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Published by b.stimmel80, 2021-05-05 00:24:37

The Inner Sea World Guide

The Inner Sea World Guide

Keywords: Pathfinder,Campaign Setting

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14268686 WEATHER AND CLIMATE Mistgales: These clouds of fog form mainly in the ancient
forests of northern Avistan (particularly in Ustalav), but
250 A wide range of climate bands exist in the Inner Sea they sometimes appear in graveyards and ruins as well.
region, from blisteringly hot in the deserts of Garund to Fog rises from the ground at nightfall and forms swirling
freezing cold and snowy at the border with the Crown of storms anywhere from 10 feet to a mile in diameter. Damp
the World. In general, weather patterns in Avistan and and chilly, mistgales are the bane of travelers, who find the
Garund f low from west to east, sweeping cold rains across road obscured and their journey made more unpleasant
Varisia, Nidal, northwestern Cheliax, and the Mwangi (and somewhat frightening) by the unusual storms.
Expanse. The rain shadow created by the Mindspin
Mountains is partially offset by the rain-birthing waters Morozko: Manifesting randomly throughout the year
of Lake Encarthan. South of the Menador and Five Kings in remote reaches of the Crown of the World, morozkos
Mountains, the chill of the north gives way to the warm are named for the first druid to encounter them and note
waters of the Inner Sea, allowing for extended growing their strange proclivity for acting almost as if driven by
seasons and larger populations. an intelligent malevolence. These singularly harrowing
blizzards carry upon their winds a supernatural cold
The deserts of northern Garund speak to the relatively and strange sounds, as if of shrieking maniacs or hungry
arid conditions north of the Barrier Wall. South of those ghosts. Once these violent storms appeared only on the
imposing mountains, though, heavy rains create the Crown of the World, but over the last 100 years, they have
rainforests and jungles of the Mwangi Expanse. Off the been occurring further and further south.
western shore of Garund churns the century-old hurricane,
the Eye of Abendego, which contributes to the production Spider Storms: This term for a torrential downpour
of driving rains across western and central Garund. lasting several hours originated in Korvosa, where arachnid
These endless rains, in fact, f looded a section of the coast, menaces known as drain spiders (see page 254) infest the
creating the storm-soaked devastation of the Sodden sewers. After a sudden and violent rainstorm, the water
Lands. East of the Shattered Range, the dominant weather level in the sewers rises enough to drive the drain spiders
f low brings warm rains from the Obari Ocean, allowing to street level—resulting in an eruption of spiders pouring
for the lush grasslands over most of eastern Garund. Only from the gutters, outhouses, and sewers of the city. Varisian
the destructive inf luence of life-stripping magic prevents traders bought stories of these fortunately rare plagues out
Nex from growing abundant crops like Geb. of Varisia, and now the term “spider storm” finds use in
most areas, especially around Lake Encarthan.
While most of the Inner Sea region experiences weather
typical for its climate, several aberrant weather conditions Tornadoes: These devastating windstorms are feared
manifest in various areas around the Inner Sea. Some of throughout the Inner Sea region, particularly in large
these bizarre phenomena are relatively localized, and draw f latland areas such as along the eastern coast of Garund
only curious locals or passing experts. Other unusual or the southern reaches of Andoran, Taldor, and Cheliax.
weather events affect wide swaths of territory and are In the deserts of northern Garund, tornadoes often
known (and often feared) even thousands of miles away. advance along the fronts of vast sandstorms, while in the
demon-wracked wastes of the Worldwound, tornadoes are
Emberstorms: Also known as “black blizzards,” the a dangerously common sight. Indeed, the tornadoes of the
terrible and destructive emberstorms are one of the most Worldwound seem to seek out living targets and structures
fearsome natural occurrences in the already quite fearsome with a disturbing accuracy, and stories of tornadoes infested
Cinderlands. These dust storms, composed of ash and by millions of venomous insects that seem unharmed by
embers left behind by the region’s immense and frequent the high winds are particularly frightening.
brushfires, roar across the plains and scour all in their
paths. The indigenous Shoanti tribes of the region believe Tumblefires: In the dry summer months of Andoran,
that the emberstorms are the Cinderlands’ way of claiming Cheliax, Taldor, and surrounding areas, thunderstorms can
those whom the gods have called away. generate unusual effects. Often a “dry” thunderstorm—an
electrical storm that rages without rain—strikes an area
Eye of Abendego: A vast and terrible hurricane rages day and fills the sky with a crackling lightning show while
and night off the coast of the Sodden Lands. The permanent thunder booms an accompaniment. During these storms,
storm appeared at the time of Aroden’s death, along with ball lightning sometimes hits the ground and rolls like
numerous other massive storms that lasted “merely” a few a f laming tumbleweed across fields or even through city
weeks or months. Although the hurricane’s strength waxes streets. Despite its frightening appearance, tumblefire
and wanes with the seasons, it can rip the sails off of ships generates no heat and leaves no fire in its wake. Touching
even at its weakest—at its strongest, it can tear galleons tumblefire results in a mild shock, and sometimes causes
in half. The Eye constantly spawns storms that roil along the lightning to wink out without a trace. Some peasants
the coastline. Over the years, these storms swept away the report that tumblefires seem attracted to metal objects and
nations of Lirgen and Yamasa, leaving behind the desolate, can even be “led” with pitchforks or knitting needles.
rain-swept region known as the Sodden Lands.

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LANGUAGES Other Languages

The people of the Inner Sea speak many languages, from Humans are far from the first race to communicate verbally

widespread Taldane to the tongues of ancient empires. or in a written form.

Modern Human Languages Abyssal: Many believe Abyssal was the first language to
develop among natives of the Outer Sphere.

The following are the most common languages. Aklo: This mysterious tongue is common among sinister

Common (Taldane): One of the oldest languages still in elements of the First World and the Darklands, as well as

use in the Inner Sea region, Taldane is also the most widely among other ancient creatures like the aboleths.

spoken in the area, and is used as a common tongue. Aquan: Aquan is a guttural tongue with thick, throaty

Hallit: Spoken by the Kellid people in the far north, sounds and long syllables.

Hallit is a coarse, rough-sounding language. Auran: Auran is a breathy, gentle-sounding language.

Kelish: Throaty, phlegmatic, and passionate, this ancient Celestial: Celestial is used by all of the good-aligned

language derives from the tribal tongues of the Padishah planes of the Outer Spheres.

Empire of Kelesh in the distant east. Draconic: This ancient tongue, the language of dragons,

Osiriani: The most widespread language of Garund, is among the oldest in the Inner Sea region.

Osiriani is directly descended from Ancient Osiriani. Druidic: Only druids speak this complex language, and

Polyglot: The dialects of the Mwangi share enough they guard its secrets jealously.

remnants of a mysterious root language that members of Dwarven: Dwarven is a guttural, phlegmatic language

different tribes can generally understand one another. consisting of hard consonants and clipped syllables.

Shadowtongue: A mix of Infernal, Azlanti, and Common, Elven: The Elven language is complex but beautiful,

Shadowtongue is rarely spoken beyond Nidal’s borders. sounding poetic in its cadence and tone.

Shoanti: Spoken widely in northwest Avistan but rarely Giant: Giant exists today as a simplistic mesh of original

anywhere else, the Shoanti tongue is a unique combination Cyclops and Thassilonian.

of Varisian, Giant, and Thassilonian. Gnome: Gnome shares some similarities with both Aklo

Skald: Famous for its long, complex words and lilting and Sylvan, but has a larger vocabulary than either.

14268687 pronunciation, Skald sounds at the same time lyrical and Goblin: The nigh-incomprehensible yapping of goblins, 4065073

hard to the ears of southern Avistani. the militaristic barking of hobgoblins, and the sibilant

Tien: This language contains thousands of homophones. taunts of bugbears all use the same vocabulary.

Its written form uses nearly 24,000 pictographs. Gnoll: Punctuated by high-pitched yips, deep barks, and

Varisian: Varisian is rife with subtle double meanings, throaty growls, this cacophonous language is difficult for

innuendo, and gradations of meaning. non-gnolls to pick up—much less master.

Vudrani: Vudrani borrows and adapts words from both Half ling: The modern language of Half ling descends

Kelesh and Tien to form a pleasing, musical dialect. directly from various human tongues.

Ancient Languages Ignan: Ignan consists mostly of short words—their
staccato feel on the tongue emulates the popping of fire.

The following languages are not commonly known in the Infernal: Infernal requires precise enunciation, for

Inner Sea region, save by scholars and historians. many of its words with unrelated meanings nonetheless

Ancient Osiriani: This precursor to modern Osiriani bear extremely similar pronunciations.

shares many similarities and differs mainly in its Necril: A whispering tongue said to have ties to ancient

hieroglyphics and lexicon. Speakers of this tongue can Osiriani, Necril is the language of the dead—it is spoken

speak modern Osiriani, but with an archaic accent. primarily by ghouls and agents of the Whispering Way.

Azlanti: One of the most widely spoken languages of its Orc: Known for the brusque delivery of its disjointed,

time, Azlanti became the basis for dozens of languages all hard-consonant syllables, Orc sounds harsh and angry.

over Avistan and Garund. Orvian: Sort of a cross between Aklo and Terran, this

Cyclops: Once the ancient language of the giants, this ancient tongue is spoken by many of the deepest-dwelling

tongue was created before the rise of humanity by the races of the Darklands.

cyclopes of Ghol-gan. Sylvan: Spoken by fey and certain denizens of the First

Jistka: Jistka remains in use throughout Avistan, though World, Sylvan is one of the oldest languages.

almost exclusively by scholars and royalty. Terran: Terran is a slow and deliberate language, the

Tekritanin: This choppy language is a meld of various sounds of which cannot be rushed.

regional dialects once spoken in the Tekritanin League. Undercommon: Descended from Elven but incorporating

Thassilonian: One of the ancestor tongues of modern certain Orvian words, the drow-created tongue called

Varisian, Thassilonian is mostly remembered for its now- Undercommon expands upon certain specific areas of its

unused alphabet, consisting of three sets of runes. mother tongue’s vocabulary while ignoring others. 251

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252 TR ADE between the Inner Sea and the trade nations of Casmaron
and Vudra. This infamous route is notorious for its violent
Regardless of the goods—raw timber from northern weather, its proximity to regions rife with monsters, and
Andoran, exquisite glass from Cheliax, or exotic spices the sheer length of its passage, but as it serves to provide a
from Qadira—trade powers the nations that rest upon the link between Katapesh and regions like Vudra, Kelesh, and
rocky shores of the Inner Sea. Golarion’s most powerful Iblydos, many captains and trade companies view it as well
trading nations launch thousands of merchant f leets worth the risks.
every week into the salty, wind-tossed waters that link the
massive Arcadian Ocean to the stormy Obari Ocean. Path of Aganhei: Unique among the major trade routes for
being a land route, the Path of Aganhei connects northern
Trade Routes Avistan to Tian-Xia via a long and dangerous route over the
Crown of the World. The Path actually consists of two paths
A large number of trade routes exist in the Inner Sea that overlap—the eastern route connects the Successor
region—the two most well-traveled are known as the States to the Realm of the Mammoth Lords and eventually
North Tack and the South Tack, yet others can be even the Sellen Passage, and the western route connects Minkai
more profitable, if more dangerous. to the Lands of the Linnorm Kings and Varisia.

North Tack: One of the oldest and most profitable routes, Sellen Passage: The lifeblood of central Avistan, the
the North Tack runs from the Spice Harbor of Sedeq in Sellen Passage is based out of Cassomir—this route extends
southern Qadira to the militaristic naval trading stations north up the rivers of the Sellen river basin, and south
of Corentyn in southwest Cheliax. This route hugs close to across the Inner Sea to Absalom. This key route connects
the coast for most of the journey, but sails hard for Absalom the Inner Sea proper to regions like Brevoy, Galt, Kyonin,
after putting in at Qadira’s enlightened capital of Katheer. Mendev, Numeria, the River Kingdoms, Ustalav, and Lake
Encarthan and the nations that share its shore.
Obari Crossing: A highly profitable but rather dangerous
route, the Obari Crossing is the primary point of connection

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South Tack: Faster but less profitable than the North towns, and villages. A certain element of stereotyping

Tack, the South Tack launches from Katapesh, sails and profiling exists between city dwellers and country

north to Sothis and then Absalom, and then runs along dwellers, and conf licts between the two are not unheard

the northern coast of Garund due west and out into the of. Yet in truth, both lifestyles are inexorably dependant on

Arcadian Ocean through the Arch of Aroden. Here, the each other. Rural populations often dwell in dangerously

South Tack turns hard to the south and ends at Azir, the close proximity to monster-haunted wildernesses and

godless coastal capital of Rahadoum. need protection from their urban neighbors, while urban

Varisian Run: At one point known as the West Tack, this populations rely on their rural kin for necessities like

route has recently become known as the Varisian Run as food and other resources. This dichotomy plays out often

trade with Magnimar and Korvosa has grown. This trade between the faiths of Erastil and Abadar—two religions

route runs along the western coast of Avistan and northern about essentially the same thing but with drastically,

Garund, linking Magnimar to Eleder and making stops obstinately different methods of presenting themselves.

along the way in Cheliax, Mediogalti, the Shackles, Sargava, Magic: The common citizens of the Inner Sea region,

and then inland in the Mwangi Expanse. be they farmers or traders or city guards, know about

Coinage magic. It’s likely that they’ve seen magic spells in
action, and have even been the beneficiary of

The spread of trade throughout the healing magic or other minor effects at

Inner Sea Region has seen the some point in their lives. Yet magic

standardization of exchange is not so universal a part of life

rates for coinage as well, and for most of the Inner Sea’s

as such, the buying power citizens that they’ve come

of a gold coin remains to rely on it. It’s seen most

relatively standardized. often as an extravagance or a

Names for coins can vary A PILE OF reward used by the wealthy, or in a

from region to region, and while GOLD CROWNS worst-case scenario as yet another

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uses for his coins matters little in light to oppress honest folk. Magic is thus

of their value or quantity, in some circles a f ierce sort a source of wonder and awe and of fear, but since it’s not

of national pride exists in the claiming of such names. a fundamental part of most folks’ everyday lives, it’s also

Sample names for coins from f ive areas of the Inner Sea often misunderstood.

region are provided below, but by and large, all coins are Power Levels: Throughout this book, particularly in

normally just referred to as “pieces.” Chapter 2, key NPCs are mentioned by name. Experience

Coin Names levels and classes are not presented for these NPCs, in order
to maintain a level of versatility and freedom allowing

Coin Cheliax Andoran Katapesh Absalom Brevoy adventure writers, hobbyists and professionals alike, to

cp pinch cap grain penny bit adjust these NPCs as they wish. Nonetheless, there exist

sp shield wolf penny weight link guidelines for how powerful most rulers and heroes and

gp sail sail scarab measure crown city guards are in the Inner Sea region. The vast majority

pp crown falcon genie sphinx dragon of humanity are “standard,” ranging in level from 1st to

SOCIETY 5th—most with NPC classes like commoner, expert, or
warrior (it’s uncommon for a character with only NPC

Governments, laws, customs, traditions, and cultures vary class levels to be above 5th level). A significant number of

wildly from nation to nation in the Inner Sea region. Yet a nation’s movers and shakers, along with other leaders,

there are many relatively constant constructs as regards heroes, and notables, are “exceptional,” ranging in level

society in the Inner Sea region, as outlined below. from 6th to 10th. “Powerful” characters, ranging in level

Humanocentric: While numerous races and creatures from 11th to 15th, are quite rare—typically only a handful

exist in the Inner Sea region, humans largely dominate of such powerful characters should exist in most nations,

the realm. The use of the term “humanity” includes near- and they should be leaders or specially trained troops most

human, civilized races such as elves and gnomes under the often designed to serve as allies or enemies for use in an

overall category. Savage races, such as orcs, goblins, and adventure. Finally, “legendary” characters of 16th or higher

gnolls, however, generally fall outside of what the Inner Sea level should be exceptionally rare, and when they appear

region qualifies as “society.” should only do so as part of a specific campaign—all

City and Rural Life: The vast majority of humanity in legendary characters should be supported with significant

the Inner Sea region dwells in urban centers—cities, histories and f lavor. 253

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254 FAUNA onto street level by f looding, boiling up from the drains
in great swarms and thus justifying their common name.
Innumerable animal species thrive on Golarion, ranging Stats: Individual drain spiders are equivalent to young scarlet
from the relatively innocuous to the deadly. Some of the spiders (CR 1/6); swarms are equivalent to a spider swarm
more unique animals of Golarion are detailed below. (Pathfinder RPG Bestiary 258 for both).

Donkey Rat: Snowy-white or dirty-gray rodents the size Firefoot Fennec: These small, large-eared foxes
of small dogs, the donkey rats native to Avistan’s west coast possess a distinctive pattern of f lame-colored fur around
are often popular pets throughout the region. Their meat their paws, rather than the typical black “socks” of more
is generally considered to be quite tasty (if gamey), but is common vulpines. Ranging across northern Andoran,
stigmatized as being a “backwoods” food of choice, and its southern Isger, and northeastern Cheliax, firefoot fennecs
consumption is usually mocked by urbanites as a sign of are regarded as good luck symbols, and by extension their
poor breeding. A donkey rat has unusually long legs and a uniquely colored pelts are prized by furriers, especially
short, rather furry tail—traits that blur the lines between in Absalom and Molthune. Stats: As dog (Pathfinder RPG
rodent and ungulate. Stats: As dire rat (Pathfinder RPG Bestiary 87) with the young creature template (CR 1/4).
Bestiary 232), but without the disease ability (CR 1/4).
Giant Gecko: These lizards can lie at ease sunbathing
Drain Spider: These are sizable, venomous, mottled motionlessly for hours before suddenly dashing up and
brown spiders about the size of a small rat. Originally native across a sheer cliff face—without any apparent difficulty—
to the Mwangi Expanse, their propensity for stowing away in search of food. The giant gecko’s widely-spaced, uniquely
in exported fruit has resulted in their spread throughout textured toe pads allow it to scale almost any solid surface.
the Inner Sea region. They’ve taken particularly well to Stats: As monitor lizard (Pathfinder RPG Bestiary 194) with
dwelling in the sewer systems of many cities in Absalom, the young template, replace swim speed with climb 30 ft., no
Andoran, Cheliax, and Varisia, and are quite aggressive. poison ability (CR 1).
After a strong downpour, these spiders are often forced

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Jigsaw Shark: Common throughout the Arcadian Ocean, and armor, and help support buoyant rafts. Its leaves often

jigsaw sharks are particularly notorious for their preference serve as roof coverings for huts or makeshift raincoats and

of habitat—shallow, coastal waters. This often puts them hats. In the wilds, a jukamis plant can be used as a makeshift

in close proximity to sailors, merchants, and swimmers. A shelter against the frequent rains. Stats: As normal wood.

jigsaw shark is aggressive, and reports of them lunging out Nettleweed: Commonly found in the forests of Avistan,

of water to snap at passers by on low piers or attacking small this pale green, vine-like weed produces ochre-colored

rowboats are well-documented. A typical jigsaw shark can burrs that cause horrible itching when they come in contact

grow to a length of 7 to 8 feet. With a pale tan belly and with f lesh. Alchemists and naturalists have yet to find any

a blue-gray back decorated with mottled brown, irregular beneficial use for nettleweed and its itch-inducing burrs,

spots, these sharks are easy to identify in the wild. Stats: As except as an irritant. When it comes in contact with the

shark (Pathfinder RPG Bestiary 247) with the young creature skin of most creatures, nettleweed creates such an irritation

template (CR 1). that the aff licted creature can do little more other than to

Sargavan Boar: No larger than a small dog, this species of scratch itself furiously. Stats: As poison oak, but never causes

boar is adapted to living in the warm, wet environment of the severe exposure (GameMastery Guide 245).

jungle and the veldts along its fringes. Easily able to hide in Paueliel: Towering above most other trees, the lofty

the underbrush because of its small size, the creature gives a paueliel are widely held as the “first trees.” Lumberjacks

loud, ear-splitting squeal when threatened, and its pointed superstitiously connect them to the fey races of the

tusks can be quite dangerous. Mwangi natives who live woodlands and, despite the strength of the wood, often

near their habitat believe the boars to be watchers over the avoid harvesting them. Nature enthusiasts revere them.

souls of those who have died within the Screaming Jungle. These silver-barked hardwoods grow to immense heights,

As such, Mwangi eat boar meat only after giving thanks to but never spread to more than a few feet in diameter. Stats:

the deceased animal’s spirit, and they prefer to consume it As darkwood but with hardness 7 and 150% as expensive.

as infrequently as possible. The heavy consumption of boar Pesh: This cactus grows in hot areas with some water

meat on the part of the Chelish colonists is yet another source source (such as around desert oases or near mudpots and

of friction between the two groups. Stats: As boar (Pathfinder hot springs) where it often chokes out all other vegetation.

14268691 RPG Bestiary 36) with the young creature template (CR 1). Its leaves are a source for the eponymous narcotic, and its 4065077

Storval Aurochs: In the northwestern reaches of Avistan, spring-blooming yellow f lowers bear distinctive crimson

a particularly large species of aurochs can be found amid stripes and can serve as a non-narcotic spice.

the highlands of Belkzen and Varisia. These aurochs, The easiest way to make pesh is to cut one of the pesh

known as Storval aurochs, are much more aggressive and plant’s leaves and collect the milky sap. The thin, pungent

hardy than typical aurochs, and are able to hold their own milk begins to curdle after being kept in a cool, dry place for

against many of the more dangerous denizens of these 3 days. An additive called nagri—a bitter salt mined from

remote regions. Stats: Pathfinder RPG Bestiary 174; add dry lake beds such as those at Sabkha—is stirred into the

giant and advanced simple templates for Storval aurochs (CR 4). curdled sap at this point and the mixture is then allowed to

FLOR A sit for another day. Large white lumps form in the mixture,
like curds in curdled milk; a fine mesh is used to strain

Countless different plant species exist on Golarion. A few the lumps (the raw pesh) from the liquid whey. Pesh in this

stand out for their usefulness—or deadliness. raw, solid form can be eaten plain for a narcotic dose, but is

Flayleaf: Narrow, reddish-brown leaves droop from these more commonly smoked in a water pipe or hookah.

wiry shrubs. Harvesting the narcotic leaves of f layleaf To make refined pesh, farmers must wait for the 2 months

plants is fraught with peril, as colonies of poisonous, red- each year when the pesh plants bloom. Fat seedpods swell

bellied spiders often build their nests in the plants. Flayleaf on the plants, and the farmers score the pods with sharp

can be found in nearly any temperate environment. When blades. Thick sap oozes from the score marks and hardens

harvested before the leaves turn brittle and dark brown, into resin. Farmers typically spend weeks of delicate work

f layleaf leaves can be smoked as pipe weed or rolled into scoring the pods, harvesting the dried resin after a day, and

thin paper and burned until they smolder. Stats: Pathfinder scoring fresh marks until every pod is dry, save a few left

RPG GameMastery Guide 237. intact to produce seeds. The farmers then add the resin

Jukamis: This tall, rubbery plant can reach 15 feet in to the raw pesh to form sticky black blocks that can be

height in the jungles of the Mwangi Expanse, where it is eaten, rolled into leaves for smoking, or mixed into drinks.

most often found growing near riverbanks. The jukamis, Refined pesh is much more potent than raw pesh and is

or “fan leaf,” is famous for its thick, enormous leaves that considered a high-quality item for nobles and rich traders.

are used for a variety of tasks in the vast central jungles of The poor are more likely to consume pesh whey, stirred

Garund. It produces a rubbery substance when boiled down into tea, sopped up with bread, or held against their gums

that can be used to waterproof huts, strengthen weapons by gauze pads. Stats: GameMastery Guide 237. 255

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14268692 TECHNOLOGY reverse-engineered or ancient accounts of the process are
uncovered by explorers in Azlanti or Thassilonian ruins.
256 The complex question of technological advancement The process of creating a clockwork construct is much more
among the peoples of the Inner Sea region is not one to be involved and time-consuming than the more traditional
approached lightly, for the world of Golarion has passed methods of magic, and so clockworks have remained at best
through countless eras of strange discovery, of technology curiosities or experiments of the idle and rich. One of the
both high and low, from primitive to futuristic. With the greatest repositories of rediscovered clockwork technology
dawning and closing of each age, the tool-working peoples lies within the city of Absalom in the vaulted Clockwork
of this magic-infused place have again and again pushed Cathedral. Here, clever artisans seek to further unlock the
back the mists of ignorance and savagery with shimmering mysteries of the mechanical application of magic, striving
wonders great and small. As each successive disaster, to vastly reduce the amount of magical energy necessary to
uprising, and cataclysm washes over the world, the secrets power their creations.
of earlier ages are lost—and new discoveries are made. As
the peoples of the Inner Sea enter the second century of The key difference between a traditionally created
the Age of Lost Omens, the world stands once again upon a construct and a clockwork construct lies in the fact that
great precipice—new magics, mechanical practices, arcane no bound spirit or captured soul provides the power of
theories, and alchemical procedures become more common animation. A clockwork construct uses a series of springs,
and more accessible to clever minds with each passing day. gears, and mechanical trickery to power itself. It typically
needs to be “wound,” usually with a specially crafted key,
Yet in a world where wizards can conjure fire out of in order to provide it with the energy it needs to function.
nothing, clerics can raise the dead, bards can shatter Unfortunately, while this delicate machinery allows the
buildings with songs, and alchemists can transform inventor to bypass the dangerous and often distasteful
themselves into monsters, what chance has technology to practice of binding animating magic into a body, it makes
compete? The widespread use of magic in the world has clockwork constructs more susceptible to damage. A
stunted the advance of technology more than any other clockwork construct that’s allowed to run down simply
factor, relegating those who seek to find new ways of doing ceases functioning and is treated as an object, but most can
things to the role of crackpot and eccentric more often than lie in wait for centuries or longer in this state, springing to
not. Technological advances in the Inner Sea, as a result, tend life immediately upon being wound back to animation.
to be limited to areas where magic isn’t as common (such
as the volatile Mana Wastes), stem from eras and nations Clockwork Traits: While you can create a clockwork
that for various reasons learned to fear magic, or hail from construct from scratch, you can also turn any existing
areas where strange advanced intrusions from unknown construct into a clockwork construct by simply applying
technological realms have made their presence known. clockwork traits to the construct. Adding these traits to a
construct does not affect its CR.
The technological wonders detailed below present four of • The construct gains the “clockwork” subtype.
the more well-known or legendary forms of technology that • Winding: The construct must be wound with a special
exist in the Inner Sea region. Some of these technological
wonders also utilize magic to a certain extent, while others key in order to function. As a general rule, a fully
function solely on technological principles. All of them wound clockwork can remain active for 1 day per HD,
are relatively rare, and to the typical citizen, the difference but shorter or longer durations are possible.
between magical and technological is meaningless. • Vulnerable to Electricity: Clockwork constructs take 150%
as much damage as is normal from electricity attacks.
Clockworks • Swift Reactions: Clockwork constructs generally react
much more swiftly than other constructs. They gain
Magical constructs are used throughout Golarion as Improved Initiative and Lightning Ref lexes as bonus
guardians, soldiers, and laborers—be they the aluum feats, and gain a +2 dodge bonus to AC.
of Katapesh, sentinels in ancient treasure vaults, or the • Difficult to Create: Increase the time and gp cost
strangely self-aware f lesh golems said to dwell in certain required to create a clockwork by 50% over normal.
counties of Ustalav. Generally created by infusing a specially
prepared body with an elemental spirit or (in some darker Firearms
practices) a captured soul, there exists another, more
obscure category of construct—the clockwork construct. Of all the forms of technology that have appeared or
disappeared from the lands of the Inner Sea, none are as
The technology for creating clockwork constructs was universally misunderstood or coveted as the firearm. From
developed long ago in Azlant, then perfected in Thassilon. the high halls of the Lands of the Linnorm Kings to the
Earthfall saw the destruction of many clockwork creations tent-cities south of the Screaming Jungle, the appearance
and the temporary loss of the science of creating them, of a firearm suggests at once an outrageous expenditure of
but in the ages that followed, the technique has been gold and an immediate threat of dishonorable violence.
rediscovered as surviving clockworks are recovered and

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It was in the magic-dead reaches of the Mana Wastes that implanted muscles might simply function like a manual

dwarven engineers from the sky citadel known as Dongun of gainful exercise +4. A syringe filled with medical nanites

Hold invented the first firearms. The process by which might duplicate a potion of cure light wounds or even a one-

firearms evolved took Alkenstar engineers many decades to shot resurrection. When pricing out technological wonders

develop and cost dozens of lives, but the curious weapons like these, simply assume that they are equivalent in price

seem now to finally be gaining a foothold. Today firearms are to a similar magic item. If you introduce such items to

the primary export from Alkenstar—only the complexity of your game, you’ll need to determine how the effects caused

crafting them, their reliance on refined black powder, and the by them interact with magic or how their secrets can be

outlandish prices demanded by Alkenstar’s exporters have discovered, of course—the simplest solution is to just allow

kept firearms from speeding into everyday PCs to research them using Spellcraft as if

use. Yet traditionalists and political they were identifying magic items or to

scholars see the dangerous potential of assume the effects created by them

this new form of weaponry, and already function identically to the spell effects

opposition to the proliferation of these they duplicate.

strange new weapons is strong. Printing Press
Game Impact: Firearms and black

powder are detailed on pages 291. Among the finest of technological

Numerian Technology treasures is the printing press, a
weapon of subtle power capable of

The strange super-science of Numeria turning a quiet populace against

represents an unusual source of its ruler, making an entire nation

technology, one tightly controlled unsafe for an outlaw, or setting a

by the rulers of that realm. Here, hundred militias ready for war

weapons capable of launching against an enemy.

killing beams of light, deadly With only a few weeks of

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buzzing innards, and strange her apprentices can engrave words

devices capable of saving lives and images onto plates held on a

or causing great explosions are PRINTING PRESS special press; these words and images
discovered daily by brave adventurers are then perfectly replicated on

who seek to explore the unusual paper, hundreds or even thousands

metal ruins of that realm. Many of these of times. These ink-printed papers, often

recovered bits of high technology end up accidentally handsomely detailed with grandiose portraits of honored

exploding or killing their would-be owners after mishaps leaders or crude caricatures of hated foes, are then swiftly

during the process of figuring out their use, but the Technic distributed to reach the eyes of a widely scattered people.

League strives to catalogue the effects of these items while Although terrifyingly expensive to build and maintain,

at the same time keeping those secrets to themselves and leaders in nations as diverse as Absalom, Nex, and

their overlord, the Black Sovereign. Still, strange Numerian Qadira have benefited from the technology, reaping their

technology has been known to leak out to other nations, investments tenfold from their use of printing presses.

where the devices fetch outlandish prices just as often as The mighty aristocracies of Andoran, Cheliax, Galt, and

they accidentally maim or kill would-be sellers or their Nex, however, possess greater technology still: movable-

customers. The great danger posed by these exports has type printing-presses whose engraved letters and images

given Numerian technology something of a dark reputation, can be arranged and rearranged independently on a frame

and in many nations the practice of importing or the act of held by the press to create hundreds of different prints,

owning such technology is illegal. from the pages of bound books to posters decrying the

Game Impact: The futuristic weapons, robots, and wickedness of their enemies in multiple colors.

devices that await discovery in Numeria could fill an entire Game Impact: A printing press allows for the mass

book. Certainly the vast range of otherworldly weaponry, production of written material. While this does not allow

nanotechnological wonders, cybernetic miracles, robotic for the swift production of magical items like scrolls, nor

menaces, and the like could rival the lists of magic items does it speed the process of creating spellbooks, it does

presented in the Pathfinder RPG Core Rulebook. Yet the allow for a different feel for player handouts or the rapid

game effects of such strange technology can be duplicated dissemination of information. A printing press has no

by current effects in the game. A laser pistol might actual game effect in play from a rules standpoint, but its

work similarly to a wand of scorching ray. Cybernetically existence can fuel countless adventure plots. 257

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Factions

“By what right?” the Chelish slaver

demanded. He was huge, with skin

an unnatural gray. Probably devil-

blooded, but it didn’t matter.

“This one,” Armande said simply,

holding up his sword. The blade14268695 4065081

glowed blue, sensing the slaves’

plight. Behind him, Leonila drew her

weapon. The Chelaxian snickered

and hefted a massive axe.

“So the Eagle Knights are thieves

now?”

Armande refused to be baited.

“There are greater and lesser sins.”

“I’ll live with mine,” the slaver

replied.

“That remains to be seen,” Leonila

said. As one, the knights sprang for

the gangplank...

259

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14268696 While nations and major religions can command while the inscrutable leaders of the group hide themselves 4065082
vast resources and control large swaths of among academics and world travelers. The adepts once 14268696
260 land or huge numbers of people, they are enjoyed great inf luence as a ruling faction of Nex, but their
not alone in competing for loyalty. In addition to church exile in the dying days of the Age of Enthronement scattered
and state, many people feel inf luence from various other them to the secret corners of Golarion.
groups. These groups can vary wildly in size and purpose,
from local thieves’ guilds interested only in filling the Bloatmages: It’s often said that magical ability runs in
pockets and bellies of their members to vast international the blood. To bloatmages, this is no less than the literal
commercial conglomerates with their own private armies. truth. By overloading their circulatory systems and
forcing them to produce as much blood as possible, these
The largest of these organizations compete with lesser arcanists are able to achieve great leaps in magical ability.
(or sometimes middling) sovereign nations in wealth, Yet such power does not come without a price. In addition
power, and inf luence. In some cases, such as with Cheliax’s to becoming morbidly swollen and obese, the bodies of
Hellknights, sovereign nations go so far as to rely upon these bloatmages are always pushed near to their breaking point.
powerful groups from time to time. In other cases, such as In order to survive, these practitioners must carefully
with the Red Mantis, even nations bow to their power. regulate their blood pressure with constant leeching.
Those deprived of such methods quickly f ly into an insane
Smaller groups, while lacking in resources, can rage due to pressure exerted on their brains, attacking
nonetheless occasionally inspire even greater zeal from those nearby indiscriminately before bleeding to death in
their members. Those groups that strive to grow in size, a gruesome spectacle.
inf luence, or wealth frequently attract more dedicated and
motivated members. The Coils of Ydersius: Many of Golarion’s civilizations
have risen, f lourished, and died. Some, like ancient
This chapter looks at five of the most inf luential and Thassilon or mighty Azlant, are still very much a part of
important groups in the Inner Sea region: the mysterious modern legend, but others have fallen into utter obscurity.
and slightly sinister Aspis Consortium, the earnest One such civilization was the vast and powerful empire
and sometimes annoying Eagle Knights of Andoran, of the serpentfolk and one of Azlant’s greatest enemies.
the tough and pitiless Hellknights, the widespread and Yet Azlant prevailed over them, and so great was Azlant’s
curious Pathfinders, and the deadly and distinctive Red victory that knowledge of the underground empire has
Mantis. In addition, the rest of this section takes a look been all but lost. However, there are some who maintain
at a handful of smaller organizations that nonetheless that the serpentfolk are only sleeping, waiting for someone
exert enough inf luence to be known beyond a single city, to rediscover and awaken them into a world ill prepared
nation, or region. for their coming. Those who seek this end are the secret
members of the Coils of Ydersius, a hidden cult composed
LESSER FACTIONS of rare spirits of the serpent reincarnated into the f lesh of
modern man.
The following smaller groups—organizations, cults,
families, and businesses—exert some small amount of The Eldritch Order of the Palatine Eye: Little is known
power in Avistan and Garund. Most of these groups have of this mysterious order, reputedly based somewhere in
relatively narrow zones of inf luence and few are known to the nation of Ustalav. They have long stood against the
the common folk of the Inner Sea region. Whispering Way, but are best known for their involvement
with those who brought about the defeat of the blue dragon
Blackfire Adepts: When foul magic rends the veils between Kazavon, Lord of Scarwall.
planes, Golarion itself burns with an insidious black f lame.
A mysterious cadre of outcast mystics, demonologists, and Free Captains: To an outside observer or a merchant
arcane explorers collectively known as the Blackfire Adepts whose ship has been looted or sunk, the pirates of the
tracks this ebon f lame wherever it is found, venturing Shackles may seem like a disorganized scourge. Yet in truth,
through these wounds in the multiverse to explore Outer these pirates are bound by a complex code of, if not honor,
Rift landscapes as they brush against the reality of the then a mutual recognition that it’s always good to have
Material Plane. Those who return often do so changed in allies on the high seas. The Shackles are ruled by a council
spirit and in body, possessing fell powers granted by or of pirate lords who call themselves the Free Captains, and
stolen from otherworldly entities. Rank-and-file adepts as they sail the southern Arcadian Ocean, they follow their
usually adorn themselves in red robes with fiery black trim,

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own code of rules when it comes to who can be raided and their trials do not realize until afterward—if ever—that

what can be sunk—even if, to their victims, those rules at they even faced a challenge.

times seem capricious and arbitrary. Riftwardens: Legend holds that the Riftwardens, sworn

The Harbingers: The Harbingers were founded 60 years enemies of the Blackfire Adepts, first came to Golarion

ago by Lord Garron, an ousted noble of Cheliax living in from elsewhere in the Great Beyond, drawn to this world

Absalom who found the Book of One Thousand Whispers. The by their villainous enemies in a relentless effort to close

book contains prophecies that should have been resolved planar rifts and gateways. Today, mortals and extraplanar

during the Age of Lost Omens and mentions places and allies alike bear the Sign of the Seeker’s Spiral, and raise

nations that simply don’t exist. Lord Garron’s Harbingers arms and magic against their hated foes. Riftwardens

believe that the Age of Lost Omens is a mistake on a cosmic travel the Great Beyond and know some measure of its

level. To them, every major event of the past century is secrets, making them sought-after guides in arcane cities

compounding that mistake. The Harbingers believe like Quantium, Egorian, and Absalom. Those who assume

that all of the book’s prophecies are about the world as it the secretive Riftwardens are pure simply because they

should be. Lord Garron became convinced after reading align themselves against evil make a terrible mistake,

the book that he could trigger the missing Age of Glory however, for the obscure leaders of the Riftwardens surely

if he could only cause the conditions of just one of the serve otherworldly interests.

prophecies from the book to occur. He died pursuing his Sczarni: The Sczarni are a loosely organized association

insane goal, but his daughter, Lady Arodeth, continues his of Varisian bandits, smugglers, and thieves. Although

work. Her Harbingers seek out people, places, and things only a small fraction of Varisians have Sczarni ties, these

that might meet the terms of any of the prophecies written criminals are notorious enough that their activities are in

in the book. Of course, the drastic steps and actions the large part the genesis behind the stereotype of Varisians as

Harbingers take in their increasingly desperate attempts untrustworthy thieves. The Sczarni organize into tightly

to right this cosmic wrong only seem to make matters knit families, each of which has little to nothing in common

worse, and as failure mounts on failure, the group drifts with Sczarni bands in other locations beyond their shared

farther and farther from Aroden’s teachings and deeper skills, techniques, and pursuits. Their crimes tend to

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Lion Blades: The Lion Blades of Taldor are a secret of relatively nonviolent acts, but since these crimes often

organization committed to protecting the interests of spiral out of control, violence often ensues nevertheless.

Taldor and the emperor. They oppose Taldor’s many READING THE FACTION ENTRIES
enemies, foreign and domestic, through a program of

infiltration, assassination, and espionage. One of the major The five major factions presented on the following pages

goals of the Lion Blades is keeping a rein on corruption in each open with a short block of information following the

the empire (aside from corruption that is useful to them); faction’s name.

another is keeping any one faction of the imperial court Alignment: This entry lists the overall alignment of

from becoming powerful enough to upset the status quo the faction and of its leaders. Variations in alignment can

and topple Grand Prince Stavian III. Through its shadow occur among the lower-ranking members.

schools, the Lion Blades intensively train new recruits, Headquarters: This entry lists the name of the faction’s

preparing them for the high level of initiative and latitude headquarters, as well as the region where the headquarters

with which they will be vested. is located.

Norns: The Norns are hooded fey women who travel in Leader: This entry lists the name of the faction’s current

groups of three (known as triumvirates) throughout the leader.

Lands of the Linnorm Kings and, at times, into neighboring Prominent Members: This entry lists the names of

realms. Many sages assume a triumvirate represents one several prominent members within the faction.

soul split into three bodies, as a trio always speaks in Structure: This entry provides a brief description of the

perfect unison and killing one drastically weakens the way the faction is organized.

other two. Norn triumvirates frequently appear to lost Scope: This lists whether the faction is national (active

travelers and questing adventurers. Young heroes seeking primarily in one or two nations), regional (active in the

linnorms often encounter Norns who test their resolve entire Inner Sea region), or global (active throughout all of

and wisdom, rewarding an abundance of those traits with Golarion). Note that a faction with a national scope might

cryptic prophecies. Their prognostication seems tied to have a small number of agents active beyond its national

the mysterious Eldest of the First World, and even in an borders but that they generally don’t maintain extensive

era where the old prophecies have failed, the omens of the holdings beyond those borders.

Norns seem at times almost dependable. The tests of the Resources: This entry provides a brief list of significant

Norns are almost always inscrutable, and most who survive resources the faction controls. 261

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Aspis Consortium

14268698 Alignment: NE and power, as well as skills exploitable by those of higher
Headquarters: Ostenso, with numerous regional ranks. These low-tier members have little inf luence beyond
262 the specific operations meted out by their superiors.
headquarters
Leaders: A. X. Adrius, Jaydis Milon Malddis IV, and board of Silver agents coordinate operations and sift through
intelligence gathered by their lessers. They possess a degree
patrons of autonomy to direct their underlings as they please, so
Prominent Members: Cirildimina Alasbhallas, Lord Pairo long as their endeavors profit their superiors. While they
rarely devise new operations or expand the Consortium’s
Gavhaul, Mr. Khayn, Professor Tantis Mais interests beyond an assigned f ield or territory, they
Structure: Multinational corporation typically oversee multiple underlings and often serve as
Scope: Regional local bosses and physical faces for operations in a limited
Resources: Real property, other material, and liquid region, urban quarter, or small city.

assets worth tens of millions of gold piece across Above them, gold agents either control operations within
Avistan and Garund entire regions (not necessarily confined to distinct national
borders), or bend their cunning to projects upon which the
Nearly 200 years ago, a Chelish ship put into syndicate places particular value. Such masterminds possess
port at the Osirian capital of Sothis, its sails or are provided with the resources, wealth, and manpower
marked with the emblem of three intertwined to manipulate numerous operations over a wide area, and
asps. There it opened its hold to the cheap folk art and see a far wider picture than their underlings—some of
broken curios of the desert, dazzling poor craftsmen and whom might be totally unaware of their participation in
smirking con artists with a rain of silver coins. Yet during broader, more nefarious dealings. Ultimately, they report
the vessel’s journey to Westcrown, a miraculous change only to the Consortium’s board of patrons.
took place. Off loaded in shining arks and pillowed cases
amid a festival of anticipation, these trif les transformed Mystery, misinformation, and slander surrounds the
into the treasures of antiquity, the heirlooms of pharaonic leaders of the Aspis Consortium, some rumors attributing
dynasties, mysteries with meanings lost to time, and relics the organization’s leadership to dark cultists, alien beings,
ever more grand. The Osirion-obsessed nobility of the day masked villains, or stranger menaces. In truth, the Aspis
never balked at the only fittingly grandiose prices called Consortium answers to multiple leaders, a body of eight
during the treasures’ much-promoted auction. On that shareholders often simply referred to as the Patrons, and the
evening, the venture’s three financiers each made modest scions of two of the group’s three founders: the often-absent
fortunes, and the Aspis Consortium was born. playboy Jaydis Milon Malddis IV, and the syndicate’s icy
public face, A. X. Adrius. While the board and two executives
Structure and Leadership supposedly share control, none can claim to know all
of the Consortium’s myriad dealings. This approach to
The organization of the Aspis Consortium is structured organization has also allowed the group to distance itself
so as to assure the organization’s survival over that of from past scandals by publicly dismissing and condemning
any single operation or member. At its lowest tier are patrons, absolving the organization of any wrongdoing with
contractors, mercenaries, and other hired experts with a complex but well-rehearsed dance of public manipulation.
no commitment or allegiance to the Consortium beyond Beneath the Consortium’s leadership, several other
the duties they are paid to provide. Such freelancers make experts hold great inf luence within the syndicate, notably
up the majority of those in service to the organization; f lamboyant but deft spy mistress Cirildimina Alasbhallas,
they are paid exorbitant sums upon a job’s completion, smug f leet master Lord Pairo Gavhaul, the stoic chief
but issued only loose terms dictating a task’s specifics or of headquarters security Mr. Khayn, and the obsessively
methods—thus distancing Consortium members from focused but ingenious head of the mysterious “Conference
any misdeeds. Z” operation, Professor Tantis Mais.

Above such hired hands, true agents of the Consortium The Aspis Consortium has numerous regional
fall into three tiers, distinguished by small amulets, badges, headquarters, along with storehouses, banking operations,
or rings they carry. Bronze Aspis Consortium agents are and associated workhouses and businesses along the coasts
skilled mercenaries, former professional soldiers, and of Avistan, Garund, and the Inner Sea. While the syndicate’s
educated members of the mercantile classes or lesser nobility first and oldest auction house—still the seat of much
picked for a particular skill set or knowledge of a given topic business, recruiting, and oversight—is the Vira Majestica
or region. All possess an ambition driving them to profit

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in Westcrown, its headquarters and the meeting place of times following the collapse of the Chelish empire enriched

its leaders remains at the towering, pyramid-roofed Aspis the group fantastically, the development of Cheliax’s former

Building in Ostenso. Sizable regional offices can be found holdings into nations unto themselves has decreased the

in Azir, Eleder, Magnimar, Oppara, Sedeq, Sothis, and need for Chelish goods while increasing the availability of

several other busy port cities. Among other operations— such luxuries. This development has forced the Consortium

both legitimate and extra-legal—the Aspis Consortium to diversify its trading operations toward two objectives:

currently holds an intense interest in exploring the Mwangi discovering and being the first to exploit new wealth and

Expanse, developing trade with Jalmeray and distant new resources, and manufacturing a need for existing

Vudra, recovering relics from fallen Azlant and beyond commodities. While such mandates might seem innocuous

the Arcadian Ocean, and researching new opportunities enough, the Aspis Consortium pursues these goals with a

and discoveries in Numeria, the Crown of the World, the tenacity and ruthlessness that is notorious in many parts

Darklands, and even more exotic locales. of the world. The moral ramifications of exploiting native

Goals populations, theft, warmongering and profiteering, and
outright slaughter mean little to Consortium members—

What began as a private trading endeavor with a canny so long as these acts don’t impact their greater prestige.

eye for profit, a f lair for theatrics, and few scruples has Amid the cultured nations of the Inner Sea, all illicit

since transformed into the largest and most varied dealings are conducted with a degree of surreptitiousness.

business venture in both Avistan and Garund. Trade and Yet, as civilization gives way to barbarism, so too does the

uninterrupted ties to a host of former Chelish holdings have subtlety of Consortium agents wane, giving way to open

allowed the company to f lourish through war, imperial violence and cruel entitlement.

decline, and what once appeared to be the very end of the

world. Although Andoran, Nidal, Sargava, Varisia, and

other lands have gained independence from Chelish rule, ASPIS CONSORTIUM
few sought freedom from the goods and fineries of the GOLD AGENT
old empire, luxuries Consortium vessels reliably made

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too pleased to charge exorbitant prices.

Public Perception 263

Today, most of the world views the Aspis Consortium as a
wide-ranging group of merchants and non-landed nobility
with a private army of agents, mercenaries, and cheap
labor, regarding their black-and-white-sailed trading
ships with equal measures of respect, envy, and worry.
While the majority of Consortium agents are consummate
mercenaries—interested only in personal profit, paying
their association dues, and little else—the organization
has made an undeniable name for itself as expensive but
unquestionably reliable brokers in international trade and
many markets’ only source for numerous rare and extremely
valuable commodities. This penchant for the exotic
ingratiates the company with the nobility of many nations,
even as its agents wander largely unimpeded with sellswords,
guards, and hired experts in tow. The Consortium’s mostly
positive public image ensures that no matter what nation
it operates in, most of its labor force and much of its
mercenary support is local, recruited from among the
native populace.

Yet for all their profitable opportunities
and once-in-a-lifetime ventures, rumors of
unscrupulous dealings, merciless practices,
and bloody betrayals form an undercurrent
of suspicion regarding the Aspis
Consortium. While the volatile

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Eagle Knights

14268700 Alignment: LG it in honor of their—and Andoran’s—celestial patron.
Headquarters: Golden Aerie, Almas Rumors persist that the column and the ruins in which
264 Leader: General Reginald Cormoth it was found might be connected to an ancient center of
Prominent Members: General Andira Marusek, Marshal agathion inf luence on Golarion, or that they might have
some deeper connection to the legendary avoral himself.
Helena Trellis, General Hedrik Traxxus (Avoral agathions are detailed in Pathfinder Bestiary 2.)
Structure: Military hierarchy
Scope: National Cormoth has held his position within the Aerie for a
Resources: Numerous castles, citadels, and fortresses decade. Before that he served as a high-ranking member of the
Andoren military and, most importantly, the unacknowledged
across Andoran operational leader of the Eagle Knights’ Twilight Talons. In
his present role, Cormoth serves as the hand behind the Eagle
The Eagle Knights of Andoran are viewed by Knights’ operations within Andoran and as an elite adjunct
some as a shining example of the best of to the standard Andoren military and its foreign and covert
humanity in the face of a dark and cruel world activities, with each of these areas’ operational management
populated by tyrants and filled with injustice. Others view delegated to his three under-marshals.
them as benevolent but misguided ideological imperialists.
Based within the nation of Andoran, the Eagle Knights Below Cormoth, General Hedrik Traxxus of the Golden
find inspiration in its creed of common rule by the people, Legion, General Andira Marusek of the Steel Falcons, and
free mercantilism, and the respect of individual liberty. the publicly unnamed Marshal Helena Trellis of the Twilight
In many ways, they are best characterized as a military Talons control the three branches of the Eagle Knights’
order devoted to the preservation and spread of Andoran’s operations. Collectively, any ranking member of the order
philosophical tenets. is known as an Eagle Knight, with the member’s respective
branch added to his title for formal address. For instance,
The common impression of an Eagle Knight is of a General Traxxus is an Eagle Knight of the Golden Legion.
soldier or paladin dressed in the blue-and-white regalia
of the order and clad with the hallmark golden epaulets. Goals
Even the least foot soldier within the Eagle Knights’ ranks
stands among the best of the Andoren military, from Frequently operating beyond the borders of Andoran,
which most of their number are initially recruited. Not the Eagle Knights recruit nontraditional soldiers, many
all Eagle Knights are so open in their self-identification, of them from the diverse ranks of adventurers and
however, nor are they all recruited from the upper tiers of others equally at ease battling enemy troops, performing
the Andoren military, or even from the Andoren people. diplomatic missions, or delving into crypts beneath ruined
cities. Bards, rangers, and rogues find equal opportunity
Structure and Leadership alongside fighters and paladins so long as they hold to the
same philosophical and nationalistic beliefs. Barbarian
The order’s current leader is General Reginald Cormoth, and druid Eagle Knights are exceedingly rare. Clerics
paladin of Iomedae and a sitting Executive Consul of the and arcane spellcasters are actively recruited into the
Andoren People’s Council. Cormoth serves as the Eagle organization’s fold, bypassing the typical military origins
Knights’ public face as well as its commander. of their fellows. Clerics of allied churches often straddle
a line of loyalty, though within Andoran this is generally
Officially known as the Guardian Tower of the Golden not problematic, as both institutions are wont to cooperate
Aerie, the Eagle Knights’ headquarters is a massive, seven- to achieve their shared goals. Wizards and sorcerers are
story column of white marble whose interior was quarried prized for their diverse and powerful abilities. Diviners
and converted into a gigantic watchtower overlooking are especially valued for their abilities to plumb the future
the Andoren countryside. The column itself is ancient, and provide detailed information that oftentimes eludes
and prior to its restoration 150 years ago, it was part of a agents on the ground, even deep-cover sleepers.
sprawling, cyclopean ruin discovered and explored by
Eagle Knights who carried the column back, piecemeal, as Within Andoran, the Eagle Knights of the Golden Legion
a spoil of conquest to the greater glory of Andoran. The operate alongside the nation’s military as elite adjunct units,
exact location of that ruin and the circumstances behind its doubling as field commanders and trainers depending on
discovery are not entirely clear outside of the Eagle Knights’ the needs of a particular area. The Golden Legion guards
higher echelons, but following the column’s restoration, Andoran’s borders and its interior trade routes and keeps a
the Knights erected a golden statue of Talmandor atop watchful eye on the nation’s wilder regions. In the infamous

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Darkmoon Vale, for example, the Diamond Regiment operates These spies only provide information, rather than risk

under Commander Ingrid Odeber, the woman many say breaking their cover to act in more immediately disruptive

General Traxxus is training to take his place. ways. More open action is provided by Twilight Talons who

Not simply bound to serve as defenders of Andoran infiltrate groups without state support, such as independent

proper, the Eagle Knights of the Steel Falcons act beyond slave traders and pirates, mercenary hirelings of the Aspis

their patron state’s borders, spreading Andoren philosophy Consortium, and foreign, puppet extensions of the diabolist

like armed missionaries. Although the Steel Falcons do churches of Cheliax. The Twilight Talons report their

not openly acknowledge it, their foreign activities include findings to and pinpoint targets of opportunity for the

guerilla, shadow, and proxy warfare directed against larger forces of the Steel Falcons.

groups threatening Andoren security and those holding Public Perception
hostile ideologies, particularly the slave trade. In fact, the

Gray Corsairs—a f leet of unmarked ships infamous for Despite their noble intentions and the prestigious light

sinking a trio of Katapeshi slave-galleons and dozens of in which the citizens of Andoran hold them, the Eagle

allied pirate vessels—are crewed, supplied, and directed Knights are not always held in high regard outside their

by the Steel Falcons. In recent years, the Steel Falcons patron nation’s borders. Realms such as Cheliax and

have launched operations against inland interests of Nidal are noted for being beholden to infernal powers and

Katapesh’s faceless overlords, pirates of the Shackles, seeking to expand the mortal dominion of their distant

and suspected mercenary proxies of the Cheliax- masters—the collective lords of Hell and the god Zon-

based Aspis Consortium. Hoping to spread their Kuthon, respectively. In these nations, reactions to

ideology to other nations, the Steel Falcons even an Eagle Knight range from cold tolerance at best

provided a small number of military advisors to to anger and eventual violence at worst. To

the fragile government of Nirmathas, helping to the east, paranoid bureaucrats serving

mold that nascent land in Andoran’s image while the crumbling empire of Taldor see Eagle

keeping it free of Molthune’s control. Warfare aside, Knights as rabble-rousers or even would-

the Steel Falcons have made numerous exploratory be anarchists.

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attempt to reach and map the ruins of comes to those who need it along with

legendary Kho are still unknown. a push to adopt Andoran’s social and

Operating without acknowledgment governmental model. Even enlightened

of their existence, the Twilight Talons nobles who share the Eagle Knights’

are the Eagle Knights’ spies, saboteurs, hatred of slavery feel a creeping worry

deep cover agents, and—at times— that their own success and entrenched

assassins. Eschewing the uniforms, social power might be threatened by

symbols, epaulets, and other overt Andoran’s waxing ideological tide.

regalia of their kindred Knights, This perception is more likely than the

the Twilight Talons utilize a open hostility of diabolists and slave

covert system of hand signals traders to stunt and inhibit the Eagle

and passwords to recognize one Knights’ goals in the world at large.

another and prevent their discovery by Some suspect that the Eagle Knights

the same groups they seek to infiltrate. are compromised by loyalties divided

As a final identifying mark, each between Andoren nationalism and their

Twilight Talon operative is marked founding philosophy as inspired by the

with a magical tattoo, invisible under legendary Talmandor. Perhaps such concerns

ordinary circumstances but revealed are correct, and perhaps they are overinf lated

by speaking a command word unique by the Eagle Knights’ rivals, but they exist

to the individual tattoo. nonetheless. While the knights’ crusade

Known only to General Cormoth against slavery and the promotion of open

and Marshal Helena Trellis but trade between nations is supported by the

widely speculated upon with great merchant lords of Druma, some within the

paranoia by their affected targets, the mercantile oligarchy worry about undue

Twilight Talons have agents among EAGLE KNIGHT foreign inf luence from Andoran’s

the governments and militaries of OF THE GOLDEN LEGION more radical political elite arriving

Andoran’s rivals—Cheliax, Taldor, by way of their smiling, always

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Hellknights

14268702 Alignment: LG, LN, LE (strongly skewed toward LN) Structure and Leadership
Headquarters: Varies by order
266 Leader: Varies by order All Hellknight orders have unique methods and interests.
Prominent Members: Lictor Uro Adom, Lictor Richemar The Order of the Chain: The backs of others are stepping-

Almansor, Lictor Severs “Boneclaw” DiViri, Lictor Resarc stones to power, or so believe the Hellknights of the Chain.
Ountor, Lictor Rouen Stought, Vicarius Giordano Torchia, Fugitive slaves, escaped convicts, and runaway indentured
Lictor Toulon Vidoc servants are their favored quarry, although freedom
Structure: Multiple orders of crusading law-bringers fighters, revolutionaries, and—on a more altruistic note—
Scope: National (Cheliax) slave owners who keep their servants past a prearranged
Resources: Varies (individual orders’ resources vary from term also capture the chain-clad Hellknights’ attentions.
12,000 gp to multiple million gp) Unlike many of its brethren, the Order of the Chain rarely
executes those who offend its code, either returning its
They are law without exceptions, justice without quarry to their proper bondage, reselling them as slaves,
mercy, punishment without recourse. They are or permanently detaining them in the order’s prison-
the weapons of desperate times and soldiers headquarters of Citadel Gheradesca on the cliffs outside
with the force of will to do whatever must be done. They are Corentyn. Master of Blades Mardinus is the former slave
intimidation, relentlessness, and unwavering conviction. of the order’s Osirion-born Lictor Uro Adom, and holds
They are the black-gauntleted fist of absolute order. They himself as an example of the heights one can attain through
are the Hellknights. obedience to the social order.

Goals The Order of the Gate: From its redoubt Citadel Enferac
in the western Menador Mountains, the secluded Order
Grim-armored law enforcers uninterested in social of the Gate deals and bargains with fiends in ways that
goodliness and exceptions to the rules, Hellknights exist give even the other Hellknight orders reason to dread.
to enforce and stringently maintain order. In their iron- The crimson-cloaked signifers of the order outnumber
handed exaction of law—specif ically, the codes of their the rank-and-file Hellknights three to one, and they
varied orders and that of their home country of Cheliax— claim to be granted otherworldy knowledge of egregious
Hellknights emulate the most organized and effective crimes before they are committed. While the signifers’
armies in all the planes: the legions of Hell. They are infernal servants wreak their will in the world beyond, the
not concerned with morality. They are not concerned order’s actual members turn their efforts toward gleaning
with methods. They are concerned with results. If people knowledge from the planes and the guardianship of some
cannot be trusted to obey the law out of their own senses vague charge. The Hellknights of the Gate have no lictor,
of civility and social righteousness, then they will be and are instead overseen by the ever-masked Vicarius
treated like beasts and taught to obey out of fear of a Giordano Torchia.
master’s stern hand.
The Order of the God Claw: The pentomic Order of
Although severe, the Hellknights are not an evil group. the God Claw extols variations and virtues of five lawful
There are certainly numerous evil members—particularly deities, distilling select tenets into a dogma far from any
among the upper echelons of power—but the majority of one god’s faith. Although the God Claw venerates aspects of
members are lawful neutral, with members of all lawful Abadar, Asmodeus, Iomedae, Irori, and Torag, it is unclear
alignments filling out the ranks of each order. from which of these gods it draws its power; indeed, it is
possible that its own convictions grant it divine strength.
To strengthen their resolve, Hellknights study the Where other orders of Hellknights enforce their visions
methods, laws, tactics, and atrocities of Hell. They train of law out of a sense of duty and grim necessity, the God
with summoned devils until battles with mortal foes seem Claw does so out of religious fervor and a belief that the
like welcome dalliances. Through soul-shaking horror, world must forcibly be set upon a righteous path. The
they seek to purge themselves of emotion, replacing it sharp-tongued Lictor Resarc Ountor preaches his order’s
with steely discipline. Thus, Hellknights learn to make iron-shod doctrine from its fortress Citadel Dinyar at the
sacrifices for the greater good, obey draconian regimens of headwaters of the River Iseld.
military conduct, commit to encyclopedic memorization
the laws of their orders and local governing bodies, and The Order of the Nail: The only major order with
undergo constant drills to temper both body and mind. headquarters outside of Cheliax, the Order of the Nail
relocated to Citadel Vraid in the Mindspin Mountains near
Korvosa 26 years ago. Tenacious hunters of brigands and

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crusaders against savagery, the order members’ interests HELLKNIGHT TITLES

often parallel those of local law enforcers. Lictor Severs Hellknight orders are first and foremost military

“Boneclaw” DiViri—so nicknamed for the distinctive organizations, and as such, they share a system of

gauntlet he wears to cover his fire-withered left hand— ranking individuals based on their skills, experience,

commands the order and proves markedly open to requests and exemplary enforcement of their order’s tenets.

for his Hellknights’ aid. Lictor: A general of a Hellknight order.

The Order of the Pyre: The Hellknights of the Pyre view Vicarius: A scholarly leader of a Hellknight order.

faith as the clearest window into the darkness of the heart. Master/Mistress of Blades: A marshal commander

Seeking out cults of imaginary gods, crude shamans, and of a Hellknight order, second to a lictor and equal in

backwater witches, the order sees heathenish belief as an rank to a Paravicar.

impediment to civilization and an excuse for lawlessness. Paravicar: A leader of a Hellknight order’s signifers,

Hunts for practitioners of godless faiths often lead the equal in rank to a Master or Mistress of Blades.

Hellknights far from their home in Citadel Krane outside Paralictor: A high-ranking Hellknight officer.

the port of Ostenso—particularly into the depths of Maralictor: A mid-level Hellknight officer, similar to

Garund. A strict atheist, Lictor Rouen Stought eyes the a lieutenant.

strange religions of Jalmeray with particular distaste, and Signifer: A Hellknight arcane or religious

while wise enough not to provoke the Vudrani on their spellcaster.

island home, her followers frequently hound travelers from Hellknight: A typical soldier in a Hellknight order.

the Impossible Kingdom. Armiger: A Hellknight in training; a squire.

The Order of the Rack: The Hellknights of the Rack

contend that knowledge can wound as deeply as any

blade. With this in mind, they seek out and cleanse Lesser Orders: Numerous lesser orders exist,

dangerous knowledge wherever they find it. although few are known outside the borders of

What qualifies as unlawful Cheliax. For example, Egorian’s Order of

information varies, from the the Scar stalks murderers and

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revolutionary prints from Galt, Order of the Pike hunts down

to many of the more egalitarian monsters that f lourish

philosophies of the ancient Azlanti. in civilized lands. These

The order takes the rack, an example smaller orders are only

of dangerous learning, as its symbol, and slightly less feared than their

often puts the rack to use to prove the better-known peers.

danger of misguided invention. On Public Perception
the second Oathday of every month,

Lictor Richemar Almansor hosts While widely feared and

public burnings of confiscated respected, most Hellknights

texts in the shadow of Citadel join their order out of a sense

Rivad near Westcrown. of duty and a desire to be a

The Order of the Scourge: part of something greater,

With anonymity and no threat seeing a world ruled by just

of consequences, everyone is law and free of rampaging

destined to become a criminal. beasts, cheating thieves,

The Order of the Scourge combats and lawless murderers as a

the lawless tendencies within mortal future well worth striving

hearts through ever-present watchfulness toward—even at the sacrifice

and brutal reminders that no crime goes of some freedoms. Countries and

unpunished. It employs a vast network of rulers beset by criminal elements

informants, pays significant bounties HELLKNIGHT are sometimes known to invite
for substantiated accusations, OF THE NAIL Hellknights into their lands,
and publicly metes out grim leaving the business of law

punishments to perpetrators. enforcement to an already loathed

Under the perfectionist Lictor Toulon Vidoc, the Hellknights third party. Convincing them to leave

frequently travel from Citadel Demain near Egorian to patrol once they’ve been welcomed sometimes

crime-ridden slums and annihilate criminal organizations. proves problematic. 267

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Pathfinder Society

14268704 Alignment: N Operatives known as venture-captains coordinate
Headquarters: Absalom teams of Pathfinder agents in their assigned regions,
268 Leaders: The Decemvirate, names unknown tipping them off to ancient legends, passing along newly
Prominent Members: Koriah Azmeren, Marcos Farabellus, discovered maps, and supporting efforts in the field. Each
venture-captain oversees the activities of several different
Sheila Heidmarch, Shevala Iorae, Osprey, Eliza Pathfinder field agents, who in turn conduct much of the
Petulengro, Kreighton Shaine, Ambrus Valsin, Aram Zey exploration and adventure that fuels the Society as a whole.
Structure: Loose affiliation of like-minded explorers Venture-captains are fairly autonomous but still answer to
Scope: Global the Decemvirate. The ultimate goals of the Decemvirate are
Resources: Lodges and small holdings in most major cities inscrutable, and not even the venture-captains understand
in Avistan and Garund, a network of venture-captains the full picture of what the Pathfinder Society does with
and agents throughout the same regions, and moderate the information it collects.
budgets at most lodges
The Society’s chief resource is its vast organization
Many of the greatest explorers of Golarion’s modern of operatives spread throughout the Inner Sea region
age record their victories in an ongoing series and beyond. Venture-captains in cities or especially
of chapbooks known as the Pathfinder Chronicles. remote locations usually run lodges where they conduct
The amazing, often unbelievable tales bound in these oft- Pathfinder business. Typically a house or building owned
traded volumes tell of lost gods and sunken continents, of by the Society, a Pathfinder lodge is completely under the
creatures older than the world itself who fell from the stars administration of the local venture-captain. Agents may
in the eldest days, and the fantastic ruins they left behind. stay in a lodge as long as they are on legitimate Pathfinder
These volumes also tell the stories of people—individuals business, but to deter freeloaders, lodges rarely offer food
who experienced some of the very best and worst Golarion or extensive free services. Most venture-captains keep
has to offer. small stores of potions, scrolls, and mundane adventuring
equipment for sale to agents. Mercenary venture-captains
The authors of these tales are members of the Pathfinder charge exorbitant prices for these if they believe their agents
Society, a loose-knit group of explorers, archaeologists, have uncovered a treasure haul. As information conduits,
and adventurers who search the globe for lost knowledge venture-captains also pass along letters or messages
and ancient treasures. While an honest desire to unlock through Pathfinder channels upon agent request.
history’s secrets motivates some Pathfinders, the promise
of material fortune and fame propels others, who seek a The original and greatest Pathfinder lodge is located
sort of immortality in the publications of the Society. The in Absalom—this structure is known as the Grand Lodge,
rewards of academic study and glory-seeking, however, are a massive fortress complex located in the city’s Foreign
not enough for yet another type of Pathfinder, who takes up Quarter. The Grand Lodge is a place of wonder and
the trade out of the simple thrill for perilous adventure. education, a bastion of knowledge designed to inspire and
organize all those who live for discovery. During the day its
Structure and Leadership carefully manicured lawns and monument-strewn plazas
are dotted with Pathfinders trading information, and at
The Pathfinder Society was founded more than 400 years night the sounds of stories and songs resound along stone
ago by a consortium of adventurers and scoundrels fond of pathways lit gently by witchlights.
working together and regaling each other with tales of their
exploits. As the group grew and became more formalized, The most recognizable name among the Pathfinders
a governing council of 10 members was formed—the is legendary Durvin Gest, author of many of the best-
original Decemvirate. With the organization’s continued known tales from the first several Pathfinder Chronicles.
expansion in both popularity and wealth, the members Yet the very nature of the Pathf inder Society ensures that
of the Decemvirate were eventually masked for their the organization attracts a host of oddball characters
own safety, and today the Pathfinder Society is ruled by a and impassioned adventurers determined to make
shadowy group of masked individuals whose identities are their mark on the face of Golarion. Many of these have
unknown and unheralded. Presumably, the composition become legends in their own right. Currently, a man
of the Decemvirate has changed over the passing of named Ambrus Valsin serves as the steward for the
centuries, but when or how the Ten recruit new members Grand Lodge. He supervises all important duties within
is as secretive as their true identities. the structure and keeps a long list of relatively safe but

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time-consuming jobs on file to keep rookie Pathfinders Public Perception

busy. Three other venture-captains—broad-shouldered The Pathfinder Society is so loosely organized that it’s

Marcos Farabellus, radical arcane theorist Aram Zey, and difficult to identify it as having a particular f lavor or

eccentric Kreighton Shaine—serve at the Grand Lodge character. In most cases, venture-captains are members of

as the masters of swords, spells, and scrolls, respectively. their communities and participate in local customs and

The Grand Lodge’s newest venture-captain to rise to habits. Since venture-captains often maintain lodges, they

prominence is Shevala Iorae, a Varisian woman who got tend to be more responsible and, as a result, less unpredictable

her start adventuring among the crumbling ruins of than the average Pathfinder in their actions—although

ancient Thassilon. Other venture-captains, like Galtan exceptions always seem eager to show otherwise.

expatriate Eliza Petulengro, strangely deep-voiced Sheila Field agents are much more of a hodgepodge. The

Heidmarch of Magnimar, Darklands expert and scandal- freedom for agents to be, do, and say anything they want

prone Koriah Azmeren, and the enigmatic Chelaxian is likely the organization’s most consistently distinct

known only as Osprey, work constantly to ensure that aspect. The liberty of agents occasionally clashes with

the needs of the Pathfinder Society are well represented the desires or goals of specific venture-captains, but

throughout the Inner Sea region. rarely creates too deep of a rift for them to work together.

Goals The same cannot be said of most Pathfinder agents, and
deep and even violent rivalries are far from unheard of

The Pathfinder Society makes few among their ranks. Although the freedom to

demands on agents. Agents are approach their duties as they see fit is

expected to follow three primary a distinct advantage on most

duties: explore the mysteries of the missions that Pathfinder

world, report on findings uncovered agents might undertake,

in the pursuit of the first duty, and it unfortunately appeals

cooperate with other agents to ensure to a large number of

the success of the first and second duties. individuals eager to

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structure of the Society, conf licts are as Pathfinders, and these

relatively common. bad apples have done little

Agents are charged with writing up to promote the perception

detailed reports of their exploits to pass of Pathfinders as legitimate

on to their venture-captains, who then scholars and explorers.

forward the most compelling accounts In certain areas where

to the Grand Lodge in Absalom for information is seen as a commodity

consideration by the Decemvirate. or weapon, such as Nidal, Cheliax, or

Periodically, the masked leaders of Galt, Pathfinders are often greeted

the Society collect and publish the with suspicion. So little is known of

most worthy exploits in new volumes the mysterious leaders of the Society

of the Pathfinder Chronicles, which are that governments who particularly

then distributed to Pathfinder lodges fear their citizens and rely on

throughout the Inner Sea region. propaganda, misinformation, or

Yet for as long as the Pathfinders similar exploitative tactics often

have chronicled their adventures, the see Pathfinders as threats to their

general public has clamored for access control of secrecy, and a Pathfinder

to these tales, as those that are published in such an area must take extra care

present exciting and hair-raising to avoid attracting the wrong sort

tales. Among scholars or competing of attention. Perhaps even more

explorers (particularly the Aspis disturbing are the rumors of a

Consortium), copies of the Pathfinder secret “shadow lodge” within

Chronicles are particularly valuable for the Society itself that seeks to

their routes to treasure, secrets of magic, take over and control its massive

and other hints about how to navigate the magical resources, but both the

far corners of the world. Reproductions Decemvirate and many vocal venture-

and counterfeit copies are growing PATHFINDER captains dismiss these unsettling 269
more and more common. rumors as utter hogwash.

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Red Mantis

14268706 Alignment: LE is known beyond this strata is the Blood Mistress: the
Headquarters: Crimson Citadel, Mediogalti ultimate authority on the will of He Who Walks in Blood
270 Leader: Blood Mistress Jakalyn and the only person with access to the Sarzari Library (see
Prominent Members: Individuals are not noted Mediogalti in Chapter 2). The current Blood Mistress is
Structure: Religious cult/assassins’ guild Jakalyn. No one knows her exact age, but she is old enough
Scope: Regional that those who follow the actions of the Vernai are already
Resources: City of Ilizmagorti and all industry and defenses speculating on who should succeed her when she joins the
Mantis God in the Great Beyond.
located there, vast collection of information and ancient
magic kept at Crimson Citadel, dozens of safe houses Blood Mistress Jakalyn heads the organization, but she
and caches scattered throughout most major cities in the serves mostly as a resource for the Vernai. The council of
Inner Sea region High Killers does not have a specified number of members;
any Red Mantis assassin who proves skilled, knowledgeable,
Some say the Red Mantis are death cultists, and canny enough to draw the Mantis God’s attention is
others believe they are members of an ancient invited to join the cabal. Traditionally there are 13 members
and incredibly secretive thieves’ guild, and of the Vernai, but this number is f lexible—it has dipped
still others think they are fiends from some dark plane as low as seven or risen as high as 23 in the past. Below the
beyond our ken. The truth is, the Red Mantis are the most Vernai, the organization breaks into cells and hierarchies
tenacious and efficient assassins the world has ever known. that change as the current assignments and needs of the
The timeline of recorded history is stained with the blood order require.
of their victims.
Goals
One rarely has to wonder if an assassination is the work of
the Red Mantis; they usually kill with a sacred sawtoothed As reliable as they are, even the most desperate plotters
sabre, so victims often drown in their own blood before think twice before calling on the Red Mantis. One never
their hearts cease beating. No palace, fortress, hidden knows what price they will ask—it varies widely based on
safe house, or underground cavern is secure enough to the client and the target. They might request a handful
keep out the Red Mantis. A hundred years ago, they killed of coins, a priceless artifact, or an unspecified favor to
Duke Kotaros of Cheliax, and history is replete with tales be redeemed at a future date. In every case, the price is
of generals and heroes slain in their own tents by the Red nonnegotiable. Even those who get apparent bargains often
Mantis the night before a key battle. Victims of the Red end up feeling that the price cost more, either in gold or in
Mantis stay dead—no matter what. conscience, than they originally thought.

Structure and Leadership Getting the attention of the Red Mantis is no simple
task, either. There is no one sure method to contact them
The Red Mantis headquarters is the Crimson Citadel, a directly. One has to spread word in the seediest, most
castle hidden in the jungles of the Garundi port city of disreputable quarters and wait for the Red Mantis to
Ilizmagorti on the island of Mediogalti. While the Red take notice (if, indeed, they ever do). On the other hand,
Mantis power base is centered on the city of Ilizmagorti, individuals who might be in need of the assassins’ services
they maintain cells and individual agents ensconced in sometimes find themselves approached by a business-like
nearly every major city, and in many small towns as well. agent who presents an offer for the Red Mantis’s assistance.
Members of the Red Mantis have contact with many of How the Red Mantis come by this information is unknown,
their fellows, and they may even interact with the Vernai but they seem to have a supernatural way of knowing the
(the “High Killers”), a cabal of assassin lords who lead the name and details of anyone wronged or offended in a
organization and interpret the will of the Mantis God. manner that calls for revenge.

Although there are no strict rules preventing men The Red Mantis take on any assassination of any kind,
from becoming Red Mantis assassins, it is exceptionally save one. They do not commit regicide against a rightfully
unusual for a man to achieve the rank of Vernai. While the sitting monarch. It is said that this is because kings and
Vernai retain their names, to anyone outside of this high queens, due to their divine right to rule, are the closest
echelon of killers they are known only by their titles. The mortal approximations of the gods. Since the Red Mantis’s
only member of the organization’s leadership whose name own deity works for the gods as an assassin, it would be
blasphemous to strike down a ruler whose rule has holy
sanction. Princes, princesses, dukes, and all other royal

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personages are considered viable targets, however, as are fighting style in which the blades are held point down so

rulers of non-monarchies and any other sort of leader. The that the assassin’s arms resemble the claws of a praying

prohibition is as specific as it is sacrosanct. mantis. While the sawtooth sabre is as much a symbol

Once an assignment is accepted, the Red Mantis stop of the Red Mantis as are their distinctive red and black

at nothing to locate, isolate, and strike down their target. uniforms or their insectoid helms and masks, the Red

They have, either openly or covertly, connections in nearly Mantis do not particularly mind the spread of sawtooth

every government, guild, religious order, and merchant sabre use throughout the Inner Sea region. To the Red

group throughout Avistan and Garund. There is practically Mantis, the wider this deadly symbol spreads, the greater

no piece of information so obscure or well guarded that the society’s fame and notoriety extends. Of course, those

they cannot learn it. And once the target is found, they do who disrespect the sawtooth sabre by wielding it poorly in

anything necessary to ensure his death. No decoy, magical combat are often visited with the same brutal punishments

duplicate, or sacrificial lamb fools them for long. as any who would dare besmirch the Red Mantis legacy.

What’s more, the Red Mantis see to it that anyone they Red Mantis agents favor mobility and finesse, and

mark for assassination not only dies, but remains dead. thus most Red Mantis assassins prefer leather

Through means mundane and magical, they keep track armor over other forms of protection (although

of their victims, and if by some happenstance one mithral armor is valued when it can be had).

of them returns from the land of the dead, the Red Although the society is a guild of killers for hire,

Mantis mark the target again and pursue him with not every member of the Red Mant1s has class levels

renewed vigor. Assassination is not merely a job or in the assassin or the Red Mantis assassin prestige

even an artistic endeavor as far as they are concerned. classes—some are specialists in other venues,

It is a holy calling, for they do not assassinate purely such as divine magic, arcane spellcasting, or

for monetary gain. Since the group is dedicated to outright warfare or unarmed combat. All

the worship of the Mantis God Achaekek, He members of the society are expected to

Who Walks in Blood, their assassinations worship Achaekek, although levels of faith

are more of a holy ritual or offering to can vary from the most devout cleric down to

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Unlike lesser orders of assassins, One signature piece of gear most Red

the Red Mantis do not dabble in other Mantis assassins utilize is the notorious

forms of skullduggery. mantis mask. As much as they are veils to

In fact, they take it as hide the assassins’ identities, these insectile

a personal affront if masks are tools of murder and death. Only

a client even inquires the most egotistical and notorious Red

about any other services. Mantis eschew the use of these masks.

It occasionally strikes an High-ranking members of the Red Mantis

enterprising villain that are also often granted draughts of the

while they are performing potent elixirs of shadewalking so they

an assassination, it would can more swiftly infiltrate an enemy’s

be child’s play for the Red domain undetected.

Mantis to gather information Members of the Red Mantis come

and perform other sorts of from all nations and walks of life. They

minor espionage. Anyone give up their former names and stations

who actually suggests this when they join, taking on new names that

finds his assignment turned they strive to keep secret from outsiders, and

down (if the Red Mantis keeping their old names and old identities

haven’t already accepted it). only as convenient disguises or aliases when

In addition, the Red Mantis needed. Red Mantis assassins are adept at

never perform assassinations blending into any situation in which they

without being paid. It is part of find themselves and taking on completely

their sacred bond. believable roles, perfect down to the accent,

Public Perception mannerisms, and taste in food. They never
use the same cover identity twice, so it is

When on a job, a typical Red Mantis possible to meet the same Red Mantis

wields two cruel blades called RED MANTIS operative several times and never

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Adventuring

The dragon’s roar was a blast from

a forge, but the beast was too big

to land on the narrow bridge, and

would need to make another pass.

“Small comfort,” Valeros

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he’d be ash before the thing got in

range of his swords.

“Remind me again why we’re doing

this?” Valeros called.

“Because you thought the

proclamation didn’t apply to us,”

Seoni answered. “Now shut up and

get ready.”

Wind swirled her hair as lines of

blue light coiled around her body and

launched themselves straight up, into

the chest of the oncoming dragon.

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but what role do the adventurers themselves folk spread. Several faiths, particularly those of Abadar, 14268710
274 play in this realm? What special talents, tricks, Asmodeus, Gorum, Iomedae, Sarenrae, and Torag, keep
items, and magical spells can a hero or villain of the knightly orders akin to the order of the star.
Inner Sea hope to master or discover? Where are heroes
of different stripes most commonly found, and what Cleric: Although their titles and doctrines vary, clerics are
functions do they serve? found almost everywhere sentient creatures dwell. It might
be more useful to delineate where clerics aren’t: Rahadoum
Alchemist: Alchemists can most often be found in bans all religion and religious trappings, as does Hermea.
urban regions, where they have ready access to the strange Extremely few clerics reside in either land—the rare native
components that their chosen field demands. The desert who finds religion leaves quickly lest she face persecution.
nation of Thuvia has a particularly welcoming atmosphere In the theocracy of Razmiran, only the worship of Razmir
for alchemists, for that nation’s entire economy owes its is allowed. The false god has no power to grant spells: his
existence to alchemical discovery. Alchemists are welcome priests are sorcerers, oracles, and other spellcasters.
anywhere that learning and experimentation are common—
from the depths of Alkenstar’s gritty alleyways to the gnome Druid: Druids are found wherever nature is. Woodland
settlement of Brastlewark in Cheliax to the f leshwarping druids—possibly the most common type—serve the Green
pits of Oenopion in Nex and beyond. Faith and protect their plant-filled homes from despoilers
and the lumberjack’s axe whenever possible. Yet druids
Barbarian: Barbarians occupy those places where can also be found in other regions, be they the snow-swept
civilization surrenders to the savagery of marauders and the plains of Irrisen, the ragged mountains of Belkzen, or
unyielding rigors of nature—places like the Realm of the the sinking swamps of the Sodden Lands. Where druids
Mammoth Lords and the Storval Plateau. Noble Ulfen clans are rarest, though perhaps most needed, are places where
battle dragons in the Lands of the Linnorm Kings, while nature has become twisted: the Worldwound, the Mana
the barbarians of Numeria fight for their very souls on the Wastes, and demon-haunted Tanglebriar.
fringes of the Worldwound. Further south, the deserts of
northern Garund are home to nomads astride hardy horses Fighter: Every nation needs soldiers and constabulary, so
and plodding dromedaries, while in the jungles of the fighters can hail from any part of Golarion. On the edges
Mwangi Expanse, entire kingdoms of fierce barbarians are of civilization, this role is often shared with barbarians and
said to dwell in vast, ruined cities. rangers, yet even “savage” cultures produce elite fighters,
wielding unconventional weapons and armor. In addition
Bard: Bards hail from every region of every nation on to the various national armies and local militias, a number
Golarion, but one thing draws them together: an audience. of paramilitary groups exist. The Hellknights are an
Bardic schools in places like Absalom, Oppara, and Egorian extremely lawful order that operate out of Cheliax and
teach various crafts of performance, tasks every bit as grueling southern Varisia. In Rahadoum, the Pure Legion keeps the
as swinging a sword at practice dummies all day. In the harsh Kingdom of Man free of religious speech and paraphernalia.
northern reaches of Avistan, bards fight side by side with Arguably the most famous fighting schools are found in
barbarians, bolstering spirits and chronicling legends. In southern Brevoy, birthplace of the Aldori swordpact.
Kyonin, elven bards work to master their art and strengthen
their elven traditions. In Katapesh and Qadira, bards can be Inquisitor: With increasing numbers of soldiers of
seductive courtesans collecting powerful secrets or vibrant low character appearing amid the crusaders of Mendev,
dervishes trained in graceful fighting styles. inquisitors of Iomedae are in great demand in that
particular region. Likewise, in northern Garund and
Cavalier: Cavalier orders can be found throughout the Taldor, where Sarenrae’s faith has often been persecuted,
Inner Sea region. The order of the cockatrice is particularly her inquisitors are not uncommon. In nations that have
active in Mendev, for the opportunities to serve one’s self strong religious overtones, such as Cheliax, Nidal, and
in the crusades against the Worldwound are legion. Those Mediogalti, inquisitors often serve the dual roles of
who belong to the order of the lion can often be found enforcer and investigator. While inquisitors are employed
in Taldor, Andoran, or even among the River Kingdoms, in Razmiran, they are generally inquisitors in name only,
where they may serve as bodyguards or generals in royal just as the False God’s clerics aren’t true clerics.
armies. The order of the shield is most active in Andoran,
but increasingly turns its eyes toward Galt as tales of Magus: The magus’s combination of arcane might and
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in regions where magic is commonplace, be it the forests of Absalom, Manaket, Korvosa, Oppara, Port Peril, Sedeq, and

Kyonin or the deserts of Nex or Geb. Yet not all magi serve as Westcrown all host large, inf luential thieves’ guilds.

agents of their government—indeed, the majority are lone Sorcerer: Areas that have seen a great deal of magic

wolves or mercenaries whose ability to excel in two wildly over the years tend to produce more sorcerers than their

different specialties affords them an uncommon welcome neighbors. Many sorcerers from Geb profess descent from

in many organizations. Many Hellknight signifers are undead bloodlines, a claim rejected by most traditional

magi, as are many of the technology-embracing members scholars. Neighboring Nex also has a large number of

of Numeria’s Technic League. sorcerers. Varisia, once the center of a magical empire,

Monk: The orders of monks in Avistan and Garund produces many sorcerers despite its sparse population,

exist mostly in remote corners of the world and at the especially among the native Varisians (who can commonly

edges of civilization, but adventuring monks are typically be found in nearby Ustalav as well).

expected to travel the world and not tie themselves to a Summoner: Summoners are relatively rare in the Inner

single monastery. In the north, merchants and exiles from Sea region. Often looked down upon by conjurers and

faraway Tian Xia bring their own styles and traditions to mistrusted by druids, summoners generally reside upon the

the region. An increasing number of temples devoted to fringes of society. Yet some nations are openly welcoming of

Irori also train monks, and it is through these temples that their strange powers and stranger eidolons—in the nation

the martial arts have spread across the region. of Nex in particular, eidolons are often called upon to serve

Oracle: The majority of the divine spellcasters in the as research materials for f leshwarpers or as guardians for

Inner Sea’s churches are clerics—oracles’ traditional role specific sites of interest. Summoners who specialize in

has long remained outside of the organized aspects of shadowy creatures are common in Nidal, and areas like

religion. Oracles do not venerate specific deities, but many Qadira or Katapesh, where genie binding is more common,

see themselves as pantheists who worship divine families, are likewise accepting of the summoner’s trade.

be they a category of deity (such as demon lords, empyreal Witch: The winter realm of Irrisen boasts the largest

lords, or the ascended gods of the Starstone Cathedral) or concentration of witches in the Inner Sea region, for here

a collection of deities with shared interests. Others eschew the government itself is ruled by these spellcasters. Witches

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philosophies or other less tangible objects of devotion. hermits or feared advisors to remote tribal groups. With

Paladin: Paladins are a rare breed, as few people volunteer the exception of the cities of Irrisen, witches tend to

for a life of hardship and peril in the service of their religion. avoid densely populated areas—when they cannot, they

Not all of the Inner Sea’s faiths maintain orders of paladins, usually hide their true nature for fear of suspicious locals

with the faiths of Abadar, Erastil, Iomedae, Sarenrae, and misunderstanding (or in the case of evil witches, clearly

Torag being the most prominent of those who do. Vigil, in understanding) their true intent.

Lastwall, hosts perhaps the largest concentration of paladins, Wizard: Many magical institutes operate throughout

thanks to the massive training facilities in the Holy Citadel Avistan and Garund. Necromancers can learn much at the

of Light, where the young knights practice the arts of war schools of Geb, while the factories of rival Nex produce

battling hordes of orcs from Belkzen. Andoran also provides some of the finest transmuters on Golarion. Chelish

training grounds for holy warriors, many using their faith schools, as well as the Acadamae in Korvosa, concentrate

to underscore political ideology as members of that nation’s on conjuration. The wizards of Nidal specialize in shadow

famous (or infamous) Eagle Knights. magic in honor of their dark patron, and the colleges of

Ranger: Rangers are particularly common in Avistan Rahadoum teach a pragmatic form of magic devoid of overt

since the fracturing of Imperial Cheliax, as many of its spirituality. The thaumaturgical colleges of Kyonin teach

former holdings have been reclaimed by the wild. It is only magic in the elven tradition, while Absalom is home to a

the work of rangers that keeps many trade routes from variety of prestigious magical institutes.

disappearing. Most armies employ a handful of rangers to PRESTIGE CLASSES
act as scouts, but the armies of Andoran, Kyonin, Molthune,

Nirmathas, and the River Kingdoms rely more heavily on Numerous prestige classes exist on Golarion, including all

them. of those detailed in the Pathfinder Core Rulebook, but four

Rogue: The rogue is perhaps the most common role; rogues are particularlly unique to the Inner Sea region. These

operate across Avistan and Garund. Larger than average four are presented on the following pages, and include the

concentrations of rogues operate in the Shackles, Varisia, harrower (a mystical reader of fortunes), the Hellknight (a

and Katapesh, where law is less stringent (or nonexistent). remorseless champion of law, be it for good or evil), the low

Rogues are also common in Nidal and Daggermark, where templar (a crusader whose heart may or may not be in the

assassins are formally trained in silent death-dealing, right place), and the Red Mantis assassin (a highly-trained

especially with poisons and other debilitating toxins. murderer from Mediogalti Island). 275

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Harrower

14268712 One of the most mysterious and mystical Varisian (Int), Knowledge (planes) (Int), Knowledge (religion) (Int),
traditions, and certainly one that has captured the Perform (Cha), Profession (Wis), Spellcraft (Int), and Use
276 imaginations and curiosity of many of the Inner Sea’s Magic Device (Cha).
peoples, is the harrowing. Using a special deck of cards
known as a Harrow deck, one can perform a harrowing by Skill Ranks at Each Level: 2 + Int modifier.
laying the cards out in a three-by-three grid that reveals
secrets of the target’s past, present, and future. CLASS FEATURES

Whether or not the revelations and divinations of a typical The following are class features of the harrower.
harrowing are trustworthy, none can deny that the strange Weapon and Armor Proficiency: A harrower gains no
powers wielded by the harrower are real. The harrower uses
the ancient art of fortune-telling to harness destiny additional weapon or armor proficiencies.
and thus augment her spellcasting abilities, Spells: When a harrower gains a level, she gains
infusing them with power by drawing cards
from her Harrow deck and letting fate new spells per day as if she had also gained a level in a
decide what elements of her magic spellcasting class she belonged to before she added the
need augmentation. prestige class. She does not, however, gain any
other benefits a character of that class would
Several of the harrower’s have gained. This essentially means that
powers require the drawing she adds the level of harrower to the level of
of cards from a Harrow deck. whatever other spellcasting class she has.
You can use an actual Harrow If the character had more than one
deck for this act (Harrow decks spellcasting class before she became
are available at paizo.com or at many a harrower, she must choose which
gaming stores), but you can also simulate class she adds each harrower level
a draw from such a deck of cards as detailed to for the purposes of determining
on page 293, under the equipment entry for spells per day.
Harrow decks. For most of the harrower’s class A harrower adds the harrowing
features, you need only roll 1d6 to determine the spell (see page 295) to all of her
suit of each card drawn for a Harrow casting. Only spell lists as a 3rd-level spell if it is
the blessing of the Harrow and spirit deck class not already on a spell list.
features pay attention to a card’s alignment. Blessing of the Harrow (Su): Once per
day, a harrower may perform a harrowing for
Hit Die: d6. herself and all allies within 20 feet of her.
This harrowing takes 10 minutes, and allies
REQUIREMENTS to be affected by it must remain within 20
feet of the harrower for the entire time. At the
To qualify to become a harrower, a character conclusion of the harrowing, count up the
must fulfill all the following criteria. number of cards from each suit that were used
in the reading. This harrowing provides a bonus
Alignment: Must be chaotic, evil, good, or based upon the suit with the most cards showing.
lawful (cannot be true neutral). Most harrowers In case of a tie, choose one suit. The bonus lasts
represent alignment extremes: lawful good, chaotic for 24 hours. The suits grant insight bonuses as
good, lawful evil, or chaotic evil. follows. Strength: +1 on attack rolls; Dexterity: +1
to AC; Constitution: +1 on weapon damage rolls;
Feats: Harrowed. Intelligence: +1 on all skill checks; Wisdom: +1 on
Skills: Knowledge (arcana or religion) 5 all saving throws; Charisma: +1 on caster level and
ranks, Perform (any) 5 ranks. concentration checks.
Special: Ability to cast 3rd-level spells. Must Harrow Casting (Su): Beginning at 2nd level, a
be able to cast at least three divination spells.
Special: Must own a Harrow deck. harrower may, as she casts a spell, draw three cards from
her Harrow deck. This adds both a somatic component
CLASS SKILLS
(if the spell does not already have one) and a focus
The harrower’s class skills (and the key ability for component (the Harrow deck) to the spell, but does
each skill) are Bluff (Cha), Craft (Int), Diplomacy not increase the spell’s casting time. Depending on
(Cha), Knowledge (arcana) (Int), Knowledge (local)

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Harrower

Base

Attack Fort Ref Will

Level Bonus Save Save Save Special Spells
Blessing of the Harrow +1 level of spellcasting class
1st +0 +0 +0 +1 Harrow casting, Tower of Intelligence +1 level of spellcasting class
Tower of Strength +1 level of spellcasting class
2nd +1 +1 +1 +1 Tower of Charisma +1 level of spellcasting class
Spirit deck +1 level of spellcasting class
3rd +1 +1 +1 +2 Divination +1 level of spellcasting class
Tower of Constitution +1 level of spellcasting class
4th +2 +1 +1 +2 Tower of Dexterity +1 level of spellcasting class
Tower of Wisdom +1 level of spellcasting class
5th +2 +2 +2 +3 Reading the signs +1 level of spellcasting class

6th +3 +2 +2 +3

7th +3 +2 +2 +4

8th +4 +3 +3 +4

9th +4 +3 +3 +5

10th +5 +3 +3 +5

the harrower’s level, the cards she draws might change the Harrow Deck Alignment Associations

parameters of her spell or grant her some other benefit, as Alignment Opposite Partial Matches

described in each tower ability. The harrower gains all of LG CE CG, LE, LN, NG

the different tower abilities available to her. If she draws NG NE CG, LG, N

cards that she has not yet gained the use of, those cards CG LE CE, CN, LG, NG

provide no benefit. Each card the harrower draws that LN CN LE, LG, N

exactly matches her alignment counts as two cards of that N — —

suit. A spell may not be affected by both Harrow casting CN LN CE, CG, N

and a metamagic feat. The harrower may use this ability a LE CG CE, LG, LN, NE

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Tower of Intelligence (Su): Beginning at 2nd level, CE LG CG, CN, LE, NE

whenever a harrower uses her Harrow casting ability,

for each card she draws from the suit of Intelligence, she Divination (Sp): A 6th-level harrower gains the ability to

gains a +1 bonus on caster level checks made to penetrate cast divination once per day as a spell-like ability. Her caster

Spell Resistance. level equals her character level.

Tower of Strength (Su): Beginning at 3rd level, whenever Tower of Constitution (Ex): Beginning at 7th level,

a harrower uses her Harrow casting ability to augment a whenever a harrower uses her Harrow casting ability, for

spell that deals damage to hit points, the spell deals +1 each card she draws from the suit of Constitution, she

point of damage per die for each card from the suit of heals 1d6 points of damage.

Strength she draws. Tower of Dexterity (Su): At 8th level, whenever a harrower

Tower of Charisma (Su): Beginning at 4th level, whenever uses her Harrow casting ability, for each card she draws

a harrower uses her Harrow casting ability, for each card from the suit of Dexterity, she gains a +1 bonus on Ref lex

she draws from the suit of Charisma, the save DC of the saves and to AC until the beginning of her next turn.

spell increases by +1. Tower of Wisdom (Su): At 9th level, whenever a harrower

Spirit Deck (Su): A 5th-level harrower may, as a standard uses her Harrow casting ability, for each card she draws

action, summon a shimmering, translucent Harrow deck from the suit of Wisdom, she increases the spell’s effective

made of force that f lies through the air and engulfs a caster level by +1.

target within 30 feet in a whirling cloud of knife-edged Reading the Signs (Ex): When a 10th-level harrower draws

cards. The harrower then draws a number of Harrow cards from any deck of cards in order to either activate a

cards equal to her harrower level from her personal class ability (such as Harrow casting) or to activate a magic

Harrow deck, and the spirit deck deals damage based on item function, she may draw an extra card and choose one

the number of drawn cards that match her alignment, as to ignore and shuff le back into the deck. The harrower may

shown on the chart to the right. Each exact match deals not use this ability when performing a harrowing, but may

5 points of damage, each partial match deals 3 points, use it when performing her Harrow casting or spirit deck

each non-matched card deals 1 point, and each opposite abilities. She can also use this ability when drawing cards

match deals 0 points. The harrower may use this ability from magical decks, such as a deck of many things. She may

a number of times per day equal to 1 + her Charisma use this ability at will, but must wait 1d4 rounds between

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Hellknight

14268714 Not all who join have what it takes to become a full-f ledged This ability is twice as effective against outsiders with the
Hellknight, but those who do receive a wide array of chaotic subtype, chaotic-aligned aberrations, and fey.
278 abilities as they grow more and more powerful.
Discern Lies (Sp): At 2nd level, a Hellknight can use
Hit Die: d10. discern lies as a spell-like ability a number of times per day
equal to 3 plus his Charisma modifier. His caster level
REQUIREMENTS equals his total character level.

To qualify to become a Hellknight, a character must fulfill Hellknight Armor (Ex): At 2nd level, a Hellknight earns
all the following criteria. the right to wear Hellknight armor (see page 290). While
wearing this armor, the Hellknight reduces the armor
Base Attack Bonus: +5. check penalty by 1, increases the maximum Dexterity bonus
Skills: Intimidate 5 ranks, Knowledge (planes) 2 ranks. allowed by 1, and moves at full speed. At 5th level, these
Armor Proficiency: Must be proficient with heavy armor. adjustments increase to 2. At 8th level, these adjustments
Alignment: Any lawful. increase to 3.
Special: You must slay a devil with HD greater than your
own. This victory must be witnessed by a Hellknight. Disciplines: A 3rd-level Hellknight gains access to his
first discipline, choosing one that is associated with his
CLASS SKILLS specific order. At 6th level, the Hellknight gains a second
discipline, chosen from any listed as being available to
The Hellknight’s class skills (and the key ability for “any order.” At 9th level, the Hellknight gains his third
each skill) are Intimidate (Cha), Knowledge (local) (Int), discipline, choosing this one from any of the disciplines
Perception (Wis), Ride (Dex), and Sense Motive (Wis). listed below, even those not from his own order, with the
exception of Pentamic Faith. When applicable, the save
Skill Ranks at Each Level: 2 + Int modifier. DC to resist a discipline’s effect is equal to DC 10 + the
Hellknight’s level + the Hellknight’s Charisma modifier.
CLASS FEATURES The Hellknight can use any one discipline a number of
times per day equal to the total number of disciplines he
The following are all class features of the Hellknight. has access to, so at 3rd level he may use his discipline once
Weapon and Armor Proficiency: Hellknights gain no per day. At 6th level, he may use both disciplines twice per
day each. At 9th level, he may use all three of his disciplines
proficiency with any weapon or armor. three times per day.
Aura of Law (Ex): The power of a Hellknight’s aura of law
Brand (Sp; Order of the Pyre): The Hellknight can use mark
(see the detect law spell) is equal to his total character level. of justice as a spell-like ability.
Detect Chaos (Sp): This ability functions like a paladin’s
Censor (Su; Order of the Rack): When the Hellknight uses
detect evil ability, save that it detects chaos. smite chaos on a creature, he can strike the creature mute
Order: A character must choose one Hellknight order to for 1d4 rounds unless it makes a successful Will save. A mute

join (see page 266 for a list of orders). The choice of order
determines what disciplines the character gains access to.

Smite Chaos (Su): This ability functions as the paladin’s
smite evil ability, but against chaotic-aligned creatures.

Hellknight

Base

Attack Fort Ref Will

Level Bonus Save Save Save Special

1st +1 +1 +0 +0 Aura of law, detect chaos, order, smite chaos 1/day

2nd +2 +1 +1 +1 Discern lies, Hellknight armor 1

3rd +3 +2 +1 +1 Discipline 1, Force of will 1

4th +4 +2 +1 +1 Smite chaos 2/day

5th +5 +3 +2 +2 Hellknight armor 2

6th +6 +3 +2 +2 Discipline 2, force of will 2

7th +7 +4 +2 +2 Lawbringer, smite chaos 3/day

8th +8 +4 +3 +3 Hellknight armor 3 (full speed)

9th +9 +5 +3 +3 Discipline 3, force of will 3, infernal armor
10th +10 +5 +3 +3 Hell’s knight, smite chaos 4/day

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creature cannot speak, nor can it cast spells that have verbal previous selections increase by +2, so that he has a +6, a +4, and

components or use language-dependant effects. a +2 bonus, respectively, against the three different effects.

Fearsomeness (Ex; any order): A Hellknight who uses the Lawbringer (Ex): At 7th level, a Hellknight’s attacks are

Intimidate skill to cause a creature within 10 feet to become treated as lawful for overcoming damage reduction.

shaken can instead cause that creature to become frightened. Infernal Armor (Su): As long as he wears Hellknight

Onslaught (Su; Order of the Nail): Once per day as a free armor, a 9th-level Hellknight gains a +2 bonus on all

action, a Hellknight increases his base speed by +10 feet and Charisma-related checks made while interacting with

gains a +4 bonus to his Strength for 1 round. If the Hellknight nongood lawful creatures. In addition, he gains the ability

is mounted, these bonuses also apply to his mount. to see perfectly in darkness of any kind, resistance to fire

Pentamic Faith (Ex; Order of the Godclaw only): This ability 30, and resistance to acid 10 and cold 10.

allows the Hellknight to select one of the following Hell’s Knight (Su): At 10th level, a Hellknight can grant

domains: Artifice, Glory, Knowledge, Law, Magic, Nobility, a weapon he wields or touches the axiomatic, f laming burst,

Protection, Rune, Strength, Travel, and War. The Hellknight or unholy weapon quality. This weapon maintains this new

gains all of the granted powers (but not domain spells) of quality as long as the Hellknight remains within 100 feet

that domain, treating his Hellknight levels as cleric levels of the weapon—a Hellknight may maintain only a single

to determine what domain abilities he has access to. weapon’s granted quality at a time. The Hellknight also

Shackle (Su; Order of the Chain): When the Hellknight uses becomes immune to fire while wearing Hellknight armor.

smite chaos on a creature, he can impede its mobility. The

creature can negate this effect with a Will save; otherwise,

it is affected as if by a slow spell for 1d4 rounds.

Summon Devil (Sp; Order of the Gate): The Hellknight may

use summon monster V as a spell-like ability to summon 1

bearded devil. At 6th level, this spell-like ability is replaced

by summon monster VI, allowing him to summon 1d3

bearded devils, or 1 erinyes. And at 9th level, this spell-like

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summon 1d4+1 bearded devils, 1d3 erinyes, or 1 bone devil.

Tracker (Sp; any order): The Hellknight can summon a

creature to aid him, either in battle or to track an enemy, as

if using a summon monster spell, save that the summoned

creature lingers for 1 hour before vanishing. A 6th-level

Hellknight can summon either an eagle, a riding dog, a

wolf, or a leopard. A 9th-level Hellknight can instead opt

to summon a dire wolf or a hell hound.

Vigilance (Su; Order of the Scourge): The Hellknight gains

low-light vision (this effect is constant). In addition, as a

full-round action, the Hellknight can see through up to 5

feet of stone, wood, or similar barriers as if they didn’t exist.

Metal or denser barriers block this effect. Each use of this

ability lasts as long as the Hellknight concentrates, up to a

number of rounds equal to the Hellknight’s level.

Wrack (Su; any order): The Hellknight may make a touch

attack as a standard action to cause a creature to suffer

incredible pain. The creature touched takes 1d6 points of

damage + the Hellknight’s Charisma modifier, and must

make a Will save to avoid being staggered for 1d4 rounds.

Force of Will (Ex): At 3rd level, a Hellknight gains a

+2 bonus on Will saves against spells with one of the

following descriptors: charm, compulsion, glamer,

fear, figment, pattern, or phantasm. At 6th level, the

Hellknight chooses another subschool or descriptor

to gain a +2 bonus on his Will save against, and the

bonus provided by his first selection increases to +4.

At 9th level, he chooses from the list again, and both 279

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Low Templar

“I do so swear under the Light, by the Sword and Scales of Truth of those who take up the sword to crusade in Iomedae’s name
and all the fires of heaven, to undertake this holy Crusade. I pledge do so for their own glory.
to guard heart, spirit, body, and mind from the corruption of this
Wound upon the World. I furthermore promise and declare that I After a time serving the crusades, some of these men
shall wage relentless war against the Spawn of the Pit and their and women attain such skill at serving the letter of the
manifold legions, as directed by those with charge of this Crusade law while keeping to their own private agendas that they
and whenever opportunity presents, to extirpate and annihilate become low templars. Under a sanctified veneer, they walk
their execrable race and any who serve them.” a wavering line between heroism and thuggery. The church
of Iomedae constantly struggles to maintain the morals of
So says the Crusader’s Oath—the sacred vow all new the crusaders, but when faced with the raw destruction of a
recruits to the fight to oppose the powers of the Worldwound demon host, sometimes the decision to support the lesser
must take and repeat every year on the 6th of Arodus. Yet in of two evils is the only real choice that can be made.
too many cases, these words are hollow falsehoods, for many
Hit Die: d10.
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REQUIREMENTS
280
To qualify to become a low templar, a character must fulfill
all the following criteria.

Feats: Mounted Combat, Weapon Focus (any martial
weapon).

Skills: Bluff 5 ranks, Knowledge (nobility or planes)
2 ranks, Ride 5 ranks.

CLASS SKILLS

The low templar’s class skills (and the key ability for each
skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy
(Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal
(Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge

(nobility) (Int), Knowledge (planes) (Int), Linguistics
(Int), Ride (Dex), Sense Motive (Wis), Stealth (Dex),
and Survival (Wis).
Skill Ranks at Each Level: 2 + Int modifier.

CLASS FEATURES

The following are all class features of the low
templar prestige class.
Weapon and Armor Proficiency: A low templar is
proficient with all simple weapons and all martial weapons.
He is proficient with all forms of armor and shields.
Crusader (Ex): Whatever his faults, a low templar is a
skilled warrior against the demon hordes of the Worldwound.
At 1st level, a low templar gains a +1 bonus on all weapon
attack rolls and weapon damage rolls against chaotic evil
outsiders. He also gains an equal bonus on all Will saving
throws against the abilities of chaotic evil outsiders. At 4th
level, these bonuses increase to +2. The bonus increases to +3
at 7th level, and finally to +4 at 10th level.
Flag of Convenience (Ex): A low templar is adept at
aligning himself with the winning side and has mastered
the art of shifting or switching allegiance when convenient.
He can disappear in one place and appear in another with
new affiliations and associations, yet without besmirching

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Low Templar

Base

Attack Fort Ref Will

Level Bonus Save Save Save Special

1st +1 +1 +0 +0 Crusader +1, flag of convenience

2nd +2 +1 +1 +1 Dirty fighting

3rd +3 +2 +1 +1 Sneak attack +1d6

4th +4 +2 +1 +1 Crusader +2

5th +5 +3 +2 +2 Live to fight another day, path of darkness/path of light

6th +6 +3 +2 +2 Ruthless

7th +7 +4 +2 +2 Crusader +3

8th +8 +4 +3 +3 Sneak attack +2d6

9th +9 +5 +3 +3 Parting shot

10th +10 +5 +3 +3 Crusader +4, damnation/redemption

his reputation. Even when caught in illicit acts, he easily masking his alignment from detect good, or ignoring some

evades blame. The low templar gains a +2 bonus on all Bluff effects of a magic circle against good). He also gains a +2

and Disguise checks, and on Linguistics checks made to circumstance bonus on Diplomacy checks with creatures

create forgeries. A low templar never suffers a penalty to his with the lawful or good subtypes. If he chooses the path of

Leadership score for moving around frequently, aloofness, darkness, he instead disregards either chaos or evil from

cruelty, or the loss of prior cohorts or followers, and can his alignment and gains a Diplomacy bonus with creatures

replace lost followers in half the normal amount of time. of the chaotic or evil subtypes.

Dirty Fighting (Ex): A low templar melds the stately Live to Fight Another Day (Ex): At 6th level, a low templar

forms of jousting and chivalric standards with the down- can use the withdraw action as a standard action, although

14268717 and-dirty style of a barroom brawler. No trick is beneath if he does so, he can only move at his speed (not double 4065103

him. A low templar never takes a non-proficiency penalty his speed).

on attack rolls with improvised weapons and gains a Ruthless (Ex): Whenever a low templar kills a foe or

+2 bonus on all combat maneuver checks. In addition, reduces it to a dying state with a melee attack, he can

whenever he lands a critical hit, the low templar may opt to immediately make another attack with the same weapon

deal normal damage and roll on the following table rather at the same attack bonus as a swift action. This additional

than dealing extra damage. attack can be made on any legal target. The low templar

gains a bonus on damage rolls with this swift action attack

d6 Result equal to his character level.

1 Target is staggered for 1 round Parting Shot (Ex): At 9th level, a low templar can use the

2 Target is nauseated for 1 round withdraw action as a move action, although if he does so, he

3 Target is deafened for 1 round can only move at his speed (not double his speed).

4 Target is blinded for 1 round Damnation/Redemption (Su): At 10th level, a low templar

5 Target is sickened for 1 minute must make a final choice of which ethical path to follow. He

6 Target becomes fatigued may mask a second alignment trait versus alignment-based

effects, as per the path of darkness/path of light ability. A low

If the critical multiplier is X3, the duration of the effect templar can choose the path of darkness at 5th level and then

doubles. If the critical multiplier is X4, the duration triples. choose the path of redemption at 10th level (or vice versa).

Sneak Attack (Ex): This ability is exactly like the rogue When the low templar makes his damnation/redemption

ability of the same name. The extra damage dealt increases choice, he gains a planar cohort appropriate to his actual

by +1d6 at 8th level. If a low templar gets a sneak attack alignment, gained as if he had taken the Leadership feat.

bonus from another source, the bonuses on damage stack. This planar cohort appears to him and pledges her loyalty to

Path of Darkness/Path of Light (Su): As a low templar the low templar immediately. If the cohort perishes, the low

advances, he must eventually decide how closely he wishes templar must wait a week before calling upon a replacement.

to hew to his oaths to Iomedae and her ethos of law and If the low templar has the Leadership feat, he gains a +1

goodness. If he chooses the path of light, he may choose to bonus to his Leadership score. If he replaces his cohort

ignore the lawful or good aspect of his alignment (choose gained from the leadership feat with the planar cohort, the

one) for determining alignment-based magical effects (e.g., maximum level equivalent for his planar cohort equals the

reducing damage from unholy blight or an unholy weapon, templar’s class level –1, rather than –2. 281

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Red Mantis Assassin

14268718 Initiates of the Red Mantis usually begin their training and saving throws against these spells have a DC of 10 +
as rogues, fighter/rogues, or ranger/rogues, as stealth and the spell level + the caster’s Charisma modifier (if any).
282 skill at arms are both prerequisites to joining the order. Her selection of spells is extremely limited—at each Red
Mantis level, she gains one or more new spells, as indicated
Hit Die: d8. on the table on the next page. At 4th, 6th, 8th, and 10th
level, she can choose to learn a new spell in place of one she
REQUIREMENTS already knows, provided the new spell is of the same level
as the one she is replacing.
To qualify to become a Red Mantis assassin, a character
must fulfill all the following criteria. As mentioned above, a Red Mantis assassin can only
learn sorcerer/wizard spells from the schools of illusion
Alignment: Lawful evil. and transmutation, although as she gains levels, a small
Skills: Intimidate 5 ranks, Perception 5 ranks, Stealth number of additional spells are added to her list. She does
5 ranks. not automatically learn these spells when they become
Feats: Alertness, Exotic Weapon Proficiency (sawtooth available—they must be selected as part of her total spells
sabre), Two-Weapon Fighting, Weapon Focus (sawtooth sabre). known. At 2nd level, she adds obscuring mist and true strike
to her spell list. At 4th level, she adds darkness and summon
CLASS SKILLS swarm to her spell list. At 6th level, she adds fog cloud
and see invisibility to her spell list. At 8th level, she adds
The Red Mantis assassin’s class skills (and the key ability for clairaudience/clairvoyance and hold person to her spell list. At
each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), 10th level, she adds dimension door and modify memory to her
Climb (Str), Disguise (Cha), Escape Artist (Dex), Heal (Wis), spell list.
Intimidate (Cha), Knowledge (local), Knowledge (nature),
Knowledge (nobility), Knowledge (religion), Perception Sneak Attack (Ex): This is exactly like the rogue ability of
(Wis), Sense Motive (Wis), and Stealth (Dex). the same name. If the Red Mantis assassin gets a sneak attack
bonus from another source, the damage bonuses stack.
Skill Ranks at Each Level: 6 + Int modifier.
Sabre Fighting (Ex): At 1st level, the Red Mantis assassin
CLASS FEATURES gains Weapon Specialization (sawtooth sabre) as a bonus
feat. At 5th level, she gains Greater Weapon Focus (sawtooth
The following are class features of the Red Mantis assassin. sabre) as a bonus feat. At 7th level, she gains Greater Weapon
Weapon and Armor Proficiency: A red mantis assassin Specialization (sawtooth sabre) as a bonus feat.

is proficient with all simple weapons and all light martial Prayer Attack (Su): At 2nd level, a Red Mantis assassin
weapons. She is proficient with light armor but not shields. learns her signature assassination style. To initiate a
prayer attack, she holds her sawtooth sabre (or sabres) out,
Spells: A red mantis assassin casts arcane spells drawn point down, and weaves the blade in the air. She must be
from the sorcerer/wizard spell list, but is limited to illusion within 30 feet of and visible to her victim. Beginning a
and transmutation spells. She can cast any spell she knows
without preparing it ahead of time. To cast a spell, a Red
Mantis assassin must have a Charisma score of at least 10 +
the spell’s level. Her bonus spells are based on Charisma,

Red Mantis Assassin

Base

Attack Fort Ref Will Spells per Day
1st 2nd 3rd 4th
Level Bonus Save Save Save Special 1 — — —
2 — — —
1st +0 +0 +1 +1 Sneak attack +1d6, sabre fighting 1 3 — — —
3 1 — —
2nd +1 +1 +1 +1 Prayer attack 4 2 — —
4 3 — —
3rd +2 +1 +2 +2 Red shroud 4 3 1 —
4 4 2 —
4th +3 +1 +2 +2 Summon mantis, sneak attack +2d6 5 4 3 —
5 4 3 1
5th +3 +2 +3 +3 Resurrection sense, sabre fighting 2

6th +4 +2 +3 +3 Mantis form

7th +5 +2 +4 +4 Sneak attack +3d6, sabre fighting 3

8th +6 +3 +4 +4 Blood mantis form, fading

9th +6 +3 +5 +5 Mantis doom
10th +7 +3 +5 +5 Death mantis form, sneak attack +4d6

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Adventuring 6

prayer attack is a standard action, and causes her victim Red Mantis Assassin Spells Known

to be fascinated by her unless he makes a Will save (DC Level 1st 2nd 3rd 4th

10 + the Red Mantis assassin’s class level + her Charisma 1st 2 — — —

modif ier—if she’s wielding two sawtooth sabres, this 2nd 3 — — —

DC gains a +2 bonus). She can maintain the fascination 3rd 4 — — —

effect by concentrating. The victim may attempt a new 4th 4 2 — —

save to escape fascination each time a threat (other than 5th 4 3 — —

the fascinating assassin) appears. At any point after 3 6th 4 4 — —

rounds, she may make a coup de grace attack against the 7th 5 4 2 —

target, provided the target is still fascinated. Activating 8th 5 4 3 —

or concentrating on maintaining a prayer attack does not 9th 5 4 4 —

provoke an attack of opportunity. 10th 5 5 4 2

Red Shroud (Su): At 3rd level, a Red Mantis assassin

gains the ability to create a veil of red mist a number of to Strength, Dexterity, and natural armor provided by this

times per day equal to her Constitution bonus (minimum spell effect, she gains the giant mantis’s darkvision 60 feet,

once per day) as a move-equivalent action. The red shroud grab, lunge, mandibles, and sudden strike extraordinary

persists for 1 round per class level. It grants a +1 dodge abilities, but not its immunity to mind-affecting effects

bonus to AC and fast healing equal to her Constitution or its racial modifiers to Perception or Stealth. If she

bonus (minimum of fast healing 1). This mist cannot wields a magical sawtooth sabre in her hand when

be dissipated by wind. If she is slain while this ability she transforms, the magical enhancements for that

is active, she can choose whether to remain corporeal weapon apply to her corresponding claw attack—if

or to disintegrate into a cloud of red mist that she wields two of them, then the weapons each

leaves behind only her gear in order to deprive apply to a different claw attack.

her enemies of access to her remains. Blood Mantis: At 8th level, her claw attacks

Summon Mantis (Sp): Once per day at 4th inf lict 1d6 bleed on a hit. She also gains damage

14268719 level, a Red Mantis assassin may summon reduction 5/good while in this form. 4065105

an advanced fiendish giant mantis, 1d3 Death Mantis: At 10th level, whenever she

fiendish giant mantises, or 1d4+1 uses her mandibles to attack, she inf licts 1

giant mantises, as if using summon negative level. Each negative level inf licted in

monster V. She can mentally direct this manner grants the Red Mantis assassin

the actions of these summoned 5 temporary hit points that last for 1 hour.

vermin as a free action. All The save DC to remove these negative levels

mantises summoned by this is equal to 20 + the Red Mantis assassin’s

spell-like ability are blood Constitution modifier. In addition, her

red, and gain no racial damage reduction increases to

bonus on Stealth checks 10/good while in this form.

in forests. Fading (Su): At 8th level, the Red

Resurrection Sense Mantis assassin can become ethereal as a

(Su): At 5th level, a free action a number of times each day equal

Red Mantis assassin to her Constitution modifier (minimum

senses if a creature she has 1/day) for an instant as she is attacked by a

slain within the last year has been weapon or is forced to make a Ref lex saving

restored to life, as long as they are throw. She must choose to activate this ability

both on the same plane. before the weapon’s attack roll or the spell’s

Mantis Form (Su): At 6th effects are adjudicated. This grants the Red

level, a Red Mantis assassin Mantis assassin a 50% chance to avoid taking

may transform into a blood- damage from the attack or effects.

red giant praying mantis Mantis Doom (Sp): At 9th level, a Red

once per day as a standard Mantis assassin may use creeping doom as a

action, as if using vermin spell-like ability three times per day. This

shape II (caster level version of the spell summons swarms of

equals her class level). venomous praying mantises, but

In addition to the the effects are otherwise the

normal adjustments same as the spell. 283

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Feats

14268720 The following feats are available to all characters Arcane Vendetta 4065106
and creatures that qualify for them. Note 14268720
284 that some of these feats have strong ties to The mistreatment of your people by an arcane society
specific regions, races, or religions, but in most cases that (such as Numeria’s Technic League or the White Witches of
shouldn’t preclude you from taking one of these feats for Irrisen) has made you particularly eager to inf lict harm on
any character you wish—provided you include elements in those who use arcane magic.
your character’s history that satisfy world verisimilitude
and justify your choice to your GM’s satisfaction. Prerequisites: Spellcraft 1 rank.
Benefit: You deal +2 damage with weapon attacks made
Aldori Dueling Mastery (Combat) against any target you have witnessed casting an arcane
spell (not using a spell-like ability) in the last 5 rounds. You
You have mastered the grueling fighting style perfected by must have successfully identified the spell with a Spellcraft
the Aldori Swordlords. check to know without a doubt that the spell is arcane.

Prerequisites: Exotic Weapon Prof iciency (Aldori Careful Speaker
dueling sword), Quick Draw, Weapon Finesse, Weapon
Focus (Aldori dueling sword). The paranoid terror that comes from living in a region
with a dangerous government (such as Cheliax or Galt) has
Benefit: You gain a +2 bonus on Initiative checks as long made you unusually aware of what you say.
as you start combat with an Aldori dueling sword in your
hand. As long as you wield only a single Aldori dueling Prerequisites: Wis 13.
sword in one hand, you gain a +2 shield bonus to your AC—if Benefit: You gain a +2 bonus on all Bluff checks made
you wield the sword in two hands, this bonus drops to a +1 to fool someone or pass secret messages (but not to feint in
shield bonus to AC. Although the dueling sword inf licts combat), and a +2 bonus on all Will saves against attempts
slashing damage, you treat it as if it were also a piercing to scry upon you or read your mind.
weapon when determining the effects of weapons used by
a duelist. Cypher Magic

Altitude Affinity Your intimacy with runes and the mysteries of ancient
arcana has taught you secret ways to draw greater power from
You have hardened your body against the grueling rigors magical writings. These unusual methods were initially
of surviving at high altitudes. devised by the Cyphermages of Riddleport, but they have
since spread far and wide through the Inner Sea region.
Prerequisites: Endurance.
Benefit: You are automatically acclimated at high Prerequisite: Int 15, Scribe Scroll.
altitudes (Pathfinder RPG Core Rulebook 430). In addition, Benefit: You cast spells from scrolls at +1 caster level
you gain a +2 competence bonus on all Survival checks higher than the scroll’s caster level. This benefit extends
made at altitudes of 5,000 feet or higher. to scrolls that you have created. In addition, you gain a +2
bonus on caster level checks made to activate a scroll with a
Andoren Falconry higher caster level than your own.

You know the secret Andoren arts of falconry developed by Cypher Script
the Novotnian family of Darkmoon Vale.
Through researching lengthy, ancient, arcane scripts, you
Prerequisites: Cha 13, Animal Affinity, animal companion have discovered a more efficient method of recording spells.
class feature. As with the Cypher Magic feat, Cypher Script was originally
developed by the Cyphermages of Riddleport, but has been
Benefit: You improve your aff inity with birds of prey, spreading through the Inner Sea region recently.
such as eagles, falcons, hawks, and owls. You gain a +2
bonus on Animal Handling checks made to train or Prerequisite: Knowledge (arcana) 1 rank, Linguistics 1
control birds of prey. In addition, if you have a bird of rank, Spellcraft 1 rank, spellbook class feature.
prey as an animal companion, your animal companion
gains one of the following bonuses chosen at the time this Benefit: Any spell you scribe in your spellbook costs
animal companion is gained: a +1 dodge bonus to AC, a +1 half as much as normal and takes up only half the room
morale bonus on all attack rolls, or a +2 morale bonus on it normally would (round all fractions up). It only takes
all Will saves. you 10 minutes per spell level to scribe a spell into your
spellbook (5 minutes for cantrips).

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Feats

Feat Prerequisites Benefits

Aldori Dueling Mastery* Exotic Weapon Proficiency (Aldori dueling Gain combat benefits when using Aldori dueling swords

sword), Quick Draw, Weapon Finesse,

Weapon Focus (Aldori dueling sword)

Altitude Affinity Endurance Automatically acclimated to high altitude

Andoren Falconry Cha 13, Animal Affinity, animal companion Bonuses when dealing with birds of prey

class feature

Arcane Vendetta Spellcraft 1 rank +2 bonus on damage vs. arcane spellcasters

Careful Speaker Wis 13 +2 bonus on some Bluff checks and some Will saves

Cypher Magic Int 15, Scribe Scroll Gain bonuses to caster level when using scrolls

Cypher Script Knowledge (arcana) 1 rank, You are more efficient at using your spellbook

Linguistics 1 rank, Spellcraft 1 rank,

spellbook class feature

Demon Hunter* Knowledge (planes) 6 ranks Gain Knowledge and combat bonuses vs. demons

Dervish Dance* Dex 13, Weapon Finesse, Perform (dance) Use Dex modifier instead of Str modifier with scimitar

2 ranks, proficient with scimitar

Desert Dweller Con 13, Survival 1 rank Starvation, thirst, and extreme heat effects lessened

Desperate Battler* — Gain +1 morale bonus on melee attack and damage when alone

Eye of the Arclord Knowledge (arcana) 4 ranks, Gain a third eye with magic powers

ability to cast arcane spells

Fey Foundling Can only select at 1st level Magical healing works better on you

Flagbearer* Cha 15 Grant bonuses to allies who see your flag

Focused Discipline* — Gain temporary combat bonuses after resisting fear effects

Fortune Teller Ability to cast divination spells Cast some divination spells at +1 caster level

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Godless Healing Cannot have a patron deity Heal yourself 1d8 + level hp 1/day

Green Faith Acolyte Follower of the Green Faith Your spells work more efficiently on plants

Hamatulatsu* Improved Unarmed Strike, Unarmed attacks can inflict piercing damage and sicken foes

Weapon Focus (unarmed strike)

Harmonic Spell Bardic music ability Casting spells extends duration of bardic performance

Harrowed — +1 on saves vs. enchantment; can draw Harrow cards for

bonuses

Hermean Blood Can only select at 1st level 2 skills of your choice are class skills

Necromantic Affinity Con 15 You resist necromantic effects and heal as if undead

Noble Scion Cha 13, can only select at 1st level +2 on Knowledge (nobility) plus gain a nobility-related boon

Rapid Reload Weapon Proficiency (crossbow) or Reload your weapon quickly

Exotic Weapon Proficiency (firearms)

Rugged Northerner Con 13, Survival 1 rank Frostbite, hypothermia, and extreme cold effects lessened

Scholar — +2 bonus on two Knowledge skills

Secret Signs Int 13 You can hide somatic components of spellcasting

Shade of the Uskwood Neutral evil, patron deity Zon-Kuthon Add sinister spells to druid spell list

Shrewd Tactician* Alertness, Combat Reflexes Flanking is less efficient against you

Stoic Iron Will +1 save vs. fear, limited fear immunity

Storm-Lashed — Ignore many of the effects of bad weather

Survivor Con 13, Diehard, Endurance When you’re dying, you stabilize more easily

Taldan Duelist* Dex 13, Exotic Weapon Proficiency (falcata), Gain +1 shield bonus to AC, +2 on Acrobatics checks

Shield Proficiency (buckler),

Weapon Focus (falcata)

Totem Spirit Member of a Shoanti tribe Gain a boon related to your tribe’s theme

Varisian Tattoo Spell Focus Gain a cantrip as a spell-like ability

Wand Dancer Dex 13, Dodge, Mobility, Move before and after using a spell trigger item

Perform (dance) 5 ranks

* This is a combat feat and can be selected as a fighter bonus feat. 285

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14268722 Demon Hunter (Combat) 60 feet, and can use detect magic (as the spell of the same
name). You gain a +8 bonus on Perception checks to notice
286 You are well-versed in demonic lore. invisible creatures while the eye is open as well.
Prerequisites: Knowledge (planes) 6 ranks.
Benefit: You gain a +2 bonus on Knowledge (planes) Fey Foundling

checks to know the powers and abilities of demons. You You were found in the wilds as a child, bearing a mark of
gain a +2 morale bonus on all attack rolls and a +2 morale the First World.
bonus on caster level checks to penetrate spell resistance
made against creatures with the demon subtype you Prerequisites: You may only select this feat at 1st level.
recognize as demons. Benefit: Your strange connection to the First World and
the fey infuses you with life, and whenever you receive
Dervish Dance (Combat) magical healing, you heal an additional 2 points per die
rolled. You gain a +2 bonus on all saving throws against
You have learned to turn your speed into power, even with death effects. Unfortunately, you also suffer +1 point of
a heavier blade. damage from cold iron weapons (although you can wield
cold iron weapons without significant discomfort).
Prerequisites: Dexterity 13, Weapon Finesse, Perform
(dance) 2 ranks, proficient with scimitar. Flagbearer (Combat)

Benefit: When wielding a scimitar with one hand, you When brandishing a f lag adorned with the standard of
can use your Dexterity modifier instead of your Strength an organization you owe allegiance to, you inspire nearby
modifier on melee attack and damage rolls. You treat the members of the same allegiance.
scimitar as a one-handed piercing weapon for all feats and
class abilities that require such a weapon (such as a duelist’s Prerequisites: Cha 15.
precise strike ability). The scimitar must be for a creature Benefit: As long as you hold your clan, house, or party’s
of your size. You cannot use this feat if you are carrying a f lag (see page 293), members of that allegiance within 30
weapon or shield in your off hand. feet who can see the f lag (including yourself ) gain a +1
morale bonus on attack rolls, weapon damage rolls, and
Desert Dweller saving throws against fear and charm effects. You must
hold the f lag in one hand in order to grant this bonus.
Your time spent living in merciless deserts has granted you If the standard is taken by the enemy or destroyed, this
resistance to extreme heat, starvation, and thirst. bonus becomes a penalty, affecting all creatures that the
bonus previously affected for 1 hour (or until you reclaim
Prerequisites: Con 13, Survival 1 rank. the lost f lag).
Benefit: You treat extreme heat conditions (Pathfinder
RPG Core Rulebook 444) as severe heat, and severe heat as Focused Discipline (Combat)
very hot conditions. You are not impacted at all by very
hot conditions. In addition, you gain a +4 bonus on all Familiarity with the military traditions of your homeland
Constitution checks made to resist the effects of starvation inspires uncommon valor in you.
or thirst.
Benefit: You gain a +2 bonus on all saving throws against
Desperate Battler (Combat) fear effects. Whenever a fear effect targets you and fails to
affect you (either because of a successful saving throw or
Your experiences fighting against numerous foes that have because of immunity to fear), you gain a +2 morale bonus
already overwhelmed your allies, friends, and family have on attack rolls, weapon damage rolls, and CMB checks
forced you to excel at fighting on your own. against the creature that attempted to use the fear affect
on you for 1 round.
Benefit: When no ally is within 10 feet of you and you are
not receiving benefits from the aid another action, you gain Fortune Teller
a +1 morale bonus on melee attack and damage rolls.
As a result of being raised in a land steeped in tradition and
Eye of the Arclord superstition (such as Varisia or Ustalav), you are skilled at
communicating with the spirit world.
Your understanding of the esoteric teachings of the
Arclords of Nex allows you to open an eldritch eye that Prerequisite: Ability to cast divination spells.
grants you superior perception of the magical world. Benefit: Upon taking this feat, choose a focus item for
your divination magic—a crystal ball, runes, a Harrow
Prerequisites: Knowledge (arcana) 4 ranks, ability to cast deck, or some such item. Whenever you cast a spell from
arcane spells. the divination school, you may use this focus item instead
of the spell’s material component, as long as the cost of
Benefit: Once per day as a standard action, you can open the material component is no more than 1,000 gp. If you
an incandescent third eye upon your forehead. The eye
can remain open for 1 minute, during which time you cast
all divination spells at +1 caster level (as long as you begin
casting the spell before the eye closes), gain darkvision

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choose to perform the spell using your focus item and is normally only taught to women of the Sisterhood of the

the spell’s normal material component (regardless of that Golden Erinyes.

component’s cost), you cast the spell at +1 caster level. Harmonic Spell

Free Spirit You can weave bardic music effects into your spellcasting in

Your strong belief in the value of freedom protects you such a way that your spellcasting and bardic performance

from mental and physical shackles. become indistinguishable.

Prerequisites: Cha 13, any chaotic alignment. Prerequisite: Bardic music ability.

Benefit: You gain a +2 morale bonus on saving throws Benefit: Whenever you cast a spell while you are

made against mind-affecting effects and on all Escape maintaining a bardic performance, you can maintain the

Artist or grapple checks made to escape a grapple or to bardic performance for that round without expending one

escape from bonds. of your rounds of performance for the day. In addition,

Godless Healing you can switch from one bardic performance to another
as a swift action when you cast a spell while maintaining a

You have mastered a specialized and complex technique to bardic performance.

ignore pain by focusing your belief on the self rather than Harrowed
relying on faith.

Prerequisite: Cannot have a patron deity. Numerous Harrow readings early in your life seem to have

Benefit: Once per day when you have half your total hit the mark precisely, increasing your belief that you are

hit points or fewer, you may heal yourself of an amount destined for a specific purpose in life.

of damage equal to 1d8 plus your total Hit Dice as a move Benefit: You get a +1 bonus on all Will saves made to

action. This is a supernatural ability. resist enchantment effects. Once per day, you may draw a

Special: You can take this feat more than once. Each time card from a Harrow deck you own. At any one time for the

you do, you may heal yourself one additional time per day. rest of that day, you may apply a +2 bonus on any d20 roll

14268723 Green Faith Acolyte modified by the card’s suit. For example, if you drew a card 4065109
from the suit of Dexterity, you could apply this +2 bonus on

You have trained to channel your magical energies in ways an Initiative check, a Ref lex save, a Dexterity-based skill

that do not harm the natural world around you. check, or a ranged attack roll. You may assign this +2 bonus

Prerequisite: Follower of the Green Faith. after you make the roll, but you must do so before you know

Benefit: Spells you cast that deal damage, channel whether the roll was a success or not.

negative energy, or otherwise harm life do not hurt normal Hermean Blood
or magical plants. In addition, whenever you cast a spell

that utilizes, heals, or enhances normal or magical plants You are the descendant of someone recruited to Hermea

(such as entangle or plant growth), you cast the spell at +1 or the bastard result of a Hermean’s illicit pairing with

caster level. someone foreign to that land.

Hamatulatsu (Combat) Prerequisites: You may only gain this feat at 1st level.
Benefit: Though you may not know it, the blood of

You have mastered a deadly fighting form inspired by the greatness f lows in your veins. Pick two skills that share

hideous attacks of the barbed devil. the same associated ability score. Those skills are always

Prerequisites: Improved Unarmed Strike, Weapon Focus considered class skills for you. It’s possible that Hermean

(unarmed strike). agents may come looking for you, either to evaluate you for

Benefit: Your unarmed attacks can deal either an invitation or to cover up an embarrassing dalliance, as

bludgeoning or piercing damage. You decide which type determined by the GM’s whim.

of damage you deal whenever you attack a foe, but you may Necromantic Affinity
only choose one type at a time. If you critically hit a foe

with your unarmed strike while doing piercing damage, Long exposure to necromantic energies has granted you a

the additional pain caused by the strike causes the foe to small measure of resistance against them.

become sickened for 1 round (or staggered for 1 round if Prerequisites: Con 15.

the target is already sickened). Multiple critical hits in a Benefit: You gain a +2 bonus on saving throws made to

round against a single foe do not increase the duration of resist spells and effects that utilize negative energy, cause

the sickened or staggered condition. negative levels, or cause ability damage, ability drain, or

Special: Hamatulatsu may be selected as a substitute ability penalties. In addition, damage caused by inf lict

bonus feat at 6th level by a monk even if the monk does spells heals you as if you were an undead creature, but you

not otherwise meet the prerequisites. This fighting style also take damage from cure spells. 287

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14268724 Noble Scion Benefit: You treat extreme cold conditions (Pathfinder
RPG Core Rulebook 442) as severe cold, and severe cold as
288 You are a member of a proud noble family, whether or not cold weather conditions. You are not impacted at all by
you remain in good standing with your family. normal cold weather conditions. In addition, you do not
become fatigued by frostbite or hypothermia.
Prerequisites: Cha 13, must be taken at 1st level.
Benefit: You gain a +2 bonus on all Knowledge (nobility) Scholar
checks, and that chosen Knowledge skill is always
considered a class skill for you. You have graduated from one of the many colleges,
When you select this feat, choose one of the benefits listed universities, and specialty schools of higher learning
below that matches the f lavor of your noble family. Work scattered throughout the Inner Sea region.
with your GM to ensure that your choice is appropriate.
Scion of the Arts: You gain a +1 bonus on all Perform checks, Benefit: Pick any two Knowledge skills. You gain a +2
and Perform is always a class skill for you. If you have the bonus on these two skills. If you have 10 or more ranks in
bardic performance ability, you can use that ability for an one of these Knowledge skills, the bonus increases to +4
additional 3 rounds per day. for that skill.
Scion of Lore: You gain a +1 bonus on all Knowledge skills
in which you have at least 1 rank. Secret Signs
Scion of Magic: You gain one of the following languages
as a bonus language: Abyssal, Aklo, Celestial, Draconic, You are particularly adept at communicating with others
Infernal, or Sylvan. Once per day, as a free action, you can via innuendo, gestures, and secret hand signs.
gain a +2 bonus on any Spellcraft check you make. You
must spend the free action to gain this bonus before you Prerequisite: Int 13.
make the check. Benefit: You gain a +4 bonus on Bluff checks made to
Scion of Peace: Whenever you take 10 on a Wisdom-based pass secret messages. In addition, you are adept at hiding
skill, treat the result as if you had rolled a 13 instead of a 10. the somatic components of spellcasting. If you cast a spell
Scion of War: You use your Charisma modifier to adjust that has only somatic components, an observer must make
Initiative checks instead of your Dexterity modifier. a Perception check opposed by your Sleight of Hand check
to notice your spellcasting. Spellcraft checks made to
Rapid Reload (Combat) identify any spell you cast that has somatic components
take a –2 penalty.
Choose a type of crossbow (hand, light, heavy) or a single
type of one-handed or two-handed firearm that you are Shade of the Uskwood
proficient with. You can reload such a weapon quickly.
Ordained as one of the sinister albino druids who dwell
Prerequisites: Weapon Proficiency (crossbow type chosen) within the heart of the Uskwood, you carry with you into
or Exotic Weapon Proficiency (firearm). the wider world a powerful effigy of hair, twigs, and blood
that crawls with the deepening cold of the Midnight Lord’s
Benefit: The time required for you to reload your chosen hallowed hunting grounds.
type of weapon is reduced to a free action (for a hand or
light crossbow), a move action (for heavy crossbow or one- Prerequisite: Neutral evil, patron deity Zon-Kuthon.
handed firearm), or a standard action (two-handed firearm). Benefit: Add the following spells to your druid spell
Reloading a crossbow or firearm still provokes attacks list. 0—disrupt undead, ray of frost; 1st—ghost sound, touch
of opportunity. of fatigue; 2nd—chill touch, spectral hand; 3rd—ghoul touch,
invisibility; 4th—displacement, ray of exhaustion; 5th—animate
If you have selected this feat for a hand crossbow or light dead, phantasmal killer; 6th—nightmare, waves of fatigue;
crossbow, you may fire that weapon as many times in a full- 7th—circle of death, shadow walk; 8th—mass invisibility, waves
attack action as you could attack if you were using a bow. of exhaustion; 9th—horrid wilting, weird.
Remove all spells with the fire descriptor from all your
Normal: A character without this feat needs a move spell lists (not just your druid spell list). You cannot cast
action to reload a hand or light crossbow, a standard action any spells with the fire descriptor, nor activate them off
to reload a one-handed firearm, or a full-round action to scrolls, wands, or any other magic devices. In addition, you
load a heavy crossbow or a two-handed firearm. may not use wild shape to take the form of any creature
with the fire subtype.
Special: You can gain Rapid Reload multiple times. Each Special: As part of this feat, you create a personal
time you take the feat, it applies to a new type of crossbow Umbrae-Token that ties your soul and your doings to the
or a new type of firearm. fell power of the Uskwood. This potent object is treated as
a wooden unholy symbol that radiates faint necromancy
Rugged Northerner magic. If your Umbrae-Token is ever destroyed, your
connection to the shadowy heart of the Uskwood is severed
You live a hard life in a cold climate and gain some benefit
from it.

Prerequisites: Con 13, Survival 1 rank.

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and all benefits of this feat are lost until another is created. Totem Spirit

This process requires a journey to the Uskwood and an You are mystically tied to your tribe’s sacred totem.

atonement spell cast by a fellow worshiper of Zon-Kuthon. Prerequisite: Member of a Shoanti tribe.

Shrewd Tactician (Combat) Benefit: The benefit granted by this feat depends on
which Shoanti tribe you belong to:

Your dealings with pirates, thieves, and assassins have Lyrune-Quah (Moon Clan): You gain a +1 bonus on Will

taught you to be exceedingly careful. saves and a +2 bonus on Perception checks.

Prerequisite: Alertness, Combat Ref lexes. Shadde-Quah (Axe Clan): If you have the rage ability, you

Benefit: Opponents do not gain a +2 bonus on attack can rage for 3 additional rounds per day. You also gain a +2

rolls for f lanking you, although they can still sneak attack bonus on Intimidate checks.

you. You also gain a +3 bonus on Sense Motive checks made Shriikirri-Quah (Hawk Clan): You gain a +2 bonus on

to resist a foe’s Bluff checks to feint in combat. Initiative checks and a +2 bonus on Ride checks.

Stoic Shundar-Quah (Spire Clan): You gain a +1 bonus on
Fortitude saves and a +2 bonus on Perception checks.

You know from firsthand experience that life is a series Sklar-Quah (Sun Clan): You gain a +1 bonus on Ref lex

of unforgiving trials, and that fear itself is something that saves and a +2 bonus on Acrobatics checks.

can be conquered. Skoan-Quah (Skull Clan): You gain a +2 bonus on weapon

Prerequisites: Iron Will. damage against undead and a +2 bonus on Heal checks.

Benefit: You gain a +1 bonus on all saving throws against Tamiir-Quah (Wind Clan): Your base land speed increases

fear effects. If you successfully save against any fear effect, by 5 feet. You also gain a +2 bonus on Acrobatics checks.

you are immune to further fear effects from that source Varisian Tattoo
for 24 hours.

Storm-Lashed You bear intricate tattoos that inspire and empower your
natural magic ability. These tattoos mark you as a worker of

A life spent enduring gales and storms has hardened your the ancient traditions of Varisian magic. A Varisian tattoo

14268725 body to the elements. typically consists of a long string of complex characters 4065111

Benefit: You can ignore many of the effects of severe from the Thassilonian alphabet.

weather. In rainy conditions, your visibility is only reduced Prerequisite: Spell Focus.

by one-quarter (not by half ) and you only take a –2 penalty Benefit: Select a school of magic (other than divination)

on Perception checks. You are treated as if you were one in which you have Spell Focus—you cast spells from this

size category larger for the purpose of wind effects, and school at +1 caster level. Additionally, you gain a single

halve any penalty to Perception caused by high winds. spell-like ability usable up to three times per day. The spell-

Finally, you gain a +2 bonus on all saving throws against like ability gained (and its Varisian name) are as follows:

electrical effects. Abjuration (avidais): resistance

Survivor Conjuration (idolis): acid splash
Enchantment (carnasia): daze

Only the strong thrive in your homeland, and you are no Evocation (ragario): dancing lights

weakling, even among your kin. Illusion (vangloris): ghost sound

Prerequisites: Con 13, Diehard, Endurance. Necromancy (voratalo): touch of fatigue

Benefit: You gain a +5 bonus on all Constitution checks Transmutation (avaria): mage hand

made to stabilize while dying. Once per day, if you are Wand Dancer
struck by a critical hit or sneak attack, you can spend an

immediate action to negate the critical or the sneak attack You are trained in a tradition of Garundi courtesans and

damage, making the attack a normal hit. court mages that melds dance with the use of magic wands.

Taldan Duelist (Combat) Prerequisite: Dex 13, Dodge, Mobility, Perform (dance)
5 ranks.

You trained at one of Taldor’s elite fighting schools and are Benefit: When using a spell trigger item, you can move

skilled at rondelero, the art of fighting with the falcata (see both before and after triggering the item, as long as the

the Advanced Player’s Guide) and buckler. total distance moved is not greater than your speed. Choose

Prerequisite: Dex 13, Exotic Weapon Proficiency (falcata), one creature potentially affected by your spell trigger item.

Shield Proficiency (buckler), Weapon Focus (falcata). Your movement does not provoke attacks of opportunity

Benefit: When fighting with the falcata and buckler, from that creature only. You must move at least 5 feet

your shield bonus to AC increases by +1 and you gain a +2 before and after using your spell trigger item to utilize

bonus on Acrobatics checks. this feat. 289

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Adventurers throughout the Inner Sea region Klar: The klar is a traditional Shoanti weapon consisting
utilize a wide variety of weapons, armor, and of a short blade bound to the skull of a horned reptile. An

gear beyond that presented in the Pathfinder attack with a klar is treated as an attack with shield spikes.

RPG Core Rulebook. See page 153 of the Pathfinder RPG Core Rulebook.

WEAPONS Ogre Hook: A huge, crude crook of sharpened metal,
an ogre hook takes its name from the savages who most

These weapons are known throughout the region. typically employ it. Usually created by ogres, these

Aldori Dueling Sword: These slightly curved are often Large, and awkward for most humanoids

swords measure just over 3 feet in length. An Aldori to use.

dueling sword may be used as a Martial Weapon Sawtooth Sabre: The signature weapons of

(in which case it functions as a longsword), but if the notorious Red Mantis, sawtooth sabres

you have the feat Exotic Weapon Proficiency (Aldori are cruelly efficient weapons. Their curved,

dueling sword), you can use the Weapon Finesse feat to serrated blades are can cause deep wounds. A

apply your Dexterity modifier instead of your Strength sawtooth saber may be used as a Martial Weapon

modifier on attack rolls with an Aldori dueling sword (in which case it functions as a longsword), but if

sized for you, even though it isn’t a light weapon. you have the feat Exotic Weapon Proficiency

You can also wield an Aldori dueling sword in (sawtooth sabre), you treat the weapon as if it

two hands in order to apply 1-1/2 times your were a light weapon for the purpose of two-

Strength bonus to damage. weapon fighting—the sabre remains

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290 performances can bring out the worst in for all other purposes.

watchers, some Varisians craft rows of Shoanti Bolas: These bolas

razor-sharp blades into their scarves. function as standard bolas, but

The skill required in using such scarves they deal lethal damage rather

effectively and not revealing their deadly than nonlethal damage.

nature makes them exotic weapons. If you Urumi: This terribly thin

are proficient with a bladed scarf, you and f lexible blade appears as a coil of steel,

deal 1d4 points of slashing damage to similar to a metal whip, but is capable

any creature that makes a successful of cleaving f lesh and holding an edge

grapple check against you while as well as any forged blade. Built for

you wield the scarf. You can use the f lexibility, an urumi takes only half

Weapon Finesse feat to apply your damage from attempts to sunder it.

Dexterity modifier instead of your DOGSLICER, War Razor: To all appearances,
Strength modifier on attack rolls with a SAWTOOTH SABRE, a war razor is an oversized razor or
bladed scarf sized for you, even though it f lip knife. As the razor folds into the
isn’t a light weapon. BLADED SCARF handle, no sheath is required, making

Dogslicer: This short, curved blade is the weapon easy to hide and thus

favored by goblins, who often drill numerous holes into it in granting you a +2 bonus on Sleight of Hand checks made to

an attempt to reduce its weight. If a wielder rolls a natural 1 conceal the weapon on your body.

when attacking with a dogslicer, the weapon gains the broken ARMOR
condition. Masterwork and magical dogslicers do not have

this f law. Most dogslicers are sized for Small creatures. These types of armor follow the same rules as those

Earth Breaker: The crude metal of this massive presented in the Pathfinder RPG Core Rulebook.

hammer’s head ends in multiple blunt spikes that channel Field Plate: This heavy armor is similar to full plate but

the momentum of a powerful swing. lighter in construction, sacrificing a bit of protection for

Horsechopper: Crafted by goblins to give themselves greater f lexibility and mobility.

an advantage against horses, this weapon is essentially a Hellknight Plate: These distinctive suits of armor are a

halberd with an enlarged hook opposite the blade. special type of masterwork full plate that, when worn by

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Weapons of the Inner Sea Cost Dmg (S) Dmg (M) Critical Range Weight Type Special

Martial Weapons 8 gp 1d4 1d6 19–20/×2 — 1 lb. S
Light Melee Weapons 8 gp
1d3 1d4 19–20/×2 — 1 lb. S
Dogslicer 12 gp
War razor 1d4 1d6 ×2 — 6 lbs. S
One-Handed Melee Weapons 40 gp
Klar 10 gp 1d10 2d6 ×3 — 14 lbs. B
Two-Handed Melee Weapons 24 gp 1d8 1d10 ×3
Earth breaker 1d8 1d10 ×3 — 12 lbs. P or S reach, trip
Horsechopper
Ogre hook — 10 lbs. P trip

Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
One-Handed Melee Weapons
20 gp 1d6 1d8 19–20/×2 — 3 lbs. S
Aldori dueling sword 35 gp
Sawtooth sabre 30 gp 1d6 1d8 19–20/×2 — 2 lbs. S
Urumi
Two-Handed Melee Weapons 12 gp 1d6 1d8 18–20/×2 — 6 lbs. S
Bladed scarf
Ranged Weapons 15 gp 1d4 1d6 ×2 — 2 lbs. S disarm, trip
Shoanti bolas
1d3 1d4 ×2 10 ft. 2 lbs. B and P trip

Armor of the Inner Sea

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Armor Cost Bonus Dex Bonus Check Penalty Failure Chance (30 ft.) (20 ft.) Weight1

Light Armor

Leaf armor 500 gp +3 +5 0 15% 30 ft. 20 ft. 20 lbs.

Heavy Armor

Field plate 1,200 gp +7 +1 –5 35% 20 ft. 2 15 ft. 2 50 lbs.

Hellknight plate 2,000 gp +9 +1 –5 35% 20 ft. 2 15 ft. 2 50 lbs.

Stoneplate 1,800 gp +9 +1 –6 35% 15 ft. 2 10 ft. 2 75 lbs.

Shields

Klar 12 gp +1 — –1 5% — — 6 lbs.

1 Weight figures are for armor sized to fit Medium characters. Armor sized to fit Small characters weighs half as much, and armor

sized to fit Large characters weighs twice as much.

2 When running in heavy armor, you move only triple your speed, not quadruple.

a character with levels in the Hellknight prestige class, and use of these violent weapons were limited to these 291
grants additional effects. dwarves. Within the last century or so, however, firearms
have slowly begun to spread throughout the Inner Sea
Klar: The klar functions as a light wooden or light steel region. Their complex construction and need for rigorous
shield when used to defend in combat. care makes them rather expensive, thus limiting their
availability to the very rich. Their unpredictable nature
Leaf Armor: Druidic elves use alchemical compounds and the danger of misfires and explosions make them
to treat special leaves used in crafting armor for their weapons for the truly adventurous or foolhardy.
warriors. Leaf armor is always of masterwork quality.
Firearm Proficiency: The Exotic Weapon Prof iciency
Stoneplate: Crafted by dwarven stonesmiths from (firearms) feat allows you to use all of the firearms presented
alchemically strengthened plates of basalt primarily for here without penalty. A non-proficient character takes the
use by dwarven druids, stoneplate is heavy and unwieldy, standard –4 penalty on attack rolls with firearms and
but offers incredible protection to its wearer. increases all misfire values by 4.

FIREARMS Even though Exotic Weapon Proficiency (firearms) grants
you proficiency with all firearms, when you take feats that
Firearms are specialized weapons invented by the dwarves
of Alkenstar and Dongun Hold. Until recently, knowledge

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Firearms of the Inner Sea

Firearm Cost Dmg (S) Dmg (M) Critical Range Misfire Capacity Weight Type

One-Handed Firearms 1d6
1d6
Pepperbox 3,000 gp 1d8 ×4 20 ft. 1–2 (5 ft.) 6 5 lbs. B and P
1d10 1d8 ×4 20 ft. 1 (5 ft.) 1 4 lbs. B and P
Pistol 1,000 gp
4d6
Two-Handed Firearms

Musket 1,500 gp 1d12 ×4 40 ft. 1–2 (5 ft.) 1 9 lbs. B and P

Siege Firearms

Cannon 6,000 gp 6d6 ×4 100 ft. 1 (20 ft.) 1 3,000 lbs. B and P

modify a single type of weapon (such as Weapon Focus or Firearm Descriptions

Rapid Reload), you must still pick one type of firearm (such The majority of firearms that can be found in the Inner

as musket, pepperbox, or pistol) for those feats to affect. Sea region are typically one of four varieties.

Capacity: This lists the number of shots the weapon can Cannon: Among the largest firearms, cannons fire solid

hold. You may fire a firearm as many times in a round as balls of metal with a tremendous explosion. Most cannons

you have attacks, up to this limit. The capacity often are far too heavy to be used as a personal weapon by a

indicates the number of barrels a firearm has. Medium creature. A cannon uses a cannon ball and 10

Range and Penetration: Armor, manufactured doses of black powder as ammunition.

or natural, provides little protection against Musket: This large firearm fires large-caliber

the force of a bullet at short range. When firing bullets that have a much greater range than those

upon a target within a firearm’s first range fired from a pistol. A musket uses a bullet and a single

increment, the attack resolves against the dose of black powder as ammunition.

target’s touch AC. At higher range increments, Pepperbox: A pepperbox is the most advanced

the attack resolves normally (including taking firearm available outside of Alkenstar’s deepest

14268728 the normal cumulative –2 penalty for each workshops. This firearm possesses six barrels instead

292 full range increment). Unlike other projectile of one. The entire barrel housing can be quickly rotated

weapons, most firearms have a maximum range by hand between shots, allowing all six bullets to be

of five range increments. fired before the weapon must be reloaded. Fully

Loading a Firearm: It’s a standard action reloading a pepperbox takes six times as long

to load a one-handed firearm and a full- as reloading a pistol, since each barrel

round action to load a two-handed must be reloaded as a separate standard

firearm. Loading a cannon requires BLACK POWDER action. Each barrel of a pepperbox uses a
three full-round actions. Loading a bullet and a single dose of black powder

firearm provokes attacks of opportunity. for its ammunition.

The Rapid Reload feat reduces the time required to load Pistol: The single-shot pistol is the most common firearm

one-handed and two-handed firearms, but not cannons. found in the Inner Sea region, although it’s still rare enough

Loading a one-handed or two-handed firearm typically to be an object of envy or curiosity to most. A pistol uses a

requires 1 bullet and 1 dose of black powder. Siege firearms bullet and a singe dose of black powder as ammunition.

typically require a ball and multiple doses of black powder. ADVENTURING GEAR
Firearm ammunition cannot be treated with poison.

Misfires: If the natural result of your attack roll falls People across Avistan and Garund have developed all sorts

within a firearm’s misfire range, your firearm misfires, of unique gear useful for their particular needs.

even if you normally would have hit the target. When a Black Powder: Black powder is the key explosive component

firearm misfires, you miss the target and the firearm within a firearm, but in larger amounts it can be even more

gains the broken condition. A broken firearm’s misfire destructive. A single dose of black powder is enough to

value increases by 4. If a firearm with the broken condition power a single shot from most one-handed and two-handed

misfires again, it explodes. When a f irearm explodes, the firearms, while 10 doses are required to fire a cannon. Black

weapon is destroyed. Pick one corner of your square—the powder is often stored and transported in kegs of 100 doses,

explosion creates a burst from that point of origin. Each but in this quantity the powder itself becomes dangerous.

f irearm has a burst size noted in parentheses after its Exposure to fire, electricity, or a misfire explosion causes

misf ire value. Anyone within this burst (including the black powder to explode—a single keg that explodes in this

f irearm’s wielder) takes damage as if he had been shot by manner deals 5d6 points of fire damage to anyone within a

the weapon—a DC 12 Ref lex save halves this damage. 20-foot burst (DC 15 Ref lex half ).

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Adventuring 6

Cannon Ball: A cannon ball is the ammunition of a text), a Pathfinder Chronicle grants a +2 circumstance bonus

cannon and many other siege firearms. Picking up or on a specific Knowledge check. Each Pathfinder Chronicle

drawing a cannon ball requires a move action for Medium grants this bonus to a different type of Knowledge, but

and Small creatures, but is a free action for Large and regardless of which type that particular chronicle is focused

larger creatures. on, the overall cost of the book remains the same.

Firearm Bullet: Firearm bullets typically take the form Perfume/Cologne: Perfume and cologne are common

of a small ball of lead or some other metal. A bullet that accessories for those who hope to avoid offending through

misses is destroyed. scent. Exotic scents are sold in vials containing 10

Flag: A f lag is a colorful banner that bears the heraldry applications, with a single dose lasting for 24 hours during

or symbol of a nation or organization. A character with which its wearer gains a +2 circumstance bonus on all

the Flagbearer feat who bears a f lag can grant additional Diplomacy checks (save for those against creatures who, at

combat bonuses to nearby allies. Carrying a f lag in combat the GM’s discretion, would not be swayed by scent).

requires a free hand. Powder Horn: A powder horn can contain up to 10 doses

Harrow Deck: This is a traditional fortune-telling deck of black powder. Loading a firearm without a powder horn

of cards used by Varisian soothsayers and seers. Each requires the Exotic Weapon Proficiency (firearm). Black

Harrow deck consists of 54 cards divided into six suits powder stored in a powder horn is protected from explosion

of nine cards. The six suits correspond to the six ability though exposure to fire, electricity, and misfires.

scores (hammer for Strength, key for Dexterity, shield for Tears of Razmir: Razmir’s faithful utilize a number

Constitution, book for Intelligence, star for Wisdom, and of tools to help them control the populace,

crown for Charisma). Each card in a suit further but few are more insidious than the

ties in with one of the nine alignments, tears of Razmir. This alchemical

corresponding to the location of concoction contains mild narcotics

the symbol on the face of the card. and hallucinogens that bolster the

In addition, each card has its own user’s energy and resistance to pain.

unique name, independent of its suit It is also highly addictive. Although

and alignment.14268729 the clergy gives away tears of Razmir 4065115

It takes 2d4 minutes to perform to non-users, it eventually demands

a harrowing (an attempt to divine the payment—as much as 10 gp per dose

future of a specific creature) with a from wealthy addicts. See pages 236–237

Harrow deck. The exact results of any of the Pathfinder RPG GameMastery

harrowing should be determined by HARROW DECK Guide for additional rules on drugs

the GM, who can use an actual Harrow and addiction.

deck (available at paizo.com) to perform

the divination. TEARS OF RAZMIR

If you don’t have an actual Harrow deck to draw cards Type ingested; Addiction major, Fortitude DC 18

from in game, but you need to determine the suit and/or Effects 1 hour; +1 alchemical bonus to Constitution, –2 penalty

alignment of a card, you can use dice to determine the on Wisdom-based skill checks

result. Roll 1d6 to determine the suit (1=hammer, 2=key, Damage 1d2 Con damage

3=shield, 4=book, 5=star, 6=crown), and 1d10 to determine

alignment (1=LG, 2=NG, 3=CG, 4=LN, 5=N, 6=CN, 7=LE, Adventuring Gear of the Inner Sea
8=NE, 9=CE, 10=roll again).

Heatstone: Alchemically treated to enhance their natural Item Cost Weight

heat-generating properties, these round or ovoid stones of Black powder (dose) 10 gp —

volcanic glass provide enough heat to keep chambers warm Black powder (keg) 1,000 gp 5 lbs.

in the coldest winter. One heatstone keeps a 20-foot-square Cannon ball 30 gp 25 lbs.

area comfortably warm even in extreme cold (below –20° Firearm bullet 1 gp —

F), or a 40-foot-square area in severe cold (between –20° Flag 10 gp 3 lbs.

F and 0° F). A single heatstone is activated by striking it Harrow deck 100 gp —

against any hard surface, after which point it continues to Heatstone 20 gp 1 lb.

provide heat for 24 hours. An active heatstone does not give Pathfinder Chronicle 50 gp 1 lb.

off enough heat to cook food or cause damage. Perfume, common 1 gp/dose —

Pathfinder Chronicle: Numerous volumes and editions of Perfume, exotic 100 gp/dose —

the Pathfinder Chronicles exist. When used as a reference (an Powder horn 3 gp 1 lb.

action that typically takes 1d4 full rounds of searching the Tears of Razmir 25 gp — 293

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Spells

14268730 S pellcastersoftheInnerSearegionareconstantly covetous aura. You are considered the caster of the additional 4065116
on the hunt for new methods of magic. Some spell effect. If the effect allows for multiple targets other than 14268730
294 seek out forgotten or obscure spells in ancient yourself, you cannot use the stolen spell effect to target other
dungeons, while others strive to invent and create their own creatures—a covetous aura only aids you. Once you choose to
magic. Listed on the following pages is a sampling of spells gain the benefit of another spell, the covetous aura immediately
culled from across the Inner Sea region, from the arcane to ends. Rumors hold that this unusual spell was invented
the divine, and from the offensive to the defensive. thousands of years ago by Runelord Belimarius, who was
constantly jealous of other spellcasters’ abilities.
ANCESTRAL MEMORY
School divination; Level alchemist 5, cleric/oracle 5, druid 4 DIRGE OF THE VICTORIOUS KNIGHTS
Casting Time 1 standard action School illusion (shadow); Level bard 6
Components V, S Casting Time 1 full round
Range personal Components V, S, F (a medal from a dead Hellknight or a copy
Target you
Duration 1 round/level of a Chelish opera script, either worth at least 100 gp)
When you cast this spell, you open your mind to the vast Range 120 ft.
experiences of your ancestors in the hope of learning Effect 120-ft. line, 10 ft. wide
something pertinent about your current situation. The chance Duration instantaneous
of successfully finding an ancestral memory that is pertinent is Saving Throw Reflex half; Spell Resistance yes
equal to 70% + your caster level. Failure indicates you merely By performing part of the Chelish opera Victory of the
gain a +5 insight bonus on all Intelligence-based skill checks Hellknights, you call forth spectral illusions of mounted
for the duration of the spell. Hellknights to trample your foes under the hooves of their
glorious steeds. The shadowy knights appear in your square and
Success indicates that you not only gain the +5 insight ride forward in the direction you indicate, dealing 1d6 points
bonus on all Intelligence-based skill checks, but that one of of damage per caster level (maximum 20d6) to all creatures in
your ancestors came across a situation or problem similar to their path. Half of this damage is cold damage, while half results
one you are currently facing. In this case, the GM provides you directly from arcane power and is not subject to cold resistance
with some specific information to assist you in overcoming or immunity. The knights cannot pass through force effects or
your problem. barriers that block incorporeal creatures or undead.

For example, a character might encounter a clay golem deep GORUM’S ARMOR
underground, and finds that her magic weapon and spells School transmutation; Level cleric/oracle 1, inquisitor 1, magus 1
seem to be useless against the creature. She successfully casts Casting Time 1 standard action
ancestral memory, and “remembers” the proper type of weapons Components V, S, M (1 iron spike)
and spells that work against such creatures. Range touch
Target 1 suit of metal armor or 1 metal shield
COVETOUS AURA Duration 10 minutes/level
School abjuration; Level bard 5, sorcerer/wizard 5 Saving Throw Fortitude negates (harmless); Spell Resistance
Casting Time 1 standard action
Components V, S yes (harmless)
Range personal The targeted suit of armor or shield sprouts thousands of
Area 25-ft.-radius emanation centered on you tiny iron spikes like porcupine quills. These do not harm the
Duration 1 round/level or until discharged armor’s wearer (though donning or removing armor under the
Saving Throw none; Spell Resistance no effects of this spell takes twice as long), but they act as armor
Anytime a harmless (so noted by a spell’s saving throw spikes or shield spikes (as appropriate). Any creature attacking
description) spell of 3rd level or lower is cast within a covetous the wearer with natural weapons takes 1 point of piercing
aura’s area of effect, you may choose to immediately gain the damage for each attack that hits. At 5th level, the spikes gain a
benefit of that spell as if it had also targeted you. The intended +1 enhancement bonus on attack and damage rolls; this bonus
target still gains the effect of the spell. You gain the benefits increases to +2 at 10th level. At 15th level, the spikes also gain
of this duplicated spell only if the caster is in range of the the anarchic weapon quality.

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HARROWING Opposition Alignments

School divination; Level bard 3, sorcerer/wizard 3, witch 3 Alignment Opposition

Casting Time 10 minutes LG CE

Components V, S, F (a Harrow deck) NG NE

Range touch CG LE

Target one creature LN CN

Duration 1 day/level or until fulfilled N LG, LE, CG, or CE

You use a Harrow deck to tell a fortune for yourself or (pick one when spell is cast)

someone else. If you cast harrowing on another creature, you CN LN

must remain adjacent to the target for the duration of the LE CG

casting time. A harrowing must describe one set of events or NE NG

course of action (for example, “hunting down the pirate king,” CE LG

or “traveling to Viperwall to search for a magic sword”) that

the target of the spell intends to undertake at some point INFERNAL HEALING

during the spell’s duration. School conjuration (healing) [evil]; Level cleric 1, magus 1,

If you have access to a Harrow deck, draw nine cards when sorcerer/wizard 1, summoner 1, witch 1

this spell is cast. If you do not have a Harrow deck, you can Casting Time 1 round

simulate the draws by rolling a d6 and a d10 for each of the Components V, S, M (1 drop of devil blood or 1 dose of

nine cards, as detailed on page 293 of this book. Record the unholy water)

ability score and alignment associated with each card. Each Range touch

of these cards grants a luck bonus or a penalty on a specific Target creature touched

type of d20 check; the magnitude of the penalty or bonus Duration 1 minute

depends upon how closely that particular card’s alignment Saving Throw Will negates (harmless); Spell Resistance yes

matches the target creature’s alignment. If the card and (harmless)

target’s alignments are identical, that card provides a +2 luck You anoint a wounded creature with devil’s blood or unholy water,

14268731 bonus on the associated suit’s check. If the card and target’s giving it fast healing 1. This ability cannot repair damage caused 4065117

alignments are of the opposite alignment (see below), the by silver weapons, good-aligned weapons, or spells or effects with

card inflicts a –1 penalty on that associated check. If the card the good descriptor. The target detects as an evil creature for the

has any other alignment, it provides a +1 luck bonus on the duration of the spell and can sense the evil of the magic, though

associated suit’s check. this has no long-term effect on the target’s alignment.

While penalties persist on all associated checks for as long

as the harrowing persists, the bonuses are one-use bonuses INFERNAL HEALING, GREATER

that the harrowed character can “spend” at any time to modify School conjuration (healing) [evil]; Level cleric 4, magus 4,

that card’s associated check. You can spend a bonus to modify sorcerer/wizard 4, summoner 4, witch 4

an appropriate roll after the die is rolled, but cannot spend As infernal healing, except the target gains fast healing 4 and

the bonus once you know the result of the roll. Since all of the the target detects as an evil cleric.

bonuses granted by a harrowing are luck bonuses, they do not

stack with each other. Penalties, on the other hand, do stack. INTERPLANETARY TELEPORT

Once you spend all of the bonuses granted by a harrowing, or School conjuration (teleportation); Level cleric/oracle 9,

once the spell’s duration ends, the spell ends and the penalties sorcerer/wizard 9, witch 9

are removed. Casting Time 1 standard action

A single creature can only be under the effects of one Components V

harrowing at a time. If it is subjected to a second harrowing Range personal and touch

while a previous harrowing is still in effect, the new harrowing Target you and touched objects or other touched willing creatures

automatically fails. Duration instantaneous

Associated Suit Checks Saving Throw none and Will negates (object); Spell Resistance
no and yes (object)

Suit Associated Check This spell functions as teleport, save that there is truly no range

H ammer (Str) Attack rolls (ranged and melee) limit and you do not need to have seen your destination, though

Key (Dex) Reflex saving throws you must have a solid grasp of which world you wish to travel

Shield (Con) Fortitude saving throws to (“Verces” is an acceptable destination, but “a habitable world

Book (Int) Skill checks near that bright star” is not). If you have a specific location on

Star (Wis) Will saving throws a planet in mind, you arrive there without a chance of failure;

Crown (Cha) Any d20 roll otherwise you arrive at a random location on that world that 295

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14268732 would not immediately be life-threatening. If no such safe Teleport trap wards an area, redirecting all teleportation into or
landing zone exists on the world, the spell simply fails. out of the area to a specific point within the area determined
296 by you at the time of casting. The destination must be an
LOVER’S VENGEANCE open space on a solid surface. The spell’s area overlaps walls
School enchantment (compulsion) [mind-affecting]; Level and other solid and liquid objects (preventing intruders from
bypassing the ward by teleporting into a wall or through
bard 3, cleric/oracle 3, sorcerer/wizard 3, witch 3 similar means). A teleporting creature that is affected by a
Casting Time 1 minute teleport trap can resist the effect with a Will save—if the save
Components V, M (a piece of jewelry worth at least 100 gp) is successful, the creature simply doesn’t teleport at all (but
Range touch the use of the teleport effect is still consumed)—either to the
Target creature touched intended location or the teleport trap’s actual destination. A DC
Duration up to 1 day/level (D) or until discharged 27 Knowledge (arcana) allows such a creature to recognize the
Saving Throw Will negates (harmless); Spell Resistance Yes teleport trap’s presence, but does not reveal the trap’s linked
destination.
(harmless)
You inspire yourself or a lover to a vengeful rage against a At your discretion, the teleport trap can exclude a category
chosen enemy, who must be a creature that has wronged you of creatures, such as an alignment, a type of creature, or
in some way. If cast on you, the next time you are in combat creatures that carry a specific item or know a password
with that enemy, you gain the benefits of a rage spell. If cast on (though this only works if the creature is teleporting out of
a lover, he or she gains the benefits of a rage spell the next time the area, not into it). You select this option and the conditions
the lover is in combat against your enemy. This variant of the at the time you cast the spell. Overly complicated conditions
spell must be cast within 1 hour of an intimate encounter with may cause the spell to fail entirely. Multiple castings of teleport
the target. The rage effect lasts 1 round per level. If the creature trap can be linked to cover a larger area, allowing teleported
that triggers the rage effect is one of your lovers or ex-lovers, creatures to be directed to a single point within the combined
the benefits granted by the rage spell double. This spell counts area of the spells.
as a contingency spell on the target for the purpose of multiple
contingent effects. Worshipers of Calistria are fond of using this Teleport trap can be made permanent at the cost of 7,000
spell, and many keep the effect running whenever possible. gp. A single permanency spell can be used on all teleport traps
that share a linked destination, but the gold piece cost must be
SHIELD OF THE DAWNFLOWER paid for each individual spell.
School evocation [fire, good, light]; Level bard 4, cleric/oracle 4,
The Pathfinders of the Grand Lodge make use of permanent
magus 4, paladin 4, ranger 4 teleport traps in several key locations, trapping would-be
Casting Time 1 standard action intruders in a small wing of jail cells. At least one crypt of the
Components V, S, DF Whispering Tyrant makes use of the spell as well, trapping
Range personal grave robbers in coffin-sized stone cysts, there to die a slow
Target you and agonizing death from thirst and starvation.
Duration 1 round/level
Saving Throw see text; Spell Resistance no UNBREAKABLE HEART
You create a disk of sunlight on one arm. Any creature that School enchantment (compulsion) [mind-affecting]; Level
strikes you with a melee attack deals normal damage, but
also takes 1d6 points of fire damage + 1 point per caster bard 1, cleric/oracle 1, paladin 1, ranger 1, witch 1
level (maximum +15). Creatures with reach weapons are not Casting Time 1 standard action Components V, S
subject to this damage if they attack you. The shield provides Range close (25 ft. + 5 ft./2 levels)
illumination as if it were a continual flame spell. You can only Effect 1 creature
have one instance of this spell in effect at a time. It does not Duration 1 round/level
stack with similar damaging aura spells such as fire shield. Saving Throw Will negates (harmless); Spell Resistance yes

TELEPORT TRAP (harmless)
School abjuration; Level sorcerer/wizard 7 The target creature gains a +4 morale bonus on saving throws
Casting Time 10 minutes against mind-affecting effects that rely on negative emotions
Components V, S, M (powdered lodestone and silver worth (such as crushing despair, rage, or fear effects) or that would
force him to harm an ally (such as confusion). If the target is
100 gp per 40-ft. cube) already under such an effect when receiving this spell, that
Range medium (100 ft. + 10 ft./level) effect is suppressed for the duration of this spell. It does not
Area one 40-ft. cube/level (S) affect mind-affecting effects based on positive emotions (such
Duration 1 day/level as good hope or the inspire courage bard ability). A creature can
Saving Throw Will negates; Spell Resistance yes still be charmed or otherwise magically controlled while under
this spell’s effects, but if such a creature ever receives a new

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saving throw against that effect as a result of being ordered Saving Throw Will negates (see text); Spell Resistance yes

to attempt to harm or otherwise oppose a true ally, he can roll This spell functions exactly as the spell nightmare. In addition

that saving throw twice and take the better result as his actual to the effects of that spell, you can cause a second spell to be

roll. Calm emotions counters and dispels unbreakable heart. delivered when the target wakes at the nightmare’s conclusion.

You must have this second spell prepared, and it must be cast

VERMIN SHAPE I immediately after vision of Lamashtu (effectively adding the

School transmutation (polymorph); Level druid 3, sorcerer/ two spells’ casting times). This second spell “rides along” with

wizard 4, witch 3 the nightmare, affecting the target as soon as it wakes from its

Casting Time 1 standard action fitful sleep. Any spell can be sent along with the nightmare, so

Components V, S, M (a piece of the creature whose form you long as it is of 6th level or lower, affects one target (which is

plan to assume) always the nightmare’s recipient), and does not deal hit point

Range personal damage. The second spell’s range is irrelevant for the purposes

Target you of vision of Lamashtu, and even touch attacks can be delivered

Duration 1 minute/level in this manner (you must still make a successful touch attack

When you cast this spell, you assume the form of any Small or in order to affect the target, though, with the act of touching

Medium creature of the vermin type. If the form you assume occurring within the context of the victim’s nightmare). The

has any of the following abilities, you gain the listed ability: target is allowed to save against the second spell if a save is

climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, allowed. For example, a cleric of Lamashtu could send bestow

darkvision 60 feet, low-light vision, scent, and lunge. You don’t curse along as part of a vision of Lamashtu, but not blade barrier

gain full immunity to mind-affecting effects, but you do gain a (affects an area), destruction (too high level), or inflict moderate

+2 resistance bonus on all saving throws against such effects. wounds (deals hit point damage).

Small vermin: If you take the form of a Small vermin, you gain

a +2 size bonus to your Dexterity and a +2 natural armor bonus. WATERS OF LAMASHTU

Medium vermin: If you take the form of a Medium vermin, School conjuration (creation); Level alchemist 2, cleric 3,

you gain a +2 size bonus to your Strength and a +3 natural druid 3, witch 3

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Components V, S, M (250 gp of powdered amber)

VERMIN SHAPE II Range close (25 ft. + 5 ft./2 levels)

School transmutation (polymorph); Level druid 4, sorcerer/ Effect up to 1 draft of the waters of Lamashtu per 2 levels

wizard 5, witch 4 Duration instantaneous

This spell functions as vermin shape I, except that it also allows Saving Throw Fortitude partial; Spell Resistance no

you to assume the form of a Tiny or Large creature of the This spell generates what appears to be clear, pure water, but

vermin type. If the form you assume has any of the following is in fact a foul secretion known as the waters of Lamashtu.

abilities, you gain the listed ability: burrow 30 feet, climb 60 feet, The liquid functions in all the same ways as unholy water (see

fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 curse water). In addition, any creature that is anointed with

feet, low-light vision, tremorsense 30 feet, scent, blood drain, or drinks this fluid must make a Fortitude save (drinking the

constrict, grab, lunge, poison, pull, trample, and web. You don’t waters of Lamashtu is particularly effective—creatures who

gain full immunity to mind-affecting effects, but you do gain a drink the stuff take a –4 penalty on their save to resist its

+4 bonus on all saving throws against such effects. effects). Success causes the creature to become violently ill,

Tiny vermin: If you take the form of a Tiny vermin, you gain a vomit the fluid, and become sickened for 1d4 rounds. Failure

+4 size bonus to your Dexterity, a –2 penalty to your Strength, indicates the water takes root and drives the victim mad

and a +1 natural armor bonus. (dealing 1d6 points of Intelligence damage) and twists and

Large vermin: If you take the form of a Large vermin, you deforms the body (dealing 1d6 points of Dexterity damage).

gain a +4 size bonus to your Strength, a –2 penalty to your The subject’s Dexterity and Intelligence cannot drop below 1 as

Dexterity, and a +5 natural armor bonus. a result of this effect. Casting this spell creates approximately

2 ounces of the waters of Lamashtu, enough for one draft or

VISION OF LAMASHTU use (if bottled) as a thrown weapon. The fluid can be created

School illusion (phantasm) [mind-affecting, evil]; Level cleric/ and stored indefinitely, though it cannot be created inside a

oracle 7, inquisitor 6, witch 7 creature. Extensive exposure to the waters of Lamashtu (such

Casting Time 10 minutes (see text) as drinking nothing else for months at a time) can have other

Components V, S long-term effects on the target, including the development

Range unlimited of monstrous deformities or even total transformation into

Target one living creature a beast, depending on the GM’s whim (these mutations are

Duration instantaneous rarely, if ever, beneficial to the victim). 297

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Magic Items

Over the ages, countless strange and wonderful DESCRIPTION
magical items have been invented by spellcasters,
Shortly after the Eye of Abendego began, a fanatical splinter-cult

but just as many have been lost to the passage of of Gozreh known as the Storm Kindlers flocked to the region,

time. The magic items presented here represent a sampling convinced the Eye was a manifestation of the Storm Lord

of items associated with the Inner Sea region, from the himself. The upper tier of this group created enchanted masks

relatively minor trinkets to actual artifacts. to aid in the navigation of the often storm-lashed swamps. The

Storm Kindlers, however, were unprepared for the savagery

CHARM OF ALUUM CONTROL and evil that had claimed the Sodden Lands, and they and their

Aura moderate transmutation; home were quickly wiped out. Today, many of these distinctive

CL 20th masks remain, now worn by humanoid chieftains and Koboto

Slot neck; Price 20,000 gp; witch doctors. The masks are often defaced, with the original

Weight — appearance twisted into a monstrous or demonic visage.

DESCRIPTION Their new owners refer to them as goz masks.

This pendant holds a glowing crystal etched A goz mask allows you to see through fog, smoke, and

with faint runes. Created by the pactmasters other obscuring vapors as if they did not exist (this

of Katapesh to manipulate and control their ability functions underwater as well, allowing the

constructs known as aluums, these charms wearer to see through thick silt and other aquatic

are much sought after on the black market. precipitates). Additionally, you are treated as one

Unauthorized possession of a charm of aluum size category larger than you are and gain a +4

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14268734
298 punishable by decades of imprisonment, exile, effects of wind while wearing a goz mask. A goz

or even death. Each charm of aluum control is mask allows its wearer to breathe water for 1 hour

attuned to a single, specific aluum, but the magic per day—these minutes need not be consecutive,

of the charm allows it to function somewhat against but must be expended in minimum increments of 10

other aluums as well. Against its specific minutes each.

attuned aluum, the charm grants you the MASK OF THE CONSTRUCTION
ability to command that construct as if you MANTIS
were using dominate person on a humanoid Requirements Craft Wondrous Item,
control winds, water breathing; Cost

creature. This effect functions against other 4,000 gp

aluums, but non-attuned aluums gain a DC 16 Will save to resist

the effect. If an aluum fails such a save, it becomes attuned to MASK OF THE MANTIS

that charm and the previous aluum becomes unattuned—a Aura faint divination; CL 3rd

single charm of aluum control can only be attuned to one Slot head; Price 6,000 gp; Weight 1 lb.

aluum at a time. For purposes of this effect, ordering an aluum DESCRIPTION

to attack a Pactmaster or someone who appears to be part of A mask of the mantis is the traditional headgear of the

Katapesh’s government or army or to damage any structure Red Mantis assassin. Designed both to mask the wearer’s

in the city of Katapesh counts as an action against the aluum’s identity while on a job and to enhance the wearer’s ferocious

nature and allows the aluum a new saving throw with a +2 bonus appearance, a mask of the mantis has 3 daily charges that can

to resist the charm’s effects. If an aluum escapes this effect, be used to gain additional bonuses. The wearer can spend a

it is no longer attuned and typically attacks the target who charge to gain darkvision to a range of 60 feet, the effects of

attempted to command it. see invisibility, the effects of deathwatch, or a +5 competence

CONSTRUCTION bonus on Perception checks. Once a charge is spent, the effect

Requirements Craft Construct, Craft Wondrous Item, soul granted persists for 30 minutes before fading. Multiple effects

bind; Cost 10,000 gp can be active simultaneously. Charges replenish automatically

in 24 hours.

GOZ MASK CONSTRUCTION

Aura moderate transmutation; CL 8th Requirements Craft Wondrous Item, darkvision, see invisibility,

Slot head; Price 8,000 gp; Weight 1 lb. deathwatch; Cost 3,000 gp

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UNGUENT OF REVIVIFICATION As long as you carry a zoic fetish, you are somewhat

Aura faint necromancy; CL 3rd protected against attacks from animals, gaining a +1 insight

Slot none; Price 300 gp; Weight 1 lb. bonus to AC against all animals. In addition, possession of a

DESCRIPTION zoic fetish grants a +4 insight bonus on wild empathy checks.

This foul-smelling gray paste is typically stored in a bone Finally, once per day, you can present a zoic fetish to an animal

container. When smeared upon a corpse, it preserves that of the same classification as the fetish (mammal, bird, reptile,

corpse’s state of decay for 5 days, as if via the gentle repose amphibian, or fish) to use dominate animal on that creature.

spell. If smeared upon a corporeal undead creature, it restores CONSTRUCTION

that creature’s living appearance for 5 days—this has no effect Requirements Craft Wondrous Item, dominate animal, hide

on the creature’s abilities, but does grant it a +10 circumstance from animals; Cost 3,750 gp

bonus on Disguise checks to appear as a living creature and ARTIFACTS
imparts a –5 penalty on Knowledge (religion) checks to identify

what type of undead creature it is. Unguent of revivification Not all of the magic items found in the Inner Sea region

is particularly popular in Geb, where many of that nation’s are of the mundane variety that any spellcaster

movers and shakers view it as a vanity item to mask the with the proper prerequisites can create.

hideous truths of their undead flesh. Some are powerful indeed, either requiring

CONSTRUCTION specific and hidden formulae and recipes

Requirements Craft Wondrous Item, gentle repose; for creation, or even being beyond the

Cost 150 gp capability of most mortal spellcasters

to build. While not all of these

WAYFINDER artifacts are hideously powerful, they

Aura faint evocation; CL 5th all have magical effects that operate on

Slot none; Price 500 gp; Weight 1 lb. a different level than typical magic items.

DESCRIPTION Listed below are numerous minor and major

A small magical device patterned off artifacts that have had (or continue to have) a

14268735 ancient Azlanti relics, a wayfinder is a significant impact on the Inner Sea region. 4065121

compact compass typically made from

silver and bearing gold accents. A badge BLACKAXE (MAJOR ARTIFACT)

of office for agents of the Pathfinder Aura strong conjuration; CL 20th

Society, a wayfinder is as much a handy Slot none; Weight 50 lbs.

tool as a status symbol. With a command WAYFINDER DESCRIPTION

word, you can cause a wayfinder to Treerazer’s favored weapon is Blackaxe,

shine (as the light spell). A wayfinder also a Huge +5 plant bane greataxe carved

acts as a nonmagical (magnetic) compass, granting you a +2 from obsidian but as strong as adamantine—this weapon is

circumstance bonus on Survival checks to avoid becoming considered epic and can penetrate epic damage reduction.

lost. All wayfinders include a small indentation designed to Virulent acid constantly seeps from Blackaxe’s blade,

hold a single ioun stone. An ioun stone slotted in this manner dealing +1d6 points of acid damage on a successful hit. On

grants you its normal benefits as if it were orbiting your head; a successful critical hit, Blackaxe deals an additional +2d10

some ioun stones can grant additional powers once they are points of acid damage. Once per minute, the weapon’s wielder

fitted into a wayfinder, at the GM’s discretion. can use heal on himself by striking a living and nonmagical

CONSTRUCTION tree with Blackaxe—this act causes the tree to wither to ash

Requirements Craft Wondrous Item, light; Cost 250 gp in a heartbeat. Treerazer can call Blackaxe to his hand as

a free action, despite any intervening distance, as long as

ZOIC FETISH Blackaxe is not kept in an area that prevents teleportation

Aura faint enchantment (compulsion); CL 5th effects from occurring. The nascent demon lord often loans

Slot none; Price 7,500 gp; Weight — Blackaxe to favored minions, and uses this ability to reclaim his

DESCRIPTION weapon should he become aware that the wielder has failed

Originally invented by shamans of the Kellid tribes of the in a mission. While Blackaxe is wielded by another creature,

Realms of the Mammoth Lords, zoic fetishes have spread Treerazer always knows that creature’s location and status (as

throughout the Inner Sea region and are much sought after in via the status and discern location spells), and by concentrating

any area where dangerous animals dwell. Each zoic fetish looks can observe the world around the wielder as if using that

different, but is essentially a small fetish made from branches, wielder’s senses. While in this state, Treerazer may use any of

grass, twine, and bone crafted into one of several shapes—a his spell-like abilities through the link, treating Blackaxe as if

mammal, a bird, a reptile, an amphibian, or a fish. it were the source of the spell-like ability. Each time Treerazer 299

paizo.com, Robert Stimmel <[email protected]>, May 4, 2021
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