, particularly about the languages the party can speak. If any of them know a rare or very uncommon language for the region, he becomes visibly excited and asks them to teach him phrases in that language.
Gertho (adventurous female Triaxian adlet scholar-hunter) is fascinated by her people’s history. She willingly answers questions about adlets and their culture, but she is not knowledgeable about the adlets of Golarion, as she comes from the planet Triaxus. If asked how she arrived on Golarion, she explains that her employer helped her, but cannot provide further details. Gertho also assists with navigation and provides the effects of Environmental Guide to the group as they travel.
Sohiro (eager male kitsune linguist) is a young kitsune with gray fur streaked with orange. Keen to prove himself, he practices the ancient kitsune language whenever he can. His family did not even know the language existed, and he believes he is the first in ages to speak it. Sohiro is eager to teach it to the Pathfinders, particularly to any kitsune among them.
Finnur and Olai (hardworking Ulfen human laborers) were recruited from the Lands of the Linnorm Kings and are citizens of Halgrim. While they are curious about the Pathfinders’ adventures, they struggle to understand the scholars, including Gertho. They focus on performing the bulk of the physical work for the scholars and are well compensated by Malori.
Note: If using the 3rd Party Kitsune of Golarion, then Sohiro is a Shanko kitsune.
Designer’s Note: Adlets from Triaxus, like Gertho, are canonical and appear in the 1e AP Reign of Winter 4 - The Frozen Stars.

Encounter 1: Through the Adlet Territories
After leaving the camp, the party must undertake a ten-day journey through adlet territory to reach the site. The temperature in the Crown of the World is severe cold weather, but Gertho’s Environmental Guide effect allows the Pathfinders to treat it as mild.
The journey follows the Infiltration rules, with the Pathfinders needing to overcome all obstacles in sequence to progress. Overcoming each obstacle takes several hours.
PCs who achieve a Critical Success on an Infiltration check can either earn 2 infiltration points for a group obstacle, or gain 1 point for themselves and 1 for another character in the party, provided they explain how they assisted that character.
The GM may award automatic successes or substitute alternative checks for obstacles if the Pathfinders are demonstrating sufficient creativity or resourcefulness.

Slippery Ice Ridges - Obstacle
Infiltration Points
1 (individual); Overcome Acrobatics DC 23, Athletics DC 24, Crafting DC 21 (requires climbing kit) or Arctic Lore DC 20.
Steep and dangerous ice ridges must be traversed with extreme care. Pathfinders can use their athleticism to cross them, or employ ropes, pitons, and grappling hooks to create safer routes. Alternatively, those trained in Arctic Lore can detect the safest paths across the ice and navigate accordingly.

Adlet Patrols - Obstacle
Infiltration Points
5 (group); Overcome Deception DC 22 (requires a disguise kit), Perception DC 25 or Stealth DC 23.
The adlet patrols are far off, but they can spot the party from a distance if the group is careless. The Pathfinders may choose to move stealthily, follow less visible routes, or disguise themselves as adlets (though Gertho need not disguise herself).

Blizzard - Obstacle
Infiltration Points
1 (individual); Overcome Arctic Lore DC 21, Nature DC 25 or Survival DC 23.
A powerful blizzard strikes the Pathfinders, forcing them to overcome the storm in order to continue their journey. Careful observation, survival knowledge, or understanding of Arctic conditions can help them navigate the storm safely.

Finding the Entrance - Obstacle
Infiltration Points
6 (group); Overcome Athletics DC 25, Religion DC 24, Occultism DC 22, Perception DC 24 or Survival DC 23.
As the party nears the site, the entrance is hidden beneath layers of ice and snow, obscured by the recent blizzards. Pathfinders may attempt to Shovel snow from likely locations using Athletics, Search for the entrance with Perception or Survival, or listen for the spirits of the dead adlets, who, according to Rolijath, may still wail beneath the snow with Occultism and Religion.

Treasure: If the Pathfinders traverse the adlet territories without accumulating 10 awareness points, Malori’s contract grants them payment of 300 gp. If the party exceeds 10 awareness points, the Pathfinder Society must bribe the adlets to pacify them, costing the payment the Pathfinders should’ve had.

Encounter 2: Night Under the Northern Lights
Once the party locates the Frozen Wolves Tomb and identifies the entrance beneath the ice, Finnur and Olai begin excavation during daylight hours. As night falls, the research team and the Pathfinders have one last opportunity to converse and share insights before entering the tomb.
Rolijath opens up to the Pathfinders about their previous experience with the Aspis Consortium mercenaries, who stole from their prior excavation site and sold their research notes to other scholars. Malori, Rolijath explains, decided to sever all ties with the Consortium. Rolijath holds particular disdain for one mercenary named Erjed, who treated them with blatant disrespect during their collaboration.
Most of the research team remains outside during the investigation, unwilling to enter the tomb with the party. However, Sohiro must delve inside to complete his mission. Equipped with his journal to record any discoveries, he is visibly excited for the adventure. The researchers thank the Pathfinders for their assistance and express hope to collaborate with them in the future.
When the tomb is finally opened, a hole in the roof of the icy structure, the party can begin their descent and exploration.
If any Pathfinders assist Finnur and Olai with excavation, the laborers express their gratitude, and the work is completed more quickly (this accelerated pace does not alter the overall timeline of the adventure.)

Frozen Wolves Tomb
The Frozen Wolves Tomb is a compact site, barely spacious enough for large Pathfinders. Its narrow, dark corridors require either carried light sources or natural darkvision to navigate.
The walls are adorned with images depicting both kitsune and adlets in a variety of artistic styles. Several large murals honor the goddess Daikitsu, prominently featuring her symbol, the nine-tailed fox. The stone walls exude an air of stillness and dryness, preserved after centuries of burial.
Originally, the tomb served as an adlet temple dedicated to Daikitsu, for adlets who believed that, though they chose to follow their father, their mother’s love still endured. After the kitsune betrayed and abandoned them, the temple was converted into a tomb for the priests who fell in battle.
The tomb is slightly warmer than the exterior environment but remains Severe Cold Temperature. Pathfinders should be prepared for the harsh conditions, though their time inside will likely be brief.
Structurally, the tomb is simple. It consists of one large entrance chamber, a long corridor leading inward, and the burial chamber itself as another sizable room.

Encounter 3: Wails of Lost Battles - Moderate 7
Read the following paragraph when the Pathfinders enter the tomb and use something for light. Even if all of the Pathfinders have darkvision, Sohiro needs light and asks the characters for it.

The air inside is dry and still, a place that hasn’t been opened in centuries. Your light reveals intricate walls. First, you notice depictions of the adlets, lupin warriors shown as guardians and protectors. Between them, fox-tailed figures appear, just as the old legends describe.
Sohiro gasps, looking at the murals. “The legends were true!” he exclaims, as the light falls on a huge mural of a nine-tailed fox. Beneath it, inscriptions in two languages catch his eye. He leans closer to copy and read them: “It’s in Old Kitsune and Adlet, it says: For the Mother of Foxes and Wolves.”
You hear a faint sound, at first seeming like wind from outside. But as you listen, it becomes clear: a deep, monotone wailing rises from far within the tomb. The mournful sound is steady, unending, and chills you to the bone.

Characters who succeed on a DC 21 Religion check recognize that the “Mother of Foxes” is the Tian goddess Daikitsu, deity of agriculture, craftsmanship, kitsune, and rice. Her sacred symbol is the nine-tailed fox, consistent with the murals in the tomb.
As the party moves through the tomb, Sohiro trails behind the group, carefully copying the murals and inscriptions into his journal. He is visibly aware of the faint wailing echoing from deeper within the tomb.
Sohiro remarks that the sound could indicate unrested spirits, and he urges the party to document everything while they still have the opportunity, before anything might be disturbed by their intrusion.
Travel through the tomb is slow due to narrow corridors and careful examination of walls. This can serve as a natural pacing tool for the GM while the Pathfinders make skill checks or prepare for upcoming obstacles.

Haunt: Once they get deep enough, about halfway through the narrow passage leading into the temple, the pictures on the walls suddenly shift, transforming into scenes of battles, humans and adlets fighting for dominance in bloody combat, as the haunt of the temple activates.

Spirit Cyclone - Hazard 9
Book of the Dead 68
Stealth +20

While attacking, the haunt changes the wall pictures to show the events that led to its creation. It depicts the adlets fighting humans in a great war, howling for the kitsune to join them - only for the kitsune to side with the humans and ignore the adlets, covering their ears as one. The spirits wail in anger, and while Sohiro stays back, they call to him in the Adlet language, seeking to exact revenge on the kitsune through him.

Encounter 4: Wolves Laid to Rest - Severe 7
As the Pathfinders advance in the tomb, read the following passage:

You reach the end of the hallway, which opens into a large room adorned with the same religious symbols as before, along with intricate murals covering the stone walls. In the center of the room, several stone tombs sit, and a low, mournful wailing rises from them. They seem out of place, as if placed here after the room was originally designed.
Before you can react, two of the tombs burst open, revealing skeletal remains that were likely the clerics of this temple. The lupin features of their skulls and skeletons suggest they were adlets in life. The bones seem to speak to Sohiro in a language you cannot understand.
“They tell me I’ll regret abandoning them, in… Kitsune,” Sohiro whispers, his face going pale. “They want me to remember - and to suffer.” The undead slowly advance from the tombs, ready to exact their revenge after all these years.

The room was originally the main prayer chamber dedicated to Daikitsu. After the adlet clerics fell in battle, it was converted into a burial chamber for them.

Creatures: The undead here are the former adlet clerics of Daikitsu, who once served as intermediaries between the kitsune and the adlets. After the kitsune abandoned the adlets, these clerics died feeling forsaken. In their dying breaths, they turned away from their goddess, which caused them to rise as herexens, their spirits twisted by betrayal and anger.

2 Adlet Fallen Champions of Daikitsu - Creature 8
Variant Fallen Champions of Daikitsu
[Rare]
Languages
Adlet, Kitsune, Necril
Skills Acrobatics +14, Athletics +19, Intimidation +19, Religion +17, Adlet Lore +16, Daikitsu Lore +16
Items +1 scale mail, defiled religious symbol of Daikitsu, steel shield (Hardness 5, HP 20, BT 10), +1 striking flail.
Immunities cold, death effects, disease, paralyzed, poison, unconscious.
Remove attack of opportunity, add avenging bite.
Avenging Bite [Reaction] Trigger A creature within reach of an adlet's jaws Strike attacks one of the adlet's allies; Effect The adlet makes a jaws Strike against the triggering creature.
Melee [Action] flail +20 [+15/+10] (disarm, magical, sweep, trip), Damage 2d6+11 bludgeoning.
Melee [Action] jaws +19 [+14/+9] (unarmed), Damage 2d8+7 piercing plus 1d6 cold
Heretic’s Armaments Daikitsu favored weapon is the flail.
Heretic’s Smite deals unholy damage.
Reap Faith deals void damage.

During the second round of combat, the tomb suddenly shakes. The Pathfinders have no way of knowing the source at this time, but the tremors and rumbling are the result of the rime dragon Balfarnias attacking their camp outside.

Development: Once the fallen champions are defeated, Sohiro opens his notebook and begins reciting a prayer in the Kitsune language. If asked what he is reading, he explains that his employer specifically instructed him to recite this in case undead were found here, to allow their souls to move on. The text is an ancient love song in the old Kitsune language, written for an adlet.
As Sohiro finishes the song, the party feels a sudden sense of relief. The wailing of the dead ceases, and the tomb feels eerily empty, the spirits of the departed having finally moved on.

Treasure: The temple contains a secret compartment, long forgotten by time, which holds some of its hidden treasures. Among the items, the Pathfinders can find a beastmaster’s sigil and a stalwart’s ring, and the personal prayer books of several clerics. These books are key to deciphering the connection between the adlets and kitsune.
While the Pathfinder Society will return these items to their employer, the characters will be updated on the findings of the research.

Encounter 5: Draconic Ambush - Severe 7
Once the battle inside concludes, the party climbs the ropes they left behind to exit the tomb. Once they reach the surface, read the following:

When you emerge from the tomb, a chaotic scene greets you. Your camp has been completely destroyed in an attack, and you are surrounded by people, agents of the Aspis Consortium, identifiable by their badges. Behind them, you see blocks of ice holding the scholars you left behind: Rolijath, Gertho, and even the two workers, Finnur and Olai. All are frozen and floating some distance away by magic, being led off by the Consortium agents.

Above this chaos, a dragon dominates the scene: white as snow, massive, and flying over the entire area.

One of the agents, a black-haired Kellid man wearing a bronze Aspis badge and wielding a large axe, speaks: “Your so-called ‘employer,’ the sage dragon Salpheorix and their agent Malori, thought they could bypass the Aspis Consortium and work with our enemies - you pathetic Pathfinders. They probably didn’t realize we also have a dragon on our side, very interested in acquiring your scholars for its hoard. Now, if you want to escape with your lives, drop the treasures you found and walk away. The dragon has no use for you, so we could kill you, but let’s make this easy, shall we?”

You look at Sohiro, frozen in fear. His eyes dart between Erjed, the rime dragon in the sky, and his fellow scholars being taken away. Overwhelmed, he drops his journal into the snow, too shocked to act.

The man speaking, Erjed (cocky male Kellid human Aspis bronze agent), previously worked with Malori of Aktun and knows the true identity of their mysterious employer. He has trailed the Pathfinders the entire way, waiting for the perfect moment to strike. The dragon Balfarnias (vain nonbinary ancient rime dragon collector) allied with the Aspis Consortium, drawn by the opportunity to add the brilliant scholars to their hoard. While the dragon also compensated the Consortium, Erjed’s mission is specific: to humiliate the Pathfinder Society and seize their findings.

Balfarnias and the frozen research team are already far away. Even if the Pathfinders wanted to pursue them, it would be a fool’s errand, as the dragon and the spellcasting Consortium agents are far beyond the party’s capabilities. If any Pathfinder fell unconscious during the mission and remained with the research team outside, they are likely still hidden in the camp. Rolijath and Gertho concealed them carefully, and Erjed did not search further, believing all Pathfinders had left to explore the tomb.

If the party refuses to surrender all their belongings and findings to Erjed, including wayfinders, treasure, and Sohiro’s items, combat will immediately ensue.

Creatures: Erjed and his gang are here to confront the party and defeat them, by any means necessary.

Erjed - Creature 8
Elite Gang Leader
Initiative Perception +16, Intimidation +19 (can roll intimidation in that situation)

Aspis Bronze Agents - Creature 8
Elite Bandit Gang
Initiative
Perception +17, Intimidation +18 (can roll intimidation in that situation)

Development: During the fight, the characters can see that Sohiro is frozen, unable to process what is happening. If someone takes an action to help him, perhaps by speaking to him or trying to uplift his spirits, they can attempt a DC 23 Diplomacy check (or another appropriate skill at the GM’s discretion) to snap him out of it. Using No Cause for Alarm counts as an automatic success. Each time a character succeeds, Sohiro can cast Guidance on them. Once Guidance has been cast on three different actions, Sohiro is able to snap out of his shock and act. He will then cast Bless on himself, followed by 3rd-Rank Protection, and will attempt to distribute the bonuses to the party. On his remaining actions, he will continue casting Guidance on any allies who are not yet affected and are not immune.

Other than his spellcasting, you can use the statistics for Pathfinder Field Agent if needed for him, without the actions (other than unarmed strike), reactions and sneak attack, and of course with the Kitsune trait instead of Elf and Human.

If Sohiro is not engaged or consulted during the fight, the traumatic experience will haunt him for a long time afterward. However, if he actively participates, he will have a much easier time processing the events.

Treasure: In addition to the items listed in their statblocks, the agents carry a dozen Aspis Bronze badges, each worth 1 gp. Erjed also possesses a staff of phantasms he stole from Rolijath.

Conclusion
Once the fight concludes, the Pathfinders (or Sohiro), can use the Umbral Journey scroll to return quickly to the Lands of the Linnorm Kings and report their findings. Malori is deeply disappointed by what happened to the rest of the research team and vows to rescue them as soon as possible. Bjersig congratulates the party for their efforts despite the unfortunate outcome of the quest and offers the Pathfinder Society’s assistance in recovering the scholars. Malori does not provide an immediate answer but seems open to the option.

Both Sohiro and Malori are now more forthcoming about the identity of their employer, the sage dragon Salpheorix, who studies the languages of Golarion and hopes to develop a unifying theory on the matter. Sohiro, of course, remains shaken by the traumatic events, and how well he copes depends on whether he received support during the final encounter.

Ultimately, satisfied with the Pathfinders’ performance, this mission likely marks the beginning of a new collaboration between Malori and the Pathfinder Society.

Primary Objectives
If the Pathfinders successfully explored the tomb, laid the spirits of the adlet dead to rest, and escaped with all of their findings, they have accomplished their primary objective.

Secondary Objectives
If the Pathfinders successfully avoid the adlets, so the Pathfinder Society does not need to bribe them, and help Sohiro overcome his shock and participate during the final encounter, they have accomplished the adventure’s secondary objectives.

Cognates

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Dark Oni wrote:

8. Adjustment

Item: Resonant Linings - Item 2
[Uncommon][Adjustment][Alchemical][Geniekin]
Type
Adjustments, Alchemical Other
Access Geniekin
Price 12 gp
Usage applied to an Agile melee weapon; Bulk -
Geniekin smiths know the techniques to line a weapon with alchemically treated metal tubes, that make it a slightly off-balance make elemental energy flow through it easily. The weapon gains the Resonant trait, but loses the agile trait and gains -1 penalty to damage.

Adjustment is such a fun trait, I really wish we'd see more of it.

With that in mind, I have my own!

**Item: Throwing Chain - Item 3**
[Adjustment]
Type: Adjustment
Price: 50GP
Usage: Applied to a weapon with the thrown trait and a range of at least 20ft. Bulk-
This thin yet sturdy chain be attached to a throwing weapon to retrieve it quickly. The adjusted item gains the tethered trait, but the long chain limits how far it can be thrown, the ranged incriment of the weapon decreases by 10 feet to a minimum of 10 feet.

This is something a player wanted to do once, but there were no rules for it. We never ended up using it but it's one of those things that I reckon people try a fair bit. The intent here is to offer an alternative to the returning rune. You get the extra rune slot, but you sacrifice some range and an action to return it.


BotBrain wrote:
**Item: Throwing Chain - Item 3**

Simple yet really elegant! I love it.

10. Aeon

Variant Creature: Mana Arbiters
Created by thanakarta aeons (see below) to help their brethren, mana arbiters are special aeons created to operate in dead magic and wild magic zones. They have a feeling of superiority due to their role and tend to stay close to zones where their capabilities can be used. Only in very special cases they connect with mortals and serve as familiars, mostly to conrasu after a special approval from the Monad or (more likely) its agents. This approval is also needed to summon Mana Arbiters.

Mana Arbiter - Creature 1
[Rare][Tiny][Aeon]
Variant Arbiter Aeon

In addition to the Aeon normal capabilities, Mana Arbiters have the following abilities:
Inherent Magic Source (divine) Mana arbiters are never affected by zones of Dead Magic or Wild Magic, and can choose to be affected by Enhanced Magic zones. Because of that, they’re also immune to Antimagic Field, and counteracting against their magic always results in one success degree lower.
Magical Support [2 Actions] (divine) By focusing their inherent magic towards one creature, mana arbiters can protect it from the effects of wild and dead magic. Choosing a creature within 60 feet of them, it gains the Inherent Magic Source ability for 1 hour, until the mana arbiter dismisses it, or until the creature is further than 60 feet from the mana arbiter. Only one creature can be affected by Magical Support at a time. Also, you’re considered preparing to Aid the creature with any check related to its magical capabilities as long as it's affected by this ability.

Creature: Thanakarta Aeons
The thanakarta aeons are subtle custodians of magical balance, drifting through the planes searching the rare places where magic slips out of its natural, stable state. Most of their existence is spent monitoring anomalies in the world - a dead-magic hollow, a pocket of burgeoning wild magic, or a ley line nexus breaking bending reality around it. Just as often as they mend these faults, however, they choose to preserve them, believing some distortions serve the magical equilibrium of the cosmos. In such cases they quietly defend these anomalies from mortal interference, guarding the irregularities they deem essential while fixing those deemed unnecessary.

Thanakarta aeons appear as immense, colorful squid-like beings drifting through the air, their bodies streaked with shifting bands of magical light. Their many tentacles move with slow, deliberate grace, sensing the area’s magic (or lack of it), while four thicker limbs end in three-fingered, handlike tips used for precise interaction. Though they can interact with the world’s ley lines, they do so only in exceptional circumstances, offering the lightest correction when a nexus threatens to fail or destabilize reality.

Thanaktra aeons were seen in the Mana Wastes following the Nex-Geb war for several years, then mysteriously disappeared from sight. Whether the aeon authority approves the erratic magic zone or gathers forces to abolish it remains to be seen. It is also said that the fact that constructs now function in dead magic zones is also a product of the thanakartas’ work.

Aeon, Thanakarta - Creature 17
[Rare][Large][Aeon][Monitor]
Perception
+30; darkvision, truesight
Languages envisioning
Skills Arcana +36, Nature +35, Occultism +36, Religion +35, Stealth +28.
Str +5, Dex +4, Con +8, Int +10, Wis +9, Cha +4.
Envisioning (aura, divine, mental) 100 feet. An thanakarta can communicate mentally with any creatures in the aura using wordless psychic projections. They don't need to share a language, though the aeon's meaning to non-aeons can be vague and is often mysterious. An aeon can use this ability to communicate flawlessly with any other aeon on the same plane as itself.
====
AC 39; Fort +29, Ref +26, Will +32; +1 status to all saves vs. magic
Hit Points 330, regeneration 15 (deactivated by spirit); Weakness spirit 15
Inherent Magic Source (divine) Thanakarta are never affected by zones of Dead Magic or Wild Magic, and can choose to be affected by Enhanced Magic zones. Because of that, they’re also immune to Antimagic Field, and counteracting against their magic always results in one success degree lower.
Magic Nullification [Reaction] (divine) Trigger A magical effect targets or includes the thanakarta; Effect The thanakartha rolls a skill appropriate to the tradition of the spell (Arcana for Arcane, etc.) to counteract the effect.
Wild Magic Control [Reaction] (divine, fortune) Trigger You roll for a wellspring surge within 100 feet of the Thanakarta; Effect The thanakarta impose order over the chaos of magic, and instead of rolling it chooses the wellspring surge result.
====
Speed fly 35 feet
Melee [Action] fist +31 [+26/+21] (force, magical, reach 10 feet, unarmed); Damage 2d8+ 16 blundering damage and 4d6 force damage.
Divine Innate Spells DC 43, Attack +35; 9th Detonate Magic (x2), 8th Antimagic Field, Cleanse Affliction, Dispelling Globe, Teleport; 7th Dispel Magic (at will), Interplanar Teleport; 3rd Hypercognition (at will); Cantrips (9th) Detect Magic; Constant (8th) Truesight
Rituals DC 43; 9th Antimagic Artifice, Empower Ley Line, Establish Nexus, Rune Trap
Forceful Flurry [2 Actions] (flourish) The Thanakarta makes four fist Strikes. Its multiple attack penalty increases normally with each attack.
Zone of Magical Influx [2 Actions] (concentrate, divine, force) Frequency Once every 3 rounds; Effect The thanakarta creates a zone of magical influx, with similarities to wild magic zones, that lasts for 1 minute. The zone is 30-foot radius and created in a range of 100 feet.
When created, the thanakarta can choose up to two 10-foot radius zones that don’t overlap within the zone. First, each area experiences a different Wellspring Surge, with DC 38 for the effects. Then, each creature in those areas has to make DC 38 basic Reflex save or take 15d6 force damage. If the wellspring surge had damage traits (fire, mental, nonlethal, etc.) the damage changes from force to this type.
In the zone, every creature that tries to cast a spell has to make a DC 11 flat check
A newly created zone of magical influx overrides a zone of suppression of the same or lower level it overrides with.
Zone of Suspression [2 Actions] (concentrate, divine, force) Frequency Once every 3 rounds; Effect The thanakarta creates a zone of suppression, with similarities to Dead Magic zones, that lasts for 1 minute. The zone is 30-foot radius and created in a range of 100 feet.
When created, the thanakarta attempts to counteract one magical effect on each target in the zone with a skill check appropriate to the tradition of the magical effect, or Arcana by default. Also, the thanakarta can choose up to 3 creatures with Spontaneous or Prepared spellcasting abilities and available spell slots (that they haven’t casted yet). Those creatures have to make a DC 38 basic Will save or take 1d12 force damage per level available spell slot they have.
In the zone, every creature that tries to use a magical ability in the area has to succeed at DC 8 flat check or the ability is suppressed, but not wasted if it has a limited number of uses.
A newly created zone of suppression overrides a zone of magical influx of the same or lower level it overrides with.


11. Aesir

Creature: Maekirji
Creature Family
: Aesir.
Designer’s note: Markijar is Old norse for Army of Blades

The maekirjar are the shadowed kin of the einherjar, warriors that were selected by the valkyries not for valor and honor, but for their cunning and trickery. While many brutal war gods eschew the creation of the maekirji as weak replacements for their divine warriors, some valkyries take it upon themselves to make sure the Aesir remain the experts in all forms of war - not just the obvious ones.

Markirjar slip behind enemy lines to assassinate commanders, serve as silent scouts against threats unseen, or sneak into the vaults of the enemy to plant a trap or steal valuable information. They’re a lot less honorable than their einherjar brethren, but follow their own code of honor nonetheless, which is more akin to honor among thieves. When they face someone with similar abilities to them, they might target them specifically as a test for their own prowess.

The maekirji below is a servant of Bastet, and uses tekko-kagi. Servants of different gods might use different weapons, and they’re all proficient in their deity’s favorite weapon and weapons appropriate for sneak attack. They might have different domains as well, and different abilities to Climbing Prowl and the Emerging Tiger.

Maekirji - Creature 9
[Medium][Aesir][Monitor]
Perception
+21; Darkvision
Languages Common, Mwangi, Osirian
Skills Acrobatics +20, Athletics +19, Deception +18, Stealth +20, Survival +19.
Str +5, Dex +6, Con +4, Int +3, Wis +5, Cha +4.
Equipment Two +1 striking tekko-kagi, +1 striking hand crossbow, 40 bolts.
===
AC 27; Fort +17, Ref +21, Will +18 (+20 against fear)
HP 155; Resistances Slashing 10
Attack of Opportunity [Reaction]
Uncanny Dodge [Reaction]
Trigger the maekirji is targeted by an attack; Effect The maekirji gains +2 status bonus to AC against the attack and steps 10 feet after it’s resolved.
===
Speed 40 feet
Melee [Action] tekko-kagi +22 [+18/+14] (agile, disarm, free-hand, parry), Damage 2d4+17 slashing
Melee [Action] fist +21 [+16/+11] (agile, unarmed), Damage 1d4+17 bludgeoning
Ranged [Action] hand crossbow +21 [+16/+11] (range 60 feet, reload 1), Damage 2d6+ 17 piercing
Avenger Devotion Spells DC 25, 2 Focus Points; 4th Captivating Adoration, 1st Sudden Shift.
Sneak Attack The maekirji’s Strikes deal 2d6 extra precision damage to flat-footed creatures.
Dedicated Hunt [Action] (concentrate) The maekirji chooses a current prey to its divine hunt. If the target is in melee range, it attempts a Feint against it. This target remains the maekirji's foe until it's defeated, or the encounter ends. The maekirji gains a circumstance bonus equal to their number of weapon damage dice (normally +2) against their designated foe, to the following checks: Perception checks to Seek, deception checks to Feint and survival checks to Track. In addition, whenever they succeed in Feint against their prey, they critically succeed instead.
If the maekirji lose its prey, the shame causes them to lose use of their avenger devotion spells for 1 week or until they can hunt the same foe again and defeat them, whichever comes first.
Climbing Prowl [Action] Frequency Once per minute; Effect The maekirji stride twice, and during this movement gain a climb speed equal to their land speed (normally 40 feet).
Emerging Tiger [3 Actions] The maekirji Tumble Through and make two attacks during this movement. If its Tumble Through is successful against a creature that it targets, the creature is flat-footed against the first attack against it.

Variant Creature: Night Valkyries
Creature Family
: Aesir.

Valkyries that raise maekirji are called night valkyries, and usually (but not always) separate themselves by serving gods of trickery in battle or cunning subterfuge. Despite this, they’re pretty similar to normal Valkyries.

Night Valkyrie- Creature 10
Variant Valkyrie
Skills
Deception +23, Stealth +23 instead of Diplomacy and Intimidation (which are untrained).
Claimer of the Slain changes to raise maekirji instead of einherji.


12. Aftermath

Class Feat: Dead Magic Legacy [Free Action] - Feat 14
[Rare][Aftermath]
Prerequisites
You spent a week in a dead magic zone or critically failed against thanakatra aeon’s Zone of suppression (see Aeon section above) ability.
Frequency Once per day.
Requirements You’re affected by a magical effect.
A part of you became anti-magical, making magic reject you from time to time. Roll a DC 6 flat check for each magical effect you have with a duration of 10 minutes or less. For each roll that failed, the effect is dismissed. You can’t choose to exclude effects from this ability.

Abomination Vaults:

Class Feat: Forms of the Gauntlight’s Shadows - Feat 6
[Rare][Aftermath]
Prerequisites
Complete at least the first level of the Gauntlight, defeating its inhabitants (You might gain additional abilities as you progress through the tower).
You gain the following new forms based on the number of levels you’ve defeated in the Gauntlight. You must have access to the spells to gain those forms.
Level 1: A Light in the Fog
Animal Form (2nd Rank): Slurk Speed 20 feet, climb 30 feet; Melee [Action] tusks, Damage 2d6 piercing.
Level 2: The Forgotten Dungeon
Insect Form (3rd Rank): Leech Tremorsense 30 feet; Speed 10 feet, swim 20 feet; Melee [Action] Mouth (grapple), Damage 2d6 piercing; Blood Drain [Action] Requirements You have a creature grabbed or restrained; Effect You deal 2d4 damage to that creature.
Level 3: Cult of the Canker
Fey Form (4th Rank): Lurker in Light Small size; Immune to blinded; Speed 25 feet; Melee [Action] claw (agile), Damage 1d6+ 8 slashing; Ranged [Action] mote of light (agile, force, light, magical, range increment 10 feet), Damage 1d4+ 8 force.
Level 4: Long Dream the Dead
Aberrant Form (5th Rank): Voidglutton Medium size; +1 circumstance to saves against non-light magic; Speed fly 30 feet; Melee [Action] Claw (agile, finesse), Damage 1d8+ 8 piercing plus 1d8 force, plus 4 force damage if the target is frightened.
Level 5: Into the Training Grounds
Aberrant Form (5th Rank): Gibtanius acid resistance 10; Speed 30 feet; Melee [Action] jaws (deadly 1d12, reach 10 feet), Damage 2d10+ 8 piercing.
Level 6: Experiments in Flesh
Aberrant Form (5th Rank): Destrachan echolocation (precise) 30 feet; Speed 25 feet; Melee [Action] jaws, Damage 1d8+ 8 piercing plus 1d8 sonic; Melee [Action] claw (agile), Damage 2d8+ 8 slashing.
Level 7: Soul Keepers
Devil Form (6th Rank): Phistophilus Speed 25 feet; Melee [Action] binding contract (agile, disarm, magical, reach 10 feet, trip, unholy), Damage 2d4+ 10 slashing, and you can spend an action after a hit to Grab the target; Melee [Action] horn (magical); Damage 2d10+ 10 piercing.
Level 8: Decaying Gardens
You can only use this form when aberrant form is heightened to 6th rank or above, and the heightened changes are already calculated in.
Aberrant Form (6th Rank): Froghemoth Amphibious; Speed 20 feet, swim 30 feet; Melee [Action] jaws (reach 10 feet), Damage 2d10+13 piercing, and you can spend an action after a hit to Grab the target; Melee [Action] tentacle (agile, reach 15 feet), Damage 2d8+14 bludgeoning, and you can spend an action after a hit to Grab the target; Melee [Action] tongue (agile, reach 30 feet), Damage 2d8+13 piercing and you pull the target 5 feet.
Level 9: On the Hunt
Monstrosity Form (8th Rank): Shuln Speed 40 feet, burrow 20 feet (unstoppable burrow); Melee [Action] adamantine claw (adamantine, agile, reach 15 feet), Damage 2d8+20 slashing; Melee [Action] adamantine fangs +25 (adamantine, reach 15 feet), Damage 3d10+20 piercing; Unstoppable Burrow You can burrow into solid rock and any metal with a hardness less than that of adamantine as though it were soil or loose rubble, leaving a tunnel 10 feet in diameter.
Level 10: To Draw the Baleful Glare
To gain this form, you must destroy Belcorra by giving her soul to Nhimbaloth. Because of this, you don’t have to be a Nhimbaloth worshipper to use this form.
Avatar (10th Rank): Nhimbaloth Speed 20 feet, fly 70 feet; Melee [Action] seven fingered tentacle (disarm, grapple, reach 15 feet, unarmed), Damage 6d8+ 6 bludgeoning; Range [Action] horrific gaze (range 120 feet, visual), Damage 6d6+ 3 spirit; all Strikes have the effects of a ghost touch property rune.


Missed a trait (because it was so minor! It's a circus trait!), but I'm getting back to it retroactively.

11. Aerial (Circus)

Circus Trick: Flight of the Panotti - Circus Trick 2
[Unique][Aerial][Agile][Circus]
Type
NPC Trick
Performer Phardaen the Panotti; Circus Umbra Carnival
Level 2; Check Acrobatics DC 16.

Phardaen the Panotti has performed for the Umbra Carnival for years, and although he was always part of the sideshows and never the main show, people couldn’t have enough of him. His main trick is using his ears to fly around, which should be impossible based on his body size compared to his ears, and do all kinds of acrobatics in the air.
===
Phardaen lived in the Umbra Carnival for many years, ever since he was a young child. He was born to slavery, and was separated from his parents at birth. When the Eagle Knights of Andoran released him and many other slaves, most people just tried to get back to their former homes. But for a creature like Phardaen, the only one of his ancestry in Varisia for all he knew, there was nowhere to go back to. To his luck, that’s when the Umbra Carvinal took him in, with Mistress Alamara Delisen, the circus founder, taking care of him. It was a place that was fitting for someone like him, a community of freaks.

Despite this, Phardaen used to have some bad manners, especially lying. When he was suspected of murder during a visit to the town of Ilsurian (see Murder’s Mark for details), Phardaen took it upon himself to change his ways. He matured, started to take his place in the carnival more seriously, and got close to a few of the carnival members. Especially Hognar (imposing male ulfen human “fire giant” impersonator 3) and Mircel (talented male varisian human “Saggy Man” impersonator) [1e Murder’s Mark p.31], two of the other sideshow performers, one extraordinarily tall and the other with a rare skin condition, that could relate to him.

In the 14 years since the Ilsurian incident (happened in 4712AR), Phardaen found another Panotti in the circus’ journeys. Jedarena (intimidating female panotti tattoo artist 2) was living in Kaer-Maga with the Skin Artists for her entire life. They were both shocked to find another of their kind, and fell in love as they continued to interact. They found out they they probably belonged to the same tribe of panotti that got enslaved many years ago. After consulting varisian harrow diviners and the troll Augers to make sure they were not closely related, they even got married in the Carnival, with the Bull of the Burning Brand officiating the wedding. They now have two children, a boy and a girl.

Now that they both live in the Umbra Carnival, they don’t work as often, taking care of their young children. Still, they do try to find out more information about what happened to their tribe, and maybe where they went to. With the abolishment of slavery throughout the Inner Sea, they hope to find more clues.


14. Agathion

Creature: Tashtarial Agathion
Creature Family
: Agathion.

Known for their fierceness in combat, flashy coats and burning muzzle beams, the tashtarials are warriors who drive back the darkness. Modeled after the tashtari, the “laser wolves” of Castrovel, the tashtari absorb the holy light of redemption and use it as a weapon. They are created from souls who led others toward a life of enlightenment and fighting against evil, many of them were redeemed themselves before doing so.

While they’re the appointed guardians of some fonts of holy light in Nirvana, many of them wander from this plane to hunt for creatures of darkness and bring light to the darkest corners of the Universe. Many of them serve Sarenrae, and also follow the banners of Ragathiel, Vildeis and the Black Butterfly, especially on quests against the forces of the Netherworld and the Dark Tapestry.

While mostly created from the souls of Lashunta warriors and Khizars, there are many exceptions to this rule. At least one tashtarial was seen fighting against the forces of Treerazer during the centuries long war with the nascent demon lord.

Starfinder: The rekindling of the Sota, the sun of Lajok, inspired many tashtarials to follow the vlaka who see it as a sign of hope. Vlakas now start to see the tashtarials as their ancestral angels, and the agathions don’t do much to refute this misconception.

Tashtarial Agathion (Laser Wolf Agation) - Creature 13
[Uncommon][Medium][Agathion][Celestial][Holy]
Perception
+26; darkvision
Languages Common, Castrovelian, Diabolic, Draconic, Elf, Empyrean, Khizar; speak with animals, truespeech
Skills Athletics +24, Diplomacy +27, Intimidation +27, Medicine +22, Nature +21, Religion +23, Society +22, Survival +24, Castrovel Lore +27, Nirvana Lore +27
Str +5, Dex +5, Con +5, Int +4, Wis +5, Cha +8

AC 33; Fort +23, Ref +21, Will +26
HP 235; Resistances Fire 10; Weaknesses Unholy 10
Reactive Strike [Reaction]
Equipment
+1 flaming striking longsword.

Speed 35 feet, climb 25 feet
Melee [Action] claw +29 [+25/+21] (agile, finesse, unarmed), Damage 3d8+14 slashing.
Melee [Action] +1 flaming striking longsword +29 (fire, magical, versatile P); Damage 2d8+ 20 slashing and 1d6 fire damage, and 1d10 persistent fire on critical hit.
Melee [Action] jaws +27 (grapple, trip, unarmed) Damage 3d10+16 piercing and Knockdown.
Ranged [Action] muzzle beam +29 (fire, magical, range increment 60 feet), Damage 3d12+16 fire damage and 2d6 persistent fire.

Divine Innate Spells Spell Attack +22, DC 30; 7th Holy Light; 6th Cloak of Light; 5th Binding Muzzle; 4th Cleanse Affliction, Fly, Wall of Radiance; 2nd Revealing Light (at-will); Cantrips (7th) Light; Constant (7th) Speak with Animals, Truespeech

Heaven’s Cry [2 Actions] (divine, fire) Frequency Once per hour; Effect Like a tashtari alpha, the tashtariel unleashes its muzzle beam up, before it splits into countless rays and crashes down around it. Each non-celestial creature in 40-foot emanation takes 12d6 fire damage (DC 33 basic Reflex save). On a failure, a creature that can see the tashtariel is also dazzled for 1 round, and on critical failure it is dazzled for 1 minute.
Holy Light Flash [Action] (divine, holy, light) Frequency Once per minute; Effect The tashtariel basks itself in holy light, which both rejuvenates it and blinds its enemies. The tashtariel counteracts with +29 each effect that makes him clumsy, controlled, enfeebled, immobilized, paralyzed, stunned, slowed on itself. The tashtariel can use this action even if it shouldn’t have any actions because of those conditions, but after that its turn immediately ends.
In addition, any non-celestial creature adjacent to it needs to attempt a DC 30 Fortitude save against a visual effect.
Critical Success The creature is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is dazzled for 1 minute.
Critical Failure The creature is blinded for 1 round and dazzled for 1 minute.
Tashtariel Tactics [2 Actions] (flourish) The tashtariel makes a melee strike against one foe and then a ranged muzzle beam strike against another. The ranged attack doesn’t trigger reactions from the creature attacked in melee, and the tashtariel’s multiple attack penalty increases only after the attacks.


15. Agile

Weapon: Cinquedea - Weapon 0
[Agile][Deady 1d6][Parry][Versatile S]
Cost
3 gp; Damage 1d4 P; Bulk L
Hands 1
Type Melee; Category Martial; Group Knife

Inspired by dwarven clan daggers, the cinquedea is a dagger with a broad blade that cuts deeply into flesh and can also be used for parrying. It’s also very useful for decorative etching.
Alternative Favorite Weapon: As a rare option, this weapon can be used as an alternative favorite weapon for Conqueror Worms, the Graveyard’s Guard and Urban Prosperity.


16. Air

Item: Harpy Queen’s Feather - Item 16
[Uncommon][Air][Catalyst][Consumable][Magical]
Type
Consumable - Spell Catalyst (Deluge spell)
Access Access to Deluge
Cost 1600gp
Usage held in 1 hand; Bulk -
Activate Cast a spell (add 1 action)

Many years after Aroden created the Deluge spell, his worshipers turned it against the harpies of the Isle of Kortos. The harpies cried to Pazuzu to save them, and the demon lord taught them a way to use the feathers of the strongest harpies to change the spell into their own weapon.
Adding this catalyst to the cast of Deluge changes the spell so instead of water it uses a strong stream of air, changing its traits from Water to Air. In addition, creatures on the ground that fail their Reflex save can be pushed in a straight line in any direction, instead of only being pushed away from the area’s center.
Lastly, if the caster is flying and is in the area of the spell, they can move themselves with the spell to any degree they want (stopping mid-air or landing and moving up to 50 feet in a straight line on the ground) without suffering damage (including fall damage) or falling prone.


17. Aiuvarin

Ancestry Feat: Aiuvarin Rivalry - Feat 1
[Uncommon][Aiuvarin]

Growing up, you were always pitted against your elven peers and needed to always prove yourself to them, so you learned how to take advantage of them.
You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against creatures with the Elf trait. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice.
If any creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it’s an Elf or not.
In addition, you gain +2 circumstance bonus to Sense Motive against creatures with the Elf trait.

Ancestry Feat: Communal Thoughtsharing - Feat 5
[Aiuvarin]
Prerequisites
Thought Share
You have learned to communicate with other companions as easily as you communicate with elves.
You can use the mindlink innate spell that you gain from Share Thoughts three times per day. In addition, after spending 1 week in the presence of a creature, you can also target them with your innate mindlink, even if they’re not elves or aiuvarin.
You also gain the Aiding Mindlink action.

Aiding Mindlink [Reaction] (mental, telepathy) You Aid a creature within 30 feet of you that you targeted with mindlink since your daily preparations with a skill check, even if you haven’t prepared an action to do so. You can’t target the same creature again with this ability until the next daily preparations.
Note The telepathy trait might be an editing error, and if so remove it from Aiding Mindlink.

Ancestry Feat: Wildborn Linguist Training - Feat 5
[Uncommon][Aiuvarin]
Access
Ekujae Aiuvarin (Wildborn).
Traditionally, aiuvarin in the Ekujae society serve as diplomats and linguists to other people in the Mwangi. You gain the Ancestral Linguistics feat even if you’re not 100 years old, and learn the Ekujae shape-script language. In addition, whenever you select the Multilingual feat you gain one more language (usually three instead of two). Generally Ekujae Aiuvarin have access to the languages of the Mwangi Expense.

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