<!--{{{-->
<link rel='alternate' type='application/rss+xml' title='RSS' href='index.xml' />
<!--}}}-->
Background: #fff
Foreground: #000
PrimaryPale: #8cf
PrimaryLight: #18f
PrimaryMid: #04b
PrimaryDark: #014
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88
/*{{{*/
body {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}

a {color:[[ColorPalette::PrimaryMid]];}
a:hover {background-color:[[ColorPalette::PrimaryMid]]; color:[[ColorPalette::Background]];}
a img {border:0;}

h1,h2,h3,h4,h5,h6 {color:[[ColorPalette::SecondaryDark]]; background:transparent;}
h1 {border-bottom:2px solid [[ColorPalette::TertiaryLight]];}
h2,h3 {border-bottom:1px solid [[ColorPalette::TertiaryLight]];}

.button {color:[[ColorPalette::PrimaryDark]]; border:1px solid [[ColorPalette::Background]];}
.button:hover {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::SecondaryLight]]; border-color:[[ColorPalette::SecondaryMid]];}
.button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::SecondaryDark]];}

.header {background:[[ColorPalette::PrimaryMid]];}
.headerShadow {color:[[ColorPalette::Foreground]];}
.headerShadow a {font-weight:normal; color:[[ColorPalette::Foreground]];}
.headerForeground {color:[[ColorPalette::Background]];}
.headerForeground a {font-weight:normal; color:[[ColorPalette::PrimaryPale]];}

.tabSelected{color:[[ColorPalette::PrimaryDark]];
	background:[[ColorPalette::TertiaryPale]];
	border-left:1px solid [[ColorPalette::TertiaryLight]];
	border-top:1px solid [[ColorPalette::TertiaryLight]];
	border-right:1px solid [[ColorPalette::TertiaryLight]];
}
.tabUnselected {color:[[ColorPalette::Background]]; background:[[ColorPalette::TertiaryMid]];}
.tabContents {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::TertiaryPale]]; border:1px solid [[ColorPalette::TertiaryLight]];}
.tabContents .button {border:0;}

#sidebar {}
#sidebarOptions input {border:1px solid [[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel {background:[[ColorPalette::PrimaryPale]];}
#sidebarOptions .sliderPanel a {border:none;color:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:hover {color:[[ColorPalette::Background]]; background:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:active {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::Background]];}

.wizard {background:[[ColorPalette::PrimaryPale]]; border:1px solid [[ColorPalette::PrimaryMid]];}
.wizard h1 {color:[[ColorPalette::PrimaryDark]]; border:none;}
.wizard h2 {color:[[ColorPalette::Foreground]]; border:none;}
.wizardStep {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];
	border:1px solid [[ColorPalette::PrimaryMid]];}
.wizardStep.wizardStepDone {background:[[ColorPalette::TertiaryLight]];}
.wizardFooter {background:[[ColorPalette::PrimaryPale]];}
.wizardFooter .status {background:[[ColorPalette::PrimaryDark]]; color:[[ColorPalette::Background]];}
.wizard .button {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryLight]]; border: 1px solid;
	border-color:[[ColorPalette::SecondaryPale]] [[ColorPalette::SecondaryDark]] [[ColorPalette::SecondaryDark]] [[ColorPalette::SecondaryPale]];}
.wizard .button:hover {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Background]];}
.wizard .button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::Foreground]]; border: 1px solid;
	border-color:[[ColorPalette::PrimaryDark]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryDark]];}

.wizard .notChanged {background:transparent;}
.wizard .changedLocally {background:#80ff80;}
.wizard .changedServer {background:#8080ff;}
.wizard .changedBoth {background:#ff8080;}
.wizard .notFound {background:#ffff80;}
.wizard .putToServer {background:#ff80ff;}
.wizard .gotFromServer {background:#80ffff;}

#messageArea {border:1px solid [[ColorPalette::SecondaryMid]]; background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]];}
#messageArea .button {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::SecondaryPale]]; border:none;}

.popupTiddler {background:[[ColorPalette::TertiaryPale]]; border:2px solid [[ColorPalette::TertiaryMid]];}

.popup {background:[[ColorPalette::TertiaryPale]]; color:[[ColorPalette::TertiaryDark]]; border-left:1px solid [[ColorPalette::TertiaryMid]]; border-top:1px solid [[ColorPalette::TertiaryMid]]; border-right:2px solid [[ColorPalette::TertiaryDark]]; border-bottom:2px solid [[ColorPalette::TertiaryDark]];}
.popup hr {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::PrimaryDark]]; border-bottom:1px;}
.popup li.disabled {color:[[ColorPalette::TertiaryMid]];}
.popup li a, .popup li a:visited {color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:active {background:[[ColorPalette::SecondaryPale]]; color:[[ColorPalette::Foreground]]; border: none;}
.popupHighlight {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
.listBreak div {border-bottom:1px solid [[ColorPalette::TertiaryDark]];}

.tiddler .defaultCommand {font-weight:bold;}

.shadow .title {color:[[ColorPalette::TertiaryDark]];}

.title {color:[[ColorPalette::SecondaryDark]];}
.subtitle {color:[[ColorPalette::TertiaryDark]];}

.toolbar {color:[[ColorPalette::PrimaryMid]];}
.toolbar a {color:[[ColorPalette::TertiaryLight]];}
.selected .toolbar a {color:[[ColorPalette::TertiaryMid]];}
.selected .toolbar a:hover {color:[[ColorPalette::Foreground]];}

.tagging, .tagged {border:1px solid [[ColorPalette::TertiaryPale]]; background-color:[[ColorPalette::TertiaryPale]];}
.selected .tagging, .selected .tagged {background-color:[[ColorPalette::TertiaryLight]]; border:1px solid [[ColorPalette::TertiaryMid]];}
.tagging .listTitle, .tagged .listTitle {color:[[ColorPalette::PrimaryDark]];}
.tagging .button, .tagged .button {border:none;}

.footer {color:[[ColorPalette::TertiaryLight]];}
.selected .footer {color:[[ColorPalette::TertiaryMid]];}

.sparkline {background:[[ColorPalette::PrimaryPale]]; border:0;}
.sparktick {background:[[ColorPalette::PrimaryDark]];}

.error, .errorButton {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Error]];}
.warning {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryPale]];}
.lowlight {background:[[ColorPalette::TertiaryLight]];}

.zoomer {background:none; color:[[ColorPalette::TertiaryMid]]; border:3px solid [[ColorPalette::TertiaryMid]];}

.imageLink, #displayArea .imageLink {background:transparent;}

.annotation {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border:2px solid [[ColorPalette::SecondaryMid]];}

.viewer .listTitle {list-style-type:none; margin-left:-2em;}
.viewer .button {border:1px solid [[ColorPalette::SecondaryMid]];}
.viewer blockquote {border-left:3px solid [[ColorPalette::TertiaryDark]];}

.viewer table, table.twtable {border:2px solid [[ColorPalette::TertiaryDark]];}
.viewer th, .viewer thead td, .twtable th, .twtable thead td {background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::Background]];}
.viewer td, .viewer tr, .twtable td, .twtable tr {border:1px solid [[ColorPalette::TertiaryDark]];}

.viewer pre {border:1px solid [[ColorPalette::SecondaryLight]]; background:[[ColorPalette::SecondaryPale]];}
.viewer code {color:[[ColorPalette::SecondaryDark]];}
.viewer hr {border:0; border-top:dashed 1px [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::TertiaryDark]];}

.highlight, .marked {background:[[ColorPalette::SecondaryLight]];}

.editor input {border:1px solid [[ColorPalette::PrimaryMid]];}
.editor textarea {border:1px solid [[ColorPalette::PrimaryMid]]; width:100%;}
.editorFooter {color:[[ColorPalette::TertiaryMid]];}
.readOnly {background:[[ColorPalette::TertiaryPale]];}

#backstageArea {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::TertiaryMid]];}
#backstageArea a {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstageArea a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; }
#backstageArea a.backstageSelTab {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
#backstageButton a {background:none; color:[[ColorPalette::Background]]; border:none;}
#backstageButton a:hover {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstagePanel {background:[[ColorPalette::Background]]; border-color: [[ColorPalette::Background]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]];}
.backstagePanelFooter .button {border:none; color:[[ColorPalette::Background]];}
.backstagePanelFooter .button:hover {color:[[ColorPalette::Foreground]];}
#backstageCloak {background:[[ColorPalette::Foreground]]; opacity:0.6; filter:'alpha(opacity=60)';}
/*}}}*/
/*{{{*/
* html .tiddler {height:1%;}

body {font-size:.75em; font-family:arial,helvetica; margin:0; padding:0;}

h1,h2,h3,h4,h5,h6 {font-weight:bold; text-decoration:none;}
h1,h2,h3 {padding-bottom:1px; margin-top:1.2em;margin-bottom:0.3em;}
h4,h5,h6 {margin-top:1em;}
h1 {font-size:1.35em;}
h2 {font-size:1.25em;}
h3 {font-size:1.1em;}
h4 {font-size:1em;}
h5 {font-size:.9em;}

hr {height:1px;}

a {text-decoration:none;}

dt {font-weight:bold;}

ol {list-style-type:decimal;}
ol ol {list-style-type:lower-alpha;}
ol ol ol {list-style-type:lower-roman;}
ol ol ol ol {list-style-type:decimal;}
ol ol ol ol ol {list-style-type:lower-alpha;}
ol ol ol ol ol ol {list-style-type:lower-roman;}
ol ol ol ol ol ol ol {list-style-type:decimal;}

.txtOptionInput {width:11em;}

#contentWrapper .chkOptionInput {border:0;}

.externalLink {text-decoration:underline;}

.indent {margin-left:3em;}
.outdent {margin-left:3em; text-indent:-3em;}
code.escaped {white-space:nowrap;}

.tiddlyLinkExisting {font-weight:bold;}
.tiddlyLinkNonExisting {font-style:italic;}

/* the 'a' is required for IE, otherwise it renders the whole tiddler in bold */
a.tiddlyLinkNonExisting.shadow {font-weight:bold;}

#mainMenu .tiddlyLinkExisting,
	#mainMenu .tiddlyLinkNonExisting,
	#sidebarTabs .tiddlyLinkNonExisting {font-weight:normal; font-style:normal;}
#sidebarTabs .tiddlyLinkExisting {font-weight:bold; font-style:normal;}

.header {position:relative;}
.header a:hover {background:transparent;}
.headerShadow {position:relative; padding:4.5em 0 1em 1em; left:-1px; top:-1px;}
.headerForeground {position:absolute; padding:4.5em 0 1em 1em; left:0px; top:0px;}

.siteTitle {font-size:3em;}
.siteSubtitle {font-size:1.2em;}

#mainMenu {position:absolute; left:0; width:10em; text-align:right; line-height:1.6em; padding:1.5em 0.5em 0.5em 0.5em; font-size:1.1em;}

#sidebar {position:absolute; right:3px; width:16em; font-size:.9em;}
#sidebarOptions {padding-top:0.3em;}
#sidebarOptions a {margin:0 0.2em; padding:0.2em 0.3em; display:block;}
#sidebarOptions input {margin:0.4em 0.5em;}
#sidebarOptions .sliderPanel {margin-left:1em; padding:0.5em; font-size:.85em;}
#sidebarOptions .sliderPanel a {font-weight:bold; display:inline; padding:0;}
#sidebarOptions .sliderPanel input {margin:0 0 0.3em 0;}
#sidebarTabs .tabContents {width:15em; overflow:hidden;}

.wizard {padding:0.1em 1em 0 2em;}
.wizard h1 {font-size:2em; font-weight:bold; background:none; padding:0; margin:0.4em 0 0.2em;}
.wizard h2 {font-size:1.2em; font-weight:bold; background:none; padding:0; margin:0.4em 0 0.2em;}
.wizardStep {padding:1em 1em 1em 1em;}
.wizard .button {margin:0.5em 0 0; font-size:1.2em;}
.wizardFooter {padding:0.8em 0.4em 0.8em 0;}
.wizardFooter .status {padding:0 0.4em; margin-left:1em;}
.wizard .button {padding:0.1em 0.2em;}

#messageArea {position:fixed; top:2em; right:0; margin:0.5em; padding:0.5em; z-index:2000; _position:absolute;}
.messageToolbar {display:block; text-align:right; padding:0.2em;}
#messageArea a {text-decoration:underline;}

.tiddlerPopupButton {padding:0.2em;}
.popupTiddler {position: absolute; z-index:300; padding:1em; margin:0;}

.popup {position:absolute; z-index:300; font-size:.9em; padding:0; list-style:none; margin:0;}
.popup .popupMessage {padding:0.4em;}
.popup hr {display:block; height:1px; width:auto; padding:0; margin:0.2em 0;}
.popup li.disabled {padding:0.4em;}
.popup li a {display:block; padding:0.4em; font-weight:normal; cursor:pointer;}
.listBreak {font-size:1px; line-height:1px;}
.listBreak div {margin:2px 0;}

.tabset {padding:1em 0 0 0.5em;}
.tab {margin:0 0 0 0.25em; padding:2px;}
.tabContents {padding:0.5em;}
.tabContents ul, .tabContents ol {margin:0; padding:0;}
.txtMainTab .tabContents li {list-style:none;}
.tabContents li.listLink { margin-left:.75em;}

#contentWrapper {display:block;}
#splashScreen {display:none;}

#displayArea {margin:1em 17em 0 14em;}

.toolbar {text-align:right; font-size:.9em;}

.tiddler {padding:1em 1em 0;}

.missing .viewer,.missing .title {font-style:italic;}

.title {font-size:1.6em; font-weight:bold;}

.missing .subtitle {display:none;}
.subtitle {font-size:1.1em;}

.tiddler .button {padding:0.2em 0.4em;}

.tagging {margin:0.5em 0.5em 0.5em 0; float:left; display:none;}
.isTag .tagging {display:block;}
.tagged {margin:0.5em; float:right;}
.tagging, .tagged {font-size:0.9em; padding:0.25em;}
.tagging ul, .tagged ul {list-style:none; margin:0.25em; padding:0;}
.tagClear {clear:both;}

.footer {font-size:.9em;}
.footer li {display:inline;}

.annotation {padding:0.5em; margin:0.5em;}

* html .viewer pre {width:99%; padding:0 0 1em 0;}
.viewer {line-height:1.4em; padding-top:0.5em;}
.viewer .button {margin:0 0.25em; padding:0 0.25em;}
.viewer blockquote {line-height:1.5em; padding-left:0.8em;margin-left:2.5em;}
.viewer ul, .viewer ol {margin-left:0.5em; padding-left:1.5em;}

.viewer table, table.twtable {border-collapse:collapse; margin:0.8em 1.0em;}
.viewer th, .viewer td, .viewer tr,.viewer caption,.twtable th, .twtable td, .twtable tr,.twtable caption {padding:3px;}
table.listView {font-size:0.85em; margin:0.8em 1.0em;}
table.listView th, table.listView td, table.listView tr {padding:0px 3px 0px 3px;}

.viewer pre {padding:0.5em; margin-left:0.5em; font-size:1.2em; line-height:1.4em; overflow:auto;}
.viewer code {font-size:1.2em; line-height:1.4em;}

.editor {font-size:1.1em;}
.editor input, .editor textarea {display:block; width:100%; font:inherit;}
.editorFooter {padding:0.25em 0; font-size:.9em;}
.editorFooter .button {padding-top:0px; padding-bottom:0px;}

.fieldsetFix {border:0; padding:0; margin:1px 0px;}

.sparkline {line-height:1em;}
.sparktick {outline:0;}

.zoomer {font-size:1.1em; position:absolute; overflow:hidden;}
.zoomer div {padding:1em;}

* html #backstage {width:99%;}
* html #backstageArea {width:99%;}
#backstageArea {display:none; position:relative; overflow: hidden; z-index:150; padding:0.3em 0.5em;}
#backstageToolbar {position:relative;}
#backstageArea a {font-weight:bold; margin-left:0.5em; padding:0.3em 0.5em;}
#backstageButton {display:none; position:absolute; z-index:175; top:0; right:0;}
#backstageButton a {padding:0.1em 0.4em; margin:0.1em;}
#backstage {position:relative; width:100%; z-index:50;}
#backstagePanel {display:none; z-index:100; position:absolute; width:90%; margin-left:3em; padding:1em;}
.backstagePanelFooter {padding-top:0.2em; float:right;}
.backstagePanelFooter a {padding:0.2em 0.4em;}
#backstageCloak {display:none; z-index:20; position:absolute; width:100%; height:100px;}

.whenBackstage {display:none;}
.backstageVisible .whenBackstage {display:block;}
/*}}}*/
/***
StyleSheet for use when a translation requires any css style changes.
This StyleSheet can be used directly by languages such as Chinese, Japanese and Korean which need larger font sizes.
***/
/*{{{*/
body {font-size:0.8em;}
#sidebarOptions {font-size:1.05em;}
#sidebarOptions a {font-style:normal;}
#sidebarOptions .sliderPanel {font-size:0.95em;}
.subtitle {font-size:0.8em;}
.viewer table.listView {font-size:0.95em;}
/*}}}*/
/*{{{*/
@media print {
#mainMenu, #sidebar, #messageArea, .toolbar, #backstageButton, #backstageArea {display: none !important;}
#displayArea {margin: 1em 1em 0em;}
noscript {display:none;} /* Fixes a feature in Firefox 1.5.0.2 where print preview displays the noscript content */
}
/*}}}*/
<!--{{{-->
<div class='header' macro='gradient vert [[ColorPalette::PrimaryLight]] [[ColorPalette::PrimaryMid]]'>
<div class='headerShadow'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
<div class='headerForeground'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
</div>
<div id='mainMenu' refresh='content' tiddler='MainMenu'></div>
<div id='sidebar'>
<div id='sidebarOptions' refresh='content' tiddler='SideBarOptions'></div>
<div id='sidebarTabs' refresh='content' force='true' tiddler='SideBarTabs'></div>
</div>
<div id='displayArea'>
<div id='messageArea'></div>
<div id='tiddlerDisplay'></div>
</div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar [[ToolbarCommands::ViewToolbar]]'></div>
<div class='title' macro='view title'></div>
<div class='subtitle'><span macro='view modifier link'></span>, <span macro='view modified date'></span> (<span macro='message views.wikified.createdPrompt'></span> <span macro='view created date'></span>)</div>
<div class='tagging' macro='tagging'></div>
<div class='tagged' macro='tags'></div>
<div class='viewer' macro='view text wikified'></div>
<div class='tagClear'></div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar [[ToolbarCommands::EditToolbar]]'></div>
<div class='title' macro='view title'></div>
<div class='editor' macro='edit title'></div>
<div macro='annotations'></div>
<div class='editor' macro='edit text'></div>
<div class='editor' macro='edit tags'></div><div class='editorFooter'><span macro='message views.editor.tagPrompt'></span><span macro='tagChooser excludeLists'></span></div>
<!--}}}-->
To get started with this blank [[TiddlyWiki]], you'll need to modify the following tiddlers:
* [[SiteTitle]] & [[SiteSubtitle]]: The title and subtitle of the site, as shown above (after saving, they will also appear in the browser title bar)
* [[MainMenu]]: The menu (usually on the left)
* [[DefaultTiddlers]]: Contains the names of the tiddlers that you want to appear when the TiddlyWiki is opened
You'll also need to enter your username for signing your edits: <<option txtUserName>>
These [[InterfaceOptions]] for customising [[TiddlyWiki]] are saved in your browser

Your username for signing your edits. Write it as a [[WikiWord]] (eg [[JoeBloggs]])

<<option txtUserName>>
<<option chkSaveBackups>> [[SaveBackups]]
<<option chkAutoSave>> [[AutoSave]]
<<option chkRegExpSearch>> [[RegExpSearch]]
<<option chkCaseSensitiveSearch>> [[CaseSensitiveSearch]]
<<option chkAnimate>> [[EnableAnimations]]

----
Also see [[AdvancedOptions]]
<<importTiddlers>>
!!1st-Level Astral Construct
N Small construct
''Init'' +2; ''Senses'' darkvision 60 ft., low-light vision, ''Perception'' -
!!Defense
''AC'' 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
''HP'' 15 (1d10+10)
''Fort'' +0, ''Ref'' +2, ''Will'' +0
Construct traits
!!Offense
''Speed'' 30 ft.
''Melee'' Slam +4 melee (1d4+3)
''Space'' 5 ft.; ''Reach'' 5 ft.
!!Statistics
''Str'' 15, ''Dex'' 15, ''Con'' —, ''Int'' —, ''Wis'' 11, ''Cha'' 10
''BAB'' +1, ''CMB'' +2; ''CMD'' 14
''Feats'' -
''Skills'' -
!!Special Abilities
*One ability from Menu A
*Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
!!2nd-Level Astral Construct
N Medium construct
''Init'' +2; ''Senses'' darkvision 60 ft., low-light vision, ''Perception'' -
!!Defense
''AC'' 18, touch 13, flat-footed 16 (+2 Dex, +6 natural)
''HP'' 15 (1d10+10)
''Fort'' +0, ''Ref'' +2, ''Will'' +0
Construct traits
!!Offense
''Speed'' 40 ft.
''Melee'' Slam +5 melee (1d6+4)
''Space'' 5 ft.; ''Reach'' 5 ft.
!!Statistics
''Str'' 17, ''Dex'' 15, ''Con'' —, ''Int'' —, ''Wis'' 11, ''Cha'' 10
''BAB'' +2, ''CMB'' +5; ''CMD'' 17
''Feats'' -
''Skills'' -
!!Special Abilities
*One ability from Menu A
*Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
''Advanced Player's Guide:'' Oracle base class, spark
''Advanced Race Guide:'' Ifrit, efreeti magic, fire insight, wildfire heart
''Inner Sea Monster Codex:'' powerless prophecy curse
''Inner Sea World Guide:'' Noble Scion, unbreakable heart
''Ultimate Magic:'' Dark Tapestry mystery
*''Acrobatics'' +1 //(untrained)//
**-3 Armor Check Penalty
**+4 circumstance //(Explorer, Once Per Adventure)//
*''Bluff'' +4 //(untrained)//
**+2 vs. nobility on the Isle of Kortos //(Lord Avid's Recommendation)//
**+2 vs. wayangs //(Wayang Body Modification)//
**+2 competence to lie vs. one creature //(Duplicitous Charm, One Adventure)//
**+5 vs. someone from Galt //(Revolutionary Bluster, ~One-Time Use)//
*''Climb'' +0 //(untrained)//
**-3 Armor Check Penalty
**+4 circumstance //(Explorer, Once Per Adventure)//
*''Diplomacy'' +10
**+2 vs. dwarves //(Five Kings Negotiator)//
**+2 vs. lycanthropes //(Prince of Wolves)//
**+2 vs. nobility on the Isle of Kortos //(Lord Avid's Recommendation)//
**+2 vs. wayangs //(Wayang Body Modification)//
**+2 to request favors from or improve the attitude of one creature //(Duplicitous Charm, One Adventure)//
**+5 vs. a native of Tian Xia //(Dragon Empires Expert, ~One-Time Use)//
**+5 vs. someone from Galt //(Revolutionary Bluster, ~One-Time Use)//
*''Intimidate'' +4 //(untrained)//
**+2 vs. lycanthropes //(Prince of Wolves)//
**+2 vs. nobility on the Isle of Kortos //(Lord Avid's Recommendation)//
**+2 vs. wayangs //(Wayang Body Modification)//
*''Knowledge (arcana)'' +8
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
*''Knowledge (planes)'' +8
**+1 vs. demons //(Demonic Scholar)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
*''Knowledge'' //(untrained)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**(Local)+2 about Aspis and make the check untrained. //(Inside Knowledge)//
**(Geography, History, Local, Nobility) +5 about Tian Xia or its citizens //(Dragon Empires Expert, ~One-Time Use)//
*''Perception'' +6
*''Profession (scribe)'' +5
*''Sense Motive'' //(untrained)//
**+5 vs. a native of Tian Xia //(Dragon Empires Expert, ~One-Time Use)//
*''Spellcraft'' +8
*''Stealth'' +7
**-3 Armor Check Penalty
*''Survival'' //(untrained)//
**+2 circumstance //(Explorer, Once Per Adventure)//
*''Swim'' //(untrained)//
**-3 Armor Check Penalty
**+4 circumstance //(Explorer, Once Per Adventure)//
!Experiment 325
Female ifrit dark tapestry oracle 3
N Medium outsider (native)
''Init'' +14; ''Senses'' darkvision 60 ft., Perception +6

!Defenses
''AC'' 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
''hp'' 24 (3d8+6)
''Fort'' +3, ''Ref'' +2, ''Will'' +2
''Defensive Abilities'' uncanny dodge

!Offense
''Speed'' 30 ft.
''Melee'' mwk morningstar +3 (1d8)
''Ranged'' dagger +3 (1d4/19-20)
''Special Attacks'' gift of madness (7/day, DC 15)
''~Spell-Like Abilities'' (CL 3, concentration +7)
*1/day - [[Enlarge Person]] or [[Reduce Person]]
''Spells'' (CL 3, concentration +7)
*1at level (6/day) - [[Cure Light Wounds]], [[Entropic Shield]], [[Liberating Command]], [[Remove Fear]], [[Unbreakable Heart]]
*0 level (at-will) - [[Create Water]], [[Detect Magic]], [[Guidance]], [[Read Magic]], [[Spark]]


!Statistics
''Str'' 10, ''Dex'' 12, ''Con'' 14, ''Int'' 14, ''Wis'' 8, ''Cha'' 18
''Base Atk'' +2; ''CMB'' +2; ''CMD'' 13
''Feats'' [[Improved Initiative]], [[Noble Scion of War|Noble Scion]]
''Traits'' [[Observant]], [[Reactionary]]
''Skills'' Diplomacy +10, Knowledge (arcana) +8, Knowledge (planes) +8, Perception +6, Profession (scribe) +5, Spellcraft +8, Stealth +7
''Languages'' Common, Elven, Ignan, Terran
''SQ'' oracle's curse (powerless prophecy)
''Combat Gear'' alchemist fire x3, //scroll of [[Magic Weapon]]//, //wand of [[Cure Light Wounds]]//
''Other Gear'' dagger x3, mwk breastplate, mwk light wooden shield, mwk morningstar

!Special Abilities
*''Cloak of Darkness (Su)''
**You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
*''Efreeti Magic''
**Some ifrits inherit an efreeti ancestor's ability to magically change a creature's size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit's level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
*''Fire Insight''
**Ifrit spellcasters sometimes find that their elemental heritage makes creatures of fire more willing to serve them. Summon monster and summon nature's ally spells that the ifrit casts last 2 rounds longer than normal when used to summon creatures with the fire subtype. This racial trait replaces fire affinity.
*''Gift of Madness (Su)''
**You tap into the unthinkable void between the stars and cause a single living creature within 30 feet to become confused for 1 round. A successful Will save negates the effect. This is a mind-affecting compulsion effect. At 7th level, the confusion lasts for a number of rounds equal to your oracle level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
*''Powerless Prophecy (Ex)''
**You are forewarned of danger but can't act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can't take any actions in a surprise round, including free actions, except for flash of insight. In the absence of a surprise round, you are staggered for the entire first round of combat.
**At 5th level, you gain a +4 insight bonus on initiative checks.
**At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue level.
**At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack.
*''Uncanny Dodge (Ex)''
**A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
*''Wildfire Heart''
**Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.

!Faction Cards
*Season 7 Grand Lodge
**Rewards - 2 goals
***''EXPLORER'' (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.
***NEMESIS (4+ goals): Once per adventure, you gain a +2 bonus on your next attack against that agent, and if you hit, you deal additional damage equal to the number of goals you have completed. Alternatively, you impose a –1 penalty on the agent’s next saving throw against a spell you cast; the penalty increases to –2 if you have completed seven or more goals.
***EXPEDITION COORDINATOR (7+ goals) (0/3 boxes checked): You can forego your Day Job check to organize an expedition to a site you recently visited and discover things you missed before. You can check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have otherwise failed. If you do so, all other ~PCs at the table also succeed at the secondary success condition.
**Goals
***(1/8) - Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal. //(Mordent Spire)//
***(1/3) - Forgo your Downtime check to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.
***(0/1) - Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
***(0/1) - Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
***(0/1) - Disrupt or sabotage a significant Aspis Consortium operation, such as by ruining an alliance, damaging its reputation in a large city, or preventing them from recovering an artifact.
***(0/1) - Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your character level.
***(0/1) - Save a venture-captain, one of the Pathfinder Society’s three masters, or a similarly high-ranking figure in the Society from harm. The NPC must be at actual risk of death unless you intercede—often denoted by a current hit point total or other conditions—and he must survive the encounter.
***--(5/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.--
*Season 9 Grand Lodge
**Rewards - 2 goals
***''PREPARED AGENT'' (2+ goals): You are more prepared for missions than most Pathfinders. When you attempt a Knowledge check as a part of an adventure’s mission briefing, treat all Knowledge skills as trained. Once per adventure, you can add a bonus equal to half the number of goals you have completed to one Knowledge check or Diplomacy check to gather information.
***GUIDING COMPASS (4+ goals): Your wayfinder guides you to safety in all circumstances. If you fail a saving throw against an effect that allows additional saving throws to mitigate the effect (for example, dominate person or glitterdust), you gain a bonus on subsequent saves against such effects equal to 1 for every three goals you have completed.
***EXPEDITION COORDINATOR (7+ goals) (0/3 boxes checked): You can forgo your Downtime to organize an expedition to a site you recently visited and discover things you missed before. Check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have failed. If you do so, all other ~PCs at the table also succeed at the secondary success condition.
**Goals
***(0/8) - Adventure in a nation other than Absalom. You can receive credit for visiting a particular nation only once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.
***(0/2) - Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.
***(0/1) - Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt nor contribute to this goal.
***(0/1) - Convince an NPC to work as a Pathfinder Society contact, or convince a disaffected agent to work with the Society again. This requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.
***(0/2) - Participate in an adventure that features Grandmaster Torch, Pasha Muhlia al-Jakri, or Thurl. Faction missions do not fulfill this goal.
***--(2/2) - Successfully complete a scenario in Season 4 of the Pathfinder Adventure Card Guild: Season of Factions’ Favor.--
***--(1/1) - Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by mounting a rescue, recovering an important object, or defending that group’s resources and reputation.--
***(0/3 & 0/2) - Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

!Boons
*''Attuned to the Citysong''
**Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
*''Banish the Hag''
**Gyronna’s influence over Rosehaven is no more, emboldening you against hags and their tricks. Before attempting a saving throw against a curse or a witch’s hex, you can cross this boon off your Chronicle sheet to gain a +4 bonus on the save. Alternatively, cross this boon off your Chronicle sheet when you’re targeted by a spell or effect that would remove a curse; the caster gains a +4 bonus on the caster level check to remove that curse.
*''Confirmed Field Agent''
**Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. --Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).--
*''Demonic Scholar''
**You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.
*''Desperate Bargain''
**Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the //confusion// spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
*''Distrust of Witches''
**Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
*''Dragon Empires Expert''
**Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
*''Draw from the Deck''
**You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). When you use this boon, cross it off your Chronicle sheet.
*''Duplicitous Charm''
**As a confidence artist, you are adept at earning the trust of others and bending them to your needs. Choose a creature. Until the end of the scenario you gain a +2 competence bonus on Bluff checks to lie to the creature and Diplomacy checks to improve the creature’s attitude or request favors from it. When this boon is used, cross it off your Chronicle sheet.
*''Explore, Report, Cooperate''
**You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
*''Faithless''
**Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
*''Friend of Janira Gavix''
**The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
*''Fugitive from Numeria''
**You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
*''Grace of Minatan Heroes''
**You’ve earned the attention of powerful Minatan spirits, who now watch over your travels. As a standard action, you may cross this boon off your Chronicle sheet to gain the effects of //greater magic fang// or //greater magic weapon// (CL = your total HD). Regardless of which spell is selected, this effect only lasts for 1 minute per effective caster level.
*''Gremlin’s Token'' //(0/4 checked)//
**While Bujune may have inflicted years of torment on poor Stuinvolk, you were able to see the inner nobility of the fungal gremlin. The tiny fey has given you a small charm to commemorate your friendship; you may activate this charm by checking a box next to this boon as an immediate action, granting you a +2 bonus on saving throws against curse effects for 1 hour.
*''Impressive Find''
**A representative from the Pathfinder Society—an organization of archaeologists and explorers—has heard of your discoveries in Ustalav and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.
*''Inside Knowledge''
**As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.
*''Inahiyi’s Gratitude'' //(2 boxes remaining)//
**By participating in the ritual of Inahiyi, you’ve become intertwined in the wayang’s connection to the Shadow Plane. You may, as an immediate action, check a box that precedes this boon to treat positive and negative energy effects as though you were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts 1 minute once activated.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
*''Leshy Token''
**You calmed the distraught leshy Feather Seed and helped her fight off the evil haunting Rosehaven. In gratitude, she offered you a necklace of feathers and preserved pumpkin seeds. If you wear this as if it were a magic item that occupies the neck slot, you gain a +1 circumstance bonus on all Charisma-based checks (such as Diplomacy or wild empathy) made to influence or control plants and plant creatures. Whether you wear it or not, you can cross this boon off your Chronicle sheet to give the token to a plant creature, instead gaining a +5 circumstance bonus on one such Charisma-based check. If you give the token to a leshy, the bonus increases to +10.
*''Lifetimes of Experience''
**You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
*''Lord Avid’s Recommendation''
**Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.
*''Magical Scrivener'' 
**Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
*''Nidalese Apostate''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
* ''Prince of Wolves''
**Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
*''Revolutionary Bluster''
**You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''Rosehaven Redemption'' //(2 boxes remaining)//
**You have learned much from your time in Rosehaven and with the cleric Bertinard about how Shelyn can teach redemption through art. You can check the box that precedes this boon before attempting a saving throw to roll 1d20 and add your ranks in one Craft or Perform skill; use the result as your saving throw. If you have bonuses to that Craft or Perform skill from class abilities, traits, or feats, add them to this roll.
*''Temple Trained''
**Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
*''True Magic of the Shadowcaster''
**The purest expression of ~Zon-Kuthon’s power blends faith with mastery of the arcane. As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.
*''Ulfen Ally'' //(0/5 checked)//
**Your journey with the Ulfen skald Stuinvolk Hundrakson has earned you a lifelong friend in the Pathfinder Society. At the start of any adventure, you may gain a single scroll of any 3rd-level or lower bard spell without paying its purchase price, though you must check a number of the boxes that precede this boon equal to the spell’s level. These scrolls are custom-made for you and cannot be sold for profit, but you (and only you) gain a +5 circumstance bonus on Use Magic Device checks to activate a scroll acquired from this boon.
*''Urban Tenacity''
**Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.
*''Wayang Body Modification''
**During your time in the wayang city of Inahiyi, you underwent some form of wayang body alteration. Be it ritual piercings, tattoos, or even skin bleaching, you’ve committed to keeping the modifications you received. While the alteration is noticeable, it bears real significance only when viewed by other wayangs. You gain a +2 on all Charisma-based skill checks made to influence wayangs.
*''~Well-Earned Reward'' 
**Dr. Quolorum’s principle interest in these missions was uncovering the secret behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost as a favor to you. You may purchase any of the three treasures below at a reduced price: //gloves of swimming and climbing// (5,000 gp), //necklace of fireballs// (type I, one 3d6 bead remaining) (300 gp), and //robe of useful items// (still has one of each of the following patches: dagger, lit bullseye lantern, steel mirror, 10-foot pole, 50-foot coil of hempen rope, sack, potion of cure serious wounds, 24-foot-long ladder, scroll of glitterdust, a bouquet of roses, 3 adamantine arrows, antitoxin, cauldron containing enough hot lamb stew to serve eight Medium creatures)(2,500 gp).
*''Whispers of the Amberhollow'' //(0/2 checked)//
**Your exposure to the mysterious //amberhollow// has imparted a tiny fragment of the King of Biting Ants’s power. You may check a box next to this boon as a standard action to gain the benefits of a //sanctuary// spell (DC 15) against all creatures with the vermin type with a duration of 1 hour.

[[Additional Resources Needed|325's Additional Resources]]
[[Skill Cheat Sheet|325's Skill Cheat Sheet]]
!!3rd-Level Astral Construct
N Medium construct
''Init'' +2; ''Senses'' darkvision 60 ft., low-light vision, ''Perception'' -
!!Defense
''AC'' 20, touch 13, flat-footed 16 (+2 Dex, +8 natural)
''HP'' 36 (3d10+20)
''Fort'' +1, ''Ref'' +3, ''Will'' +1
Construct traits
!!Offense
''Speed'' 40 ft.
''Melee'' Slam +8 melee (1d6+7)
''Space'' 5 ft.; ''Reach'' 5 ft.
!!Statistics
''Str'' 21, ''Dex'' 15, ''Con'' —, ''Int'' —, ''Wis'' 11, ''Cha'' 10
''BAB'' +3, ''CMB'' +8; ''CMD'' 20
''Feats'' -
''Skills'' -
!!Special Abilities
*One ability from Menu A
*Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
!4th-Level Astral Construct CR 3
N Medium construct
''Init'' +2; ''Senses'' darkvision 60 ft., low-light vision, Perception -
!!Defense
''AC'' 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
''hp'' 47 (5d10+20)
''Fort'' +1, ''Ref'' +3, ''Will'' +1
''Immune'' construct traits
!!Offense
''Speed'' 40 ft.
''Melee'' slam +12 melee (1d6+10)
!!Statistics
''Str'' 25, ''Dex'' 15, ''Con'' —, ''Int'' —, ''Wis'' 11, ''Cha'' 10
''BAB'' +5, ''CMB'' +12; ''CMD'' 24
''Feats'' -
''Skills'' -
!!Special Abilities
One ability from Menu B
Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
!!5th-Level Astral Construct
N Large construct
''Init'' +1; ''Senses'' darkvision 60 ft., low-light vision, Perception -
!!Defense
''AC'' 23, touch 10, flat-footed 22 (+1 Dex, +13 natural, -1 size)
''HP'' 68 (7d10+30)
''Fort'' +2, ''Ref'' +3, ''Will'' +2
''DR'' 5/magic; Construct traits
!!Offense
''Speed'' 40 ft.
''Melee'' 2 slams +15 melee (1d8+9)
''Space'' 10 ft.; ''Reach'' 10 ft.
!!Statistics
''Str'' 29, ''Dex'' 13, ''Con'' —, ''Int'' —, ''Wis'' 11, ''Cha'' 10
''BAB'' +7, ''CMB'' +17; ''CMD'' 28
''Feats'' -
''Skills'' -
!!Special Abilities
*One ability from Menu B
*''Construct Traits'' 
**An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
!6th-Level Astral Construct
N Large construct
''Init'' +1 ''Senses'' darkvision 60 ft., low-light vision, Perception -
!!Defense
''AC'' 25, touch 10, flat-footed 24 (+1 Dex, +15 natural, -1 size)
''HP'' 85 (10d10+30)
''Fort'' +3, ''Ref'' +4, ''Will'' +3
''DR'' 10/magic; Construct traits
!!Offense
''Speed'' 40 ft.
''Melee'' 2 slams +20 melee (1d8+11)
''Space'' 10 ft.; ''Reach'' 10 ft.
!!Statistics
''Str'' 33, ''Dex'' 13, ''Con'' —, ''Int'' —, ''Wis'' 11, ''Cha'' 10
''BAB'' +10, ''CMB'' +22; ''CMD'' 33
''Feats'' -
''Skills'' -
!!Special Abilities
*One ability from Menu B
*''Construct Traits''
**An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
*1001 - [[RotR Seoni|Seoni - ACG 1001]] (Tier 2)
*1002 - [[Radillo|Radillo - ACG 1002]] (Tier 1.5)
*1003 - [[Zarlova|Zarlova - ACG 1003]] (Tier 1.4)
*1004 - [[WotR Kyra|Kyra - ACG 1004]] (Tier 2.1)
*1005 - [[RotR Ezren|Ezren - ACG 1005]] (Tier 1.2)
*1006 - [[Heggal|Heggal - ACG 1006]] (Tier 7)
*1007 - [[WotR Seelah|Seelah - ACG 1007]] (Tier 7.1)
*1008 - [[CD Alahazra|Alahazra - ACG 1008]] (Tier 7.0)
*1009 - [[CD Damiel|Damiel - ACG 1009]] (Tier 7.0)
*1010 - [[Salim|Salim - ACG 1010]] (Tier 7.0)
*1011 - [[Raheli|Raheli - ACG 1011]] (Tier 1.2)
*1012 - [[Reta|Reta - ACG 1012]] (Tier 2.0)
*1016 - [[Zetha|Zetha - ACG 1016]] (Tier 2.0)
*1017 - [[Yoon|Yoon - ACG 1017]] (Tier 2.0)
*1018 - [[Maznar|Maznar - ACG 1018]] (Tier 2.0)

ACG Global Boons/Unlocks
*''Jirelle'' - unlock this character from the S&S box to use with the Rogue Class Deck (Adventure 0-1)
*''Enora'' - unlock this character from the ~WotR box to use with the Wizard Class Deck (Adventure 0-6)
*''Councilor's Ring'' - add this loot to a character's game box (Season of the Shackles, 1 time use)
*''Alain'' - unlock this character + cohort from the ~WotR box to use with the Paladin Class Deck (Adventure 1-6)
*''Scale of Remembrance'' - add this loot to a character's game box (Season of the Righteous, 1 time use)
*''Sword/Shield of Iomedae'' - one character can use these mythic paths instead of the base 6 (Scenario 1-P reward, 1 time use)
*''Shardra'' - unlock this character from the ~WotR box to use with the Oracle Class Deck (Adventure 2-3)
*''Goblins Fight and Goblins Burn'' - add two of the following cards to GF and two to GB (Adventure 2B-1)
**//Weapons// - Goblin Pegleg, Horsechopper +1
**//Spells// - Fire Sneeze, Vomit Twin
**//Armors// - Goblin Buckler Gun, Goblin Plate +1
**//Items// - Goblin Lockpick, Goblin Skull Bomb
**//Allies// - Chuffy Lickwound, Mogmurch, Poog of Zarongel, Reta Bigbad
**//Blessings// - Blessing of Zarongel, Blessing of Zogmugot
*''Marvaro'' - unlock this character from the MM box to use with the Witch Class Deck (Adventure 2-6)
*''Runewell's Echo'' - add this loot to a character's game box (Season of the Runelords, 1 time use x3)
*''Crowe'' - unlock this character from the MM box to use with the Magus Class Deck (Adventure 4-1)

* Mummy's Mask - [[MM Alahazra|MM Alahazra]] (End of Adventure Path)
* Mummy's Mask - [[MM Simoun|MM Simoun]] (End of Adventure Path)
!Abjuration Implements
Abjuration implements are tied to objects associated with protection and wards.
*''Implements''
**Amulet, armor, bell, brooch, cloak, shield, talisman.
*''Resonant Powers''
**Each time you invest mental focus into an abjuration implement, choose one of the following resonant powers. The implement’s bearer gains the benefits of this power until you refresh your focus.
**''Aegis (Su)''
***You unlock a latent ability from the power of the implement’s history. When you choose this resonant power, select an armor or shield special ability with an equivalent enhancement bonus less than or equal to +1 for every 3 points of mental focus invested in the implement (to a maximum of 1 + 1/4 your occultist level). As long as the implement qualifies for the ability, it gains that armor or shield special ability as long as it contains at least 3 points of mental focus per +1 equivalent of the special ability. You can only choose this ability only with armor or a shield.
**''Guarding Talisman (Su)''
***The implement protects against physical harm. Whoever wears (or holds, for bells) the implement gains a +1 deflection bonus to AC for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1/4 your occultist level. You cannot choose this ability with an armor or shield.
**''Warding Talisman (Su)''
***The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus to saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1/4 your occultist level. You cannot choose this ability with an armor or shield.
*''Base Focus Power:''
**All occultists that learn to use abjuration implements gain the following focus power.
**''Warding Shield (Sp)''
***As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The next time you take damage, the shield reduces the damage by 2 points per occultist level you possess. If you do not take damage before the start of your next turn, the shield expires. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.
''Prerequisites:'' Specialist wizard 1st; cannot have conjuration as a forbidden school.

''Benefit:'' Whenever you cast a prepared arcane spell from the conjuration (summoning) school that takes longer than a standard action to cast, reduce the casting time by one round (to a minimum casting time of one standard action). Casting a spell in this way is taxing and requires a Fortitude save (DC 15 + spell level) to resist becoming fatigued.

Source: Curse of the Crimson Throne Player's Guide
Combat Trait

You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth.

''Benefit:'' You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
''Prerequisites:'' Hex class feature

''Benefit:'' When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day. Normal: You can only target a creature with these hexes once per day.
''School'' conjuration (creation) [acid]; ''Level'' bloodrager 2, magus 2, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (rhubarb leaf and an adder's stomach), F (a dart)
!!EFFECT
''Range'' long (400 ft. + 40 ft./level)
''Effect'' one arrow of acid
''Duration'' 1 round + 1 round per three levels
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.
''School'' conjuration [creation] acid; ''Level'' sorcerer/wizard 4, summoner 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (drop of acid), F (Fine shovel worth 10 gp)
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
''Duration'' 1 round + 1 round/level
''Saving Throw'' Reflex negates; see text; ''Spell Resistance'' no
!!DESCRIPTION
This spell functions as create pit, except that it places a 5-foot deep pool of acid at the bottom of the pit. The pit has a maximum depth of 100 feet. Creatures who fall into the pit take falling damage as normal (the acid counts as a yielding surface), plus 2d6 points of acid damage per round spent in contact with the acid. In addition, exposed items carried by a creature in the pit may be harmed. Refer to Table: Items Affected by Magical Attacks (also copied here for convenience).

Items are affected one at a time in the order listed on the table, and must make Fortitude saves after 3 consecutive rounds in the acid or gain the broken condition. Objects with the broken condition (regardless of how they became broken) must make a Fortitude Saving Throw each round spent within the acid or be destroyed. The walls of the pit are quite slippery and have a Climb DC of 30.

|>|!Table: Items Affected by Magical Attacks|
|!Order*|!Item|
|1st|Shield|
|2nd|Armor|
|3rd|Magic helmet, hat, or headband|
|4th|Item in hand (including weapon, wand, or the like)|
|5th|Magic cloak|
|6th|Stowed or sheathed weapon|
|7th|Magic bracer|
|8th|Magic clothing|
|9th|Magic jewelry (including rings)|
|10th|	Anything else|
* In order of most likely to least likely to be affected.
''School'' conjuration (creation) [acid]; ''Level'' inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' one missile of acid
''Duration'' instantaneous
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.
''School'' conjuration (creation) [acid]; ''Level'' arcanist 5, magus 5, sorcerer/wizard 5
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S, M (a vial of acid worth 10 gp)
!!Effect
''Range'' 60 ft.
''Effect'' 60-ft. line
''Duration'' instantaneous
''Saving Throw'' Reflex partial (see text); ''Spell Resistance'' yes
!!Description
A spray of acid erupts from your outstretched hand, dealing 1d6 points of acid damage per caster level (maximum 15d6) to each creature within its area (Reflex half). This acid continues to burn for 1 round, dealing 1d6 points of acid damage per two caster levels (maximum 7d6) to any creature that failed its saving throw against the spell (a second Reflex save on the creature's turn negates this additional damage).

Source: Ultimate Magic
Social Trait

Having trained from a young age, you’re capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal –5 penalty when using the Climb skill to attempt an accelerated climb.

Source: Ultimate Campaign
You are skilled at leaping, jumping, and flying.

''Benefit:'' You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
|!Source|!Feat|!Description|
|1|[[Combat Expertise]]|-2 to hit for +2 to AC|
|Human|[[Improved Trip]]|+2 to trip attacks, defense against trip|
|Soulknife 1|[[Power Attack]]|-2 to hit for +4 to damage|
|3|[[Psychic Weapon]]|+1 damage w/ focus, +2d6 damage with expending focus|
!Adare Tosso
Male human soulblade 4
CG Medium humanoid
''Init:'' +2; ''Senses:'' Perception: +7

!Defenses
''AC:'' 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
''hp:'' 36 (4d10+8)
''Fort'' +3, ''Ref'' +7, ''Will'' +5

!Offense
''Speed'' 20 ft.
''Melee:'' +1 2-handed mindblade +9 (2d6+7/19-20)
''Ranged:'' +1 1-handed mindblade +7 (1d8+3/19-20)
''Special Attacks:'' trip w/ mindblade +11

!Statistics
''Str:'' 19, ''Dex:'' 14, ''Con:'' 12, ''Int:'' 13, ''Wis:'' 10, ''Cha:'' 10
''Base Atk:'' +4; ''CMB:'' +8; ''CMD:'' 20
[[Feats|Adare's Feats]]'':'' [[Combat Expertise]], [[Improved Trip]], [[Power Attack]], [[Psychic Weapon]]
''Traits:'' Frequent Traveler, Threatening Defender
''Skills:'' Acrobatics +9, Autohypnosis +7, Climb +11, Diplomacy +4, Perception +7, Swim +11
''Languages:'' Common, Dwarven
''SQ:'' List all class abilities and special abilities (short)
''Combat Gear:'' potions and scrolls and such;
''Other Gear:'' anklet of translocation, +1 breastplate, +1 cloak of resistance, wand of cure light wounds

!Special Abilities
Social Trait

You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.

Source: Ultimate Campaign
''Prerequisite:'' Able to manifest astral construct.

''Benefit:'' You gain additional menu options for astral constructs, as detailed below.

*''Menu A''
**''Armor Spikes (Ex):'' The construct's body is covered in spikes, allowing the construct to deal an extra 1d6 points of piercing damage with a successful trample, constrict, bull rush, or grapple attack. The construct also can make a regular melee attack with the spikes, dealing 1d6 points of damage.
**''Dodge (Ex):'' The astral construct gains the Dodge feat even if it does not meet the prerequisites.
**''Psionic Attacks (Su):'' The astral construct's attacks are treated as psionic for the purposes of overcoming damage reduction.
**''Might (Ex):'' The astral construct's melee attacks deal an additional +1 point of damage.
*''Talons (Ex):'' The astral construct replaces its slam attacks with claw attacks that deal either slashing or piercing damage, chosen at time of manifestation.
**''Utility (Ex):'' Your construct can perform tasks for you. This can include such tasks as cleaning, cooking, or setting up camp, or any other activity that requires a DC 10 or lower skill check. An astral construct with this option does not need to stay close to the manifester and will continue following any given order until given other instructions. You can select this menu option multiple times. Each time, the DC of skill checks the construct can attempt increases by 2. An astral construct with this option that is not used in combat has a duration of 1 hr./lvl.. If it later enters combat, its duration resets to 1 round/lvl., but suffers a -2 penalty to its attack rolls.
*''Menu B''
**''Great Cleave (Ex):'' The astral construct gains the [[Great Cleave]] feat even if it does not meet the prerequisites.
**''Improved Might (Ex):'' The astral construct's melee attacks deal an additional +3 points of damage. This does not stack with the Might menu option.
**''Reach (Ex):'' The astral construct's reach increases by 5 feet.
**''Stunning Fist (Ex):'' The astral construct gains the [[Stunning Fist]] feat even if it does not meet the prerequisites. The construct can use Stunning Fist with its slam attack.
*''Menu C''
**''Greater Might (Ex):'' The astral construct's melee attacks deal an additional +5 points of damage. This does not stack with the Improved Might or Might menu option.
**''Tail Slap (Ex):'' The astral construct gains a tail, giving it a tail slap secondary attack. A tail slap deals 2d8 points of damage.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' alchemist 2, cleric/oracle 2, inquisitor 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' touch
''Target'' living creature touched
''Duration'' 1 min./level
''Saving Throw'' none; ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).
!Air Mephit - CR 3
N Small outsider (air)
''Init'' +6; ''Senses'' darkvision 60 ft.; Perception +6
!!DEFENSE
''AC'' 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
''hp'' 19 [25] (3d10+3) [3d10+9]; fast healing 2 (works only in gusty and windy areas)
''Fort'' +2 [+4], ''Ref'' +5, ''Will'' +3
''DR'' 5/magic
!!OFFENSE
''Speed'' 30 ft., fly 60 ft. (perfect)
''Melee'' 2 claws +5 [+7] (1d3+1) [1d3+3]
''Special Attacks'' breath weapon (15-foot cone, 1d8 slashing, Reflex DC 13 [15] for half)
~Spell-Like Abilities (CL 6th)
*1/hour — [[Blur]]
*1/day — [[Gust of Wind]], summon (level 2, 1 mephit of the same type 25%)
!!STATISTICS
''Str'' 13 [17], ''Dex'' 15, ''Con'' 12 [16], ''Int'' 6, ''Wis'' 11, ''Cha'' 14
''Base Atk'' +3; ''CMB'' +3 [+5]; ''CMD'' 15 [17]
''Feats'' [[Dodge]], [[Improved Initiative]]
''Skills'' Bluff +8, Fly +10, Perception +6, Stealth +12
''Languages'' Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)
!!SPECIAL ABILITIES
*''Breath Weapon (Su)''
**Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
**A cone of sand and grit that deals 1d8 slashing damage.
''School'' transmutation [air]; ''Level'' alchemist 4, cleric/oracle 4, druid 4, hunter 4, investigator 4, occultist 4, warpriest 4
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!Effect
''Range'' touch
''Target'' creature (Gargantuan or smaller) touched
''Duration'' 10 min./level
''Saving Throw'' none; ''Spell Resistance'' yes (harmless)
!!Description
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed.

A strong wind (21+ miles per hour) can push the subject along or hold it back. At the end of a creature's turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.

You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with 1 week of work and a DC 25 Handle Animal check.
Campaign Trait

You are a member of one of Magnimar’s wealthiest families... or rather, you used to be. A falling-out left you disowned and disinherited. Now you hope to get away from the city and find fortune enough to shame your former kinsfolk—goals which led you to the Pathfinder Society. Despite your exile, your name still carries considerable weight in Magnimar, and you gain a +1 trait bonus on Diplomacy and Intimidate checks made within the city. Additionally, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp. Your last name is probably Derexhi, Kaddren, Mindurian, Niroden, Scarnetti, Valdemar, Vanderale, or Versade (but may be another of your choosing; see Pathfinder Campaign Setting: Magnimar, City of Monuments).

Source: Shattered Star Player's Guide
CD Alahazra - Wandering Prophet
!Stats
*Strength - d4
*Dexterity - d4
*Constitution - d8+2
**Fortitude +2
*Intelligence - d8+1
**Knowledge +2
*Wisdom - d6
*Charisma - d12+4
**Divine +2

!Powers
HAND SIZE 5 ☑ 6
PROFICIENT WITH □ Light Armors
For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 (☑ 2d6) plus that card's adventure deck number and add the Attack, Divine, Fire, and Magic traits. This counts as playing a spell. (☑ If the discarded card is a spell, you may recharge it instead.) (☑ If the discarded card is a blessing, you may recharge it instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card. (☑ Then you may draw a card.)
During your exploration, when you succeed at a check that invokes the Fire (☑ or Attack) trait, you may move after you resolve the encounter (□ and/or then move another character to your location).
□ You may recharge a spell to evade a barrier you encounter (□ or to allow a character at your location to evade a barrier he encounters).
☑ At the (□ start and/or) end of your turn, you may examine the top card of your location deck.
//(Adventure 2-4 reward)// For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
//(Adventure 2-5 reward)// For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck.

!Deck List
|!Spells      |!Items           |!Allies           |!Blessings              |
|Cure         |Crystal Ball     |Clockwork Servant |Blessing of Abadar      |
|Divine Blaze |Helpful Haversack|Druid of the Flame|Blessing of Osiris      |
|Find Traps   |Ruby of Charisma |Imp               |Blessing of Pharasma (B)|
|Major Cure   |                 |Wayfarer          |Blessing of Pharasma (2)|
|Sign of Wrath|                 |Wolf              |Blessing of Pharasma (6)|
|Scrying      |                 |                  |Blessing of Sivanah     |
|Sirocco      |                 |                  |                        |
~RotR Loot Available: Emerald Codex, Fanged Falchion, Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Mokmurian's Club, Robe of Runes, Robes of ~Xin-Shalast, Sihedron Medallion (1), Snakeskin Tunic, Staff of Hungry Shadows, Wand of Enervation

!Snapshots
*[[Tier 3.0|Alahazra - ACG 1008 - Tier 3-0]]
*[[Tier 4.0|Alahazra - ACG 1008 - Tier 4-0]]
*[[Tier 5.0|Alahazra - ACG 1008 - Tier 5-0]]
*[[Tier 6.0|Alahazra - ACG 1008 - Tier 6-0]]
*[[Tier 7.0|Alahazra - ACG 1008 - Tier 7-0]]
CD Alahazra - no role
!Stats
*Strength - d4
*Dexterity - d4
*Constitution - d8
**Fortitude +2
*Intelligence - d8
**Knowledge +2
*Wisdom - d6
*Charisma - d12+2
**Divine +2

!Powers
Hand Size --5--  	☑ 6
For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 plus that card’s adventure deck number and add the Attack, Divine, Fire, and Magic traits. This counts as playing a spell. ( ☑  If the discarded card is a spell, you may recharge it instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card.
During your exploration, when you succeed at a check that invokes the Fire (□ or Attack) trait, you may move after you resolve the encounter.

!Deck List
|!Spells|!Items|!Allies|!Blessings|
|Cure|Amulet of Life|Boatswain|Blessing of Abadar|
|Detect Magic|Ruby of Charisma|Clockwork Butterfly|Blessing of Pharasma (B)|
|Holy Light|Seer's Headdress|Druid of the Flame|Blessing of Pharasma (2)|
|Find Traps||Wolf|Blessing of the Gods|
|Life Drain|||Blessing of the Gods|
~RotR Loot Available: Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Sihedron Medallion (1), Snakeskin Tunic
CD Alahazra - Wandering Prophet
!Stats
*Strength - d4
*Dexterity - d4
*Constitution - d8
**Fortitude +2
*Intelligence - d8
**Knowledge +2
*Wisdom - d6
*Charisma - d12+3
**Divine +2

!Powers
HAND SIZE 5 ☑ 6
PROFICIENT WITH □ Light Armors
For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 (□ 2d6) plus that card's adventure deck number and add the Attack, Divine, Fire, and Magic traits. This counts as playing a spell. (☑ If the discarded card is a spell, you may recharge it instead.) (□ If the discarded card is a blessing, you may recharge it instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card. (□ Then you may draw a card.)
During your exploration, when you succeed at a check that invokes the Fire (☑ or Attack) trait, you may move after you resolve the encounter (□ and/or then move another character to your location).
□ You may recharge a spell to evade a barrier you encounter (□ or to allow a character at your location to evade a barrier he encounters).
☑ At the (□ start and/or) end of your turn, you may examine the top card of your location deck.

!Deck List
|!Spells     |!Items          |!Allies            |!Blessings              |
|Cure        |Crystal Ball    |Clockwork Butterfly|Blessing of Abadar      |
|Detect Magic|Ruby of Charisma|Druid of the Flame |Blessing of Pharasma (B)|
|Eloquence   |Seer's Headdress|Imp                |Blessing of Pharasma (2)|
|Holy Light  |                |Wolf               |Blessing of the Gods    |
|Find Traps  |                |                   |Blessing of the Gods    |
|Life Drain  |                |                   |                        |
~RotR Loot Available: Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Sihedron Medallion (1), Snakeskin Tunic, Wand of Enervation
CD Alahazra - Wandering Prophet
!Stats
*Strength - d4
*Dexterity - d4
*Constitution - d8
**Fortitude +2
*Intelligence - d8
**Knowledge +2
*Wisdom - d6
*Charisma - d12+4
**Divine +2

!Powers
HAND SIZE 5 ☑ 6
PROFICIENT WITH □ Light Armors
For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 (□ 2d6) plus that card's adventure deck number and add the Attack, Divine, Fire, and Magic traits. This counts as playing a spell. (☑ If the discarded card is a spell, you may recharge it instead.) (□ If the discarded card is a blessing, you may recharge it instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card. (☑ Then you may draw a card.)
During your exploration, when you succeed at a check that invokes the Fire (☑ or Attack) trait, you may move after you resolve the encounter (□ and/or then move another character to your location).
□ You may recharge a spell to evade a barrier you encounter (□ or to allow a character at your location to evade a barrier he encounters).
☑ At the (□ start and/or) end of your turn, you may examine the top card of your location deck.
//(Adventure 2-4 reward)// For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

!Deck List
|!Spells     |!Items           |!Allies            |!Blessings              |
|Cure        |Crystal Ball     |Clockwork Butterfly|Blessing of Abadar      |
|Detect Magic|Helpful Haversack|Druid of the Flame |Blessing of Pharasma (B)|
|Divine Blaze|Ruby of Charisma |Imp                |Blessing of Pharasma (2)|
|Eloquence   |                 |Wayfarer           |Blessing of the Gods    |
|Find Traps  |                 |Wolf               |Blessing of the Gods    |
|Life Drain  |                 |                   |                        |
~RotR Loot Available: Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Mokmurian's Club, Robe of Runes, Sihedron Medallion (1), Snakeskin Tunic, Wand of Enervation

CD Alahazra - Wandering Prophet
!Stats
*Strength - d4
*Dexterity - d4
*Constitution - d8+1
**Fortitude +2
*Intelligence - d8
**Knowledge +2
*Wisdom - d6
*Charisma - d12+4
**Divine +2

!Powers
HAND SIZE 5 ☑ 6
PROFICIENT WITH □ Light Armors
For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 (□ 2d6) plus that card's adventure deck number and add the Attack, Divine, Fire, and Magic traits. This counts as playing a spell. (☑ If the discarded card is a spell, you may recharge it instead.) (☑ If the discarded card is a blessing, you may recharge it instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card. (☑ Then you may draw a card.)
During your exploration, when you succeed at a check that invokes the Fire (☑ or Attack) trait, you may move after you resolve the encounter (□ and/or then move another character to your location).
□ You may recharge a spell to evade a barrier you encounter (□ or to allow a character at your location to evade a barrier he encounters).
☑ At the (□ start and/or) end of your turn, you may examine the top card of your location deck.
//(Adventure 2-4 reward)// For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
//(Adventure 2-5 reward)// For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck.

!Deck List
|!Spells     |!Items           |!Allies           |!Blessings              |
|Cure        |Crystal Ball     |Clockwork Servant |Blessing of Abadar      |
|Divine Blaze|Helpful Haversack|Druid of the Flame|Blessing of Pharasma (B)|
|Find Traps  |Ruby of Charisma |Imp               |Blessing of Pharasma (2)|
|Life Drain  |                 |Wayfarer          |Blessing of Sivanah     |
|Major Cure  |                 |Wolf              |Blessing of the Gods    |
|Scrying     |                 |                  |                        |
|Sirocco     |                 |                  |                        |
~RotR Loot Available: Emerald Codex, Fanged Falchion, Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Mokmurian's Club, Robe of Runes, Sihedron Medallion (1), Snakeskin Tunic, Staff of Hungry Shadows, Wand of Enervation
CD Alahazra - Wandering Prophet
!Stats
*Strength - d4
*Dexterity - d4
*Constitution - d8+2
**Fortitude +2
*Intelligence - d8+1
**Knowledge +2
*Wisdom - d6
*Charisma - d12+4
**Divine +2

!Powers
HAND SIZE 5 ☑ 6
PROFICIENT WITH □ Light Armors
For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 (☑ 2d6) plus that card's adventure deck number and add the Attack, Divine, Fire, and Magic traits. This counts as playing a spell. (☑ If the discarded card is a spell, you may recharge it instead.) (☑ If the discarded card is a blessing, you may recharge it instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card. (☑ Then you may draw a card.)
During your exploration, when you succeed at a check that invokes the Fire (☑ or Attack) trait, you may move after you resolve the encounter (□ and/or then move another character to your location).
□ You may recharge a spell to evade a barrier you encounter (□ or to allow a character at your location to evade a barrier he encounters).
☑ At the (□ start and/or) end of your turn, you may examine the top card of your location deck.
//(Adventure 2-4 reward)// For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
//(Adventure 2-5 reward)// For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck.

!Deck List
|!Spells      |!Items           |!Allies           |!Blessings              |
|Cure         |Crystal Ball     |Clockwork Servant |Blessing of Abadar      |
|Divine Blaze |Helpful Haversack|Druid of the Flame|Blessing of Osiris      |
|Find Traps   |Ruby of Charisma |Imp               |Blessing of Pharasma (B)|
|Major Cure   |                 |Wayfarer          |Blessing of Pharasma (2)|
|Sign of Wrath|                 |Wolf              |Blessing of Pharasma (6)|
|Scrying      |                 |                  |Blessing of Sivanah     |
|Sirocco      |                 |                  |                        |
~RotR Loot Available: Emerald Codex, Fanged Falchion, Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Mokmurian's Club, Robe of Runes, Robes of ~Xin-Shalast, Sihedron Medallion (1), Snakeskin Tunic, Staff of Hungry Shadows, Wand of Enervation
''School'' abjuration; ''Level'' bard 1, inquisitor 1, ranger 1, sorcerer/wizard 1, summoner 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F/DF (a tiny bell and a piece of very fine silver wire)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Area'' 20-ft.-radius emanation centered on a point in space
''Duration'' 2 hours/level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
Alarm creates a subtle ward on an area you select. Once the spell effect is in place, it thereafter sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible in nature.

//Mental Alarm:// A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

//Audible Alarm:// An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

Ethereal or astral creatures do not trigger the alarm.

Alarm can be made permanent with a permanency spell.
''Advanced Class Guide:'' holy weapon balm
''Advanced Player's Guide:'' gravity bow
''Alchemy Guide:'' durable arrows, raining arrows
''Legacy of Dragons:'' draconic ally
''Occult Adventures:'' occultist, extra mental power
''Pathfinder Society Field Guide:'' ghost salt weapon blanch, pathfinder's kit
''Ultimate Equipment:'' various mundane equipment
*''Appraise'' +13
*''Bluff'' +0 //untrained//
**+5 vs. someone from Galt //(One Time Use, Revolutionary Bluster)//
*''Disable Device'' +13
*''Diplomacy'' +11
**+2 vs. dwarves //(Five Kings Negotiator)//
**+4 when dealing with members of the Pathfinder Society your level or lower //(Master of Blades Saved)//
**+2 vs. lycanthropes //(Prince of Wolves)//
**+5 vs. a native of Tian Xia //(One Time Use, Dragon Empires Expert)//
*''Disguise'' +0 //untrained//
**+5 vs. someone from Galt //(One Time Use, Revolutionary Bluster)//
*''Intimidate'' +0 //untrained//
**+4 when dealing with members of the Pathfinder Society your level or lower //(Master of Blades Saved)//
**+2 vs. lycanthropes //(Prince of Wolves)//
*''Knowledge (arcana)'' //untrained//
**+13 if you spend 1 minute //(Twice per Adventure, Confidante)//
**+5 at the beginning of a mission //(~Oft-Lectured)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**+5 about the Shadow Plane or shadow magic //(One Time Use, Master of Shadows)//
*''Knowledge (dungeoneering)'' +14
**+2 if you spend 1 minute //(Twice per Adventure, Confidante)//
**+5 at the beginning of a mission //(~Oft-Lectured)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**+5 about the Shadow Plane or shadow magic //(One Time Use, Master of Shadows)//
*''Knowledge (engineering)'' //untrained//
**+13 if you spend 1 minute //(Twice per Adventure, Confidante)//
**+5 at the beginning of a mission //(~Oft-Lectured)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**+5 about the Shadow Plane or shadow magic //(One Time Use, Master of Shadows)//
*''Knowledge (geography)'' //untrained//
**+13 if you spend 1 minute //(Twice per Adventure, Confidante)//
**+5 at the beginning of a mission //(~Oft-Lectured)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**+5 vs. about Tian Xia or its citizens //(One Time Use, Dragon Empires Expert)//
**+5 about the Shadow Plane or shadow magic //(One Time Use, Master of Shadows)//
*''Knowledge (history)'' +13
**+2 if you spend 1 minute //(Twice per Adventure, Confidante)//
**+5 at the beginning of a mission //(~Oft-Lectured)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**+5 vs. about Tian Xia or its citizens //(One Time Use, Dragon Empires Expert)//
**+5 about the Shadow Plane or shadow magic //(One Time Use, Master of Shadows)//
*''Knowledge (local)'' +13
**+2 if you spend 1 minute //(Twice per Adventure, Confidante)//
**+5 at the beginning of a mission //(~Oft-Lectured)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**+5 vs. about Tian Xia or its citizens //(One Time Use, Dragon Empires Expert)//
**+5 about the Shadow Plane or shadow magic //(One Time Use, Master of Shadows)//
*''Knowledge (nature)'' //untrained//
**+13 if you spend 1 minute //(Twice per Adventure, Confidante)//
**+5 at the beginning of a mission //(~Oft-Lectured)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**+5 about the Shadow Plane or shadow magic //(One Time Use, Master of Shadows)//
*''Knowledge (nobility)'' //untrained//
**+13 if you spend 1 minute //(Twice per Adventure, Confidante)//
**+5 at the beginning of a mission //(~Oft-Lectured)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**+5 vs. about Tian Xia or its citizens //(One Time Use, Dragon Empires Expert)//
**+5 about the Shadow Plane or shadow magic //(One Time Use, Master of Shadows)//
*''Knowledge (planes)'' //untrained//
**+13 if you spend 1 minute //(Twice per Adventure, Confidante)//
**+5 at the beginning of a mission //(~Oft-Lectured)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**+5 about the Shadow Plane or shadow magic //(One Time Use, Master of Shadows)//
*''Knowledge (religion)'' //untrained//
**+13 if you spend 1 minute //(Twice per Adventure, Confidante)//
**+5 at the beginning of a mission //(~Oft-Lectured)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**+5 about the Shadow Plane or shadow magic //(One Time Use, Master of Shadows)//
*''Linguistics'' //untrained//
**+5 to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien //(One Time Use, Dragon Empires Expert)//
*''Perception'' +10
**+X insight (1/2 points in divination implement) //(Third Eye)//
**+2 to find hidden objects for one scenario //(~At-Will in Gloomspires, One Time Use Elsewhere, Gloomspire Explorer)//
*''Sense Motive'' +11
**+5 vs. a native of Tian Xia //(One Time Use, Dragon Empires Expert)//
*''Use Magic Device'' +14
**+1 insight for one scenario, increased to +4 when activiating blindly //(One Time Use, Practiced Artificer)//

Diverse Training (1/day)
|!Skill                    |!Ability|!Ranks|!Class Skill|!Other                       |!Total|
|Appraise                  | 3      | 7    | 3          |                             | +13  |
|Disable Device            | 3      | 7    | 3          |                             | +13  |
|Diplomacy                 | 0      | 7    | 3          | +1 trait (fashionable)      | +11  |
|Knowledge (dungeoneering) | 3      | 7    | 3          | +1 trait (scholar of ruins) | +14  |
|Knowledge (history)       | 3      | 7    | 3          |                             | +13  |
|Knowledge (local)         | 3      | 7    | 3          |                             | +13  |
|Perception                | 0      | 7    | 3          |                             | +10  |
|Sense Motive              | 0      | 7    | 3          | +1 trait (fashionable)      | +11  |
|Use Magic Device          | 0      | 7    | 3          | +3 (magic item skill)       | +13  |
!Alaxtor Higgenstrom
Male Human occultist 7
NG Medium humanoid (human)
''Init'' +3; ''Senses'' Perception +10

!Defenses
''AC'' 21, touch 14, flat-footed 18 (+7 armor, +1 deflection, +3 Dex)
''hp'' 52 (7d8+14)
''Fort'' +8, ''Ref'' +6, ''Will'' +6 //(includes abjuration resonance power)//

!Offense
''Speed'' 30 ft.
''Melee'' greatsword +7 (2d6+3/19-20)
''Ranged'' //+1 adaptive composite longbow// +10 (1d8+3/x3)
''Special Attacks'' legacy weapon +2, warding shield (14 points)
''Spells'' (CL 7, concentration +10)
*3rd level (2/day) - [[Clairaudience/Clairvoyance]]^^D^^, [[Dispel Magic]]^^A^^, [[Draconic Ally]]^^C^^, [[Flame Arrow]]^^T^^
*2nd level (4/day) - [[Glitterdust]]^^C^^, [[Locate Object]]^^D^^, [[Resist Energy]]^^A^^, [[Spider Climb]]^^T^^
*1st level (5/day) - [[Comprehend Languages]]^^D^^, [[Gravity Bow]]^^T^^, [[Shield]]^^A^^, [[Unseen Servant]]^^C^^
*0 level (at-will) - [[Create Water]]^^C^^, [[Guidance]]^^D^^, [[Open/Close]]^^T^^, [[Resistance]]^^A^^
*''Implements'' abjuration, conjuration, divination, transmutation

!Statistics
''Str'' 14, ''Dex'' 17, ''Con'' 14, ''Int'' 16, ''Wis'' 10, ''Cha'' 10
''Base Atk'' +5; ''CMB'' +7; ''CMD'' 21
''Feats'' [[Extra Mental Focus]], [[Point-Blank Shot]], [[Precise Shot]], [[Rapid Shot]], [[Weapon Focus (Composite Longbow)|Weapon Focus]]
''Traits'' [[Fashionable]], [[Scholar of Ruins]]
[[Skills|Alaxtor's Skills]] Appraise +13, Disable Device +13, Diplomacy +11, Knowledge (dungeoneering) +14, Knowledge (history) +13, Knowledge (local) +13, Perception +10, Sense Motive +11, Use Magic Device +14
''Languages'' Celestial, Taldane, Tien
''SQ'' magic item skill +3, mental focus (11 points), object reading
''Ammo'' 4 adamantine durable arrows, 19 blunt arrows, 52 cold iron arrows, 2 //+1 evil outsider bane arrows//, 20 ghost-salted cold iron arrows, 1 //+1 holy arrow//, 4 [[holy weapon balm]], 4 [[raining arrows|raining arrow]], 9 //+1 seeking arrows//, 20 silver-blanched cold iron arrows, 2 //[[tangle arrows]]//
''Combat Gear'' 3 acid flask, 3 alchemist fire, alchemist ice, bottled lightning, 2 //potions of [[cure light wounds|Cure Light Wounds]]//, //wand of [[burning hands|Burning Hands]] (CL 3, 4 charges)//, //wand of [[cure light wounds|Cure Light Wounds]] (14 charges)//
''Other Gear'' armored coat, //[[bag of holding (type I)|bag of holding]]//, //[[efficient quiver]]//, courtier's outfit + 50gp. jewelry, //[[feather token (old floatsam)|feather token]]//, greatclub, greatsword, //[[headband of vast intelligence +2 (knowledge (local))|headband of vast intelligence]]//, //+1 darkwood composite longbow (Str +2)//, masterwork thieves' tools, //+1 mithral agile breastplate//, pathfinder's kit, //[[ring of protection +1|ring of protection]]//, 50ft. silk rope (w/ grappling hook attached), sword cane, thieves' tools, //[[wayfinder]]//

[[Alaxtor's Skill Cheat Sheet]]

!Special Abilities
*''Aura Sight (Su)''
**At 5th level, the occultist can read the auras of creatures around him as a standard action. This functions as the aura sight spell with a duration of 1 round.
*''Focus Power (Su)''
**Starting at 1st level, an occultist learns to use a number of focus powers. At 1st level, he learns the two base focus powers from his implements and can select one more focus power from the list of those made available by his chosen implements. Whenever he gains a new implement, he gains the base power of that implement. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power, selected from all of the powers granted by all of the implements he knows. He can use focus powers only by expending mental focus (see the mental focus class feature). Unless otherwise noted, the DC for any saving throws against a focus power is 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. He cannot select a focus power more than once. Some focus powers require him to reach a specific level of occultist before he can choose them.
**''Energy Shield (Sp)'' //(Abjuration)//
***As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage. The shield can absorb up to 5 points of energy damage per occultist level you possess, as protection from energy. This shield lasts for 1 minute, or until its power is exhausted, and does not stack with itself, with protection from energy, or with resist energy. You can activate this shield as an immediate action by spending 2 points of mental focus instead of 1. You must be at least 3rd level before selecting this focus power.
**''Mind Barrier (Sp)'' //(Abjuration)//
***As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind battier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you would take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus.
**''Servitor (Sp)'' //(Conjuration)//
***As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as [[summon monster I|Summon Monster]], but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the [[Summon Monster]] spell increases by 1, to a maximum of [[summon monster VII|Summon Monster]] at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.
**''Side Step (Sp)'' //(Conjuration)//
***You can create a temporary fissure in space by expending 1 point of mental focus. You can use this ability as part of a move action taken to move. The fissure begins in any square you designate and allows you to teleport to any other square you can see within 10 feet per occultist level. Stepping between these locations requires you to expend 5 feet of movement, and the movement through the rift does not provoke attacks of opportunity. This otherwise functions as teleport. You must be at least 7th level to select this focus power.
**''Danger Sight (Sp)'' //(Divination)//
***As an immediate action, you can protect yourself from harm by expending 1 point of mental focus. You can use this ability whenever you are the target of an attack or are required to attempt a saving throw against a special ability, spell, or trap. Doing so grants you an insight bonus to your AC or on your saving throw equal to 1/2 your occultist level. This bonus applies only to the next attack against you or saving throw you attempt, and if not applied by the end of the round, the protection fades and you gain no benefit. You must be at least 3rd level to select this focus power.
**''Sudden Insight (Sp)'' //(Divination)//
***As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. Before the end of your turn, you can use this insight as a free action before you make any ability check, attack roll, or skill check to gain an insight bonus on that check equal to 1/2 your occultist level (minimum +1). You can use this foresight only once per turn; if not used by the end of your turn, the insight fades and you gain no benefit.
**''Legacy Weapon (Sp)'' //(Transmutation)//
***As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. This bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained from this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from the legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
**''Sudden Speed (Sp)'' //(Transmutation)//
***As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.
*''Implements (Su)'' 
**At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
**Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
**Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
**Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.
*''Knacks'' 
**An occultist learns a knack, or 0-level psychic spell, for each implement he learns to use. These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots (due to metamagic feats, for example) consume spell slots as normal.
*''Magic Item Skill''
**Starting at 2nd level, the occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device skill checks equal to 1/2 his occultist level.
*''Mental Focus (Su)''
**Starting at 1st level, an occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to perform a variety of abilities depending on the implement and the amount of focus invested in it. Each day, an occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier. He can split this mental focus amongst his implements in any way he desires. If the implement is lost or destroyed, the focus is lost with it, though the occultist refreshed those points of focus normally.
**Once mental focus is invested inside of an implement, the implement gains the resonant power of its implement school, and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonance power until mental focus is once again invested in the implement. 
**Once mental focus is stored inside an implement, the occultist gains a resonant power and can spend the focus to activate the implement’s focus powers. Whoever possesses the implement gains the resonant power, so the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells and cannot spend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
**The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
**The occultist can choose to save generic mental focus inside his own body, but spending this focus comes at a higher cost. He can spend his generic focus through any appropriate implement on any focus power he knows, but he doesn’t receive any resonant powers, and any focus power he activates with generic focus costs twice as much focus to use (and to maintain, if applicable).
**//Default implement allocation: 2 points to abjuration, 1 point to conjuration, 4 points to divination, 5 points to transmutation//
*''Object Reading (Su)''
**At 2nd level, the occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its powers and command words as if he had successfully examined the item using detect magic. This does not reveal if the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, the occultist learns one piece of information about the last creature to use the item, so long as it was last used no longer than 1 day ago per occultist level he possesses. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way.
*''Resonance Powers''
**''Warding Talisman (Su)'' //(Abjuration)//
***The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
**''Casting Focus (Su)'' //(Conjuration)//
***The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell. 
**''Third Eye (Su)'' //(Divination)//
***The implement allows its wearer to notice that which cannot easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum equal to the occultist's level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants low-light vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range by 60 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of //see invisibility//. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.
**''Physical Enhancement (Su)'' //(Transmutation)//
***The implement enhances its bearer's body. When you invest mental focus in the implement, select a physical ability score. The implement grants a temporary +2 enhancement bonus to that physical score for every 3 points of mental focus invested in that implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess.)
*''Shift Focus (Su)''
**At 4th level, an occultist gains the ability to shift his mental focus from one implement to another, though some of the focus is lost along the way. This removes a number of points of mental focus from one implement and adds the same amount – 1 to another implement. Doing so takes 1 minute of quiet contemplation while he is touching both implements. The occultist can shift mental focus only from one implement to another implement; he cannot shift generic focus into an implement.

!Faction Card
*Season 6 Sovereign Court
**Rewards - 0 goals
***CONFIDANTE (2+ goals): Twice per adventure, you can call upon your contacts, either allowing you to attempt a Knowledge check as though you had a number of ranks in that skill equal to your number of ranks in Diplomacy or gain you a +2 bonus on the check. Calling in a favor takes 1 minute, and when not in an urban environment requires two uses of this ability.
***CONSPIRATOR (4+ goals): Your contact can now perform any of the following services when called: pay any Prestige Point costs associated with getting you out of jail, recover your body and equipment for free if you died in an urban setting, or purchase and deliver to you any item worth up to 10 gp per faction goal you have accomplished (returned at the end of the adventure).
***SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a +4 competence bonus on checks using that skill and halve their armor check penalty when using the skill.
**Goals
***(0/3) - Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
***(0/1) - Recruit a servant of a named NPC aristocrat, noble, ambassador, or similar figure who is not a member of the Sovereign Court. Doing so requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 plus your character level.
***(0/1) - Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.
***(0/1) - Sponsor another PC to join your faction. To fulfill this goal that PC must then join the Sovereign Court by spending only 1 Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in any combination of the following skills: Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
***(0/3) - Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.
***(0/1) - Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
***(0/1) - Complete a mission (by completing both the primary and secondary success conditions) tied directly to enhancing or preserving the reputation of the Pathfinder Society in the eyes of another nation or organization.
***(1/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
*Season 7 Sovereign Court
**Rewards - 6 goals
***''CONFIDANTE'' (2+ goals): Twice per adventure, you can call upon your contacts, either allowing you to attempt a Knowledge check as though you had a number of ranks in that skill equal to your number of ranks in Diplomacy or gain you a +2 bonus on the check. Calling in a favor takes 1 minute, and when not in an urban environment requires two uses of this ability.
***''ADVOCATE'' (4+ goals): When purchasing a spellcasting service, vanity, or other prestige award that costs 5 or more Prestige Points, the power of your reputation reduces the final cost by 1. If you have completed seven or more goals, you instead reduce the cost of awards that cost 4 or more Prestige Points by 1.
***SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a +4 competence bonus on checks using that skill and halve their armor check penalty when using the skill.
**Goals
***(1/3) - Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
***--(1/1) - Recruit a servant of a named NPC aristocrat, noble, ambassador, or similar figure who is not a member of the Sovereign Court. Doing so requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 plus your character level.--
***--(1/1) - Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.--
***--(3/3) - Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.--
***--(2/2) - Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check equal to 15 plus your character level.--
***--(1/1) - Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.--
***--(1/1) - Complete a mission (by completing both the primary and secondary success conditions) tied directly to enhancing or preserving the reputation of the Pathfinder Society in the eyes of another nation or organization.--
***(0/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.

!!Boons
*''Attuned to the Citysong''
**Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
*''Averted Mauling''
**By saving the half-elf courtesan Markov Rutowski in Ardis, you gain a political favor you can trade in while in Ustalav. Within the Immortal Principality, you may trade this political favor for any non-magical item worth up to 400 gp, including but not limited to masterwork weapons and armor and courtier clothing and jewelry.
*''Blessing of Malikeen''
**You gained a statuette of a yeti cradling a child that has absorbed psychic energy from Malikeen Heartsong, which you can discharge to protect yourself from the dangers of high mountains. You may activate the figurine as a standard action to gain the effects of the endure elements spell against cold only, and to treat your altitude zone as one category lower—that is, to treat a high peak zone as a low peak zone, and a low peak zone as a low pass altitude zone (Pathfinder RPG Core Rulebook 430). The benefits of this boon last until the end of the scenario. When you use this boon, cross if off your Chronicle Sheet. If Pathfinder Society Scenario #7–08: Karma Regained is the next scenario you play with this character, you may activate this boon during that scenario without crossing it off your Chronicle Sheet.
*''Confirmed Field Agent''
**Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. --Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).--
*''Distrust of Witches''
**Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
*''Diverse Training'' //(1st-Level, 1 Star)//
**Kreighton Shaine’s ability to speak at length about virtually any topic is merely an extension of his years of scholarship and his limitless capacity for extemporaneous theory-crafting. You have a talent for distinguishing his facts from his hypotheses, granting you a rudimentary understanding of countless skills. Once per scenario, you may attempt a skill check as if you were trained in that skill. Your bonus on the check is equal to three plus your number of GM stars and is modified by no other modifiers (including armor check penalty, ability modifiers, etc.).
*''Dragon Empires Expert''
**Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
*''Ectoplasmic Enhancement''
**You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. If you have at least one level in the spiritualist class, the ghost touch property persists for 3 rounds and also affects her phantom’s natural attacks. When you use this boon, cross it off your Chronicle sheet.
*''Embeth Hound''
**The Embeth Travelers gift you with a loyal Embeth hound at no cost. An Embeth hound is a riding dog who receives a +4 racial bonus on all Climb and Swim checks in place of a riding dog’s typical +4 racial bonus on Acrobatic checks while jumping. An Embeth hound is trained for combat and additionally knows the Track trick. If the Embeth hound dies, cross this boon off your Chronicle sheet.
*''Essential Field Agent'' //(5th-Level, 3 Stars)//
**At Kreighton Shaine’s recommendation, the Pathfinder Society recognizes you as a particularly promising agent worth special effort to preserve for future missions. Your wayfinder is decorated with magical silver filigree that does not interfere with the wayfinder’s normal functions and acts as an //aegis of recovery// (Pathfinder RPG Ultimate Equipment 254) that heals you for a number of points of damage equal to 2d8 plus twice your number of GM stars the next time you fall below 0 hit points. When this ability triggers, the filigree tarnishes and loses this extra ability; cross this boon off your Chronicle sheet.
*''Experience with Dark Dreams''
**You have traveled aboard the //Voracious//, a ship inhabiting its own demiplane off the coast of Leng in the Dimension of Dreams. Your experiences there embolden your mind against dark influences from beyond reality. Before attempting a saving throw against a spell or spell-like ability with the mind-affecting and evil descriptors—or attempting a saving throw against any mind-affecting ability of an outsider with the evil subtype—you can cross this boon off your Chronicle sheet to gain a +4 bonus on the save. Alternatively, cross this boon off your Chronicle sheet on a night when you would be fatigued by a nightmare spell or a similar effect; you are not fatigued by that effect and rest normally that night.
*''Explore, Report, Cooperate''
**You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
*''Faithless''
**Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
*''Friend of Janira Gavix''
**The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
*''Fugitive from Numeria''
**You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
*''Gloomspire Explorer''
**Despite having studied only a small portion of Sevenfingers’s tomb, you are now one of the Society’s foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires.
*''Goblin Bane''
**By slaying Grulk, the goblin’s bugbear leader, you have removed the immediate goblin threat in the area as well as allowing safe passage deeper into The Emerald Spire. The terror you have hewn has made a resounding impact to the other goblin tribes nearby. You gain a +2 bonus on Intimidate checks against humanoids with the goblinoid subtype.
*''Henbane’s Token''
**Inquisitor Henbane leaves you with a token of her favor. This enchanted flower from a henbane plant allows its wearer to step outside of the flow of time. As a purely mental move action action, you can destroy the flower to disappear completely one round. While you are out of time, you cannot be affected by any new spells or effects, and any ongoing durations of spells or effects affecting you do not continue to progress. You also cannot take any actions while out of time. At the beginning of your next turn after disappearing from time, you reappear in the same square you left (or the closest open space if it is occupied). Once you expend the token’s power, cross this boon off your Chronicle sheet.
*''Insights of the Shadowless Sword''
**Your exposure to the Shadowless Sword grants you a moment of peerless perception or incredible alacrity when you most need it. As an immediate action, you gain a +4 bonus on Perception checks to see through a disguise and a +2 bonus on Will saving throws to disbelieve illusions, both lasting 2 rounds. Alternatively, as a swift action, you gain the benefits of //haste// for 2 rounds (CL 10th). When you use either of these abilities, cross this boon off the Chronicle sheet.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
*''Lifetimes of Experience''
**You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
*''Magical Scrivener''
**Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
*''Master of Blades Saved''
**By saving the life of famed adventurer and former Master of Blades Vonran Vilk, you have earned a permanent place in the Pathfinder Chronicles. You gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level or lower when you mention this boon.
*''Master of Shadows''
**You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
*''Nidalese Apostate''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
*''Occult Dabbler (1 line)''
**By dabbling in this class’s secrets, you are able to continue playing this character between the end of the playtest window and the official release date of Occult Adventures. Creating a playtest character after the playtest window ends is impossible.
*''Occult Pioneer (3 lines)''
**Your exposure to occult magic has strengthened your will and mind against its effects. Once per scenario before attempting a saving throw against a mind-affecting spell or effect, you can use this ability to roll 1d4 and add the result to the save.
*''~Oft-Lectured'' //(3rd-level, 2 Stars)//
**The Master of Scrolls is known for his rambling, esoteric talks that favor the elf’s train-of-thought speech patterns. Where others might have lost interest, you have gleaned a multitude of academic knowledge from Shaine’s disjointed thoughts and theories. When you roll a Knowledge check at the beginning of an adventure (such as immediately after a receiving a mission), you gain a bonus on the check equal to your number of GM stars.
*''Opportunistic Strike''
**Your experience fighting demons in the Worldwound and your patience carrying out a long con has granted you insight into when and where demons are the most vulnerable. At any time in the future, when fighting a creature of the demon subtype, you may recognize an opening for an opportunistic strike. As an immediate action, you may declare a single attack roll to be an opportunistic strike, allowing you to bypass the demon’s damage reduction of a value equal to your base attack bonus on a single attack. Once this attack has been made, the GM should cross off this boon.
*''Practiced Artificer''
**Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.
*''Prince of Wolves''
**Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
*''Revolutionary Bluster''
**You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''~Strix-Slayer''
**Through fighting the strix, you have learned a few tricks for dealing with aerial foes. As a free action, you gain a +2 circumstance bonus to hit on a single melee or ranged attack against a flying creature. If the attack hits, it deals an additional 1d6 points of damage and increases the Fly check DC needed for the creature to avoid losing altitude by +10. Creatures immune to critical hits are immune to this extra damage. This damage is not multiplied on a critical hit. When this boon is used, cross it off this Chronicle sheet.
*''Temple Trained''
**Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
*''Touched by Time''
**You have passed through time-distorting portals in Uringen, and residual magic from that experience clings to you. You may cast either //haste// or //slow// as a spell-like ability, using your character level as your caster level and Charisma as your key ability score. When you use this boon, cross it off your Chronicle sheet.
*''Unidentified Unguent''
**You laid claim to one of the few intact flasks of mysterious alchemical origin in the laboratory. As a move action that does not provoke attacks of opportunity, you may apply or consume the substance to gain a random, short-lived mutation for 1d4+3 rounds. All mutations are supernatural abilities. Roll a d6 to determine the effects of the mutagen. On a result of 1 or 2, you rage as per the rage spell, but are sickened for 1 round after the effect ends. On a result of 3 or 4, your natural reach increases by 5 feet but you take 1d2 points of Dexterity damage when the effect ends. On a result of 5 or 6, you gain the ability to, as a standard action, breathe a single 15-foot line of acid dealing 4d6 points of acid damage (Reflex DC 15 for half damage) but dealing 2d6 points of acid damage to you when the effect ends. When you use this mutagen, cross the boon off the Chronicle sheet.
*''Urban Tenacity''
**Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.

[[Additional Resources Needed|Alaxtor's Additional Resources]]
''School'' transmutation; ''Level'' alchemist 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' S
!!EFFECT
''Range'' personal
''Targets'' you
''Duration'' 1 round
!!DESCRIPTION

This extract causes a pale aura to emanate from your mouth.

If you consume a potion or elixir on the round following the consumption of this extract, you can spit it back into its container as a free action. You gain all the benefits of the potion or elixir, but it is not consumed. You can only gain the benefits of one potion or elixir in this way per use of this extract.

Source: Advanced Player's Guide
''Benefit:'' You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
''School'' transmutation [see text]; ''Level'' cleric/oracle 2, inquisitor 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' touch
''Target'' weapon touched or 50 projectiles (all of which must be together at the time of casting)
''Duration'' 1 min./level
''Saving Throw'' Will negates (harmless, object); ''Spell Resistance'' yes (harmless, object)
!!DESCRIPTION
Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.

You can't cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon chaotic, evil, good, or lawful, align weapon is a chaotic, evil, good, or lawful spell, respectively.
''School'' transmutation (polymorph); ''Level'' alchemist 2, bard 2, magus 2, sorcerer/wizard 2, summoner 2, witch 2
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a piece of the creature whose form you plan to assume)
!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 min./level (D)
!DESCRIPTION
When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet.

//Small creature:// If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity.

//Medium creature:// If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength.
!Ankylosaurus CR 6
N Huge animal
''Init'' +0; ''Senses'' low-light vision, scent; Perception +14
!!Defense
''AC'' 22, touch 8, flat-footed 22 (+14 natural, –2 size)
''hp'' 75 [95] (10d8+30) [10d8+50]
''Fort'' +12 [+14], ''Ref'' +7, ''Will'' +4
!!Offense
''Speed'' 30 ft.
''Melee'' tail +14 [+16] (3d6+12 plus stun) [(3d6+15 plus stun)]
''w/ Power Attack'' tail +12 [+14] (3d6+18 plus stun) [(3d6+21 plus stun)]
''Space'' 15 ft.; ''Reach'' 15 ft.
!!Statistics
''Str'' 27 [31], ''Dex'' 10, ''Con'' 17 [21], ''Int'' 2, ''Wis'' 13, ''Cha'' 8
''Base Atk'' +7; ''CMB'' +17 [+19]; ''CMD'' 27 [29] (31 [33] vs. trip)
''Feats'' [[Great Fortitude]], [[Improved Bull Rush]], [[Improved Overrun]], [[Power Attack]], [[Weapon Focus (tail)|Weapon Focus]]
''Skills'' Perception +14
!!Special Abilities
*''Stun (Ex)''
**The ankylosaurus's tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 23 [25] save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. The save DC is Strength-based.
''School'' transmutation; Level alchemist 1, cleric/oracle 1, druid 1, ranger 1, sorcerer/wizard 1, summoner 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (a small pulley)
!!EFFECT
''Range'' touch
''Targets'' creature touched
''Duration'' 2 hours/level
''Saving Throw'' Fortitude negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
The target's carrying capacity triples. This does not affect the creature's actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.

Source: APG
''Benefit:'' You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.

''Diplomacy:'' You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.

''Intimidate:'' The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.

Source: Ultimate Magic
''School'' divination; ''Level'' alchemist 1, bard 1, ranger 1, sorcerer/ wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 minute/level or until activated
''Saving Throw'' Will negates; ''Spell Resistance'' yes	
!!DESCRIPTION
A creature affected by anticipate peril gains a preternatural sense of danger. The first time during this spell's duration that the target has to make an initiative check, the creature adds an insight bonus on that initiative check equal to the spell's caster level (maximum +5). Once this bonus applies, the effects of the spell end.

Source: Ultimate Magic
''School'' abjuration; ''Level'' cleric/oracle 8, sorcerer/wizard 6
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (pinch of powdered iron or iron filings)
!!EFFECT
''Range'' 10 ft.
''Area'' 10-ft.-radius emanation, centered on you
''Duration'' 10 min./level (D)
''Saving Throw'' none; ''Spell Resistance'' see text
!!DESCRIPTION

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.

Summoned creatures of any type wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)

A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, undead, and outsider are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities may be temporarily nullified by the field. Dispel magic does not remove the field.

Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field. Artifacts and deities are unaffected by mortal magic such as this.

Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
!Gorilla - CR 2
N Large animal
''Init'' +2; ''Senses'' low-light vision, scent; Perception +8
!!Defense
''AC'' 14, touch 11, flat-footed 12; (+2 Dex, +3 natural, –1 size)
''hp'' 19 [25] (3d8+6) [3d8+12]
''Fort'' +7 [+9], ''Ref'' +5, ''Will'' +2
!!Offense
''Speed'' 30 ft., climb 30 ft.
''Melee'' 2 slams +3 [+5] (1d6+2) [1d6+4]
''Space'' 10 ft.; ''Reach'' 10 ft.
!!Statistics
''Str'' 15 [19], ''Dex'' 15, ''Con'' 14 [18], ''Int'' 2, ''Wis'' 12, ''Cha'' 7
''Base Atk'' +2; ''CMB'' +5 [+7]; ''CMD'' 17
''Feats'' [[Great Fortitude]], [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Acrobatics +6, Climb +14 [+16], Perception +8
''School'' conjuration (creation) [water]; ''Level'' druid 3, magus 3, sorcerer/wizard 3, summoner 3; ''Bloodline'' aquatic 3
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a drop of water and a glass bead)
!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' 10-ft.-diameter sphere
''Duration'' 1 round/level
''Saving Throw'' Reflex negates; ''Spell Resistance'' no
!DESCRIPTION
You create a rolling sphere of churning water that can engulf those it strikes. The aqueous orb can move up to 30 feet per round, rolling over barriers less than 10 feet tall. It automatically quenches any non-magical fires and functions as dispel magic against magical fires as long as those fires are size Large or less.

Any creature in the path of the aqueous orb takes 2d6 points of nonlethal damage. A successful Reflex save negates this damage, but a Large or smaller creature that fails its save must make a second save or be engulfed by the aqueous orb and carried along with it. Engulfed creatures are immersed in water and must hold their breath unless capable of breathing water. They gain cover against attacks from outside the aqueous orb but are considered entangled by its churning currents, takes 2d6 points of nonlethal damage at the beginning of their turn each round they remain trapped. Creatures within the orb may attempt a new Reflex save each round to escape into a random square adjacent to the aqueous orb. The orb may hold one Large creature, 4 Medium, or 16 Small or smaller creatures within it.

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and churns in place. An aqueous orb stops if it moves outside the spell's range.

Source: Advanced Player's Guide
!!ARBITER CR 2
LN Tiny outsider (extraplanar, inevitable, lawful)
''Init'' +3; ''Senses'' darkvision 60 ft., //detect chaos//, low-light vision; Perception +5
!!DEFENSE
''AC'' 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
''hp'' 15 [19] (2d10+4) [2d10+8]; regeneration 2 (chaotic)
''Fort'' +5 [+7], ''Ref'' +3, ''Will'' +3
''Defensive Abilities'' constant vigilance, constructed; ''SR'' 13
!!OFFENSE
''Speed'' 20 ft., fly 50 ft. (average)
''Melee'' short sword +7 (1d3/19–20) [1d3+2/19-20]
''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
''Special Attacks'' electrical burst
''~Spell-Like Abilities'' (CL 2nd; concentration +4)
*Constant—[[Detect Chaos]]
*3/day—[[Command]] (DC 13), [[Make Whole]], [[Protection from Chaos]]
*1/week—[[Commune]] (CL 12th, 6 questions)
!!STATISTICS
''Str'' 11 [15], ''Dex'' 16, ''Con'' 14 [18], ''Int'' 11, ''Wis'' 11, ''Cha'' 14
''Base Atk'' +2; ''CMB'' +3; ''CMD'' 13 [15]
''Feats'' Flyby Attack, [[Weapon Finesse]]^^B^^
''Skills'' Diplomacy +7, Fly +12, Knowledge (planes) +5, Perception +5, Sense Motive +5, Stealth +16
''Languages'' truespeech
''SQ'' locate inevitable
!!SPECIAL ABILITIES
*''Constant Vigilance (Su)''
**An arbiter gains a +4 bonus to recognize and disbelieve illusions created by creatures with the chaotic subtype or possessing the chaotic descriptor.
*''Electrical Burst (Ex)''
**An arbiter can release electrical energy from its body in a 10-foot-radius burst that deals 3d6 electricity damage (DC 13 Reflex half ). Immediately following such a burst, the arbiter becomes stunned for 24 hours. The save DC is Constitution-based.
*''Locate Inevitable (Su)''
**An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, the better to help it report back to its superiors. It cannot sense the range to this inevitable.
''School'' divination (scrying); ''Level'' alchemist 4, arcanist 4, investigator 4, mesmerist 4, occultist 4, psychic 4, sorcerer/wizard 4, witch 4
!!Casting
''Casting Time'' 10 minutes
''Components'' V, S, M (a bit of bat fur)
!!Effect
''Range'' unlimited
''Effect'' magical sensor
''Duration'' 1 min./level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!Description
You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.

The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can't enter another plane of existence, even through a gate or similar magical portal.

You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate.
''School'' universal; ''Level'' magus 0, sorcerer/wizard 0, summoner 0, witch 0
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' touch
''Effect'' one personal rune or mark, all of which must fit within 1 sq. ft.
''Duration'' permanent
''Saving Throw'' none; ''Spell Resistance'' no
!DESCRIPTION
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, the effect gradually fades in about a month.

Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Source: CR 244
''School'' divination; ''Level'' alchemist 3, inquisitor 3, magus 3, sorcerer/wizard 3, witch 3
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 min./level (D)
!DESCRIPTION
|!Spell or Object|>|>|>|!Aura Power|
|~|!Faint|!Moderate|!Strong|!Overwhelming|
|Functioning spell (spell level)|3rd or lower|4th-6th|7th-9th|10th+ (deity-level)|
|Magic item (caster level)|5th or lower|6th-11th|12th-20th|21st+ (artifact)|
|!Original Strength|>|>|>|!Duration of Lingering Aura|
|Faint|>|>|>|1d6 rounds|
|Moderate|>|>|>|1d6 minutes|
|Strong|>|>|>|1d6x10 minutes|
|Overwhelming|>|>|>|1d6 days|

This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.

You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell (see tables above.) If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

As with detect magic, you can use this spell to identify the properties of magic items, but not artifacts.

Arcane sight can be made permanent with a permanency spell.
''Prerequisite:'' Ability to cast arcane spells.
''Benefit:'' As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
''Prerequisites:'' [[Archon Style]], [[Combat Expertise]], [[Improved Unarmed Strike]], base attack bonus +4 or monk level 4th.

''Benefit:'' The penalty to AC for using Archon Style to grant nearby allies a bonus to AC against a single opponent decreases to –1, and you can spend a move action instead of a standard action to use this ability.

Once per round while using Archon Style, when you have at least one hand free, you can divert one melee weapon attack that would have struck an adjacent ally and take the blow in your ally's stead, using your own AC to determine whether the attack hits you. Whether or not a diverted attack actually hits you, the ally you protected can make an attack of opportunity against the diverted opponent. You expend no action to divert the attack, but you must be aware of it and must not be flat-footed.

You must declare that you are using this feat after your opponent has declared the target of its melee attack but before it makes its attack roll.

Source: Blood of Angels
''Prerequisites:'' Archon Diversion, Archon Style, Combat Expertise, Improved Unarmed Strike, base attack bonus +8 or monk level 7th.

''Benefit:'' You no longer take a penalty to AC for using Archon Style to grant nearby allies a bonus to AC against a single opponent, and you can spend a swift action instead of a move action to use this ability.

Whenever you take damage from using Archon Diversion to divert an opponent's attack toward yourself, any allies threatening your opponent can make an attack of opportunity against the diverted opponent.
''Prerequisites:'' [[Combat Expertise]], [[Improved Unarmed Strike]], base attack bonus +2 or monk level 2nd.

''Benefit:'' While using this style, as a standard action, you can actively protect adjacent allies from a single opponent that you are currently adjacent to. This grants any adjacent allies a +2 dodge bonus to AC against that opponent's next melee attack (as long as that attack comes before the beginning of your next turn), but causes you to take a –2 penalty to AC against that opponent until your next turn. The dodge bonus persists even if your allies move away from you, but still only applies against attacks made by the opponent that you designated upon first using this ability.

Source: Blood of Angels
Combat Trait

''Benefit:'' When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Source: Ultimate Campaign
''Benefit:'' When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

''Normal:'' A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.

''Special:'' All characters except monks, sorcerers, and wizards automatically have Light Armor Proficiency as a bonus feat. They need not select it.
You are skilled at wearing medium armor.

''Prerequisite:'' Light Armor Proficiency.

''Benefit:'' See Armor Proficiency, Light.

''Normal:'' See Armor Proficiency, Light.

''Special:'' Barbarians, clerics, druids, fighters, paladins, and rangers automatically have Medium Armor Proficiency as a bonus feat. They need not select it.
* ''Advanced Player's Guide'' - Aqueous Orb, Parry Spell, Spark, Spell Perfection, Suffocation, Unwilling Shield
* ''Adventurer's Armory'' - spring loaded wrist sheaths, alchemical power components
* ''Cheliax, Empire of Devils'' - Dweomer Retaliation
* ''Pathfinder Society Field Guide'' - fortunate charm, dwoemer essence
* ''Rise of the Runelords Anniversary Edition'' - Blood Money
* ''Seeker of Secrets'' - cracked ioun stones, mulberry pentacle ioun stones, pale green ioun stones, resonance, vibrant purple prism ioun stones, wayfinder
* ''Taldor, Echoes of Glory'' - ring of the sublime
* ''Ultimate Combat'' - Liberating Command, Telekinetic Charge
* ''Ultimate Magic'' - Cold Ice Strike, Control Construct, Fickle Winds
* ''Ultimate Equipment'' - beat of newt prevention, blood reservoir of physical prowess, determination armor quality, haramaki armor, jaunt boots, page of spell knowledge, lesser persistent metamagic rod, robes of arcane heritage, spell storing armor enchantment, steadfast gut stone
|!Level|!Name|!Description|!Source|
|1|[[Dodge]]|+1 dodge bonus to AC|CR|
|Human|[[Toughness]]|+3 hit points, +1 per Hit Die beyond 3|CR|
|3|[[Magical Aptitude]]|+2 bonus on Spellcraft and Use Magic Device checks|CR|
|5|[[Improved Counterspell]]|Counterspell with spell of the same school|CR|
|7|[[Improved Initiative]]|+4 bonus on initiative checks|CR|
|Bloodline|[[Iron Will]]|+2 bonus on Will saves|CR|
|!Level|!Die|!CON|!Toughness|!Favored Class|!Total|
|!1|6|5|3|1|15|
|!2|4|5|||9|
|!3|4|5|||9|
|!4|4|5|1||10|
|!5|4|5|1||10|
|!6|4|5|1||10|
|!7|4|5|1||10|
|!8|4|5|1||10|
|!9|4|5|1||10|
|!10|4|5|1||10|
|!11|4|5|1||10|
|!12|4|5|1||10|
|!13|4|5|1||10|
|!14|4|5|1||10|
|!15|4|5|1||10|
|!16|4|5|1||10|
|!17|4|5|1||10|
|!18|4|5|1||10|
|!19|4|5|1||10|
|!Total|||||193|
|!Qt|!Item|!Description|!Weight|!Where|
|3|[[acid flask]]|Splash weapon for 1d6 acid; Gives +2 to Dispel Magic spells w/ earth subtype; Causes creatures in grease to take 1 acid/round|3 lbs|Handy Haversack|
|1|Adelia Map Collection|+2 circumstance on Knowledge (geography) checks between Katheer and Oppara, from the Inner Sea to the World's Edge Mountains|-|Handy Haversack|
|3|[[alchemical grease]]|½ a grease spell; or increase the save DC & Escape Artist DC by 1 of a grease|3 lbs|Handy Haversack|
|6|[[alchemist's fire]]|Splash weapon for 1d6 fire; causes creatures sturck by a flaming sphere to catch fire; 3 makes resist energy cold 36|6 lbs|Handy Haversack|
|1|[[antiplague]]|+5 alchemical to saves vs. disease; Throw into a hero’s feast to get benefit for 12 hours|-|Handy Haversack|
|1|[[bead of newt prevention]]|Stops you from failing will save vs. polymorph effects|-|On Person|
|1|[[belt of mighty constitution +2|belt of mighty constitution]]|+2 CON|1 lb.|Belt Slot|
|1|[[blood reservoir of physical prowess]]|Heals ability damage|-|On Person|
|1|[[circlet of persuasion]]|+3 competence to all CHA checks|-|Head Slot|
|1|[[Cloak of resistance +5|cloak of resistance]]|+5 resistance to all saves|1 lb|Shoulders Slot|
|1|[[cracked dusty rose prism ioun stone|ioun stone]]|+1 to initative|-|On Person|
|1|[[cracked pale green prism ioun stone (saves)|ioun stone]]|+1 competence bonus to saves|-|On Person|
|1|[[cracked tourmaline sphere ioun stone|ioun stone]]|+1 insight bonus on saves vs. death effects|-|On Person|
|1|[[cracked vibrant purple prism ioun stone|ioun stone]]|Spellstoring stone for 1 lvl spells|-|On Person|
|1|+1 determination glamered spell-storing haramaki|+2 armor to AC, additional abilities described below|1 lb|On Person|
|~|[[determination]]|1/day, when down to 0hp, heal for 5d8+10 like breath of life|~|~|
|~|[[glamered|glamered armor]]|Can make it look like regular clothes|~|~|
|~|[[spell-storing|spell-storing armor]]|Can store a touch spell of 3rd level or lower in it, cast that spell when hit by an attack|~|~|
|1|diamond worth 1,500 gp|Spell component for limited wish|-|On Person|
|1|[[dweomer's essence]]|+5 to a SR check|-|On Person|
|1|[[fortunate charm]]|Reroll a skill or concentration check|-|Neck Slot|
|1|[[glove of storing]]|Access/Put away an item as a free action|-|Hands Slot|
|1|[[handy haversack]]|Store up to 120 lbs of material|5 lbs.|On Person|
|1|[[headband of alluring charisma +6|headband of alluring charisma]]|+6 CHA|1 lb.|Headband Slot|
|3|[[itching powder]]|DC 12 FORT for -2 to att, save, skill; One glitterdusted person can also get itching powder|6 lbs|Handy Haversack|
|1|[[jaunt boots]]|3/day make a 5ft. step a 15ft. step|2 lbs.|Feet Slot|
|1|[[lesser quicken metamagic rod|quicken metamagic rod]]|3/day cast spell as a swift action|5 lbs|On Person|
|1|[[liquid ice]]|Splash weapon for 1d6 cold; makes ray of frost deal +1 cold dmg; 3 makes resist energy fire 36|6 lbs|Handy Haversack|
|1|[[mulberry pentacle ioun stone|ioun stone]]|+5 competence bonus on Bluff, Diplomacy, +2 competence on Sense Motive|- |In Wayfinder|
|1|noble's outfit|Fancy clothes|10 lbs|On Person|
|1|[[page of spell knowledge (blood money)|page of spell knowledge]]|Can cast blood money|-|On Person|
|1|[[page of spell knowledge (vampiric touch)|page of spell knowledge]]|Can cast vampiric touch|-|On Person|
|1|[[persistent metamagic rod|persistent metamagic rod]]|3/day creatures saving vs. spell save twice and pick lowest.|5 lbs|Glove of Storing|
|1|[[ring of feather falling]]|Casts feather fall on you when you fall|-|Ring Slot|
|1|[[ring of the sublime]]|Constant remove fear|-|Ring Slot|
|1|[[robes of arcane heritage]]|Bloodline is treated as 4 levels higher|1 lb.|On Person|
|4|ruby dust (250 gp)|Spell component for unwilling shield|-|On Person|
|1|scroll of [[Break Enchantment]]|Free victim from enchantment, transmutations and curses|-|Handy Haversack|
|1|scroll of [[Breath of Life]]|Heal someone for 5d8+9, UMD 29 to cast, UMD 30 for WIS 15|- |Spring Loaded Wrist Sheath|
|1|scroll of [[Heal]]|Heal target 110 hp, remove most conditions, UMD 31 to cast, UMD 31 for WIS 16|-|Spring Loaded Wrist Sheath|
|1|scroll of [[Word of Recall]]|Teleport yourself and 2 other medium creatures to Oppara, UMD 31 to cast, UMD 31 for WIS 16|-|Handy Haversack|
|1|Signet ring|Fancy ring|-|On Person|
|3|[[sneezing powder]]|~DC12 FORT or be staggered;|6 lbs|Handy Haversack|
|1|[[spellguard bracers]]|+2 to concentration defensively; 3/day roll concentration twice and pick the highest|1 lb|Wrists Slot|
|1|[[steadfast gut stone]]|10 temps vs. precision damage and crits|2 lbs|Handy Haversack|
|5|[[tanglefoot bag]]|Glues creature to the floor; Use in black tentacles to reroll the attack vs. one target|20 lbs|Handy Haversack|
|1|Tomes of Taldan History|+2 circumstance bonus on Knowledge (history) checks regarding Taldor|-|Handy Haversack|
|1|[[tourmaline sphere ioun stone|ioun stone]]|When determining CON score for dying, treat it 2 higher|-|On Person|
|2|[[universal solvent]]|Breaks apart adhesives|-|Handy Haversack|
|3|wand of [[Cure Light Wounds]]|Heal for 1d8+1|-|Handy Haversack|
|1|wand of [[Dispel Magic]] (CL 14)|Dispel an area, a target spell or counter a spell|-|Handy Haversack|
|1|wand of [[False Life]]|1d10+3 temp hp|-|Handy Haversack|
|1|wand of [[Fireball]] (CL 10)|10d6 fire damage in a 20ft. radius burst|-|Handy Haversack|
|1|wand of [[Inflict Moderate Wounds]]|2d8+3 negative energy damage, DC 13 WILL for half|-|Handy Haversack|
|1|wand of [[Magic Missile]]|1d4+1 force damage|-|Handy Haversack|
*Battlefield Control Spells
**Antimagic Field (Sorcerer 6, Abjuration, CR) - Negates magic within 10 ft.
**Wall of Iron (Sorcerer 6, Conjuration, CR) - Flat wall of iron that can be pushed over
*Defensive Spells
**Globe of Invulnerability (Sorcerer 6, Abjuration, CR) - Negates 4th level spells or lower within 10 ft.
**Repulsion (Sorcerer 6, Abjuration, CR) - Creatures can't move closer to you (WILL negates)
*Direct Attack Spells
**Conjure Black Pudding (Sorcerer 6, Conjuration, UM) - Conjure a black pudding
*Healing Spells
*Offensive Buff Spells
*Utility Spells
**Analyze Dweomer (Sorcerer 6, Divination, CR) - Super detect magic
[img[.\Pics\Arthur+Higgenstrom+III.jpg]] ([[Link|.\Pics\Arthur+Higgenstrom+III.jpg]])

[img[.\Pics\Arthur_Token.png]] ([[Link|.\Pics\Arthur_Token.png]])
|!Skill               |!Stat|!Trained|!Lv 1|!Lv 2|!Lv 3|!Lv 4|!Lv 5|!Lv 6|!Lv 7|!Lv 8|!Lv 9|!Lv 10|!Lv 11|!Lvl 12|!Lvl 13|!Lvl 14|!Lvl 15|!Lvl 16|!Lvl 17|!Lvl 18|!Luck|!Feat|!Trait|!Items|!Total|
|!Bluff               |7    |3       |1    |1    |1    |1    |1    |1    |1    |0    |1    |1     |1     |1      |1      |1      |1      |1      |1      |1      |1    |0    |1     |5     |!+34  |
|!Diplomacy           |7    |0       |0    |0    |0    |0    |0    |0    |0    |0    |0    |0     |0     |0      |0      |0      |0      |0      |0      |0      |1    |0    |1     |5     |!+14  |
|!Fly                 |2    |3       |0    |0    |0    |0    |0    |0    |0    |1    |1    |1     |1     |1      |1      |1      |1      |1      |1      |1      |1    |0    |0     |0     |!+17  |
|!Intimidate          |7    |3       |0    |1    |1    |1    |0    |0    |0    |0    |0    |0     |0     |0      |0      |0      |0      |0      |0      |0      |1    |0    |0     |3     |!+17  |
|!Knowledge(arcana)   |2    |3       |1    |0    |1    |1    |1    |1    |1    |1    |0    |0     |0     |0      |0      |0      |0      |0      |0      |0      |1    |0    |0     |0     |!+13  |
|!Knowledge(nobility) |2    |3       |1    |1    |0    |0    |0    |0    |0    |0    |0    |0     |0     |0      |0      |0      |0      |0      |0      |0      |1    |0    |0     |0     |!+10  |
|!Sense Motive        |0    |3       |1    |1    |1    |1    |1    |1    |1    |1    |1    |1     |1     |1      |1      |1      |1      |1      |1      |1      |1    |0    |1     |2     |!+25  |
|!Spellcraft          |2    |3       |1    |1    |1    |1    |1    |1    |1    |1    |1    |1     |1     |1      |1      |1      |1      |1      |1      |1      |1    |4    |0     |0     |!+28  |
|!Use Magic Device    |7    |3       |0    |1    |1    |1    |1    |1    |1    |1    |1    |1     |1     |1      |1      |1      |1      |1      |1      |1      |1    |4    |0     |3     |!+35  |
|>|>|>|!Level 0 (8 known)|
|!Name|!Source|!Description|!School|
|bgcolor(#b6f9b6):[[Detect Magic]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Detects all spells and magic items within 60 ft.|bgcolor(#b6b6f9):Divination|
|bgcolor(#b6f9b6):[[Detect Poison]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Detects poison in one creature or object.|bgcolor(#b6b6f9):Divination|
|bgcolor(#b6f9b6):[[Light]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Object shines like a torch.|bgcolor(#f9b6b6):Evocation|
|bgcolor(#b6f9b6):[[Mage Hand]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):5-pound telekinesis.|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6f9b6):[[Message]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Whisper a message at a distance|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6f9b6):[[Mending]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Makes minor repairs on an object.|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6f9b6):[[Prestidigitation]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Performs minor tricks.|''Universal''|
|bgcolor(#b6f9b6):[[Ray of Frost]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Ray deals 1d3 cold damage.|bgcolor(#f9b6b6):Evocation|
|bgcolor(#b6f9b6):[[Spark]]|bgcolor(#b6f9b6):APG|bgcolor(#b6f9b6):Ignites flammable objects.|bgcolor(#f9b6b6):Evocation|
|>|>|>|!Level 1 (5 known + 1 bloodline)|
|!Name|!Source|!Description|!School|
|bgcolor(#f9f9b6):[[Bless]]|bgcolor(#f9f9b6):CR|bgcolor(#f9f9b6):Allies gain +1 on attack rolls and saves against fear.|bgcolor(#b6f9f9):Enchantment|
|bgcolor(#f9b6b6):[[Blood Money]]|bgcolor(#f9b6b6):~RotRAE|bgcolor(#f9b6b6):Use blood to create costly material components for spells.|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6f9b6):[[Grease]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Makes 10-ft. square or one object slippery.|bgcolor(#f9f9b6):Conjuration|
|bgcolor(#b6f9b6):[[Liberating Command]]|bgcolor(#b6f9b6):UC|bgcolor(#b6f9b6):Subject makes an Escape Artist check with a +20 bonus.|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6f9b6):[[Magic Missile]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):1d4+1 damage; +1 missile per two levels above 1st (max 5).|bgcolor(#f9b6b6):Evocation|
|bgcolor(#b6f9b6):[[Protection from Evil]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):+2 to AC and saves, plus additional protection against selected alignment.|Abjuration|
|bgcolor(#b6f9b6):[[Silent Image]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Creates minor illusion of your design.|bgcolor(#f9b6f9):Illusion|
|>|>|>|!Level 2 (5 known + 1 bloodline + 2 FC bonus)|
|!Name|!Source|!Description|!School|
|bgcolor(#b6f9b6):[[Darkvision]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):See in the dark for 10 hours.|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6f9b6):[[False Life]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Gain 1d10 temporary hp + 1/level (max +10).|bgcolor(#b6b6b6):Necromancy|
|bgcolor(#b6f9b6):[[Flaming Sphere]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Rolling ball of fire deals 3d6 fire damage.|bgcolor(#f9b6b6):Evocation|
|bgcolor(#b6b6f9):[[Glitterdust]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Blinds creatures, outlines invisible creatures.|bgcolor(#f9f9b6):Conjuration|
|bgcolor(#b6b6f9):[[Hideous Laughter]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Subject loses actions for 1 round/level.|bgcolor(#b6f9f9):Enchantment|
|bgcolor(#b6f9b6):[[Invisibility]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Subject is invisible for 1 min./level or until it attacks.|bgcolor(#f9b6f9):Illusion|
|bgcolor(#f9f9b6):[[Resist Energy]]|bgcolor(#f9f9b6):CR|bgcolor(#f9f9b6):Ignores first 10 (or more) points of damage per attack from specified energy type.|Abjuration|
|bgcolor(#b6f9b6):[[See Invisibility]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Reveals invisible creatures or objects|bgcolor(#b6b6f9):Divination|
|>|>|>|!Level 3 (4 known + 1 bloodline + 2 FC bonus + 1 page of spell knowledge)|
|!Name|!Source|!Description|!School|
|bgcolor(#b6f9b6):[[Aqueous Orb]]|bgcolor(#b6f9b6):APG|bgcolor(#b6f9b6):Creates rolling sphere of water|bgcolor(#f9f9b6):Conjuration|
|bgcolor(#b6f9b6):[[Dispel Magic]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Cancels one magical spell or effect.|Abjuration|
|bgcolor(#b6f9b6):[[Displacement]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):50% miss chance on one target|bgcolor(#f9b6f9):Illusion|
|bgcolor(#b6b6f9):[[Dweomer Retaliation]]|bgcolor(#b6b6f9):Cheliax|bgcolor(#b6b6f9):Damages a counterspelled opponent.|Abjuration|
|bgcolor(#b6b6f9):[[Haste]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):One creature/level moves faster, +1 on attack rolls, AC, Reflex saves|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6f9b6):[[Heroism]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Gives +2 bonus on attack rolls, saves, skill checks.|bgcolor(#b6f9f9):Enchantment|
|bgcolor(#b6f9b6):[[Lightning Bolt]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):1d6/level electricity damage in a line|bgcolor(#f9b6b6):Evocation|
|bgcolor(#f9f9b6):[[Magic Circle Against Evil]]|bgcolor(#f9f9b6):CR|bgcolor(#f9f9b6):As protection spells, but 10-ft. radius and 10 min./level.|Abjuration|
|bgcolor(#f9b6b6):[[Vampiric Touch]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Touch attack to deal 1d6/2lvls, gain that much temps|bgcolor(#b6b6b6):Necromancy|
|>|>|>|!Level 4 (3 known + 1 bloodline + 2 FC bonus)|
|!Name|!Source|!Description|!School|
|bgcolor(#b6f9b6):[[Black Tentacles]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Tentacles grapple all creatures within a 20-ft. spread.|bgcolor(#f9f9b6):Conjuration|
|bgcolor(#b6b6f9):[[Elemental Body I]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Turn into a small elemental|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6f9b6):[[Enervation]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Subject gains 1d4 negative levels|bgcolor(#b6b6b6):Necromancy|
|bgcolor(#b6f9b6):[[Phantasmal Killer]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Fearsome illusion kills someone or 3d6 damage|bgcolor(#f9b6f9):Illusion|
|bgcolor(#f9f9b6):[[Remove Curse]]|bgcolor(#f9f9b6):CR|bgcolor(#f9f9b6):Frees object or person from curse|Abjuration|
|bgcolor(#b6b6f9):[[Telekinetic Charge]]|bgcolor(#b6b6f9):UC|bgcolor(#b6b6f9):Launches an ally through the air|bgcolor(#f9b6b6):Evocation|
|>|>|>|!Level 5 (4 known + 1 bloodline + 2 FC bonus)|
|!Name|!Source|!Description|!School|
|bgcolor(#b6f9b6):[[Baleful Polymorph]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Make the subject a small creature, even if they don't want to|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6f9b6):[[Dismissal]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Forces a creature to return to its native plane.|Abjuration|
|bgcolor(#b6b6f9):[[Feeblemind]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Creature's Int and Cha scores become 1|bgcolor(#b6f9f9):Enchantment|
|bgcolor(#b6f9b6):[[Fickle Winds]]|bgcolor(#b6f9b6):UM|bgcolor(#b6f9b6):Make ranged attacks on you+allies worthless|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#f9f9b6):[[Flame Strike]]|bgcolor(#f9f9b6):CR|bgcolor(#f9f9b6):Smites foes with divine fire. (1d6/level damage)|bgcolor(#f9b6b6):Evocation|
|bgcolor(#b6b6f9):[[Suffocation]]|bgcolor(#b6b6f9):APG|bgcolor(#b6b6f9):Take the air out of target's lungs. FORT:0hp>-1hp>dead|bgcolor(#b6b6b6):Necromancy|
|bgcolor(#b6f9b6):[[Teleport]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Teleport up to 100 mi/lvl away. w/ 4 Medium creatures|bgcolor(#f9f9b6):Conjuration|
|>|>|>|!Level 6 (3 known + 1 bloodline + 2 FC bonus)|
|!Name|!Source|!Description|!School|
|bgcolor(#b6f9b6):[[Cold Ice Strike]]|bgcolor(#b6f9b6):UM|bgcolor(#b6f9b6):Swift action 30ft. line of ice. 1d6/lvl|bgcolor(#f9b6b6):Evocation|
|bgcolor(#f9f9b6):[[Greater Dispel Magic]]|bgcolor(#f9f9b6):CR|bgcolor(#f9f9b6):As Dispel Magic, but with multiple targets|Abjuration|
|bgcolor(#b6f9b6):[[Mass Suggestion]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):One target/lvl listens to suggestion.|bgcolor(#b6f9f9):Enchantment|
|bgcolor(#b6b6f9):[[Mislead]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):You go invisible, illusory double of you shows up|bgcolor(#f9b6f9):Illusion|
|bgcolor(#b6f9b6):[[Summon Monster VI|Summon Monster]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Summon Extraplanar creature to fight for you|bgcolor(#f9f9b6):Conjuration|
|bgcolor(#b6b6f9):[[Unwilling Shield]]|bgcolor(#b6b6f9):APG|bgcolor(#b6b6f9):Target takes 1/2 the wounds you receive|bgcolor(#b6b6b6):Necromancy|
|>|>|>|!Level 7 (2 known + 1 bloodline)|
|bgcolor(#f9f9b6):[[Banishment]]|bgcolor(#f9f9b6):CR|bgcolor(#f9f9b6):Like //dismissal//, but for multiple targets.|Abjuration|
|bgcolor(#b6f9b6):[[Limited Wish]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Alter reality (within limits)|''Universal''|
|bgcolor(#b6f9b6):[[Prismatic Spray]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Multicolored beams released in 30ft cone.|bgcolor(#f9b6b6):Evocation|

Green = Known normally
Yellow = bloodline
Blue = Favored Class bonus
Red = Page of Spell Knowledge

!Alchemical Power Components
|!Item|!Spell|!M/F|!Effect|
|Acid Flask|[[Dispel Magic]]|M|+2 on dispel checks vs. spells with the earth subtype|
||[[Grease]]|M|The grease is acidic and deals 1 point of acid damage per round to any creature in the are or holding the greased object|
|Alchemical Grease|[[Grease]]|M|Increase the Save DC and the Escape Artist check DC by 1.|
|Alchemist's Fire|[[Flaming Sphere]]|M|Any creature damaged by a flaming sphere catches on fire as if he had been struck by an alchemist's fire.|
||[[Resist Energy]]|M|You may use 3 alchemist fires as a power component to increase the cold resistance to 36.|
|Itching Powder|[[Glitterdust]]|M|For each packet of itching powder you used as a power component, you may designate one creature in the area to be affected by itching powder (DC 12).|
|Liquid Ice|[[Ray of Frost]]|F|The spell deals +1 point of damage.|
|||M|The spell creates an icicle of frozen water that deals 1d3 points of piercing damage and 1 point of cold damage.|
||[[Resist Energy]]|M|You may use 3 liquid ices as a power component to increase the fire resistance to 36.|
|Tanglefoot Bag|[[Black Tentacles]]|M|For each tanglefoot bag used as a power component, you may reroll the tentacles grapple check vs. one creature of your choice.|
!Lord Arthur Higgenstrom III
Male Human Sorcerer 19
LG Medium humanoid
''Init:'' +12; ''Senses:'' Perception: +0
!Defenses
''AC:'' 17, touch 12, flat-footed 12 (+2 armor, +5 Dex)
[[hp:|Arthur's HP]] 193 (19d6+115)
''Fort'' +18, ''Ref'' +18, ''Will'' +20; +1 vs. death, +4 vs. fear, +4 vs. poison ([[calc|Arthur's save calculations]])
''Immune'' acid, cold, petrification, ''Resist'' 10 electricity, 10 fire
!Offense
''Speed'' 30 ft., fly 60 ft.
''Melee:'' touch +9
''Ranged:'' light crossbow +14 (1d8/19-20) or heavenly fire +14 (1d4+12)
''Sorcerer ~Spell-Like Abilities'' (CL 23rd):
* 14/day- Heavenly Fire
[[Sorcerer Spells|Arthur's Spells]] (CL 20th, concentration +32, +38 defensively):
*9th level (5/day)- [[Gate]], [[Time Stop]], [[Wish]]
*8th level (7/day)- [[Mind Blank]], [[Moment of Prescience]], [[Orb of the Void]], [[Prismatic Wall]], [[Summon Monster VIII|Summon Monster]], [[Sunburst]]
*7th level (7/day)- [[Banishment]], [[Control Construct]], [[Limited Wish]], [[Mage's Magnificent Mansion]], [[Phase Door]], [[Prismatic Spray]]
*6th level (7/day)- [[Cold Ice Strike]], [[Greater Dispel Magic]], [[Mass Suggestion]], [[Mislead]], [[Summon Monster VI|Summon Monster]], [[Unwilling Shield]]
*5th level (8/day)- [[Baleful Polymorph]], [[Dismissal]], [[Feeblemind]], [[Fickle Winds]], [[Flame Strike]], [[Suffocation]], [[Teleport]]
*4th level (8/day)- [[Acid Pit]], [[Black Tentacles]], [[Elemental Body I]], [[Enervation]], [[Phantasmal Killer]], [[Remove Curse]], [[Telekinetic Charge]]
*3rd level (8/day)- [[Aqueous Orb]], [[Dispel Magic]], [[Displacement]], [[Dweomer Retaliation]], [[Greater Magic Weapon]], [[Haste]], [[Lightning Bolt]], [[Magic Circle Against Evil]], [[Vampiric Touch]]
*2nd level (8/day)- [[Darkvision]], [[False Life]], [[Flaming Sphere]], [[Glitterdust]], [[Hideous Laughter]], [[Invisibility]], [[Resist Energy]], [[See Invisibility]]
*1st level (9/day)- [[Bless]], [[Blood Money]], [[Grease]], [[Liberating Command]], [[Magic Missile]], [[Protection from Evil]], [[Silent Image]]
*0th level (at-will)- [[Detect Magic]], [[Detect Poison]], [[Light]], [[Mage Hand]], [[Message]], [[Mending]], [[Prestidigitation]], [[Ray of Frost]], [[Spark]]
''Bloodline'' Celestial
!Statistics
''Str:'' 10, ''Dex:'' 20, ''Con:'' 20, ''Int:'' 14, ''Wis:'' 10, ''Cha:'' 33
''Base Atk:'' +9; ''CMB:'' +9; ''CMD:'' 25
[[Feats|Arthur's Feats]]'':'' [[Combat Casting]], [[Dazing Spell]], [[Extend Spell]], [[Eschew Materials]]^^B^^, [[Improved Counterspell]], [[Improved Initiative]], [[Iron Will]], [[Magical Aptitude]], [[Parry Spell]], [[Piercing Spell]], [[Quicken Spell]], [[Spell Penetration]], [[Spell Perfection (Dismissal)|Spell Perfection]], [[Toughness]], [[Weapon Finesse]]
[[Traits|Arthur's Traits]]'':'' [[Fashionable (Sense Motive)|Fashionable]], [[Reactionary]]
[[Skills|Arthur's Skills]]'':'' Bluff +36, Diplomacy +16, Fly +17, Intimidate +19, Knowledge(arcana) +13, Knowledge(nobility) +10, Sense Motive +25, Spellcraft +28, Use Magic Device +37 need to update
''Languages:'' Celestial, Common
''SQ:'' bloodline arcana, celestial resistances, heavenly fire, wings of heaven
[[Item Cheat Sheet|Arthur's Item Cheat Sheet]]
''Combat Gear:'' acid flask x3, alchemical grease x3, alchemist's fire x6, antiplague, [[bead of newt prevention]], [[blood reservoir of physical prowess]] (4 charges), [[dweomer's essence]] x3, itching powder x3, [[lesser persistent metamagic rod|persistent metamagic rod]], [[lesser quicken metamagic rod|quicken metamagic rod]], liquid ice x15, scroll of //break enchantment//, sneezing powder x3, [[staff of the master]], [[steadfast gut stone]], tanglefoot bag x5, 2 doses of [[universal solvent]], wand of //magic missile// (47 charges), wand of //cure light wounds// x3 (34 charges, 50 charges, 50 charges), wand of //dispel magic// (CL 14th, 6 charges), wand of //false life// (20 charges), wand of //fireball// (~CL10, 18 charges), wand of //inflict moderate wounds// (8 charges), 1,000 gp of ruby dust, 1 diamond worth 1,500 gp
''Other Gear:'' noble’s outfit, signet ring, +1 [[determination]] [[glamered|glamered armor]] [[spell-storing|spell-storing armor]] haramaki (with a [[Vampiric Touch]] cast in it), [[belt of physical might DEX/CON +6|belt of physical might]], [[circlet of persuasion]], [[cloak of resistance +5|cloak of resistance]], [[cracked dusty rose prism ioun stone|ioun stone]], [[cracked pale green ioun stone (saves)|ioun stone]], [[cracked tourmaline sphere ioun stone|ioun stone]], [[cracked vibrant purple prism ioun stone|ioun stone]] (with a [[Grease]]), [[fortunate charm]], [[glove of storing]], [[handy haversack]], [[headband of alluring charisma +6|headband of alluring charisma]], [[jaunt boots]], [[mulberry pentacle ioun stone|ioun stone]] (placed in a [[wayfinder]]), [[orange prism ioun stone|ioun stone]], [[page of spell knowledge (blood money)|page of spell knowledge]], [[page of spell knowledge (vampiric touch)|page of spell knowledge]], [[ring of spell knowledge III|ring of spell knowledge]] (with barkskin cast in it), [[ring of feather falling]], [[ring of the sublime]], [[robes of arcane heritage]], [[spectacles of understanding]], [[spellguard bracers]], spring loaded wrist sheath x2 (one with a scroll of //heal//, one with a scroll of //breath of life//), [[stone of good luck]], [[tourmaline sphere ioun stone|ioun stone]]
!Special Abilities
* ''Ability Scores:'' Lord Arthur Higgenstrom III has read a [[tome of leadership and influence +5|tome of leadership and influence]], giving him a +5 to his Charisma score.
* ''Ascension (Su):'' At 20th level, you become infused with the power of the heavens. You gain:
** Immunity to acid, cold, and petrification
** Resist electricity 10
** Resist fire 10
** +4 racial bonus on saves against poison
** Unlimited use of the Wings of Heaven ability
** the ability to speak with any creature that has a language (as per the tongues spell).
* ''Bloodline Arcana:'' Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
* ''Celestial Resistances (Ex):'' At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
* ''Conviction (Su):'' At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
* ''Heavenly Fire (Sp):'' Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
* ''Wings of Heaven (Su):'' At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.
!Boons
* ''An Agent Uncovered:'' You have an unique wayfinder stamped with the seal of the Decemvirate. When showing this to another member of the Pathfinder Society, you receive a +2 bonus to a Bluff, Diplomacy, or Intimidate check.
* ''Caravan:'' You may use Bluff for Day Job Rolls. 
* ''Cornered Fury:'' Your trials within Round Mountain have given you the will to fight viciously when cut off from friends and allies, a trait many ratfolk possess. Whenever you are reduced to half or fewer of your total hit points, and have no conscious ally within 30 feet, you gain a +2 morale bonus on melee attack rolls and to Armor Class. If you possess the Cornered Fury alternate racial trait (Pathfinder RPG Advanced Race Guide 150), these bonuses do not stack.
* ''Desperate Bargain:'' Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
* ''Distrust of Witches:'' Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
* ''Faithless:'' Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
* ''Fugitive from Numeria:'' You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
* ''A Glimpse of the Future:'' At any time in the future, you may give up this boon to gain the benefits of an //augury// with a 60% success rate.
* ''Height of Fashion:'' Your contacts among the Taldan aristocracy allow you to constantly update and adapt your fashion so as to never appear out of style—be it at court, on the road, or even in combat. You gain a +3 bonus on Diplomacy checks against nobles, politicians, and aristocrats of your race.
* ''Herald:'' You gain the service of a herald to announce your presence and accomplishments at any social gathering, be it a formal ball, theater performance, or diplomatic negotiation.
* ''Hide of Dragons (Blue):'' You defeated Runelord Karzoug’s blue dragon in Part Seven: The Eye of Avarice and skinned it to craft armor from its hide. You may purchase a suit of masterwork armor and a masterwork light or heavy shield sized for a Medium creature. See page 154 of the Pathfinder RPG Core Rulebook for pricing information on armor crafted of dragonhide.
* ''Honored Guests of the Hall:'' Should you rescue a cleric from the grasp of the demons plaguing Cayden's Hall, High Priestess Saphira declares you to be an honored guest and from this day forth all drinks beneath her roof are free for you. Additionally, all clerics of Cayden Cailean in Absalom give you a +1 circumstance bonus when asking them for information pertaining to any Knowledge skill check.
* ''Jestercap Fright Mask:'' You may use this mask to either cast //cause fear// (CL 1, DC 12) or //remove fear// (CL 1).
* ''Lifetimes of Experience:'' You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
* ''Lore of the //Lotus Annals//:'' Your time transcribing or transporting the rare ancient Nagaji text known as the //Lotus Annals// has imparted upon you unique insight about nagas, the nagaji people, the nation of Nagajor, and the goddess Nalinivati. You gain a +2 circumstance bonus on any Knowledge skill check relating to these subjects, and a +1 circumstance bonus on attack rolls and Charisma-based skill checks against nagaji or nagas.
* ''Magical Scrivener:'' Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
* ''Masquerade Veil:'' You may cross off this boon to gain access to //disguise self// with only a +5 bonus to Disguise checks for 1 hour. The person you change into is chosen at random.
* ''Master of Shadows'': You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
* ''Minotaur Rescuer:'' You get a +1 circumstance bonus to all INT or CHA based skill checks while in Absalom.
* ''Noble Title:'' You gain one of the following noble titles: baron, baroness, dame, earl, //lord//, marquis, marquise, visbaronet, visbaronetess, viscount, and viscountess. Among the many hereditary nobles in Taldor, your title means little and grants you few benefits other than an official writ declaring it a legitimate title in the Empire of Taldor, signed by Prince Stavian III himself. You become specialized in Knowledge (nobility).
* ''Owed a Favor:'' You may give up this boon to get a +4 bonus to all Diplomacy checks during a scenario set in Absalom.
* ''Practiced Artificer:'' Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.
* ''Prince of Wolves:'' Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
* ''Proud but Discouraged (Taldor):'' The people of Varisia stubbornly resisted Lady Gloriana Morilla’s efforts to found a new aristocracy. In that time, you have learned to rely on your fellow nobles and sympathizers. Increase the bonus of any aid another action you receive from any member of the Taldor faction by 2.
* ''Revolutionary Bluster'': You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
* ''Runelord’s Reputation:'' You defeated Runelord Karzoug, preventing his return to Golarion and the age of destruction and terror he would have ushered in. Your name is known far and wide for discovering ~Xin-Shalast and for bringing one of the mightiest wizards of all time to his ultimate ruin. As a result, your Fame score increases to equal 6 × your character level (as though you had earned maximum prestige in each adventure up to this point).
* ''Scion of Geb:'' You get a +1 circumstance bonus to all CHA based skill checks dealing with native Gebbites.
* ''Seneschal:'' When you rest at your home, you automatically heal as if under long-term care using the Heal skill.
* ''Sihedron Reforged:'' Although the shards of the Sihedron embody sin, the reforged star is an artifact of virtue that embraces harmony and teamwork. You may now benefit from two shard boons simultaneously and only suffer from one of the shards’ penalties (your choice). When you change your shard, you may change one or both shards. In addition, once per day as an immediate action you may unleash a surge of potent magic that grants a willing ally within 120 feet a +2 insight bonus on all saving throws for 1 round and 2d8+10 points of magical healing. This transfer occurs so quickly that it can grant the bonus on a saving throw after the saving throw has been rolled, but it must be made before the result of that roll is confirmed by the GM. Likewise, the healing granted can occur in the instant before a creature actually takes damage from any source, which could heal a heavily wounded target before the additional damage kills it.
* ''Shortcut to the Center of the World:'' With the backdoor into the //Hao Jin Tapestry// secured for the Pathfinder Society's use, travel between the Grand Lodge in Absalom (where the physical tapestry hangs) and the wilds of Varisia is shortened from a costly or time-consuming journey to little more than a quick entry into the tapestry and exit into the Well of Tainted Virtue. Whenever you are adventuring in Varisia, you may take advantage of any boon or vanity that relies on you being in the city of Absalom as if you were in the city.
* ''Tenure:'' If this Chronicle is applied to a retired 12th-level PC, you may opt to take a position on the Academae’s staff, perhaps even as one of the school’s administrators, operating your Pathfinder affairs out of this new headquarters. You gain a +5 bonus on all Knowledge and Spellcraft checks when you have access to the Academae’s resources.
* ''Thassilonian Ioun Stone:'' In your battle against Karzoug and his minions, you encountered several ioun stones from ancient Thassilon that were unknown until you discovered them. While there are a limited number of each, and the means of creating them have been lost since Thassilon’s fall, you were able to keep one ioun stone for personal use. Select one of the four ioun stones listed below, crossing the others off the Chronicle sheet. You gain the selected ioun stone at no cost. For resonant powers of these ioun stones and pricing to purchase additional stones (their effects stack), see Pathfinder Campaign Setting: Seekers of Secrets.
**''Crimson Sphere:'' Grants a +2 enhancement bonus to Intelligence.
* ''The Long Con:'' Your experiences bringing down the Tower of Yath have honed your skills at deceiving those who worship Abyssal forces. You gain a permanent +1 bonus on Bluff checks made against demonic cultists in noncombat situations.
* --''Zahra's Tactics:'' In thanks for saving her from a fate of madness and servitude to the Mad Marid Moukadeem, Zahra grants you additional training in fighting genies in the future. You may, as a swift action, gain a +1 insight bonus on a single attack and damage roll against a genie. This ability may be used three times, each time crossing off one of the uses here. You may stack these uses on a single attack should you so choose, granting a +3 bonus on that attack and damage roll.--

[[Pictures|Arthur's Pictures]]
[[Additional Resources Necessary|Arthur's ARs]]
|!Trait|!Category|!Source|!Benefit|
|[[Fashionable (Sense Motive)|Fashionable]]|Regional (Taldor)|GPSOP|+1 to Bluff, Diplomacy, Sense Motive|
|[[Reactionary]]|Combat|APG|+2 to init|
|!Bonus|!FORT|!REF|!WILL|
|Base|+5|+5|+10|
|Stat|+5|+5|+0|
|Feat|+0|+0|+2|
|Resistance|+5|+5|+5|
|Competence|+1|+1|+1|
|Luck|+1|+1|+1|
|Total|+17|+17|+19|
''Discipline'' Metacreativity (Creation)
''Level'' Shaper 1
!MANIFESTING
''Display'' Visual; see text
''Manifesting Time'' 1 round
!EFFECT
''Range'' Close (25 ft. + 5 ft./2 levels)
''Effect'' One created astral construct
''Duration'' 1 round/level (D)
''Saving Throw'' None; ''Power Resistance'' No
''Power Points'' 1
!DESCRIPTION
This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power’s duration and dissipates at the end of its turn.

Astral construct are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.

''Augment'' For every 2 additional power points you spend, the level of the astral construct increases by one.

[[1st Level Astral Construct]]
[[2nd Level Astral Construct]]
[[3rd Level Astral Construct]]
[[4th Level Astral Construct]]
[[5th Level Astral Construct]]
[[6th Level Astral Construct]]
[[7th Level Astral Construct]]
[[8th Level Astral Construct]]
[[9th Level Astral Construct]]

*''Astral Construct Menu A''
**''Buff (Ex):'' The astral construct gains an extra 5 hit points.
**''Celerity (Ex):'' The astral construct’s land speed is increased by 10 feet.
**''Cleave (Ex):'' The astral construct gains the Cleave feat.
**''Deflection (Ex):'' The astral construct gains a +1 deflection bonus to Armor Class.
**''Fly (Ex):'' The astral construct has physical wings and a fly speed of 20 feet (average).
**''Improved Bull Rush (Ex):'' The astral construct gains the Improved Bull Rush feat.
**''Improved Slam Attack (Ex):'' The astral construct gains the Improved Natural Attack feat.
**''Mobility (Ex):'' The astral construct gains the Mobility feat.
**''Power Attack (Ex):'' The astral construct gains the Power Attack feat.
**''Resistance (Ex):'' Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The astral construct gains resistance 5 against that energy type.
**''Swim (Ex):'' The astral construct is streamlined and shark like, and gains a swim speed of 30 feet.
**''Trip (Ex):'' If the astral construct hits with a slam attack, it can attempt to trip the opponent as a free action without provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct.
*''Astral Construct Menu B''
**''Compact Form:'' The astral construct is summoned in a smaller form, coming one size category smaller than normal. Its Strength is reduced by 2, its Dexterity is increased by 2, and its modifiers based on size are adjusted appropriately.
**''Energy Touch (Ex):'' The astral construct deals an extra 1d4 points of damage of your active energy type (fire, cold, sonic, or electricity) when you manifest the construct.
**''Extra Attack:'' If the astral construct is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier x 1-1/2. If the astral construct is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged.
**''Fast Healing (Ex):'' The astral construct heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.
**''Heavy Deflection (Ex):'' The astral construct gains a +4 deflection bonus to Armor Class.
**''Improved Buff (Ex):'' The astral construct gains an extra 15 hit points.
**''Improved Critical (Ex):'' The astral construct gains the Improved Critical feat with its slam attacks.
**''Improved Damage Reduction (Ex):'' The astral construct’s surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction).
**''Improved Fly (Ex):'' The astral construct has physical wings and a fly speed of 40 feet (average).
**''Improved Grab (Ex):'' To use this ability, the construct must hit with its slam attack. A construct can use this ability only on a target that is at least one size smaller than itself.
**''Improved Swim:'' The astral construct is streamlined and shark-like, and gains a swim speed of 60 feet.
**''Muscle (Ex):'' The astral construct gains a +4 bonus to its Strength score.
**''Poison Touch (Ex):'' If the astral construct hits with a melee attack, the target is affected by astral poison. **Poison (Su): astral poison – injury; save Fort DC 10 + 1/2 astral construct’s HD + astral construct’s Cha modifier; frequency 1/minute for 2 minutes; effect 1 Con damage; cure 1 save.
**''Pounce (Ex):'' If the astral construct charges a foe, it can make a full attack.
**''Smite (Su):'' Once per day the astral construct can choose one target to focus on, dealing additional damage. The astral construct deals extra damage equal to its Hit Dice to this target until the target is dead, the astral construct’s duration is destroyed, expired, or dimissed, or the manifester who summoned it rests to regain daily power points.
**''Trample (Ex):'' As a standard action during its turn each round, a Large or larger astral construct can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + 1/2 astral construct’s Hit Dice + astral construct’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a –4 penalty.
*''Astral Construct Menu C''
**''Blindsight (Ex):'' The astral construct has blindsight out to 60 feet.
**''Concussion (Sp):'' The astral construct can manifest concussion blast (manifester level 7th) as a free action once per round.
**''Constrict (Ex):'' The astral construct has the improved grab ability with its slam attack. In addition, on a successful grapple check, the astral construct deals damage equal to its slam damage.
**''Dimension Slide (Sp):'' The astral construct can manifest dimension slide (manifester level equal to Hit Dice) as a move action once per round.
**''Energy Bolt (Sp):'' The astral construct can manifest energy bolt (manifester level 8th) as a standard action once per round. The creator’s active energy type determines the type of energy used. Kineticists are not restricted to an active energy type when choosing this menu option.
**''Extra Buff (Ex):'' The astral construct gains an extra 30 hit points.
**''Extreme Damage Reduction (Ex):'' The astral construct’s surface forms hard, armor-like plates and provides an additional 6 points of damage reduction.
**''Extreme Deflection (Ex):'' The astral construct gains a +8 deflection bonus to Armor Class.
**''Natural Invisibility (Su):'' The astral construct is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.
**''Power Resistance (Ex):'' The astral construct gains power resistance equal to 10 + its Hit Dice.
**''Rend (Ex):'' The astral construct makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam damage, but does slashing damage instead of bludgeoning damage). An astral construct that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1-1/2 times its Str modifier.
**''Spring Attack (Ex):'' The astral construct gains the Spring Attack feat.
**''Whirlwind Attack (Ex):'' The astral construct gains the Whirlwind Attack feat.
!Spells
|>|>|>|!Level 0 (6 known)|
|!Name|!Source|!Description|
|[[Brand]]|APG|Creates permanent brand on target creature|
|[[Create Water]]|CR|Creates 2 gallons/level of pure water.|
|[[Detect Magic]]|CR|Detects spells and magic items within 60 ft.|
|[[Light]]|CR|Object shines like a torch.|
|[[Read Magic]]|CR|Read scrolls and spellbooks.|
|[[Stabilize]]|CR|Cause a dying creature to stabilize.|
|>|>|>|!Level 1 (5 known + 3 FC Bonus) 5/day|
|!Name|!Source|!Description|
|[[Bane]]|CR|Enemies take –1 on attack rolls and saves against fear.|
|[[Burst Bonds]]|APG|1d6 damage/level (max 5d6) to restraints.|
|[[Compel Hostility]]|UC|Compels opponents to attack you instead of your allies.|
|[[Disguise Self]]|CR|Changes your appearance.|
|[[Divine Favor]]|CR|You gain +1 per three levels on attack and damage rolls.|
|[[Lock Gaze]]|UC|Compels the target to look only at you for the duration of the spell.|
|[[True Strike]]|CR|+20 on your next attack roll.|
|[[Vocal Alteration]]|UM|Disguise target's voice.|
|>|>|>|!Level 2 (4 known + 1 FC Bonus) 4/day|
|!Name|!Source|!Description|
|[[Blistering Invective]]|UC|Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.|
|[[Castigate]]|APG|Causes target to be shaken and cower.|
|[[Flames of the Faithful]]|APG|Gives weapon flaming property.|
|[[Silence]]|CR|Negates sound in 20-ft. radius.|
|[[Weapon of Awe]]|APG|Weapon gets +2 on damage rolls.|
|>|>|>|!Level 3 (1 known) 1/day|
|!Name|!Source|!Description|
|[[Terrible Remorse]]|UM|Creature is compelled to harm itself.|

!~Spell-Like Abilities
|!Name|!Source|!Description|!Frequency|
|[[Detect Chaos/Evil/Good/Law|Detect Alignment]]|CR|Reveals creatures, spells, or objects of selected alignment.|at-will|
|[[Discern Lies]]|CR|Detect whether something being said is a lie as an immediate action|7 rounds/day|

!Judgments
3/day (1/day as if you were 3 levels higher), activate or switch as a swift action
*''Destruction'' - +3 sacred bonus on weapon damage
*''Healing'' - Fast healing 3
*''Justice'' - +3 sacred bonus on attack rolls
*''Piercing'' - 3 sacred bonus to concentration checks and level checks to overcome SR
*''Protection'' - +2 sacred bonus to AC
*''Purity'' - +2 sacred bonus to saves
*''Resiliency'' - DR 2/magic
*''Resistance'' - Resist 6 (acid, cold, electric, fire or sonic)
*''Smiting'' -Weapon counts as magic and chaotic or good for overcoming DR

!Determination
3/day
*''Aggression'' - Reroll an attack roll
*''Defense'' - Immediate +4 insight bonus to AC for one attack
*''Warning'' - Immediate force reroll on an attack on an ally

!Bane
7 rounds/day
*Swift action - activate the bane
*Standard action - spend 3 rounds to brand a creature, allies have bane vs that creature
|!Level|!Name|!Description|!Source|
|1|[[Fey Foundling]]|+2 HP per die of magic healing|ISWG 286|
|Human|[[Judgment Surge]]|Count your level as 3 higher for judgment 1/day|UM 153|
|3|[[Power Attack]]|-2 hit/+4 damage|CR|
|5|[[Branded for Retribution]]|Spend 3 rounds of bane to give it to everyone|UC 90|
|7|[[Furious Focus]]|Ignore the first Power Attack penalty each turn|APG 161|
|!Level|!Die|!CON|!Favored Class|!Total|
|!1|8|1|1|10|
|!2|5|1|1|7|
|!3|5|1|1|7|
|!4|5|1||6|
|!5|5|1||6|
|!6|5|1||6|
|!7|5|1||6|
|!Total||||48|
|!Skill|!Ability|!Ranks|!Class|!Total|
|!Bluff|2|7||!+12|
|!Diplomacy|2|7||!+12|
|!Intimidate|2|7|3|!+15|
|!Knowledge (arcana)|0|5|(2 on monster knowledge)|!+8|
|!Knowledge (nature)|0|5|(2 on monster knowledge)|!+8|
|!Knowledge (planes)|0|5|(2 on monster knowledge)|!+8|
|!Knowledge (religion)|0|5|(2 on monster knowledge)|!+8|
|!Sense Motive|2|7|3|!+15|
|!Survival|2|1|(3 when tracking)|!+6|
!Athmos Deller
Male Human Inquisitor (Preacher) 7
CG Medium humanoid
''Init:'' +3; ''Senses:'' Perception: +2

!Defenses
''AC:'' 20, touch 12, flat-footed 19 (+8 armor, +1 Dex, +1 deflection)
''hp:'' 48 (7d8+10) ([[calc|Athmos' HP]])
''Fort'' +8, ''Ref'' +4, ''Will'' +9; +2 vs. death ([[calc|Athmos' save calculations]])
''Vulnerable'' cold iron 1

!Offense
''Speed'' 20 ft.
''Melee:'' //+1 shock greatsword// +11 (2d6+8+1d6 electric/19-20)
''Ranged:'' spear +6 (1d8+7/x3)

''Spells'' (CL 7th, concentration +9):
*3rd (1/day) - [[Terrible Remorse]]
*2nd (4/day) - [[Blistering Invective]], [[Castigate]], [[Flames of the Faithful]], [[Silence]], [[Weapon of Awe]]
*1st (5/day) - [[Bane]], [[Burst Bonds]], [[Compel Hostility]], [[Disguise Self]], [[Divine Favor]], [[Lock Gaze]], [[True Strike]]. [[Vocal Alteration]]
*0 (at-will) - [[Brand]], [[Create Water]], [[Detect Magic]], [[Light]], [[Read Magic]], [[Stabilize]]
''Inquisition'' conversion

''~Spell-Like Abilities''
*7 rounds/day - [[Discern Lies]] (as an immediate action)
*~At-Will - [[Detect Chaos]], [[Detect Evil]], [[Detect Good]], [[Detect Law]]

!Statistics
''Str:'' 21, ''Dex:'' 12, ''Con:'' 12, ''Int:'' 10, ''Wis:'' 14, ''Cha:'' 11
''Base Atk:'' +5; ''CMB:'' +10; ''CMD:'' 21
[[Feats|Athmos' Feats]]'':'' [[Branded for Retribution]], [[Fey Foundling]], [[Furious Focus]], [[Judgment Surge]], [[Power Attack]]
[[Traits|Athmos' Traits]]'':'' [[Indomitable Faith]], [[Resilient]]
[[Skills|Athmos' Skills]]'':'' Bluff +12, Diplomacy +12, Intimidate +15, Knowledge (arcana) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8 (+2 on monster knowledge), Sense Motive +15, Survival +6 (+3 when tracking)
''Languages:'' Common
''SQ:'' bane (7 rounds/day), cunning initiative, determination (3/day), domain (inquisition), judgment 3/day, monster lore, stern gaze, track
''Gear:'' //anklet of translocation//, //belt of giant strength +2//, //+2 breastplate//, //+1 cloak of resistance//, //gauntlets of throwing//, //ring of protection +1//, //+1 shock greatsword//, 5 spears, wand of //cure light wounds// (50 charges)

!Special Abilities
[[Cheat Sheet|Athmos' Cheat Sheet]]
!!Judgment (Su)
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

''Destruction:'' The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

''Healing:'' The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

''Justice:'' This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

''Piercing:'' This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

''Protection:'' The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

''Purity:'' The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

''Resiliency:'' This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

''Resistance:'' The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

''Smiting:'' This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

!!Determination (Ex)
At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use.

''Aggression:'' The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.

''Defense:'' When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses.

''Warning:'' When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.

Whenever the preacher could select a bonus teamwork feat (at 3rd, 6th, 9th, 12th, 15th, and 18th level), she can instead choose to increase her number of uses per day of this ability by one. 
This ability replaces solo tactics.
|!Trait|!Category|!Source|!Benefit|
|[[Indomitable Faith]]|Religion|APG 328|+1 Will|
|[[Resilient]]|Combat|APG 328|+1 Fortitude|
|!Bonus|!FORT|!REF|!WILL|
|Base|+5|+2|+5|
|Stat|+1|+1|+2|
|Trait|+1|+0|+1|
|Resistance|+1|+1|+1|
|Total|+8|+4|+9|
!Atomie 	CR 1
CN Diminutive fey
''Init'' +7; ''Senses'' low-light vision; Perception +7
!!DEFENSE
''AC'' 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
''hp'' 9 [13] (2d6+2) [2d6+6]
''Fort'' +1 [+3], ''Ref'' +6, ''Will'' +5
''DR'' 2/cold iron
!!OFFENSE
''Speed'' 20 ft., fly 50 ft. (good)
''Melee'' rapier +8 (1d2-2/18-20) [1d2/18-20]
''Space'' 1 ft.; ''Reach'' 0 ft.
''Special Attacks'' sneak attack +1d6
''~Spell-Like Abilities'' (CL 6th; concentration +10)
*Constant—[[Speak with Animals]]
*At will—[[Dancing Lights]], [[Reduce Person]] (DC 15)
*3/day—[[Invisibility]] (self only)
*1/day—[[Shrink Item]]
!!STATISTICS
''Str'' 6 [10], ''Dex'' 17, ''Con'' 13 [17], ''Int'' 11, ''Wis'' 14, ''Cha'' 18
''Base Atk'' +1; ''CMB'' +0; ''CMD'' 8 [10]
''Feats'' [[Improved Initiative]]^^B^^, [[Weapon Finesse]]
''Skills'' Acrobatics +8 (+4 when jumping), Bluff +9, Escape Artist +7, Fly +18, Perception +7, Sense Motive +6, Stealth +20
''Languages'' Common, Sylvan; //speak with animals// 
Your summoned creatures are more powerful and robust.

''Prerequisites:'' Spell Focus (conjuration).

''Benefit:'' Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
''School'' divination; ''Level'' cleric/oracle 2, witch 2
!!CASTING
''Casting Time'' 1 minute
''Components'' V, S, M (incense worth at least 25 gp), F (a set of marked sticks or bones worth at least 25 gp)
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' instantaneous
!!DESCRIPTION
An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.

The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:
*Weal (if the action will probably bring good results).
*Woe (for bad results).
*Weal and woe (for both).
*Nothing (for actions that don't have especially good or bad results).
If the spell fails, you get the "nothing" result. A cleric who gets the "nothing" result has no way to tell whether it was the consequence of a failed or successful augury.

The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same die result as the first casting.
''School'' divination; ''Level'' alchemist 3, arcanist 3, cleric/oracle 3, inquisitor 4, investigator 3, mesmerist 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, warpriest 3, witch 3
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S
!!Effect
''Range'' personal
''Target'' you
''Duration'' 1 minute/level (D)
!!Description
This spell makes your eyes glow and allows you to see alignment auras within 120 feet of you. The effect is similar to that of a detect chaos/evil/good/law spell, but aura sight does not require concentration, and it discerns an aura’s location and power more quickly.

You know the location and power of all chaotic, evil, good, and lawful auras within your sight. An aura’s power depends on a creature’s Hit Dice or an item’s caster level, as noted in the description of the detect evil spell. If an item or a creature bearing an aura is in line of sight, you can attempt a Knowledge (religion) check to determine the aura’s strength (one check per aura; DC 15 + spell level, or 15 + 1/2 caster level for a non-spell effect).

Aura sight can be made permanent with a permanency spell by a caster of 11th level or higher at a cost of 7,500 gp.

Source: Advanced Class Guide
''School'' necromancy [emotion, fear, mind-affecting]; ''Level'' cleric/oracle 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (powdered bone)
!!EFFECT
''Range'' personal
''Area'' 20-ft.-radius emanation centered on you
''Duration'' 10 minute/level
''Saving Throw'' Will negates; ''Spell resistance'' yes
!!DESCRIPTION
You emanate an almost palpable aura of horror. All non-allies within this spell’s area, or that later enter the area, must make a Will save to avoid becoming shaken. A successful save suppresses the effect. Creatures that leave the area and come back must save again to avoid being affected by the effect.
!Aurochs - CR 2
N Large animal
''Init'' +0; ''Senses'' low-light vision, scent; Perception +9
!!Defense
''AC'' 13, touch 9, flat-footed 13 (+4 natural, –1 size)
''hp'' 22 [28] (3d8+9) [3d8+15]
''Fort'' +6 [+8], ''Ref'' +3, ''Will'' +1
!!Offense
''Speed'' 40 ft.
''Melee'' gore +7 [+9] (1d8+9) [1d8+12]
''Space'' 10 ft.; ''Reach'' 5 ft.
''Special Attacks'' stampede, trample (2d6+9 [2d6+12], DC 17 [19])
!!Statistics
''Str'' 23 [27], ''Dex'' 10, ''Con'' 17 [21], ''Int'' 2, ''Wis'' 11, ''Cha'' 4
''Base Atk'' +2; ''CMB'' +9 [+11]; ''CMD'' 19 [21] (23 [25] vs. trip)
''Feats'' [[Endurance]], [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Perception +9
!!Special Abilities
*''Stampede (Ex)'' 
**A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample’s save DC increases by +2.
!Babau CR 6
CE Medium outsider (chaotic, demon, evil, extraplanar)
''Init'' +5; ''Senses'' darkvision 60 ft., //see invisibility//; Perception +19
!!Defense
''AC'' 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
''hp'' 73 [87] (7d10+35) [7d10+49]
''Fort'' +10 [+12], ''Ref'' +6, ''Will'' +5
''Defensive Abilities'' protective slime; ''DR'' 10/cold iron or good; ''Immune'' electricity, poison; ''Resist'' acid 10, cold 10, fire 10; ''SR'' 17
!!Offense
''Speed'' 30 ft.
''Melee'' 2 claws +12 [+14] (1d6+5) [(1d6+7)], bite +12 [+14] (1d6+5) [(1d6+7)] or 
longspear +12/+7 [+14/+9] (1d8+7/x3) [(1d8+10)], bite +7 [+9] (1d6+2) [(1d6+3)]
''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with longspear)
''Special Attacks'' sneak attack +2d6
''~Spell-Like Abilities'' (CL 7th, concentration +10)
*Constant—[[See Invisibility]]
*At will—[[Darkness]], [[Dispel Magic]], [[Greater Teleport (self plus 50 lbs. of objects only)|Greater Teleport]]
*1/day—summon (level 3, 1 babau at 40%)
!!Statistics
''Str'' 21 [25], ''Dex'' 13, ''Con'' 20 [24], ''Int'' 14, ''Wis'' 13, ''Cha'' 16
''Base Atk'' +7; ''CMB'' +12 [+14]; ''CMD'' 23 [25]
''Feats'' [[Combat Reflexes]], [[Improved Initiative]], [[Iron Will]], [[Skill Focus (Stealth)|Skill Focus]]
''Skills'' Acrobatics +11, Climb +12 [+14], Disable Device +11, Escape Artist +11, Perception +19, Sense Motive +11, Sleight of Hand +11, Stealth +22; ''Racial Modifiers'' +8 Perception, +8 Stealth
''Languages'' Abyssal, Celestial, Draconic; telepathy 100 ft.
!!Special Abilities
*''Protective Slime (Su)''
**A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.
''School'' transmutation (polymorph); ''Level'' druid 5, magus 5, sorcerer/wizard 5, summoner 4, witch 5
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one creature
''Duration'' permanent
''Saving Throw:'' Fortitude negates, Will partial, see text; ''Spell Resistance:'' yes
!!DESCRIPTION
As beast shape III, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature, such as an aquatic creature not in water, the subject gets a +4 bonus on the save.

If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren't extraordinary, supernatural, or spell-like abilities.

Any polymorph effects on the target are automatically dispelled when a target fails to resist the effects of baleful polymorph, and as long as baleful polymorph remains in effect, the target cannot use other polymorph spells or effects to assume a new form. Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype can revert to its natural form as a standard action.
*''School'' enchantment (compulsion) [emotion, fear, mind-affecting]
*''Level'' antipaladin 1, cleric/oracle 1, inquisitor 1
*''Casting Time'' 1 standard action
*''Components'' V, S, DF
*''Range'' 50 ft.
*''Area'' 50-ft.-radius burst, centered on you
*''Duration'' 1 min./level
*''Saving Throw'' Will negates
*''Spell Resistance'' yes

Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. Bane counters and dispels bless.

''Source:'' CR 246
''School'' abjuration; ''Level'' cleric/oracle 6, inquisitor 5, sorcerer/wizard 7, summoner 5
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (see text)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one or more extraplanar creatures, no two of which can be more than 30 ft. apart
''Duration'' instantaneous
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.

You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's Spell Resistance (if any), and the saving throw DC increases by 2.

Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against Spell Resistance and increasing the save DC by 4).
''School'' transmutation; ''Level'' alchemist 2, druid 2, ranger 2, summoner 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' touch
''Target'' living creature touched
''Duration'' 10 min./level
''Saving Throw'' none; ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.

The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.
!!BASIC HYDROKINESIS
''Element'' water; ''Type'' utility (Sp); ''Level'' 1; ''Burn'' 0
You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.
!Bat Swarm 	CR 2
N Diminutive animal (swarm)
''Init'' +2; ''Senses'' blindsense 20 ft., low-light vision; Perception +15
!!DEFENSE
''AC'' 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
''hp'' 13 (3d8)
''Fort'' +3, ''Ref'' +7, ''Will'' +3
''Defensive Abilities'' swarm traits; ''Immune'' weapon damage
!!OFFENSE
''Speed'' 5 ft., fly 40 ft. (good)
''Melee'' swarm (1d6)
''Space'' 10 ft.; ''Reach'' 0 ft.
''Special Attacks'' distraction (DC 11), wounding
!!STATISTICS
''Str'' 3, ''Dex'' 15, ''Con'' 11, ''Int'' 2, ''Wis'' 14, ''Cha'' 4
''Base Atk'' +2; ''CMB'' —; ''CMD'' —
''Feats'' [[Lightning Reflexes]], [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Fly +12, Perception +15; ''Racial Modifiers'' +4 Perception when using blindsense
''SQ'' swarm traits
!!SPECIAL ABILITIES
*''Wounding (Ex)''
**Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
''Prerequisite(s):'' Cha 13; base attack bonus +5 or Perform (act, oratory, or sing) 5 ranks.

''Benefit:'' A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.

If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry's effect on her to reroll the failed save. The ally must take the result of the reroll, even if it's lower. Each ally can use this effect only once per use of this feat.

This is a combat feat, and can be selected as a brawler, fighter, gunslinger, swashbuckler, and warpriest bonus feat.

Source: Advanced Class Guide
''School'' transmutation; ''Level'' alchemist 2, cleric/oracle 2, druid 2, magus 2, ranger 2, sorcerer/wizard 2, summoner 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (a few hairs, or a pinch of dung, from a bear)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 min./level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes
!!DESCRIPTION

The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.
!Bearded Devil (Barbazu) CR 5
LE Medium outsider (devil, evil, extraplanar, lawful)
''Init'' +6; ''Senses'' darkvision 60 ft., see in darkness; Perception +10
!!Defense
''AC'' 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
''hp'' 57 [69] (6d10+24) [6d10+36]
''Fort'' +9 [+11], ''Ref'' +7, ''Will'' +3
''DR'' 5/good or silver; ''Immune'' fire, poison; ''Resist'' acid 10, cold 10; ''SR'' 16
!!Offense
''Speed'' 40 ft.
''Melee'' glaive +11/+6 [+13/+8] melee (1d10+6 [1d10+9] plus infernal wound) or 
2 claws +10 [+12] melee (1d6+4) [(1d6+6)]
''w/ Power Attack'' glaive +9/+4 [+11/+6] melee (1d10+12 [1d10+15] plus infernal wound) or 
2 claws +8 [+10] melee (1d6+8) [(1d6+10)]
''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with glaive)
''Special Attacks'' beard
''~Spell-Like Abilities'' (CL 12th, concentration +12)
*At will—[[Greater Teleport (self plus 50 lbs. of objects only)|Greater Teleport]]
*1/day—summon (level 3, 1 bearded devil or 6 lemures, 50%)
!!Statistics
''Str'' 19 [23], ''Dex'' 15, ''Con'' 19 [23], ''Int'' 6, ''Wis'' 12, ''Cha'' 10
''Base Atk'' +6; ''CMB'' +10 [+12]; ''CMD'' 22 [24]
''Feats'' [[Improved Initiative]], [[Power Attack]], [[Weapon Focus (glaive)|Weapon Focus]]
''Skills'' Climb +13 [+15], Intimidate +7, Perception +10, Sense Motive +6, Stealth +11
''Languages'' Celestial, Common, Draconic, Infernal; telepathy 100 ft.
!!Special Abilities
*''Beard (Ex)''
**If a bearded devil hits a single opponent with both claw attacks, it also lashes at the same target with its spiky, filthy beard. The victim takes 1d8+2 points of damage and must succeed on a DC 17 [19] Fortitude save or contract devil chills. The save DC is Constitution-based.
**//Devil Chills:// Disease—injury; //save// Fort DC 17 [19]; //onset// 1d4 days; //frequency// 1/day; //effect// 1d4 Str damage; //cure// 3 consecutive saves.
*''Infernal Wound (Su)''
**The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch—a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon.
''School'' necromancy [curse]; ''Level'' antipaladin 3, cleric/oracle 3, sorcerer/wizard 4, witch 3; ''Domain'' curse 3; ''Bloodline'' accursed 4

CASTING
''Casting Time'' 1 standard action
''Components'' V, S

EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' permanent
''Saving Throw'' Will negates; ''Spell Resistance'' yes

DESCRIPTION
You place a curse on the subject. Choose one of the following.
* -6 decrease to an ability score (minimum 1).
* -4 penalty on attack rolls, saves, ability checks, and skill checks.
* Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.

You may also invent your own curse, but it should be no more powerful than those described above.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Bestow curse counters remove curse.
''Prerequisites:'' Bluff 1 rank, ki pool class feature, gnome.

''Benefit:'' As a swift action, spend 1 point from your ki pool and make a Bluff check by asking a creature one of the impossible questions you ponder when meditating.

If the creature fails its check*, you choose whether it loses its next action or you gain a +2 bonus on all damage rolls you make against that creature for 1 round.

Source: Gnomes of Golarion

Clarification http://paizo.com/products/btpy8dmh/discuss&page=2?Pathfinder-Companion-Gnomes-of-Golarion#72
!Bison - CR 4
N Large animal
''Init'' +0; ''Senses'' low-light vision, scent; Perception +8
!!DEFENSE
''AC'' 17, touch 9, flat-footed 17 (+8 natural, –1 size)
''hp'' 42 [52] (5d8+20) [5d8+30]
''Fort'' +8 [+10], ''Ref'' +4, ''Will'' +1
!!OFFENSE
''Speed'' 40 ft.
''Melee'' gore +10 [+12] (2d6+12) [2d6+15]
''w/ Power Attack'' gore +9 [+11] (2d6+15) [2d6+18]
''Space'' 10 ft.; ''Reach'' 5 ft.
''Special Attacks'' stampede, trample (2d6+12 [2d6+15], DC 20 [22])
!!STATISTICS
''Str'' 27 [31], ''Dex'' 10, ''Con'' 19 [23], ''Int'' 2, ''Wis'' 11, ''Cha'' 4
''Base Atk'' +3; ''CMB'' +12 [+14]; ''CMD'' 22 [24] (26 [28] vs. trip)
''Feats'' [[Endurance]], [[Improved Bull Rush]], [[Power Attack]]
''Skills'' Perception +8
!!SPECIAL ABILITIES
*''Stampede (Ex)''
**A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample's save DC increases by +2.
* Conjuration (creation)
* ''Level'' sorcerer/wizard 4, summoner 3
* ''Casting Time'' 1 standard action
* ''Components'' V, S, M (octopus or squid tentacle)
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 20-ft.-radius spread
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no

This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area.

Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that black tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles' CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect.

If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The black tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB.

The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.
''School'' evocation [force]; ''Level'' cleric/oracle 6, inquisitor 6
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form is 20 ft. high
''Duration'' 1 min./level (D)
''Saving Throw'' Reflex half or Reflex negates; see text; ''Spell Resistance'' yes
!!DESCRIPTION
An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.

If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.

A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.
''School'' necromancy; ''Level'' cleric/oracle 0, inquisitor 0, sorcerer/wizard 0, witch 0
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one living creature
''Duration'' instantaneous
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.

Source: CR 249
''School'' enchantment (compulsion) [mind-affecting]; ''Level'': Cleric 1, Paladin 1
!CASTING
''Components'': V, S, DF
''Casting Time'': 1 Standard Action
!EFFECT
''Range'': 50 ft.
''Area'': The caster and all allies within a 50 ft. burst, centered on the caster
''Duration'': 1 min./level
''Saving Throw'': None; ''Spell Resistance'': Yes (harmless)
!DESCRIPTION
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane.
''School'' transmutation [good]; ''Level'' cleric/oracle 1, inquisitor 1, paladin 1; ''Domain'' divine 2

CASTING
''Casting Time'' 1 minute
''Components'' V, S, M (5 pounds of powdered silver worth 25 gp)

EFFECT
''Range'' touch
''Target'' flask of water touched
''Duration'' instantaneous
''Saving Throw'' Will negates (object); ''Spell Resistance'' yes (object)

DESCRIPTION
This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.
Faith Trait

You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent that of others. You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

Source: Champions of Purity Pg 7
''School'' transmutation; ''Level'' cleric/oracle 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one creature/level, no two of which can be more than 30 ft. apart
''Duration'' 1 round/level
''Saving Throw'' Fortitude negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.

Source: Advanced Player's Guide
''Benefit:'' In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

''Normal:'' Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

''Special:'' The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
''School'' necromancy [curse]; ''Level'' antipaladin 2, bard 2, cleric/oracle 3, sorcerer/wizard 2, witch 2
!CASTING
''Casting Time'' 1 standard action
''Components'' V
!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Target'' one living creature
''Duration'' permanent (D)
''Saving Throw'' Fortitude negates; ''Spell Resistance'' yes
!DESCRIPTION
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
*''School'' evocation [fire, language-dependant]
*''Level'' alchemist 2, bard 2, inquisitor 2
*''Components'' V, S
*''Casting Time'' 1 standard action
*''Range'' personal
*''Area'' 30-ft. radius
*''Duration'' instantaneous
*''Saving Throw'' Reflex partial, see text
*''Spell Resistance'' special, see below

You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your fury. When you cast this spell, make an Intimidate check to demoralize each enemy within 30 feet of you (see page 99 of the Pathfinder RPG Core Rulebook). Enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire. Spell resistance can negate the fire damage caused by this spell, but does not protect the creature from the demoralizing effect.

''Source:'' UC 224
Your introduction to the ways of the bloatmage allows you to use elaborate rituals and gruesome rites to increase the amount of blood and lymph in your body, expanding your reserves of magical energy.

''Prerequisites:'' Spell Focus (any school).

''Benefit:'' You learn the basics of the ancient art of hemotheurgy. Pick one school of magic in which you possess the Spell Focus feat—you cast spells from this school of magic at +1 caster level. This bonus stacks with the bonus from Spell Focus. Unfortunately, the bloating side effects increase your girth to such a point that you are constantly under the effects of a medium load—your maximum bonus to AC from Dexterity is +3, you gain an armor check penalty of –3, and your speed decreases as appropriate (generally from 30 feet to 20 feet for a Medium creature).

Source: City of Strangers
''School'' transmutation; ''Level'' magus 1, sorcerer/wizard 1, witch 1
!!CASTING
''Casting Time'' 1 swift action
''Components'' V, S
!!EFFECT
''Range'' 0 ft.
''Effect'' 1 material component
''Duration'' Instantaneous
!!DESCRIPTION
You cast blood money just before casting another spell. As part of this spell's casting, you must cut one of your hands, releasing a stream of blood that causes you to take 1d6 points of damage. When you cast another spell in that same round, your blood transforms into one material component of your choice required by that second spell. Even valuable components worth more than 1 gp can be created, but creating such material components requires an additional cost of 1 point of Strength damage, plus a further point of damage for every full 500 gp of the component's value (so a component worth 500–999 gp costs a total of 2 points, 1,000–1,500 costs 3, etc.). You cannot create magic items with blood money.

For example, a sorcerer with the spell stoneskin prepared could cast blood money to create the 250 gp worth of diamond dust required by that spell, taking 1d6 points of damage and 1 point of Strength damage in the process.

Material components created by blood money transform back into blood at the end of the round if they have not been used as a material component. Spellcasters who do not have blood cannot cast blood money, and those who are immune to Strength damage (such as undead spellcasters) cannot use blood money to create valuable material components.

Source: Rise of the Runelords Anniversary Edition
''School'' divination [evil]; ''Level'' alchemist 2, magus 2, wizard 2, witch 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' one dead spellcaster
''Duration'' 24 hours
''Saving Throw'' none; ''Spell resistance'' no
!!DESCRIPTION
By consuming 1 pint of blood from a spellcaster killed within the last 24 hours, you can attempt to learn a spell that spellcaster knew. Select one spell available to the dead spellcaster (this must be a spell on your spell list); you gain the knowledge of this spell for 24 hours. During this time, you may write it down (or teach it to your familiar, if you are a witch) using the normal rules for copying a spell from another source. Once you have learned it, you may prepare the spell normally.

Source: Ultimate Magic
''School'' illusion (glamer); ''Level'' alchemist 2, bard 2, magus 2, sorcerer/wizard 2, summoner 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 min./level (D)
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
The subject's outline appears blurred, shifting, and wavering. This distortion grants the subject concealment (20% miss chance).

A see invisibility spell does not counteract the blur effect, but a true seeing spell does.

Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).
!Boar - CR 2
N Medium animal
''Init'' +0; ''Senses'' low-light vision, scent; Perception +6
!!Defense
''AC'' 14, touch 10, flat-footed 14 (+4 natural)
''hp'' 18 [22] (2d8+9) [2d8+13]
''Fort'' +6 [+8], ''Ref'' +3, ''Will'' +1
''Defensive Abilities'' ferocity
!!Offense
''Speed'' 40 ft.
''Melee'' gore +4 [+6] (1d8+4) [1d8+7]
!Statistics
''Str'' 17 [21], ''Dex'' 10, ''Con'' 17 [21], ''Int'' 2, ''Wis'' 13, ''Cha'' 4
''Base Atk'' +1; ''CMB'' +4 [+6]; ''CMD'' 14 [16]
''Feats'' [[Toughness]]
''Skills'' Perception +6
''Prerequisite:'' Combat reflexes.

''Benefit:'' When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.

''Normal:'' Aid another is a standard action.
''Prerequisites:'' Animal companion or familiar class ability.

''Benefit:'' The abilities of your animal companion or familiar are calculated as though your class were four levels higher, to a maximum bonus equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar, you may apply this feat to the replacement creature.

''Special:'' You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.
''Benefit:'' When you create an astral construct, you can give it one additional special ability from any menu that the construct currently has an ability from.

''Special:'' This effect stacks with the Summoner’s Call ability of the shaper.
You are only awakened by extremely loud noises, or being physically shaken, prodded, etc. Even when you do wake up, you spend 1d4 rounds able to do nothing while you wait for your internal systems to start up and initialize. During this time, if you need to defend yourself, you are considered automatically flat-footed, despite any feats or class features you may have that would indicate otherwise.

Source: Modified from the Deep Sleeper Flaw from http://www.roleplaynexus.com/flawsai.html
!Bralani CR 6
CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger)
''Init'' +8; ''Senses'' darkvision 60 ft., low-light vision; Perception +15
!!Defense
''AC'' 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
''hp'' 66 [80] (7d10+28) [(7d8+42)]
''Fort'' +9 [+11], ''Ref'' +9, ''Will'' +6
''DR'' 10/cold iron or evil; ''Immune'' electricity, petrification; ''Resist'' cold 10, fire 10; ''SR'' 17
!!Offense
''Speed'' 40 ft., fly 100 ft. (perfect)
''Melee'' //+1 scimitar// +13/+8 [+15/+8] (1d6+8 [1d6+11]/18–20) or 
slam +12 [+14] (1d6+7) [(1d6+10)]
''Ranged'' //+1 composite longbow// +12/+7 (1d8+6/×3)
''Special Attacks'' whirlwind blast
''~Spell-Like Abilities'' (CL 6th, concentration +8)
*At Will—[[Blur]], [[Charm Person]] (DC 13), [[Gust of Wind]] (DC 14), [[Mirror Image]], [[Wind Wall]]
*2/day—[[Lightning Bolt]] (DC 15), [[Cure Serious Wounds]]
!!Statistics
''Str'' 20 [24], ''Dex'' 18, ''Con'' 19 [23], ''Int'' 13, ''Wis'' 14, ''Cha'' 15
''Base Atk'' +7; ''CMB'' +12 [+14]; ''CMD'' 26 [28]
''Feats'' [[Blind-Fight]], [[Improved Initiative]], [[Iron Will]], [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Bluff +12, Fly +22, Handle Animal +12, Perception +15, Ride +14, Sense Motive +12, Stealth +14
''Languages'' Celestial, Draconic, Infernal; truespeech
''SQ'' wind form
!!Special Abilities
*''Whirlwind Blast (Su)''
**When in wind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 17 [19] half). The save DC is Constitution-based.
*''Wind Form (Su)''
**A bralani can shift between its humanoid body and a body made of wind and mist as a standard action. In humanoid form, it cannot fly or use its whirlwind blast. In wind form, it  as if under the effects of a //wind walk// spell. It can make slam attacks and use spell-like abilities in either form. A bralani remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed (both shapes are its true form). A //true seeing// spell reveals both forms simultaneously.
*''School'' transmutation [curse]
*''Level'' inquisitor 0
*''Casting Time'' 1 standard action
*''Components'' V, S, DF
*''Range'' touch
*''Targets'' creature touched
*''Duration'' 1 day/level
*''Saving Throw'' Fortitude negates
*''Spell Resistance'' yes

Brand etches an indelible rune or mark of no more than 6 characters onto a creature, inflicting 1 point of damage. The mark may be placed on any exposed portion of the creature, typically the head or forearm. A brand can be hidden by clothing or removed by scraping it away (causing 1d6 points of damage), though the brand returns if the damage is healed.

''Source:'' APG 207
''Prerequisite:'' Bane class feature.

''Benefit:'' As a standard action, expend 3 rounds of your bane class feature and make a melee touch attack with the weapon affected by bane. If you hit, your target takes no damage but is branded until the start of your next turn. While this brand remains, your allies' weapons are considered to have the bane ability with which your weapon is imbued when they attack the branded creature.

''Source:'' UC 91
''School'' abjuration; Level bard 4, cleric/oracle 5, inquisitor 5, paladin 4, sorcerer/wizard 5, witch 5
!!CASTING
''Casting Time'' 1 minute
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' up to one creature per level, all within 30 ft. of each other
''Duration'' instantaneous
''Saving Throw'' see text; ''Spell Resistance'' no
!!DESCRIPTION

This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse.

If the spell is one that cannot be dispelled by dispel magic or stone to flesh, break enchantment works only if that spell is 5th level or lower.

If the effect comes from a permanent magic item, break enchantment does not remove the curse from the item, but it does free the victim from the item's effects. 
''School'' conjuration (healing); ''Level'' cleric/oracle 5
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless) or Will half, see text; ''Spell Resistance'' yes (harmless) or yes, see text
!!DESCRIPTION
This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).

Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.

Creatures slain by death effects cannot be saved by breath of life.

Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.
''Prerequisite:'' Caster level 3rd.

''Benefit:'' You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
!!Brownie 	CR 1
N Tiny fey
''Init'' +8; ''Senses'' low-light vision; Perception +8
!!DEFENSE
''AC'' 17, touch 17, flat-footed 12 (+4 Dex, +1 dodge, +2 size)
''hp'' 4 [6] (1d6+1) [1d6+3]
''Fort'' +1 [+3], ''Ref'' +6, ''Will'' +4; +2 vs. illusions
''DR'' 5/cold iron; ''SR'' 12
!!OFFENSE
''Speed'' 20 ft.
''Melee'' short sword +6 (1d2–2/19–20) [1d2/19-20]
''Space'' 2–1/2 ft.; ''Reach'' 0 ft.
''~Spell-Like Abilities'' (CL 7th; concentration +10)
*At will-[[Dancing Lights]], [[Mending]], [[Prestidigitation]]
*1/day-[[Lesser Confusion]] (DC 14), [[Dimension Door]] (self only), [[Mirror Image]], [[Ventriloquism]] (DC 14)
!!STATISTICS
''Str'' 7 [11], ''Dex'' 18, ''Con'' 12 [16], ''Int'' 14, ''Wis'' 15, ''Cha'' 17
''Base Atk'' +0; ''CMB'' +2; ''CMD'' 11 [13]
''Feats'' [[Dodge]], [[Improved Initiative]]^^B^^, [[Weapon Finesse]]^^B^^
''Skills'' Acrobatics +8 (+4 jump), Bluff +7, Craft (any one) +6, Escape Artist +8, Handle Animal +4, Perception +8, Sense Motive +6, Stealth +16 (+20 in forest); ''Racial Modifiers'' +2 Perception, +4 Stealth in forests
''Languages'' Common, Elven, Gnome, Sylvan 
''School'' transmutation; Level alchemist 2, antipaladin 2, cleric/oracle 2, druid 2, magus 2, paladin 2, sorcerer/wizard 2, summoner 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (a few hairs, or a pinch of dung, from a bull)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 min./level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
''School'' evocation [fire]; ''Level'' druid 2, magus 2, sorcerer/wizard 2, witch 2
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (eye of a mundane salamander)
!EFFECT
''Range'' personal
''Targets'' you
''Duration'' 1 round/level
''Saving Throw'' Fortitude negates (see text); ''Spell Resistance'' yes
!DESCRIPTION
Your eyes burn like hot coals, allowing you to set objects or foes alight with a glance.

As a standard action as long as this spell's effects persist, you may direct your burning gaze against a single creature or object within 30 feet of your location. Targeted creatures must succeed at a Fortitude save or take 1d6 points of fire damage. Unattended objects do not get a save. Creatures damaged by the spell must make a Reflex save or catch fire.

Each round, burning creatures may attempt a Reflex save to quench the flames; failure results in another 1d6 points of fire damage. Flammable items worn by a creature must also save or take the same damage as the creature. If a creature or object is already on fire, it suffers no additional effects from burning gaze.

Note that this spell does not grant an actual gaze attack- foes and allies are not in danger of catching on fire simply by meeting your gaze.

Source: APG
''School'' evocation [fire]; ''Level'' magus 1, sorcerer/wizard 1, witch 1; Domain fire 1
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' 15 ft.
''Area'' cone-shaped burst
''Duration'' instantaneous
''Saving Throw'' Reflex half; ''Spell Resistance'' yes
!DESCRIPTION
A cone of searing flame shoots from your fingertips.

Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4).

Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
*''School'' evocation
*''Level'' inquisitor 1
*''Casting Time'' 1 standard action
*''Components'' V
*''Range'' touch
*''Targets'' one object or creature restraining you
*''Duration'' instantaneous
*''Saving Throw'' Fortitude half (object)
*''Spell Resistance'' yes

You blast your restraints with divine wrath, dealing 1d6 points of damage per caster level to the target object (maximum 5d6), ignoring hardness of 10 or less. A Fortitude save halves the damage, although only magical restraints receive a Saving Throw.

You can also target a creature that is grappling or otherwise restraining you (such as by adhesive or the swallow whole ability) with the spell. You don't need to make a touch attack to use burst bonds against a creature, and you can cast this spell without making a concentration check while grappled or pinned. The creature does not take damage as above. If you are grappled and your target fails its save, you may make an immediate attempt to break the grapple (but not reverse it) as a free action, with a +1 luck bonus to your CMB per caster level (maximum +5). If the target creature fails its save and you are restrained by an ability that originally allowed a Saving Throw, burst bonds allows a new Saving Throw with a +1 luck bonus per two caster levels (maximum +5).

''Source:'' APG 208
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 2, cleric/oracle 2, inquisitor 2, mesmerist 2, occultist 2, psychic 2, sahir-afiyun 2, shaman 2, skald 2, warpriest 2
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!Effect
''Range'' medium (100 ft. + 10 ft./level)
''Area'' creatures in a 20-ft.-radius spread
''Duration'' concentration, up to 1 round/level (D)
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!Description
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.

This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, and also negates a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
!Cassisian CR 2
NG Small outsider (angel, extraplanar, good)
''Init'' +0; ''Senses'' darkvision 60 ft., //detect evil//, low-light vision; ''Perception'' +5
''Aura'' lesser protective aura
!!Defense
''AC'' 14, touch 11, flat-footed 14 (+3 natural, +1 size) (+2 deflection vs. evil)
''hp'' 13 [17] (2d10+2 [+6])
''Fort'' +4 [+6], ''Ref'' +3, ''Will'' +2; +4 vs. poison
''DR'' 5/cold iron or evil; ''Immune'' acid, cold, petrification; ''Resist'' electricity 10, fire 10
!!Offense
''Speed'' fly 60 ft. (perfect)
''Melee'' slam –1 [+1] (1d3–4) [1d3-2]
''Special Attacks'' breath weapon (15-ft. line, 1d6 cold or 1d6 fire, Reflex DC 12 [14] half, usable every 1d4 rounds)
''~Spell-Like Abilities'' (CL 3rd; concentration +3)
*Constant—[[Detect Evil]], [[Know Direction]]
*1/day—[[Aid]], [[Daylight]]
*1/week—[[Commune]] (six questions, CL 12th)
!!Statistics
''Str'' 3 [7], ''Dex'' 11, ''Con'' 12 [16], ''Int'' 6, ''Wis'' 11, ''Cha'' 10
''Base Atk'' +2; ''CMB'' –3 [-1]; ''CMD'' 7 [9] (can’t be tripped)
''Feats'' [[Iron Will]]
''Skills'' Diplomacy +2, Fly +10, Knowledge (planes) +2, Knowledge (religion) +2, Perception +5, Sense Motive +4, Stealth +8
''Languages'' Celestial, Draconic, Infernal; truespeech
''SQ'' change shape (2 of the following forms: Small human-like angel, dove, dog, or Tiny fish, polymorph), perfect memory
!!Special Abilities
*''Perfect Memory (Ex)'' 
**Though they are not particularly intelligent, cassisians have perfect memories and remember everything they see or hear. They can faultlessly recite conversations they heard hundreds of years before. They also have the power to erase portions of their own memories, which they do (usually under orders from superior angels) to protect sensitive information.
*''Lesser Protective Aura (Su)''
**A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time. A cassisian’s protective aura is fragile, and as soon as an evil creature successfully strikes the cassisian, or as soon as the cassisian fails a saving throw against an evil source, its protective aura fades away and is no longer applicable. The cassisian can reactivate its protective aura by spending 1 minute concentrating upon the task. 
*''School'' enchantment (compulsion) [emotion, fear, language-dependent, mind-affecting]
*''Level'' inquisitor 2
*''Casting Time'' 1 standard action
*''Components'' V, S, DF
*''Range'' close (25 ft. + 5 ft./2 levels)
*''Targets'' one living creature
*''Duration'' 1 round/level or 1 round; see text
*''Saving Throw'' Will partial
*''Spell Resistance'' yes

You compel the target to beg for forgiveness. On a failed save, the target cowers with fear. On a successful save, it is shaken for 1 round. Each round on its turn, a cowering subject may attempt a new save to end the effect. A creature who worships the same god as you takes a -2 penalty on its Saving Throw.

''Source:'' APG 210
''School'' transmutation; ''Level'' alchemist 2, bard 2, druid 2, magus 2, ranger 2, sorcerer/wizard 2, summoner 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (pinch of cat fur)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 min./level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes
!!DESCRIPTION
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
!!Clockwork Servant CR 2
N Medium construct (clockwork)
''Init'' +6; ''Senses'' darkvision 60 ft., low-light vision; Perception +0
!!Defense
''AC'' 16, touch 14, flat-footed 12 (+2 Dex, +2 dodge, +2 natural)
''hp'' 31 (2d10+20); fast healing 2
''Fort'' +0, ''Ref'' +4, ''Will'' +0
''Immune'' construct traits
''Weaknesses'' vulnerable to electricity
!!Offense
''Speed'' 30 ft.
''Melee'' slam +6 (1d4+6)
''Ranged'' net +4 (entangle)
!!Statistics
''Str'' 19, ''Dex'' 14, ''Con'' —, ''Int'' —, ''Wis'' 11, ''Cha'' 1
''Base Atk'' +2; ''CMB'' +6; ''CMD'' 20
''Feats'' [[Improved Initiative]]^^B^^, [[Lightning Reflexes]]^^B^^
''SQ'' repair clockwork, swift reactions, winding
!!Special Abilities
*''Net (Ex)''
**As a standard action, a clockwork servant can launch a net from its shoulder. The launcher itself can contain up to five nets—loading a folded net into the launcher is a standard action. Some clockwork servants are outfitted with masterwork or even magic nets, although the clockwork servant presented here is armed with standard nets.
*''Repair Clockwork (Ex)''
**Clockwork servants are adept at repairing other clockwork constructs. As a standard action that does not provoke an attack of opportunity, a clockwork servant can repair damage done to either itself or an adjacent clockwork creature, healing 1d10 points of damage to the target.
*''Body Slots''
**''Head'' - 
**''Headband'' - //[[headband of vast intelligence +2 (knowledge [arcana])|headband of vast intelligence]]//
**''Eyes'' - //[[lens of detection]]//
**''Neck'' - //[[pendant of the souk]]//
**''Shoulders'' - //[[cloak of resistance +2|cloak of resistance]]//
**''Chest'' - //[[quick runner's shirt]]//
**''Body'' - 
**''Wrist'' - //[[sleeves of many garments]]//
**''Hands'' - //[[apprentice's cheating gloves]]//
**''Ring'' - 
**''Ring'' - 
**''Belt'' - 
**''Feet'' - //[[boots of the cat]]//
**''Slotless'' - //[[shard of lust]]// (activated with a //[[pink and green sphere ioun stone|ioun stone]]//)
**''Slotless'' - //[[cracked dusty rose prism ioun stone|ioun stone]]//
*''Consumables''
**//scroll of [[heal|Heal]]//
**//wand of [[cure critical wounds|Cure Critical Wounds]]// (10 charges)
**//wand of [[lesser restoration|Lesser Restoration]]// (14 charges)
**//wand of [[magic missile|Magic Missile]]// (30 charges)
**//wand of [[spiritual weapon|Spiritual Weapon]]// (11 charges)
*//[[Handy Haversack|handy haversack]]//
**[[pathfinder's kit]]
**50ft. of rope
**//+1 chain shirt// for Skellington
**//+1 scimitar// for Skellington
**ostentatious garment x7
*''Gear''
**200 gp of jewelry 
**noble's outfit
**signet ring
**//+1 mithral chain shirt// for Quinn
**glaive for Quinn
**10 wooden holy symbols of Shelyn for the team
**750.42 gp
*''Left in the Tower''
**500 gp of clockwork to remake Captain Cogsworth
!Gnaeus Gnaru CR 7
Male dhampir magus 8 
LE Medium humanoid (dhampir)
''Init'' +2; ''Senses'' darkvision 60 ft., low-light vision; Perception +10
!!DEFENSE
''AC'' 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 shield)
''hp'' 79 (8d8+40)
''Fort'' +10, ''Ref'' +7, ''Will'' +7; +2 vs. disease and mind-affecting effects
''Defensive Abilities'' negative energy affinity, resist level drain
''Weaknesses'' light sensitivity
!!OFFENSE
''Speed'' 30 ft.
''Melee'' //Silverfang// +12/+7 (1d6+6/18–20)
''Ranged'' mwk composite longbow +9/+4 (1d8+5/×3)
''Special Attacks'' improved spell combat, spell combat (–2 attack, +2 concentration), spellstrike
''~Spell-Like Abilities'' (CL 8th; concentration +8)
*3/day—detect undead
''Spells Prepared'' (CL 8th; concentration +10)
*3rd—[[Displacement]], [[Vampiric Touch]]
*2nd—[[Bear’s Endurance]], [[Bull’s Strength]], [[Invisibility]], [[Scorching Ray]], [[Spider Climb]]
*1st—[[Burning Hands]] (DC 13), [[Chill Touch]] (DC 13), [[Magic Missile]], [[Shield]], [[Shocking Grasp]]
*0 (at will)—[[Dancing Lights]], [[Detect Magic]], [[Mage Hand]], [[Prestidigitation]], [[Ray of Frost]]
!!STATISTICS
''Str'' 20, ''Dex'' 14, ''Con'' 16, ''Int'' 14, ''Wis'' 10, ''Cha'' 10
''Base Atk'' +6; ''CMB'' +11; ''CMD'' 24
''Feats'' [[Arcane Strike]], [[Dodge]], [[Lightning Reflexes]], [[Power Attack]], [[Toughness]]
''Skills'' Bluff +2, Knowledge (arcana) +9, Knowledge (nobility) +6, Perception +10, Spellcraft +13, Use Magic Device +11
''Languages'' Common, Infernal, Shadowtongue
''SQ'' arcane pool (6 points, +2), knowledge pool, magus arcana (arcane accuracy, empowered magic), medium armor proficiency, spell recall
''Combat Gear'' wand of detect secret doors (11 charges); ''Other Gear'' Silverfang, masterwork composite longbow with 20 arrows, cloak of resistance +1, spell component pouch, spellbook, 1 week of iron rations and water
!!Quinn CR 5
Graven guardian of Shelyn
N Medium construct
''Init'' +2; ''Senses'' darkvision 60 ft., low-light vision; Perception +1
!!DEFENSE
''AC'' 25, touch 12, flat-footed 23 (+5 armor, +2 Dex, +8 natural)
''hp'' 53 (6d10+20); fast healing 2
''Fort'' +4, ''Ref'' +6, ''Will'' +5
''Defensive Abilities'' protected; ''DR'' 5/adamantine; ''Immune'' construct traits; ''SR'' 16
''Weaknesses'' faith bound
!!OFFENSE
''Speed'' 40 ft.
''Melee'' //+1 keen glaive// +10/+5 (1d10+5/19–20/x3 plus 1d6 vs. evil) or slam +9 (1d6+4)
''Special Attacks'' good weapons, magic weapon
''~Spell-Like Abilities'' (CL 6th; concentration +0)
*1/day—[[Haste]] (self only)
!!STATISTICS
''Str'' 16, ''Dex'' 15, ''Con'' —, ''Int'' —, ''Wis'' 12, ''Cha'' 1
''Base Atk'' +6; ''CMB'' +9; ''CMD'' 21
''SQ'' guardian domains (Good, Protection)
''Gear'' glaive, //+1 mithral chain shirt//
!!SPECIAL ABILITIES
*''Construct Traits''
**No Constitution score. Any ~DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
**Low-light vision.
**Darkvision 60 feet.
**Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
**Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
**Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
**Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
**Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
**Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
**A construct cannot be raised or resurrected.
**A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
**Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
**Proficient with no armor.
**Constructs do not breathe, eat, or sleep.
*''Faith Bound (Su)''
**A graven guardian cannot attack any creature that openly wears or displays the holy or unholy symbol of the deity to which the graven guardian is dedicated unless that creature first attacks the graven guardian.
*''Good Weapons (Su)''
**The graven guardian's weapon and slam attacks are treated as good-aligned. Its magic weapon deals +1d6 points of damage to evil targets.
*''Magic Weapon (Su)''
**A graven guardian that carries its deity's favored weapon treats that weapon as a //+1 weapon// as long as it is wielded by the guardian. If the weapon is a melee weapon, it gains the //keen// weapon special ability (even if the weapon is a bludgeoning weapon). If it is a thrown weapon, it gains the //returning// weapon special ability. If it is a ranged weapon, it gains the //seeking// weapon special ability, and generates new ammunition with each attack (this ammunition is destroyed whether or not it hits).
*''Protected (Su)''
**The graven guardian gains a +2 bonus on all saves.
*Abjuration
**''Resonance Power'' - Warding Talisman (Su) 
***The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
**''Focus Power'' - Energy Shield (Sp)
***As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage (as [[Protection from Energy]]). The energy shield can absorb up to 5 points of energy damage per occultist level you possess. This shield lasts for 1 minute or until its power is exhausted. Its effect doesn’t stack with itself, with [[Protection from Energy]], or with [[Resist Energy]]. You can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1. You must be at least 3rd level to select this focus power.
**''Focus Power'' - Mind Barrier (Sp)
***As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.
*Conjuration
**''Resonance Power'' - Casting Focus (Su)
***The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell.
**''Focus Power'' - Servitor (Sp)
***As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.
**''Focus Power'' - Side Step (Sp)
***You can create a temporary fissure in space by expending 1 point of mental focus. You can use this ability as part of a move action taken to move. The fissure begins in any square you designate and allows you to teleport to any other square you can see within 10 feet per occultist level. Stepping between these locations requires you to expend 5 feet of movement, and the movement through the rift does not provoke attacks of opportunity. This otherwise functions as teleport. You must be at least 7th level to select this focus power.
*Divination
**''Resonance Power'' - Third Eye (Su)
***The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants lowlight vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.
**''Focus Power'' - Danger Sight (Sp)
***As an immediate action, you can protect yourself from harm by expending 1 point of mental focus. You can use this ability whenever you are the target of an attack or are required to attempt a saving throw against a special ability, spell, or trap. Doing so grants you an insight bonus to your AC or on your saving throw equal to 1/2 your occultist level. This bonus applies only to the next attack against you or saving throw you attempt, and if not applied by the end of the round, the protection fades and you gain no benefit. You must be at least 3rd level to select this focus power.
**''Focus Power'' - Sudden Insight (Sp)
***As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.
*Enchantment
**''Resonance Power'' - Glorious Presence (Su)
***The implement invokes the presence of those who have worn it in the past. The implement’s wearer gains a +1 competence bonus on all Charisma-based skill checks and ability checks for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
**''Focus Power'' - Cloud Mind (Su)
***As a standard action, you can expend 1 point of mental focus to cloud the mind of one foe within 30 feet. That foe is dazed for 1 round if the number of Hit Dice it possesses is less than or equal to or your occultist level. If it has more Hit Dice than your occultist level, it is staggered for 1 round instead. The foe can attempt a Will saving throw to negate the effect. Whether or not it succeeds at the save, the target is then immune to this effect for 1 day. This is a mind-affecting effect.
*Necromancy
**''Resonance Power'' - Necromantic Focus (Su)
***The implement grants its possessor greater power over the undead. Whoever possesses the implement can control an additional 2 Hit Dice of undead for every point of mental focus invested in the item (to a maximum number of Hit Dice equal to 4 × your occultist level). Any spellcaster who bears the implement can add it as an additional focus component for a necromancy spell he casts to create undead. If he does so, he can create an additional number of HD of undead equal to the additional HD the implement allows him to control (apply this effect after doubling the HD of undead for desecrate, if applicable). Undead creatures take a –1 penalty on saving throws against spells cast by the bearer of this implement for every 4 points of mental focus invested in this implement.
**''Focus Power'' - Mind Fear (Sp)
***As a standard action, you can expend 1 point of mental focus to cause a living creature to succumb to fear. The target must be within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If the target fails the save and has a number of Hit Dice less than or equal to yours, it is frightened for 1d4 rounds. If the target fails the saving throw and has a number of Hit Dice greater than yours, it is instead shaken for 1d4 rounds. This is a mind-affecting fear effect.
**''Focus Power'' - Necromantic Servant (Sp) 
***As a standard action, you can expend 1 point of mental focus to raise a single [[human skeleton|Cathran's Skeleton]] or [[human zombie|Cathran's Zombie]] from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, whichever comes first. This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 9th level, you can choose to give the servant the bloody or burning simple template (if it’s a skeleton) or the fast simple template (if it’s a zombie). At 13th level, when you take an immediate action to restore your servant, it splits into two servants. You can have a maximum number of servants in existence equal to 1/2 your occultist level. At 17th level, the servant gains a teamwork feat of your choice.
*Transmutation
**''Resonance Power'' - Physical Enhancement (Su)
***The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).
**''Focus Power'' - Legacy Weapon (Su)
***As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
!Human Skeleton CR 1/3
NE Medium undead
''Init'' +6; ''Senses'' darkvision 60 ft.; Perception +0
!!Defense
''AC'' 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
''hp'' 29 (1d8)
''Fort'' +0, ''Ref'' +2, ''Will'' +2
''DR'' 5/bludgeoning; ''Immune'' cold, undead traits
!!Offense
''Speed'' 30 ft.
''Melee'' 2 claws +8 (1d4+6) or
//+1 scimitar// +9/+4 (1d6+8/18-20)
!!Statistics
''Str'' 15, ''Dex'' 14, ''Con'' —, ''Int'' —, ''Wis'' 10, ''Cha'' 10
''Base Atk'' +6; ''CMB'' +7; ''CMD'' 19
''Feats'' [[Improved Initiative]]^^B^^
''Gear'' broken chain shirt, broken scimitar
|!Skill              |!Stat|!Ranks|!CS| !Other                                                         |!Total|
|Appraise            | 6   | 8    | 3 | +5 competence ([[pendant of the souk]])                        | +22  |
|Bluff               | 5   | 8    | 3 | +6 (Silksworn Eloquence)                                       | +22  |
|Craft (clockwork)   | 6   | 8    | 3 |                                                                | +17  |
|Craft (clothing)    | 6   | 8    | 3 |                                                                | +17  |
|Craft (sculpture)   | 6   | 8    | 3 |                                                                | +17  |
|Diplomacy           | 5   | 8    | 3 | +6 (Silksworn Eloquence)                                       | +22  |
|Knowledge (arcana)  | 6   | 8    | 3 | +3 feat ([[Skill Focus]])                                      | +20  |
|Knowledge (nobility)| 6   | 8    | 3 | +2 ([[Noble Scion]])                                           | +19  |
|Linguistics         | 6   | 8    | 3 |                                                                | +17  |
|Perception          | 2   | 8    | 3 | +5 competence ([[lens of detection]])                          | +18  |
|Spellcraft          | 6   | 8    | 3 | +3 feat ([[Skill Focus]]), +2 trait ([[Theoretical Magician]]) | +22  |
|Use Magic Device    | 5   | 8    | 3 | +4 (Magic Item Skill)                                          | +20  |
!Cathran Mindurian
Female pureblood azlanti silksworn occultist 8
NG medium humanoid (human)
''Init'' +10; ''Senses'' Perception +18

!Defenses
''AC'' 9, touch 9, flat-footed 9 (-1 Dex)
''hp'' 59 (8d8+16)
''Fort'' +10, ''Ref'' +3, ''Will'' +10; +2 vs. enchantment, illusions

!Offense
''Speed'' 30 ft.
''Implement Schools''
*''Abjuration'' (wrists) - //Resonant// warding talisman; //Focus// energy shield, mind barrier
*''Conjuration'' (shoulders) - //Resonant// casting focus; //Focus// servitor, side step
*''Divination'' (eyes) - //Resonant// third eye; //Focus// danger sight, sudden insight
*''Enchantment'' (neck) - //Resonant// glorious presence; //Focus// cloud mind
*''Necromancy'' (chest) - //Resonant// necromantic focus; //Focus// mind fear, necromantic servant
*''Transmutation'' (feet) - //Resonant// physical enhancement; //Focus// legacy weapon
[[Cathran's Implements]]
''~Spell-Like Abilities'' (CL 8th; concentration +13):
*1/day - [[Suggestion]]
''Spells Known'' (CL 8th; concentration +14):
*3rd level (4/day, DC 19) - [[Arcane Sight]]^^D^^, [[Dispel Magic]]^^A^^, [[Fly]]^^T^^, [[Gentle Repose]]^^N^^, [[Phantom Steed]]^^C^^, [[Suggestion]]^^E^^
*2nd level (7/day, DC 18) - [[Calm Emotions]]^^E^^, [[False Life]]^^N^^, [[Glitterdust]]^^C^^, [[Resist Energy]]^^A^^, [[Rope Trick]]^^T^^, [[See Invisibility]]^^D^^
*1st level (7/day, DC 17) - [[Alarm]]^^A^^, [[Command]]^^E^^, [[Cure Light Wounds]]^^C^^, [[Heightened Awareness]]^^D^^, [[Inflict Light Wounds]]^^N^^, [[Liberating Command]]^^T^^
*0 level - [[Create Water]]^^C^^, [[Detect Magic]]^^D^^, [[Daze]]^^E^^, [[Grave Words]]^^N^^, [[Mending]]^^T^^, [[Resistance]]^^A^^

!Statistics
''Str'' 12, ''Dex'' 9, ''Con'' 14, ''Int'' 23, ''Wis'' 14, ''Cha'' 20
''Base Atk'' +6; ''CMB'' +7; ''CMD'' 16
''Feats'' [[Craft Construct]], [[Craft Magic Arms & Armor]], [[Craft Wondrous Item]], [[Noble Scion of War|Noble Scion]], [[Skill Focus (Knowledge (arcana))|Skill Focus]], [[Skill Focus (Spellcraft)|Skill Focus]]
''Traits'' [[Alabaster Outcast]], [[Theoretical Magician]]
[[Skills|Cathran's Skills]] Appraise +22, Bluff +22, Craft (clockwork) +17, Craft (clothing) +17, Craft (sculpture) +17, Diplomacy +22, Knowledge (arcana) +20, Knowledge (nobility) +19, Linguistics +17, Perception +18, Spellcraft +22, Use Magic Device +20
''Languages'' Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Goblin, Ignan, Infernal, Terran, Thassilonian, Undercommon, Varisian
''SQ'' fast learner, mental focus (19 points), skilled
''Combat Gear'' //scroll of [[heal|Heal]]//, //wand of [[cure critical wounds|Cure Critical Wounds]]// (10 charges), //wand of [[lesser restoration|Lesser Restoration]]// (14 charges), //wand of [[magic missile|Magic Missile]]// (30 charges), //wand of [[spiritual weapon|Spiritual Weapon]]// (11 charges)
''Other Gear'' //[[apprentice's cheating gloves]]//, //[[boots of the cat]]//, //[[cloak of resistance +2|cloak of resistance]]//, //[[dusty rose prism ioun stone, cracked|ioun stone]]//, //[[handy haversack]]//, //[[headband of vast intelligence +2 (knowledge [arcana])|headband of vast intelligence]]//, 200 gp of jewelry, //[[lens of detection]]//, noble's outfit, ostentatious garment x8, pathfinder's kit, //[[pendant of the souk]]//, //[[quick runner's shirt]]//, 50ft. of rope, //[[shard of lust]]// (activated with a //[[pink and green sphere ioun stone|ioun stone]]//), signet ring, //[[sleeves of many garments]]//
[[Cathran's Gear]]

[[Skellington|Cathran's Skeleton]]
[[Quinn|Cathran's Graven Guardian]]
--[[Captain Cogsworth|Cathran's Captain Cogsworth]]--
--[[Gnaeus Gnaru|Cathran's Gnaeus Gnaru]]--

!Special Abilities
*''Aura Sight (Su)''
**At 5th level, the occultist can read the auras of creatures around him as a standard action. This functions as the [[Aura Sight]] spell with a duration of 1 round.
*''Cantrips''
**Each time he selects an implement school, a silksworn gains one cantrip, or 0-level arcane spell (including when he selects a school that he has already learned to use). These cantrips otherwise behave as an occultist’s knacks.
*''Devoted Mystic''
**A silksworn is proficient with only simple weapons and isn’t proficient with any armor or shields. At 1st level, the silksworn gains access to four implement schools instead of two. At 2nd level and every 4 occultist levels thereafter, the silksworn gains access to an additional implement school, to a maximum of nine schools at 18th level. At 8th, 12th, and 16th levels, the silksworn increases the number of spells of each level he can cast each day by one. This does not allow the silksworn to cast spells of a level he does not yet have access to.
**This ability alters implements and the occultist’s weapon and armor proficiencies, and replaces outside contact.
*''Focus Powers (Su)''
**At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.
*''Implements (Su)''
**At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
**Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
**Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
**Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.
**When a silksworn chooses an implement school, he does not choose a specific object. Instead, a silksworn must be wearing an ostentatious garment or magic item worth 10 gp or more of the appropriate type and in the appropriate slot: abjuration (wrists), conjuration (shoulders), divination (eyes), enchantment (neck), evocation (hands), illusion (head), necromancy (chest), and transmutation (feet). A silksworn who does not meet this requirement is treated as lacking the appropriate implement for the purpose of his class features, including spellcasting.
*''Inherent Bonuses''
**Cathran has read a //[[tome of clear thought +1|tome of clear thought]]// and therefore has a +1 insight bonus to her Intelligence.
*''Magic Item Skill (Ex)''
**At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.
*''Mental Focus (Su)''
**An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
**The silksworn’s available mental focus is equal to his occultist level + his Intelligence modifier + his Charisma modifier.
**Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
**The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
**The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
**The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.
*''Object Reading (Su)''
**At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will.
*''Shift Focus (Su)''
**At 4th level, an occultist gains the ability to shift his mental focus from one implement to another, though some of the focus is lost along the way. Shifting mental focus removes a number of points of mental focus from one implement and adds the same number – 1 to another implement; this takes 1 minute of quiet contemplation while touching both implements. The occultist can shift his mental focus only from one implement to another implement; he can’t shift generic focus into an implement. Unlike expending focus normally, this shift can reduce the effect of a resonant power in the implement from which the mental focus was taken. It does not, however, add to the resonant power of the implement to which the focus is added.
*''Silksworn Eloquence (Ex)''
**At 8th level, a silksworn gains a +1 bonus on Bluff and Diplomacy checks for each magical article of clothing occupying one of his implement schools’ magic item slots.
*''Spells''
**A silksworn’s spells are considered arcane spells, not psychic spells, and his spells use verbal and somatic components instead of thought and emotion components.
!Human Zombie CR 1/2
NE Medium undead
''Init'' +0; ''Senses'' darkvision 60 ft.; Perception +0
!!Defense
''AC'' 12, touch 10, flat-footed 12 (+2 natural)
''hp'' 25 (2d8+3)
''Fort'' +0, ''Ref'' +0, ''Will'' +3
''DR'' 5/slashing; ''Immune'' undead traits
!!Offense
''Speed'' 30 ft.
''Melee'' slam +8 (1d6+7)
!!Statistics
''Str'' 17, ''Dex'' 10, ''Con'' —, ''Int'' —, ''Wis'' 10, ''Cha'' 10
''Base Atk'' +5; ''CMB'' +7; ''CMD'' 17
''Feats'' [[Toughness]]^^B^^
!!Special Abilities
''Staggered (Ex):'' Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action. 
!Catrina CR 5
N Medium outsider (extraplanar, psychopomp)
''Init'' +7; ''Senses'' darkvision 60 ft., low-light vision, spiritsense; ''Perception'' +11
''Aura'' calm emotions (30 ft., DC 17)
!!Defense
''AC'' 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
''hp'' 51 [63] (6d10+18) [(6d10+30)]
''Fort'' +5 [+7], ''Ref'' +8, ''Will'' +9
''DR'' 5/adamantine; ''Immune'' death effects, disease, poison; ''Resist'' cold 10, electricity 10; ''SR'' 16
!!Offense
''Speed'' 30 ft.
''Melee'' 2 slams +6 [+8] (1d8) [1d8+2]
''Special Attacks'' compel condemned, kiss of death
''~Spell-Like Abilities'' (CL 6th; concentration +10)
*At will—[[Dancing Lights]], [[Death Watch]], [[Greater Teleport (self plus 50 lbs. of objects only)|Greater Teleport]], [[Invisibility (self only)|Invisibility]], [[Speak with Dead]]
*3/day—[[Major Image]] (DC 20)
!!Statistics
''Str'' 10 [14], ''Dex'' 17, ''Con'' 16 [20], ''Int'' 13, ''Wis'' 14, ''Cha'' 19
''Base Atk'' +6; ''CMB'' +6 [+8]; ''CMD'' 19 [23]
''Feats'' [[Combat Expertise]], [[Improved Initiative]], [[Iron Will]]
''Skills'' Diplomacy +13, Heal +8, Knowledge (planes) +10, Knowledge (religion) +10, Perception +11, Stealth +12, Use Magic Device +10
''Languages'' Abyssal, Celestial, Common, Infernal; tongues, telepathy 100 ft.
''SQ'' spirit touch
!!Special Abilities
*''Calm Emotions Aura (Su)''
**A catrina's aura acts like a [[Calm Emotions]] spell with a radius of 30 feet. A creature that succeeds at its save is immune to that catrina's aura for 24 hours. The save DC is Charisma-based.
*''Compel Condemned (Su)'' 
**As a standard action, a catrina can force one humanoid within 30 feet to make a DC 17 Will save or be affected as per the spell [[Dominate Person]]. This ability functions exactly as that spell, but the catrina can only command an affected creature to approach and kiss her. This action is not considered to be against the target's nature or self-destructive. Any damage taken by the target (other than damage the catrina deals) immediately ends this effect.
*''Kiss of Death (Su)''
**A catrina can kill a grappled, helpless, or willing target with a long, passionate kiss. The target must succeed at a DC 17 Fortitude save or take 5d6 points of damage. Any creature damaged by the same catrina's kiss for three consecutive rounds instantly dies, regardless of how many hit points it has remaining. Creatures of the old age category take a –2 penalty on saving throws to resist this ability, while those in the venerable age category take a –4 penalty. This is a death effect. The save DCs are Charisma-based.
*''Spirit Touch (Ex)''
**A psychopomp's natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
*''Spiritsense (Su)''
**A psychopomp notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability. This sense does not allow it to detect objects, but it does allow it to notice living things that are not creatures (such as normal trees).
''School'' necromancy [emotion, fear, mind-affecting]; ''Level'' antipaladin 1, bard 1, cleric/oracle 1, inquisitor 1, sorcerer/wizard 1, witch 1
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one living creature with 5 or fewer HD
''Duration'' 1d4 rounds or 1 round; see text
''Saving Throw'' Will partial; ''Spell Resistance'' yes
!DESCRIPTION
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.
''Prerequisites:'' Knowledge (planes) 3 ranks, must worship an empyreal lord.

''Benefit:'' Each empyreal lord requires a different obedience, but all obediences take only 1 hour to perform. Once you've performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the empyreal lord.

If you have at least 12 Hit Dice, you also gain the first boon granted by your empyreal lord upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the empyreal lord's second boon. If you have 20 Hit Dice or more, you also gain the empyreal lord's third boon. Unless a specific duration or number of uses per day is listed, a boon's effects are constant.

Mystery cultists gain access to these boons at lower levels as a benefit of their prestige class. If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

* ''Falayna'' 
** ''Obedience'' Don a jeweled ring on each finger and strike a practice dummy barehanded until the impression of the rings is left in your skin. Gain a +4 sacred bonus to grapple checks and to CMD. 
** ''Boon 1 - Martial Excellence (Sp)'' [[Divine Favor]] 3/day, [[Spiritual Weapon]] 2/day, or [[Greater Magic Weapon]] 1/day
** ''Boon 2 - Strong Arm (Su)'' As a swift action, you can increase the damage die of your weapon by one step for a number of rounds per day equal to your HD. These rounds need not be consecutive.
** ''Boon 3 - Falayna's Rings (Su)'' Once per day, you can summon a floating array of giant iron rings that provide cover or attack foes, as if you had cast //crushing hand//.

* ''Lymnieris'' 
** ''Obedience'' Lie on a hard, flat surface wearing nothing but a cowl. Concentrate on the feeling of the surface and the air while achieving sexual release without touching yourself. Healing spells you cast heal 1 more point of damage per die.
** ''Boon 1 - Tower's Boons (Sp)'' [[Sanctuary]] 3/day, [[Eagle's Splendor]] 2/day, or [[Archon's Aura]] 1/day
** ''Boon 2 - Rite of Passage (Sp)'' You gain the power to usher others into a new state of being. Once per day, you can cast //greater polymorph// on a willing creature. The duration of this effect is permanent until you or the target dismiss the effect or you use this ability again.
** ''Boon 3 - Undo Maturation (Su)'' Once per day with a successful touch attack, you can rewind the sands of time for a single creature, causing the target to revert to the previous age category, taking all the appropriate penalties to mental ability scores without any of the benefits to physical ability scores. If the target is an adult, it gains the simple young creature template. If the target already has the simple young creature template, it rejuvenates even further, reducing all the ability scores by 2 (to a minimum level of 1) and decreasing its size by an additional step.

Source: Chronicle of the Righteous
''School'' transmutation; ''Level'' alchemist 3, bloodrager 3, cleric/oracle 3, inquisitor 3, investigator 3, magus 3, warpriest 3 (Irori)
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S
!!Effect
''Range'' personal
''Target'' you
''Duration'' 1 round/level
!!Description
You focus the energy of your mind, body, and spirit into a specific part of your being, granting yourself an exceptional ability to perform certain tasks. When you cast the spell, choose one of the following portions of your self as your focus target. Thereafter, you may change the focus target as a move action. You can gain the benefit of only one channel vigor spell at a time.

Limbs: You gain the benefits of a haste spell.
Mind: You gain a +4 competence bonus on Knowledge and Perception skill checks and on ranged attack rolls.
Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks.
Torso: You gain a +6 competence bonus on Fortitude saving throws and concentration checks.

Source: Inner Sea Gods
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 2, cleric/oracle 3, sorcerer/wizard 3, witch 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F/DF (a miniature collection plate)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one humanoid creature
''Duration'' 1 round/level
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
This spell makes a creature more charitable, compelling it to aid others rather than use violence.

An affected creature practices nonviolent combat behaviors according to the following list of priorities, beginning with the first priority. The subject continues to perform a priority until he can no longer fulfill its demands (at which point he moves to the next priority) or until the spell ends, whichever comes first.

*''1st Priority:'' Heal injured creatures within 30 feet, beginning with the closest creatures and using whatever methods the subject has at hand (including potions, spells, and so on).
*''2nd Priority:'' The subject gives his weapon away to the nearest creature within 30 feet who will accept it. If no creature accepts the weapon, the subject drops the weapon on the ground.
*''3rd Priority:'' Cast beneficial spells and/or use beneficial magic items (including potions, wands, and so on) on creatures within 30 feet, starting with the closest creatures.
*''4th Priority:'' The subject gives away his non-worn possessions—the contents of a backpack or similar item count as one item each, as does the container itself—to creatures within 30 feet. If no creature accepts the items, the subject drops the items on the ground.
*''5th Priority:'' The subject gives away his remaining possessions (including his armor, boots, cloak, and so on) to creatures within 30 feet. If no creature accepts the items, the subject drops them on the ground.

If the subject fulfills all five priorities, the spell effect ends.

The subject cannot attack or take attacks of opportunity, but can defend himself as normal. If the subject is attacked, the spell's effect immediately ends.

Source: Chronicle of the Righteous
''School'' enchantment (charm) [mind-affecting]; ''Level'' bard 3, sorcerer/wizard 4, summoner 3, witch 4
!!CASTING
''Target'' one living creature
''Duration'' 1 day/level
!!DESCRIPTION
This spell functions like [[Charm Person]], except that the effect is not restricted by creature type or size.
''School'' enchantment (charm) [mind-affecting]; ''Level'' bard 1, sorcerer/wizard 1, witch 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one humanoid creature
''Duration'' 1 hour/level
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.
!Cheetah - CR 2
N Medium animal
''Init'' +8; ''Senses'' low-light vision, scent; Perception +5
!!Defense
''AC'' 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
''hp'' 19 [25] (3d8+6) [3d8+15]
''Fort'' +5 [+7], ''Ref'' +7, ''Will'' +2
!!Offense
''Speed'' 50 ft.; sprint
''Melee'' bite +6 [+7] (1d6+3 plus trip) [1d6+5 plus trip], 2 claws +6 [+7] (1d3+3) [1d3+5]
!!Statistics
''Str'' 17 [21], ''Dex'' 19, ''Con'' 15 [19], ''Int'' 2, ''Wis'' 12, ''Cha'' 6
''Base Atk'' +2; ''CMB'' +5; ''CMD'' 19 (23 vs. trip)
''Feats'' [[Improved Initiative]], [[Weapon Finesse]]
''Skills'' Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass); ''Racial Modifiers'' +4 Stealth in tall grass
!!Special Abilities
*''Sprint (Ex)''
**Once per hour, a cheetah can move at 10 times its normal speed (500 feet) when it makes a charge.
Faith

You have long served at a temple in a city, where you picked up on many of the nobility’s customs in addition to spending much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.

Source: Ultimate Campaign
''School'' transmutation [cold]; ''Level'' druid 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, none of which can be more than 30 ft. away from any of the rest
''Duration'' 7 rounds
''Saving Throw'' Will negates (object); ''Spell Resistance'' yes (object)
!!DESCRIPTION
Chill metal makes metal extremely cold.

It has the following effects:

    Unattended, non-magical metal gets no saving throw.
    Magical metal is allowed a saving throw against the spell.
    An item in a creature's possession (not an "unattended") uses the creature's saving throw bonus unless its own is higher.

A creature takes cold damage if its equipment is chilled. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item.

On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, and causes more damage, as shown on the table below.

|!Round|!Metal Temperature|!Damage|
|1|Cold|None|
|2|Icy|1d4 points|
|3-5|Freezing|2d4 points|
|6|Icy|1d4 points|
|7|Cold|None|

Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it float if unattended.

Chill metal counters and dispels heat metal.


''School'' necromancy; ''Level'' magus 1, sorcerer/wizard 1, witch 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Targets'' creature or creatures touched (up to one/level)
''Duration'' instantaneous
''Saving Throw'' Fortitude partial or Will negates; see text; ''Spell Resistance'' yes
!!DESCRIPTION
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.

An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.
You were raised on tales of heroic knights and benevolent wizards from Taldor’s Golden Age, and try to emulate their great deeds.

''Benefit:'' You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.
''School'' necromancy [death]; ''Level'' inquisitor 6, sorcerer/wizard 6
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a crushed black pearl worth 500 gp)
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Area'' several living creatures within a 40-ft.-radius burst
''Duration'' instantaneous
''Saving Throw'' Fortitude negates; ''Spell Resistance'' yes
!!DESCRIPTION
Circle of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted.
''School'' divination (scrying); ''Level'' arcanist 3, bard 3, medium 2, mesmerist 3, occultist 3, psychic 3, shaman 3, skald 3, sorcerer/wizard 3, spiritualist 3, witch 3
!!Casting
''Casting Time'' 10 minutes
''Components'' V, S, F/DF (a small horn or a glass eye)
!!Effect
''Range'' long (400 ft. + 40 ft./level)
''Effect'' magical sensor
''Duration'' 1 min./level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!Description
Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be known—a place familiar to you, or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell's effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.
''Discipline'' psychometabolism (healing)
''Level'' psion/wilder 2
!!MANIFESTING
''Display'' mental and visual
''Manifesting Time'' 3 rounds
!!EFFECT
''Range'' touch
''Target'' living creature touched
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless); ''Power Resistance'' Yes (harmless)
''Power Points'' 3
!!DESCRIPTION

You dispel any psionic effects reducing one of the subject’s ability scores or cure 1d4 points of temporary ability damage to one of the subject’s ability scores. You also eliminate any fatigue suffered by the character, and improves an exhausted condition to fatigued. You do not restore permanent ability drain.
''Prerequisites:'' Str 13, Power Attack, base attack bonus +1.

''Benefit:'' As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
!Clockwork Spy - CR 1/2
XP 200
N Tiny construct (clockwork)
''Init'' +5; ''Senses'' darkvision 60 ft., low-light vision; Perception +0
!!Defense
''AC'' 15, touch 15, flat-footed 12 (+1 Dex, +2 dodge, +2 size)
''hp'' 5 (1d10)
''Fort'' +0, ''Ref'' +3, ''Will'' +0
''Immune'' construct traits
''Weaknesses'' vulnerable to electricity
!!Offense
''Speed'' 30 ft., fly 30 ft. (clumsy)
''Melee'' slam +3 (1d2)
''Special Attacks'' record audio, self-destruct
!!Statistics
''Str'' 10, ''Dex'' 13, ''Con'' —, ''Int'' —, ''Wis'' 11, ''Cha'' 1
''Base Atk'' +1; ''CMB'' +0; ''CMD'' 12
''Feats'' [[Improved Initiative]]^^B^^, [[Lightning Reflexes]]^^B^^
''Skills'' Climb +2, Fly –3, Stealth +11; ''Racial Modifiers'' +2 Climb, +2 Stealth
''SQ'' swift reactions, winding
!!Ecology
''Environment'' any
''Organization'' solitary
''Treasure'' incidental (gemstone worth 50 gp)
!!Special Abilities
*''Record Audio (Su)'' 
**A clockwork spy can record nearby sounds as a swift action, archiving all sound within a 20-foot spread onto a small gemstone worth 50 gp embedded in its body. The clockwork spy can record up to 1 hour of sound per Hit Die it possesses. Starting and stopping playback of recorded sound is a swift action. Removing a gemstone or installing a gemstone into a clockwork spy requires a DC 25 Disable Device check as a full-round action—failure does not damage the gemstone but does erase any recorded sounds on the gemstone. Since clockwork spies are not intelligent, they must be given simple commands as to when they are to start recording sounds. A clockwork spy can differentiate between creature types and subtypes, but not between specific individuals—a spy can be ordered to start recording sound as soon as a humanoid (human) or an aberration comes in range, but it cannot be ordered to start recording when a specific person comes within range. Once a clockwork spy begins recording sound, it cannot cease recording early. Likewise, it cannot record sound onto a gemstone that already contains a recording.
*''~Self-Destruct (Su)''
**Unless specifically programmed otherwise by its creator, a clockwork spy explodes 1 round after it is destroyed. During this round, the thing shrieks and thrashes about as if undergoing convulsions. On what would normally have been the clockwork spy's next action, it explodes, dealing 1d6 points of fire damage in a 5-foot radius (Reflex DC 10 for half damage). A DC 20 Disable Device check made as a standard action can halt the spy's self-destruct sequence, but does not prevent it from dying. A clockwork spy that self-destructs automatically destroys its gemstone, along with any information contained inside it. The save DC is Constitution-based.
''School'' evocation [cold]; ''Level'' cleric/oracle 6, sorcerer/wizard 6
!!CASTING
''Casting Time'' 1 swift action
''Components'' V, S
!!EFFECT
''Range'' 30 feet
''Area'' 30-ft. line
''Duration'' instantaneous
''Saving Throw'' Reflex half; ''Spell Resistance'' yes
!!DESCRIPTION
You create a shredding flurry of ice slivers, which blast from your hand in a line. The line deals 1d6 points of cold damage per caster level (maximum 15d6).

Source: Ultimate Magic
''Discipline:'' Psychometabolism; ''Level:'' Vitalist 1
!MANIFESTING
''Display:'' Auditory
''Manifesting Time:'' 1 standard action
!EFFECT
''Range:'' Close (25 ft. + 5 ft./2 levels)
''Target:'' One living creature
''Duration:'' Instantaneous
''Saving Throw:'' Fortitude negates; ''Power Resistance:'' Yes
''Power Points:'' 1
!!DESCRIPTION
You disrupt the muscles and nerves of the target, causing it to be knocked prone on a failed save.

Augment: You can augment this power in one or more of the following ways.
#If you spend 2 additional power points, on a failed save the target is fatigued, sickened, or staggered, at your choice, for 1 round / level, in addition to being knocked prone. Multiple applications of this power do not cause the target to become exhausted.
#If you spend 4 additional power points, on a failed save the target is nauseated for 1 round / level, in addition to being knocked prone. 
*In addition, for every 2 power points spent augmenting this power, the save DC increases by 1.
''School'' illusion (pattern) [mind-affecting]; ''Level'' magus 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (red, yellow, and blue powder or colored sand)
!!EFFECT
''Range'' 15 ft.
''Area'' cone-shaped burst
''Duration'' instantaneous; see text
''Saving Throw'' Will negates; Spell Resistance yes
!!DESCRIPTION
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.

//2 HD or less:// The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

//3 or 4 HD:// The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

//5 or more HD:// The creature is stunned for 1 round.

Sightless creatures are not affected by color spray.
''Benefit:'' You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
You can increase your defense at the expense of your accuracy.
''Prerequisite:'' Int 13.
''Benefit:'' You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
You can make additional attacks of opportunity.
''Benefit:'' You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
''Normal:'' A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
''Special:'' The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
''School'' enchantment (compulsion) [language-dependent, mind-affecting]; Level adept 1, antipaladin 1, cleric/oracle 1, inquisitor 1, medium 1, mesmerist 1, occultist 1, psychic 1, warpriest 1, witch 1
!!Casting
''Casting Time'' 1 standard action
''Components'' V
!!Effect
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one living creature
''Duration'' 1 round
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!Description
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.

''Approach:'' On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

''Drop:'' On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.

''Fall:'' On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

''Flee:'' On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

''Halt:'' The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

If the subject can't carry out your command on its next turn, the spell automatically fails.
''Prerequisites:'' Channel negative energy class feature.

''Benefit:'' As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.
You have a secret command word...
''Effect:'' When someone speaks your command word they can directly order to you, as per the Suggestion spell (8th level caster), but without the need to sound reasonable or convincing. You can never be ordered to directly kill or harm your creator, yourself or the person who spoke your command word. You cannot be commanded to reveal your next command word. Only one person can speak your command word at a time, in a group the first person to say it gains control and maintains control for the duration of Suggestion.

Source: http://dandwiki.com/wiki/Command_Word_%283.5e_Flaw%29
''Level'' alchemist 3, cleric 3, druid 3, inquisitor 3, paladin 3, ranger 3, sorcerer/wizard 3, summoner 3
''Target'' creatures touched
!!DESCRIPTION
This spell functions like [[resist energy|Resist Energy]], except you divide the duration in 10-minute intervals among the creatures touched.
''School'' enchantment (compulsion) [emotion, mind-affecting]; ''Level'' bard 2, cleric/oracle 2, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one creature
''Duration'' 1 round/level
''Saving Throw'' Will negates; ''Spell resistance'' yes
!!DESCRIPTION
At the sight of an injured ally, the target immediately disengages from its current course of action and rushes to provide aid. If the target possesses curative spells or magic items, it utilizes them to help the injured ally. If not, the target provides aid by performing a Heal check. The target remains with the injured ally to assure her safety and refuses to leave the ally’s side until her wounds are fully treated or the spell ends, but can otherwise defend itself and make attacks.

Source: Ultimate Magic
*''School'' enchantment (compulsion) [mind-affecting]
*''Level'' bard 1, cleric 1, inquisitor 1, paladin 1, ranger 1, summoner 1, witch 1
*''Casting Time'' 1 standard action
*''Components'' V, S, M (a drop of your blood)
*''Range'' personal
*''Target'' you
*''Duration'' 1 round/level
*''Saving Throw'' see text
*''Spell Resistance'' see text

Whenever a creature you can see that threatens you makes an attack against one of your allies, as an immediate action, you can compel that creature to attack you instead. When you compel a creature to attack you, you must first overcome that creature’s spell resistance, and the creature can attempt a Will saving throw to ignore the compulsion.
A summoner casting this spell can choose his eidolon as the target of the spell.

''Source:'' UC 226
''School'' divination; ''Level'' alchemist 1, bard 1, cleric/oracle 1, inquisitor 1, sorcerer/wizard 1, witch 1; ''Domain'' language 1
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (pinch of soot and salt)
!EFFECT
''Range'' personal
''Target'' you
''Duration'' 10 min./level
!DESCRIPTION
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Comprehend languages can be made permanent with a permanency spell.

Source: CR 259
''School'' evocation [cold]; ''Level'' magus 5, sorcerer/wizard 5, witch 6
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a small crystal or glass cone)
!!EFFECT
''Range'' 60 ft.
''Area'' cone-shaped burst
''Duration'' instantaneous
''Saving Throw'' Reflex half; ''Spell Resistance'' yes
!!DESCRIPTION

Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 3, sorcerer/wizard 4, witch 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (three nutshells)
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Targets'' all creatures in a 15-ft.-radius burst
''Duration'' 1 round/level
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.
|!d% 	|!Behavior|
|01-25 	|Acts normally|
|26-50 	|Does nothing but babble incoherently|
|51-75 	|Deals 1d8 points of damage + Str modifier to self with item in hand|
|76-100 	|Attacks nearest creature (for this purpose, a familiar counts as part of the subject's self)|

A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
''School'' evocation [good]; ''Level'' cleric/oracle 2, inquisitor 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a vial of holy water and 25 gp worth of silver dust), DF
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Area'' 20-ft.-radius emanation
''Duration'' 2 hours/level
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
This spell blesses an area with positive energy. The DC to resist positive channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, suffering a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus to positive channeled energy DCs, -2 penalties for undead in the area).

You cannot consecrate an area with a similar fixture of a deity other than your own patron. Instead, the consecrate spell curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Consecrate counters and dispels desecrate.
!Constrictor Snake - CR 2
N Medium animal
''Init'' +3; ''Senses'' scent; Perception +12
!!Defense
''AC'' 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
''hp'' 19 [25] (3d8+6) [3d8+12]
''Fort'' +4 [+6], ''Ref'' +6, ''Will'' +2
!!Offense
''Speed'' 20 ft., climb 20 ft., swim 20 ft.
''Melee'' bite +5 [+7] (1d4+4 plus grab) [1d4+7 plus grab]
''Special Attacks'' constrict (1d4+4) [1d4+7]
!!Statistics
''Str'' 17 [21], ''Dex'' 17, ''Con'' 12 [16], ''Int'' 1, ''Wis'' 12, ''Cha'' 2
''Base Atk'' +2; ''CMB'' +5 [+7] (+9 [+11] grapple); ''CMD'' 18 [20] (can’t be tripped)
''Feats'' [[Skill Focus (Perception)|Skill Focus]], [[Toughness]]
''Skills'' Acrobatics +15, Climb +11 [+13], Perception +12, Stealth +11, Swim +11 [+13]; ''Racial Modifiers'' +4 Perception, +4 Stealth, +8 Acrobatics
''School'' necromancy [disease, evil]; ''Level'' antipaladin 3, cleric/oracle 3, druid 3, sorcerer/wizard 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' living creature touched
''Duration'' instantaneous
''Saving Throw'' Fortitude negates; ''Spell Resistance'' yes
!!DESCRIPTION

The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects.

*''Blinding Sickness''
**//Type// disease, ingested; //Save// Fortitude DC 16
**//Onset// 1d3 days; //Frequency// 1/day
**//Effect// 1d4 Str damage, if more than 2 Str damage, target must make an additional Fort save or be permanently blinded; //Cure// 2 consecutive saves
*''Bubonic Plague''
**//Type// disease, injury or inhaled; //Save// Fortitude DC 17
**//Onset// 1 day; //Frequency// 1/day
**//Effect// 1d4 Con damage and 1 Cha damage and target is fatigued; //Cure// 2 consecutive saves
*''Cackle Fever''
**//Type// disease, inhaled; //Save// Fortitude DC 16
**//Onset// 1 day; //Frequency// 1/day
**//Effect// 1d6 Wis damage; //Cure// 2 consecutive saves
*''Filth Fever''
**//Type// disease, injury; //Save// Fortitude DC 12
**//Onset// 1d3 days; //Frequency// 1/day
**//Effect// 1d3 Dex damage and 1d3 Con damage; //Cure// 2 consecutive saves
*''Leprosy''
**//Type// disease, contact, inhaled, or injury; //Save// Fortitude DC 12 negates, Fortitude DC 20 to avoid effects
**//Onset// 2d4 weeks; //Frequency// 1/week
**//Effect// 1d2 Cha damage; //Cure// 2 consecutive saves
*''Mindfire''
**//Type// disease, inhaled; //Save// Fortitude DC 12
**//Onset// 1 day; //Frequency// 1/day
**//Effect// 1d4 Int damage; //Cure// 2 consecutive saves
*''Red Ache''
**//Type// disease, injury; //Save// Fortitude DC 15
**//Onset// 1d3 days; //Frequency// 1/day
**//Effect// 1d6 Str damage; //Cure// 2 consecutive saves
*''Shakes''
**//Type// disease, contact; //Save// Fortitude DC 13
**//Onset// 1 day; //Frequency// 1/day
**//Effect// 1d8 Dex damage; //Cure// 2 consecutive saves
*''Slimy Doom''
**//Type// disease, contact; //Save// Fortitude DC 14
**//Onset// 1 day; //Frequency// 1/day
**//Effect// 1d4 Con damage, target must make a second Fort save or 1 point of the damage is drain instead; //Cure// 2 consecutive saves
''School'' evocation [light]; ''Level'' cleric/oracle 3, inquisitor 3, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (ruby dust worth 50 gp)
!!EFFECT
''Range'' touch
''Target'' object touched
''Effect'' magical, heatless flame
''Duration'' permanent
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

Light spells counter and dispel darkness spells of an equal or lower level.
''School'' transmutation; ''Level'' sorcerer/wizard 7
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one construct
''Duration'' concentration
''Saving Throw'' none (see text); ''Spell resistance'' no
!!DESCRIPTION
You wrest the control of a construct from its master. For as long as you concentrate, you can control the construct as if you were its master. You must make a Spellcraft check each round to maintain control. The DC of the Spellcraft check is (10 + the construct's HD). If the construct's creator or master is present and trying to control the construct, you both must make opposed Spellcraft checks each round to control the construct.

Source: Ultimate Magic
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 3, cleric/oracle 4, sorcerer/wizard 4, summoner 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one summoned creature
''Duration'' 1 round/level
''Saving Throw'' Will negates; ''Spell resistance'' yes
!!DESCRIPTION
You seize control of a summoned creature by disrupting the bond between it and the caster who summoned it. If the creature fails its save, you may command it as if you had summoned it. The original caster can attempt to regain control of the creature as a standard action by making an opposed Spellcraft check against you. When your spell ends, control reverts to the original summoner. If the summoning spell ends before this spell ends, the remaining duration of this spell is lost.
''School'' transmutation [water]; ''Level'' cleric/oracle 4, druid 4, sorcerer/wizard 6
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (a pinch of dust for lower water or a drop of water for raise water)
!!EFFECT
''Range'' long (400 ft. + 40 ft./level)
''Area'' water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
''Duration'' 10 min./level (D)
''Saving Throw'' none; see text; ''Spell Resistance'' no
!!DESCRIPTION
This spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water's depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas.

Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.

Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

With either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect.
''School'' transmutation; ''Level'' cleric/oracle 7, druid 7, sorcerer/wizard 7, witch 7
!!CASTING
''Casting Time'' 10 minutes; see text
''Components'' V, S
!!EFFECT
''Range'' 2 miles
''Area'' 2-mile-radius circle, centered on you; see text
''Duration'' 4d12 hours; see text
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. You can also use this spell to cause the weather in the area to become calm and normal for the season.

You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather - where lightning strikes, for example, or the exact path of a tornado. The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.

Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.

A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.

|!Season    |!Possible Weather                                 |
|Spring     |Tornado, thunderstorm, sleet storm, or hot weather|
|Summer     |Torrential rain, heat wave, or hailstorm          |
|Autumn     |Hot or cold weather, fog, or sleet                |
|Winter     |Frigid cold, blizzard, or thaw                    |
|Late winter|Hurricane-force winds or early spring             |
''Prerequisites:'' 1 rank in any Craft skill, any item creation feat.

''Benefit:'' You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.
!!Coordinated Maneuvers (Combat, Teamwork)
You are skilled at working with your allies to perform dangerous combat maneuvers.

''Benefit:'' Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.

''Source:'' APG
''Prerequisites:'' [[Stunning Fist]].

''Benefit:'' You may use [[Stunning Fist]] when making melee attacks with special monk weapons as well as when making unarmed attacks.

''Normal:'' You can only use [[Stunning Fist]] when making an attack with an unarmed strike.
''Prerequisites:'' Caster level 5th, Craft Magic Arms and Armor, Craft Wondrous Item.

''Benefit:'' You can create any construct whose prerequisites you meet. The act of animating a construct takes one day for each 1,000 gp in its market price. To create a construct, you must use up raw materials costing half of its base price, plus the full cost of the basic body created for the construct. Each construct has a special section that summarizes its costs and other prerequisites. A newly created construct has average hit points for its Hit Dice.
''Prerequisite:'' Caster level 5th.

''Benefit:'' You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.
''Prerequisite:'' Caster level 5th.

''Benefit:'' You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges.
''Prerequisite:'' Caster level 3rd.

''Benefit:'' You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

See magic item creation rules for more information.
''School'' transmutation; ''Level'' alchemist 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (a tool)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one creature
''Duration'' 1 day/level or until discharged (D)
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION

The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check.

Source: Advanced Player's Guide
''Prerequisites:'' [[Crane Style]], [[Crane Wing]], [[Dodge]], [[Improved Unarmed Strike]], base attack bonus +8 or monk level 7th.

''Benefit:'' You take only a –1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent’s attack, you can make an attack of opportunity against that opponent after the attack is deflected.

FAQ: http://paizo.com/paizo/faq/v5748nruor1g1#v5748eaic9rmn
Update: Page 93, in the Crane Riposte feat, in the benefits paragraph, change the second sentence to read as follows: Whenever you are fighting defensively, and you use Crane Wing to add a dodge bonus against one attack, that attack provokes an attack of opportunity from you if it misses. In addition, when you deflect an attack using Crane Wing while taking the total defense action, you may make an attack of opportunity against that opponent (even though you could not normally do so while taking the total defense action).

Source: Ultimate Combat
''Prerequisites:'' [[Dodge]], [[Improved Unarmed Strike]], base attack bonus +2 or monk level 1st.

''Benefit:'' You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
''Prerequisites:'' [[Crane Style]], [[Dodge]], [[Improved Unarmed Strike]], base attack bonus +5 or monk level 5th.

''Benefit:'' Benefit: When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn. If you are using the total defense action instead, you can def lect one melee attack that would normally hit you. An attack so deflected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.

Source: Ultimate Combat
''School'' conjuration (creation); ''Level'' cleric/oracle 3
!!CASTING
''Casting Time'' 10 minutes
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' food and water to sustain three humans or one horse/level for 24 hours
''Duration'' 24 hours; see text
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
The food that this spell creates is simple fare of your choice - highly nourishing, if rather bland. Food so created decays and becomes inedible after 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and drink spell on it. The water created by this spell is just like clean rain water, and it doesn't go bad as the food does.
''School'' conjuration (creation); ''Level'' sorcerer/wizard 2, summoner 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (miniature shovel costing 10 gp)
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
''Duration'' 1 round + 1 round/level
''Saving Throw'' Reflex negates; ''Spell Resistance'' no
!!DESCRIPTION
You create a 10-foot-by-10-foot extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to avoid falling into it. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

Creatures who fall into the pit take falling damage as normal. The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.

Source: APG
''School'' conjuration (creation) [water]; ''Level'' cleric/oracle 0, druid 0, inquisitor 0, paladin 1
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' up to 2 gallons of water/level
''Duration'' instantaneous
''Saving Throw'' none; ''Spell Resistance'' no
!DESCRIPTION
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large -- possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.

Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

''Source:'' CR 262
You are trained in the art of causing pain.

''Prerequisites:'' Base attack bonus +9.

''Benefit:'' You receive a +4 circumstance bonus on attack rolls made to confirm critical hits
!Crocodile - CR 2
N Large animal
''Init'' +1; ''Senses'' low-light vision; Perception +8
!!Defense
''AC'' 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
''hp'' 22 [28] (3d8+9) [3d8+15]
''Fort'' +6 [+8], ''Ref'' +4, ''Will'' +2
!!Offense
''Speed'' 20 ft., swim 30 ft.; sprint
''Melee'' bite +5 [+7] (1d8+4 plus grab) [1d8+6 plus grab] and tail slap +0 [+2] (1d12+2) [1d12+3]
''Space'' 10 ft.; ''Reach'' 5 ft.
''Special Attacks'' death roll (1d8+6 plus trip) [1d8+9 plus trip]
!!Statistics
''Str'' 19 [23], ''Dex'' 12, ''Con'' 17 [21], ''Int'' 1, ''Wis'' 12, ''Cha'' 2
''Base Atk'' +2; ''CMB'' +7 [+9] (+11 [+13] grapple); ''CMD'' 18 [20] (22 [24] vs. trip)
''Feats'' [[Skill Focus (Perception, Stealth)|Skill Focus]]
''Skills'' Perception +8, Stealth +5 (+13 in water), Swim +12 [+14]; ''Racial Modifiers'' +8 on Stealth in water
''SQ'' hold breath
!!Special Abilities
*''Death Roll (Ex)''
**When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
*''Hold Breath (Ex)'' 
**A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
*''Sprint (Ex)''
**Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.
''School'' enchantment (compulsion) [emotion, mind-affecting]; ''Level'' bard 3, sorcerer/wizard 4, witch 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M
!!EFFECT
''Range'' 30 ft.
''Area'' cone-shaped burst
''Duration'' 1 min./level
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.

Crushing despair counters and dispels good hope.
''Discipline'' Metacreativity (Creation)
''Level'' Psion/Wilder 1
!MANIFESTING
''Display'' Auditory and material
''Manifesting Time'' 1 standard action
!EFFECT
''Range'' Close (25 ft. + 5 ft./2 levels)
''Effect'' Ray
''Duration'' Instantaneous
''Saving Throw'' None; ''Power Resistance'' No
''Power Points'' 1
!DESCRIPTION
Upon manifesting this power, you propel a razorsharp crystal shard at your target. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of piercing damage.

''Augment'' You can augment this power in one of the following ways.
# For every additional power point you spend, this power’s damage increases by 1d6 points.
# If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0), but the damage is reduced to 1d3 points of piercing damage and cannot be further augmented.
''School'' conjuration (healing); ''Level'' alchemist 4, bard 4, cleric/oracle 4, druid 5, inquisitor 4, ranger 5, witch 5
	
!DESCRIPTION
This spell functions like cure light wounds, except that it cures 4d8 points of damage + 1 point per caster level (maximum +20).
''School'' conjuration (healing); ''Level'' alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 2, witch 1

CASTING
''Casting Time'' 1 standard action
''Components'' V, S

EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' instantaneous
''Saving Throw'' Will half (harmless); see text; ''Spell Resistance'' yes (harmless); see text
	
DESCRIPTION
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
''School'' conjuration (healing); ''Level'' alchemist 2, bard 2, cleric/oracle 2, druid 3, inquisitor 2, paladin 3, ranger 3, witch 2
	
!DESCRIPTION
This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10).
''School'' conjuration (healing); ''Level'' alchemist 3, bard 3, cleric/oracle 3, druid 4, inquisitor 3, paladin 4, ranger 4, witch 4
	
!DESCRIPTION
This spell functions like cure light wounds, except that it cures 3d8 points of damage + 1 point per caster level (maximum +15).
''School'' necromancy [evil]; ''Level'' antipaladin 1, cleric/oracle 1, inquisitor 1

CASTING
''Casting Time'' 1 minute
''Components'' V, S, M (5 pounds of powdered silver worth 25 gp)

EFFECT
''Range'' touch
''Target'' flask of water touched
''Duration'' instantaneous
''Saving Throw'' Will negates (object); ''Spell Resistance'' yes (object)

DESCRIPTION
This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead and evil outsiders.
!D’ZIRIAK CR 3
N Medium outsider (extraplanar)
''Init'' +2; ''Senses'' darkvision 120 ft., low-light vision; Perception +9
!!DEFENSE
''AC'' 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
''hp'' 26 [34] (4d10+4) [4d10+12]
''Fort'' +2 [+4], ''Ref'' +6, ''Will'' +6
!!OFFENSE
''Speed'' 30 ft.
''Melee'' 2 claws +6 [+8] (1d6+1 plus grab) [1d6+3 plus grab]
''Special Attacks'' dazzling burst
''~Spell-Like Abilities'' (CL 3rd; concentration +6)
*1/day—[[Plane Shift]] (self only, to Plane of Shadow only)
!!STATISTICS
''Str'' 13 [17], ''Dex'' 15, ''Con'' 12 [16], ''Int'' 13, ''Wis'' 14, Cha 16
''Base Atk'' +4; ''CMB'' +5 [+7] (+9 [+11] grapple); ''CMD'' 17
''Feats'' [[Combat Reflexes]], [[Weapon Focus (claw)|Weapon Focus]]
''Skills'' Climb +8 [+10], Knowledge (arcana) +8, Knowledge (planes) +8, Perception +9, Sense Motive +9, Stealth +9, Survival +7, Use Magic Device +8
''Languages'' D’ziriak; telepathy 100 ft.
''SQ'' glow
!!SPECIAL ABILITIES
*''Dazzling Burst (Su)''
**Once per day, a d’ziriak can cause its body to flare with intense, colorful light as a swift action. Non-d’ziriaks within a 20-foot radius must make a DC 13 [15] Fortitude save or be dazzled for 1 minute. After using this ability, the d’ziriak’s brilliant glow is extinguished for 24 hours. This ability is a light effect, and creatures that cannot see are immune to it. The save DC is Constitution-based.
*''Glow (Ex)''
**The colorful runes that decorate a d’ziriak’s body create dim light in a 20- foot radius from its body.
''Discipline'' telepathy [mind-affecting];''Level'' dread 1, psion/wilder 1
!!MANIFESTING
''Display'' Auditory
''Manifesting Time'' 1 standard action
!!EFFECT
''Range'' Close (25 ft. + 5 ft./2 levels)
''Target'' One creature
''Duration'' Instantaneous
''Saving Throw'' Will negates; ''Power Resistance'' Yes
''Power Points'' 1
!!DESCRIPTION
You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it.

''Augment:'' For every additional power point you spend, this power’s damage increases by 1d10 points. For each extra 2d10 points of damage, this power’s save DC increases by 1.
CD Damiel - Miscibility Master
!Stats
*Strength - d4
*Dexterity - d12+4
**Disable +1
*Constitution - d6
*Intelligence - d10+3
**Craft +3
*Wisdom - d6
**Perception +2
*Charisma - d4

!Powers
HAND SIZE 5 ☑ 6 ☑ 7
PROFICIENT WITH Light Armors Weapons
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it (□ or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill (□+2) to your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution noncombat check) (□ or your Strength check when you do not play a weapon).
☑ When you defeat a barrier that has the Obstacle trait (☑ or any barrier), you may explore again.
☑ At the end of your turn, you may recharge a random card (□ or any card) from your discard pile (☑ or your buried cards)
//(Adventure 2-4 Reward)// For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
//(Adventure 2-5 Reward)// For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck.

!Deck List
|!Weapon            |!Spell     |!Armor             |!Item                |!Ally              |!Blessing               |
|Fire Lance         |Brilliance |Steel Ibis Lamellar|Fuse Grenade         |Deathtrap in a Jar |Blessing of Erastil     |
|Flame Cannon       |Major Cure |                   |Liquid Persuasion    |                   |Blessing of Isis        |
|Galvanic Chakram +1|Restoration|                   |Potion of Healing    |                   |Blessing of Nethys      |
|Galvanic Kopis +2  |Stone Skin |                   |Potion of Heroism    |                   |Blessing of Osiris      |
|                   |           |                   |Potion of Restoration|                   |Blessing of Ptah        |
|                   |           |                   |Twitch Tonic         |                   |                        |
~RotR Loot Available: Emerald Codex, Fanged Falchion, Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Mokmurian's Club, Morgiv, Robe of Runes, Robes of ~Xin-Shalast, Sihedron Medallion (1), Snakeskin Tunic, Staff of Hungry Shadows, Wand of Enervation

!Snapshots
*[[Tier 3.0|Damiel - ACG 1009 - Tier 3-0]]
*[[Tier 4.0|Damiel - ACG 1009 - Tier 4-0]]
*[[Tier 5.0|Damiel - ACG 1009 - Tier 5-0]]
*[[Tier 6.0|Damiel - ACG 1009 - Tier 6-0]]
*[[Tier 7.0|Damiel - ACG 1009 - Tier 7-0]]
CD Damiel - no role
!Stats
*Strength - d4
*Dexterity - d12+2
**Disable +1
*Constitution - d6
*Intelligence - d10
**Craft +3
*Wisdom - d6
**Perception +2
*Charisma - d4

!Powers
HAND SIZE 5 ☑ 6 □ 7
PROFICIENT WITH Light Armors Weapons
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution non-combat check).

!Deck List
|!Weapon|!Spell|!Armor|!Item|!Ally|!Blessing|
|Corrosive Dagger +1|Brilliance|Tussah Silk Coat|Acid Flask|Anesthetizing Slime|Blessing of Erastil|
|Fire Lance|Cure||Alchemist Fire||Blessing of Nethys|
|Galvanic Chakram +1|Stone Skin||Potion of Healing||Blessing of the Elements|
|Poisoned Sand Tube|||Potion of Restoration||Blessing of the Elements|
~RotR Loot Available: Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Sihedron Medallion (1), Snakeskin Tunic
CD Damiel - Miscibility Master
!Stats
*Strength - d4
*Dexterity - d12+3
**Disable +1
*Constitution - d6
*Intelligence - d10
**Craft +3
*Wisdom - d6
**Perception +2
*Charisma - d4

!Powers
HAND SIZE 5 ☑ 6 ☑ 7
PROFICIENT WITH Light Armors Weapons
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it (□ or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill (□+2) to your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution noncombat check) (□ or your Strength check when you do not play a weapon).
☑ When you defeat a barrier that has the Obstacle trait (□ or any barrier), you may explore again.
□ At the end of your turn, you may recharge a random card (□ or any card) from your discard pile (□ or your buried cards)

!Deck List
|!Weapon            |!Spell    |!Armor             |!Item                |!Ally              |!Blessing               |
|Corrosive Dagger +1|Brilliance|Steel Ibis Lamellar|Acid Flask           |Anesthetizing Slime|Blessing of Erastil     |
|Fire Lance         |Corrosion |                   |Liquid Persuasion    |                   |Blessing of Nethys      |
|Galvanic Chakram +1|Major Cure|                   |Potion of Healing    |                   |Blessing of the Elements|
|Poisoned Sand Tube |Stone Skin|                   |Potion of Restoration|                   |Blessing of the Elements|
~RotR Loot Available: Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Sihedron Medallion (1), Snakeskin Tunic, Wand of Enervation
CD Damiel - Miscibility Master
!Stats
*Strength - d4
*Dexterity - d12+4
**Disable +1
*Constitution - d6
*Intelligence - d10
**Craft +3
*Wisdom - d6
**Perception +2
*Charisma - d4

!Powers
HAND SIZE 5 ☑ 6 ☑ 7
PROFICIENT WITH Light Armors Weapons
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it (□ or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill (□+2) to your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution noncombat check) (□ or your Strength check when you do not play a weapon).
☑ When you defeat a barrier that has the Obstacle trait (☑ or any barrier), you may explore again.
□ At the end of your turn, you may recharge a random card (□ or any card) from your discard pile (□ or your buried cards)
//{Adventure 2-4 Reward)// For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

!Deck List
|!Weapon            |!Spell    |!Armor             |!Item                |!Ally              |!Blessing               |
|Corrosive Dagger +1|Brilliance|Steel Ibis Lamellar|Alkali Flask         |Deathtrap in a Jar |Blessing of Erastil     |
|Fire Lance         |Corrosion |                   |Liquid Persuasion    |                   |Blessing of Nethys      |
|Flame Cannon       |Major Cure|                   |Potion of Healing    |                   |Blessing of Osiris      |
|Galvanic Chakram +1|Stone Skin|                   |Potion of Heroism    |                   |Blessing of the Elements|
|                   |          |                   |Potion of Restoration|                   |                        |
~RotR Loot Available: Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Mokmurian's Club, Robe of Runes, Sihedron Medallion (1), Snakeskin Tunic, Wand of Enervation

CD Damiel - Miscibility Master
!Stats
*Strength - d4
*Dexterity - d12+4
**Disable +1
*Constitution - d6
*Intelligence - d10+1
**Craft +3
*Wisdom - d6
**Perception +2
*Charisma - d4

!Powers
HAND SIZE 5 ☑ 6 ☑ 7
PROFICIENT WITH Light Armors Weapons
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it (□ or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill (□+2) to your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution noncombat check) (□ or your Strength check when you do not play a weapon).
☑ When you defeat a barrier that has the Obstacle trait (☑ or any barrier), you may explore again.
☑ At the end of your turn, you may recharge a random card (□ or any card) from your discard pile (□ or your buried cards)
//(Adventure 2-4 Reward)// For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
//(Adventure 2-5 Reward)// For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck.

!Deck List
|!Weapon            |!Spell     |!Armor             |!Item                |!Ally              |!Blessing               |
|Fire Lance         |Brilliance |Steel Ibis Lamellar|Alkali Flask         |Deathtrap in a Jar |Blessing of Erastil     |
|Flame Cannon       |Major Cure |                   |Liquid Persuasion    |                   |Blessing of Nethys      |
|Galvanic Chakram +1|Restoration|                   |Potion of Healing    |                   |Blessing of Osiris      |
|Galvanic Kopis +2  |Stone Skin |                   |Potion of Heroism    |                   |Blessing of the Elements|
|                   |           |                   |Potion of Restoration|                   |                        |
|                   |           |                   |Twitch Tonic         |                   |                        |
~RotR Loot Available: Emerald Codex, Fanged Falchion, Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Mokmurian's Club, Robe of Runes, Sihedron Medallion (1), Snakeskin Tunic, Staff of Hungry Shadows, Wand of Enervation
CD Damiel - Miscibility Master
!Stats
*Strength - d4
*Dexterity - d12+4
**Disable +1
*Constitution - d6
*Intelligence - d10+3
**Craft +3
*Wisdom - d6
**Perception +2
*Charisma - d4

!Powers
HAND SIZE 5 ☑ 6 ☑ 7
PROFICIENT WITH Light Armors Weapons
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it (□ or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill (□+2) to your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution noncombat check) (□ or your Strength check when you do not play a weapon).
☑ When you defeat a barrier that has the Obstacle trait (☑ or any barrier), you may explore again.
☑ At the end of your turn, you may recharge a random card (□ or any card) from your discard pile (☑ or your buried cards)
//(Adventure 2-4 Reward)// For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
//(Adventure 2-5 Reward)// For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck.

!Deck List
|!Weapon            |!Spell     |!Armor             |!Item                |!Ally              |!Blessing               |
|Fire Lance         |Brilliance |Steel Ibis Lamellar|Fuse Grenade         |Deathtrap in a Jar |Blessing of Erastil     |
|Flame Cannon       |Major Cure |                   |Liquid Persuasion    |                   |Blessing of Isis        |
|Galvanic Chakram +1|Restoration|                   |Potion of Healing    |                   |Blessing of Nethys      |
|Galvanic Kopis +2  |Stone Skin |                   |Potion of Heroism    |                   |Blessing of Osiris      |
|                   |           |                   |Potion of Restoration|                   |Blessing of Ptah        |
|                   |           |                   |Twitch Tonic         |                   |                        |
~RotR Loot Available: Emerald Codex, Fanged Falchion, Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Mokmurian's Club, Morgiv, Robe of Runes, Robes of ~Xin-Shalast, Sihedron Medallion (1), Snakeskin Tunic, Staff of Hungry Shadows, Wand of Enervation
''School'' evocation [light]; ''Level'' bard 0, sorcerer/wizard 0
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' Up to four lights, all within a 10-ft.-radius area
''Duration'' 1 minute (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

Dancing lights can be made permanent with a permanency spell.
''School'' evocation [darkness]; ''Level'' antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, magus 2, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, M/DF (bat fur and a piece of coal)
!!EFFECT
''Range'' touch
''Target'' object touched
''Duration'' 1 min./level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.

This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level. 
''School'' transmutation; ''Level'' alchemist 2, antipaladin 2, ranger 3, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (either a pinch of dried carrot or an agate)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 hour/level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight.

Darkvision can be made permanent with a permanency spell.
''School'' evocation [light]; ''Level'' bard 3, cleric/oracle 3, druid 3, inquisitor 3, magus 3, paladin 3, sorcerer/wizard 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' object touched
''Duration'' 10 min./level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.

If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a pinch of wool or similar substance)
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one humanoid creature of 4 HD or less
''Duration'' 1 round
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!DESCRIPTION
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

Source: CR 264
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 2, sorcerer/wizard 2, summoner 1, witch 2
!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Target'' one living creature of 6 HD or less
!DESCRIPTION
This spell functions like [[daze|Daze]], but it can affect any one living creature of any type. Creatures of 7 or more HD are not affected.
You can daze foes with wild attacks.

''Prerequisites:'' Str 13, Power Attack, base attack bonus +11.

''Benefit:'' You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.

Source: APG
Your skill with your favored weapon can frighten enemies.

''Prerequisites:'' Weapon Focus, proficiency with the selected weapon.

''Benefit:'' While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display. 
''Prerequisites:'' Dex 13, base attack bonus +1.

''Benefit:'' You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
''School'' necromancy [death, evil]; ''Level'' cleric 4, inquisitor 4, sorcerer/wizard 4, witch 4
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' 20 ft.
''Area'' 20-ft.-radius emanation, centered on you
''Duration'' 1 round/level (D)
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!DESCRIPTION
You gain a shimmering gray aura that feeds on the souls of creatures who die within it. The aura sheds light as a candle. If a creature at –1 or fewer hit points is within the aura at the start of its turn, it must save or die, granting you the benefits of death knell.

Source: Horsemen of the Apocalypse: Book of the Damned, Vol. 3
''School'' necromancy; ''Level'' alchemist 4, cleric/oracle 4, druid 5, inquisitor 4, paladin 4, witch 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' touch
''Target'' living creature touched
''Duration'' 1 min./level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channeled negative energy.

This spell does not remove negative levels that the subject has already gained, but it does remove the penalties from negative levels for the duration of its effect.

Death ward does not protect against other sorts of attacks, even if those attacks might be lethal. 
''School'' necromancy; ''Level'' cleric/oracle 1 
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' 30 ft.
''Area'' cone-shaped emanation
''Duration'' 10 min./level
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.
You are skilled at deceiving others, both with the spoken word and with physical disguises.

''Benefit:'' You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 3, sorcerer/wizard 3, witch 3
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
!DESCRIPTION
This spell functions like [[sleep|Sleep]], except that it affects 10 HD of targets.

''School'' necromancy; ''Level'' cleric/oracle 2, inquisitor 2, magus 2, sorcerer/wizard 2, witch 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (a Medium creature's skull or femur), DF
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 hour/level or until discharged
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
You animate a bone with necromantic energy, giving it the power to float near your body and interpose itself against physical attacks.

You gain damage reduction 5/bludgeoning. Once the bone has prevented a total of 5 points of damage per caster level (maximum 50 points), it is destroyed and the spell is discharged. This spell has no effect if you have damage reduction from another source.
''Prerequisites:'' Dex 13, Improved Unarmed Strike.

''Benefit:'' You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.
Growing up in a rough neighborhood or a dangerous environment has honed your senses.

''Benefit:'' You gain a +1 trait bonus on Reflex saves.
You have exceptional manual dexterity.

''Benefit:'' You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
''Discipline'' Psychoportation; ''Level'' Cryptic 2, gifted blade 2, marksman 2, psion/wilder 2, psychic warrior 2
!!MANIFESTING
''Display'' Olfactory
''Manifesting Time'' 1 standard action
!!EFFECT
''Range'' Personal or close (25 ft. + 5 ft./2 levels)
''Target'' You or one willing creature or one object (total weight up to 100 lb./level); see text
''Duration'' 10 min./level (D)
''Saving Throw'' None; ''Power Resistance'' Yes (harmless, object)
''Power Points'' 3
!!DESCRIPTION
You gain the ability move yourself, another creature, or an object up and down as you wish. A creature must be willing to be affected, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

An affected creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a –1 penalty on attack rolls, the second –2, and so on, to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1.

Special: When a manifester other than a nomad manifests this power, the target is the manifester (not a willing creature or an object).
''Prerequisites:'' Knowledge (religion) 3 ranks, must worship a deity.

''Benefit:'' Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the god to whom you performed the obedience.

If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the deity’s second boon. If you have 20 Hit Dice or more, you also gain the deity’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.

Certain prestige classes (see page 198) gain access to these boons at lower levels as a benefit of their prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.

If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

!Irori
!!Obedience
Over the course of 1 hour, spend an equal amount of time practicing with a weapon or your unarmed strikes, reading any text that you have never read before, and braiding a length of hair while contemplating the mysteries of the multiverse. Hang the length of hair around your neck when your obedience is complete and wear it for the rest of the day. Gain a +4 sacred or profane bonus on all Knowledge checks. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.
!!Sentinel
''1: Masterful Warrior (Sp)'' [[True Strike]] 3/day, [[False Life]] 2/day, or [[Haste]] 1/day
''2: Secrets of the Enemy (Ex)'' The knowledge you’ve gained over the years regarding different creatures lets you strike your foes with unerring insight. As a standard action, you can study your opponent during combat, a task which requires you to succeed at a Knowledge check related to the enemy’s type (Pathfinder RPG Core Rulebook 99). The DC is equal to 10 + your opponent’s Hit Dice. If you succeed at the check, you gain a +2 bonus on weapon attack and damage rolls against that enemy. If you fail at the Knowledge check, you may try again with another action, but all subsequent attempts to use this ability against the same enemy take a cumulative –2 penalty.
''3: Perfection of Form (Ex)'' You develop your body to such a degree of physical perfection that you become almost untouchable by the ravages of toxins and disease. You gain a +4 sacred or profane bonus on saving throws against poison, magical and supernatural diseases, and spells and effects that cause ability damage, ability drain, or negative levels. You also become immune to nonmagical diseases.

!Shelyn
!!Obedience
Paint a small picture, compose a short poem or song, dance a scene from a ballet, or create another work of art, whispering praise to Shelyn’s beauty and grace as you do so. The art piece need be neither large nor complex, but heartfelt and made to the best of your ability. Gift the piece of art to a stranger and pay her a sincere compliment as you do so. If there are no suitable individuals around to receive the gift, leave it in an obvious place with a note praising Shelyn and asking whoever finds it to take it with your warmest wishes. Gain a +4 sacred bonus on Craft and Perform checks.
!!Exalted
''1: Devotionals (Sp)'' unbreakable heart 3/day, calm emotions 2/day, or good hope 1/day
''2: Joyous Ally (Sp)'' Your sense of beauty and the loyalty you bear your goddess have attracted the notice of her celestial servants. Once per day as a standard action, you can summon a lillend azata from Shelyn’s divine realm in Nirvana to aid you. You gain telepathy with the lillend to a range of 100 feet. The lillend follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home on Elysium. The lillend doesn’t follow any commands that would cause it to commit evil acts or destroy works of art, and the creature could even attack you if the command is particularly egregious.
''3: Plumed Blade (Su)'' Even in battle, you partake of the beauty and joy with which Shelyn graces her devoted followers. As a free action, you can cause an illusion of brightly colored feathers to follow every swipe and motion of your weapon. When you do so, a single weapon you hold gains the holy and shock weapon special abilities. (You can use this ability on a ranged weapon, but can’t apply it directly to a piece of ammunition.) If you drop the weapon or give it away, this ability’s effects immediately end. You can grant weapons this ability for a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). The rounds don’t need to be consecutive.
!Deinonychus 	CR 3
N Medium animal
''Init'' +6; ''Senses'' low-light vision, scent; Perception +14
!!DEFENSE
''AC'' 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
''hp'' 34 [42] (4d8+16) [4d8+24]
''Fort'' +8 [+10], ''Ref'' +6, ''Will'' +2
!!OFFENSE
''Speed'' 60 ft.
''Melee'' 2 talons +5 [+7] (1d8+2) [1d8+4], bite +5 [+7] (1d6+2) [1d6+4], foreclaws +0 [+2] (1d4+1) [1d4+2]
''Special Attacks'' pounce
!!STATISTICS
''Str'' 15 [19], ''Dex'' 15, ''Con'' 19 [23], ''Int'' 2, ''Wis'' 12, ''Cha'' 14
''Base Atk'' +3; ''CMB'' +5 [+7]; ''CMD'' 17 [19]
''Feats'' [[Improved Initiative]], [[Run]]
''Skills'' Acrobatics +10 (+22 jump), Perception +14, Stealth +15; ''Racial Modifiers'' +8 Acrobatics, +8 Perception, +8 Stealth
''School'' conjuration (healing); ''Level'' alchemist 2, bard 2, cleric/oracle 2, druid 2, inquisitor 2, paladin 2, ranger 1, witch 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 hour/level
''Saving Throw'' Fortitude negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done.
''School'' evocation [fire]; ''Level'' sorcerer/wizard 7
!!EFFECT
''Duration'' 5 rounds or less; see text
!!DESCRIPTION
This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6). The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead. If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.
''School'' enchantment (compulsion) [emotion, mind-affecting]; ''Level'' bard 1, sorcerer/wizard 1, witch 1

CASTING
''Casting Time'' 1 standard action
''Components'' V, S

EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one creature
''Duration'' 1 minute
''Saving Throw'' Will negates; ''Spell resistance'' yes


DESCRIPTION
The target becomes so distracted by an overblown sense of its worth that it takes a –2 penalty on attacks and skill checks. However, this feeling also gives the target a +2 morale bonus on saves against charm and compulsion effects.

Source: UM 216
''Discipline'' Telepathy [~Mind-Affecting]
''Level'' Psion/Wilder 1
!MANIFESTING
''Display'' Mental and olfactory
''Manifesting Time'' 1 standard action
!EFFECT
''Range'' 30 ft.
''Area'' 30-ft.-radius spread centered on you
''Duration'' 1 min./level
''Saving Throw'' Will negates; ''Power Resistance'' Yes
''Power Points'' 1
!DESCRIPTION
You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration of the power. Allies and creatures without an Intelligence score are unaffected.

''Augment'' For every 2 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet, and the power’s save DC increases by 1.
''Prerequisites:'' Ki pool, Endurance

''Benefit:'' As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit point. If you succeed at the check, you can spend 1 ki point to heal 1d6 hit points. If you roll a natural 20 on the check to stabilize, you can spend 1 ki point to heal 2d6 hit points of damage instead.

Source: Ultimate Magic
Regional (Qadira)

You move with a quick and quiet grace and your enemies are often taken unawares by your silent speed. When using the Stealth skill to move at full speed you no longer suffer a –5 penalty on your Stealth skill check. 
Note

School divination; Level cleric/oracle 1, inquisitor 1

CASTING
Casting Time 1 standard action 
Component V, S, DF

EFFECT
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 10 min./ level (D)
Saving Throw none; Spell Resistance no


DESCRIPTION
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of evil.

2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.

If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Power

An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

|!Creature/Object|>|>|>|>|!Aura Power|
||!None|!Faint|!Moderate|!Strong|!Overwhelming|
|Aligned creature (HD)|5 or lower|5-10|11-25|26-50|51 or higher|
|Aligned Undead (HD)|--|2 or lower|3-8|9-20|21 or higher|
|Aligned Outsider (HD)|--|1 or lower|2-4|5-10|11 or higher|
|Cleric or paladin of an aligned deity (class levels)|--|1|2-4|5-10|11 or higher|
|Aligned magic item or spell (caster level)|5 or lower|6-10|11-15|16-20|21 or higher|

Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

|Original Strength|Duration of Lingering Aura|
|Faint|1d6 rounds|
|Moderate|1d6 minutes|
|Strong|1d6x10 minutes|
|Overwhelming	|1d6 days|

Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell.

Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
''School'' divination; ''Level'' arcanist 1, bard 1, cleric/oracle 1, paladin 1, skald 1, sorcerer/wizard 1, warpriest 1
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S
!!Effect
''Range'' 60 ft.
''Area'' cone-shaped emanation
''Duration'' concentration, up to 1 minute/level (D)
!!Description
As //detect magic//, except you immediately detect the strength and location of each charm, compulsion, and possession aura on all creatures in the area. You can attempt to identify the properties of each aura (see Spellcraft in the //Pathfinder RPG Core Rulebook//).

In addition to noticing the targets of these effects, you can recognize when creatures in the area are using these effects on others by making a Sense Motive check as a standard action (DC 20 + caster level). If you succeed, you may make a Spellcraft check to identify what magic it is using (even if the target is not in the area).

Source: Andoran, Spirit of Liberty
''School'' divination; ''Level'' cleric/oracle 1, inquisitor 1
!!CASTING
''Casting Time'' 1 standard action
''Component'' V, S, DF
!!EFFECT
''Range'' 60 ft.
''Area'' cone-shaped emanation
''Duration'' concentration, up to 10 min./ level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.

//1st Round:// Presence or absence of evil.
//2nd Round:// Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.
If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.
//3rd Round:// The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

''Aura Power''
An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

|!Creature/Object|>|>|>|>|!Aura Power|
|~|!None|!Faint|!Moderate|!Strong|!Overwhelming|
|Aligned creature^^1^^ (HD)|4 or lower|5-10|11-25|26-50|51 or higher|
|Aligned Undead (HD)|--|2 or lower|3-8|9-20|21 or higher|
|Aligned Outsider (HD)|--|1 or lower|2-4|5-10|11 or higher|
|Cleric or paladin of an aligned deity^^2^^ (class levels)|--|1|2-4|5-10|11 or higher|
|Aligned magic item or spell (caster level)|5 or lower|6-10|11-15|16-20|21 or higher|
^^1^^ Except for Undead and Outsider, which have their own entries on the table.
^^2^^ Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.

//Lingering Aura:// An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

|!Original Strength|!Duration of Lingering Aura|
|Faint|1d6 rounds|
|Moderate|1d6 minutes|
|Strong|1d6x10 minutes|
|Overwhelming|1d6 days|

Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell.

Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. 
''School'' diviniation; ''Level'': bard 0, cleric 0, druid 0, sorcerer/wizard 0
!CASTING
''Components'': V, S
''Casting Time'': 1 Standard Action
!EFFECT
''Range'': 60 ft.
''Area'': Cone-shaped Emanation
''Duration'': Concentration, up to 1 min./level (D)
''Saving Throw'': none; ''Spell Resistance'': no
!DESCRIPTION
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
|!Spell or Object|>|>|>|!Aura Power|
|~|!Faint|!Moderate|!Strong|!Overwhelming|
|Functioning spell (spell level)|3rd or lower|4th-6th|7th-9th|10th+ (deity-level)|
|Magic item (caster level)|5th or lower|6th-11th|12th-20th|21st+ (artifact)|
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
|!Original Strength|!Duration of Lingering Aura|
|Faint|1d6 rounds|
|Moderate|1d6 minutes|
|Strong|1d6x10 minutes|
|Overwhelming|1d6 days|
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
''School'' divination; ''Level'' alchemist 1, arcanist 1, bard 1, investigator 1, skald 1, sorcerer/wizard 1, summoner 1, summoner (unchained) 1
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S, F (a magnetized nail or nugget of ore)
!!Effect
''Range'' 60 ft.
''Area'' cone-shaped emanation
''Duration'' concentration, up to 1 minute/level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!Description
You detect any metal objects or creatures within a 60-foot cone. You can specify all metal objects or one or more specific types of metal (such as silver, cold iron, or a type of skymetal) when you cast this spell; in the case of the latter, you detect only objects or creatures made of the specified metal.

Source: People of the River 
''School'' divination; ''Level'': cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0
!!CASTING
''Components'': V, S
''Casting Time'': 1 Standard Action
!!EFFECT
''Range'': Close (25 ft. + 5 ft./level)
''Target or Area'': One creature, one object, or a 5-ft. cube
''Duration'': Instantaneous
''Saving Throw'': none; ''Spell Resistance'': no

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
''Discipline'' Clairsentience
''Level'' Psion/Wilder 1, Psychic warrior 1, Vitalist 1
!MANIFESTING
''Display'' Auditory and visual
''Manifesting Time'' 1 standard action
!EFFECT
''Range'' 60 ft.
''Area'' Cone-shaped emanation centered on you
''Duration'' Concentration, up to 1 min./level (D)
''Saving Throw'' None; ''Power Resistance'' No
''Power Points'' 1
!DESCRIPTION
You detect psionic auras. A psionic aura is given off by any active or permanent power, or during the use of any psionic feat. Characters who have levels in a psionic class, creatures with the psionic subtype, and creatures with the Wild Talent feat possess psionic auras. The amount of information revealed by the manifestation of this power depends on how long you study a particular area or subject.

''1st Round:'' Presence or absence of psionic auras.
''2nd Round:'' Number of different psionic auras and the strength of the most potent aura.
''3rd Round:'' The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (Psionics) checks to determine the discipline involved in each aura. (Make one check per aura; DC 15 + power level, or 15 + one-half manifester level for an effect that is not created by a power, such as that of a psionic item.) If the aura emanates from a psionic item, you can attempt to identify its properties (see Spellcraft).

Psionically charged locations, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.

''Aura Strength:'' A psionic aura’s strength depends on a functioning power’s level or an item’s manifester level. If an aura falls into more than one category, detect Psionics indicates the stronger of the two. Detection of an overwhelming aura (see the accompanying table) dazes you for 1 round and the power ends.

|!Power or Item|>|>|>|!Aura Strength|
|!|!Faint|!Moderate|!Strong|!Overwhelming|
|Functioning power (power level)|3rd or lower|4th-6th|7th-9th|10th+ (deity-level)|
|Psionic item or creature (manifester level)*|5th or lower|6th-11th|12th-20th|21st+ (artifact)|

''Lingering Aura:'' A psionic aura lingers after its original source dissipates (in the case of a power) or is destroyed (in the case of a psionic item). If detect Psionics is manifested and directed at such a location, the power indicates an aura of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original strength:

|!Original Strength|!Duration|
|Faint|1d6 minutes|
|Moderate|1d6 x 10 minutes|
|Strong|1d6 hours|
|Overwhelming|1d6 days|

Each round, you can turn to detect Psionics in a new area. You can tell the difference between magical and psionic auras.

The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

''Augment'' This power may be augmented in either of the following ways.
# If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0). 
# By spending an additional 2 power points, you gain a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of psionic items in your possession. This power does not allow you to identify artifacts.
''School'' divination [mind-affecting]; ''Level'' alchemist 2, bard 2, inquisitor 2, sorcerer/wizard 2, summoner 2, witch 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F/DF (a copper piece)
!!EFFECT
''Range'' 60 ft.
''Area'' cone-shaped emanation
''Duration'' concentration, up to 1 min./level (D)
''Saving Throw'' Will negates; see text; ''Spell Resistance'' no
!!DESCRIPTION
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.

3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts.

Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
''School'' divination; Level alchemist 1, cleric/oracle 1, inquisitor 1, paladin 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (earth from a grave)
!!EFFECT
''Range'' 60 ft.
''Area'' cone-shaped emanation
''Duration'' concentration, up to 1 minute/ level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.

//1st Round:// Presence or absence of undead auras.

//2nd Round:// Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.

//3rd Round:// The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

//Aura Strength:// The strength of an undead aura is determined by the HD of the undead creature, as given on the table below.

//Lingering Aura:// An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.
|!HD|!Strength|!Lingering Aura Duration|
|1 or lower|Faint|1d6 rounds|
|2-4|Moderate|1d6 minutes|
|5-10|Strong|1d6 x 10 minutes|
|11 or higher|Overwhelming|1d6 days|

Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
''School'' evocation [acid, cold, electricity, or fire]; ''Level'' alchemist 4, arcanist 4, bloodrager 4, investigator 4, magus 4, sorcerer/wizard 4
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S, M (two vials; one containing acid and one containing an alkaline solution worth a total of 50 gp)
!!Effect
''Range'' 30 ft.
''Area'' 30-ft.-radius spread centered on you
''Duration'' 1 round, then instantaneous
''Saving Throw'' Reflex half; ''Spell Resistance'' yes
!!Description
You flood yourself with a potent surge of elemental energy. One round after completing the casting of the spell, the energy explodes from your body.

When this spell creates the explosion of energy, choose one of the following four energy types: acid, cold, electricity, or fire. The explosion inflicts 1d8 points of damage of that energy type per caster level (maximum 10d8) to all creatures and unattended objects within 15 feet, and half that amount to targets past 15 feet but within 30 feet. You automatically take half damage from the explosion, without a saving throw, but any other energy resistance or energy immunity effects you may have in place can prevent or lessen this overflow damage caused by the explosion.

Source: Advanced Player's Guide
''School'' divination; ''Level'' cleric/oracle 1, druid 1, paladin 1, ranger 1, witch 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target or Area'' one creature, one object, or a 5-ft. cube
''Duration'' instantaneous
''Saving Throw'' none; ''Spell resistance'' no
!!DESCRIPTION
You determine whether a creature, object, or area carries any sort of disease or infestation (including molds, slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects. If there is disease present, you know what disease it is and its effects. If the target is a creature, you gain a +4 bonus on Heal checks to treat the creature’s disease. The spell can penetrate many barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Source: UM
''Prerequisite:'' Endurance.

''Benefit:'' When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

''Normal:'' A character without this feat who is reduced to negative hit points is unconscious and dying.
''Prerequisites:'' 2 ranks each in 5 different Knowledge skills.

''Benefit:'' You gain a +2 bonus on Knowledge checks if you have 1–5 ranks in that skill. This bonus does not stack with Skill Focus. You can make untrained Knowledge checks with ~DCs up to 15.

''Normal:'' You may only make untrained Knowledge checks for common knowledge (DC 10 or lower).
''School'' conjuration (teleportation); ''Level'' bard 4, magus 4, sorcerer/wizard 4, summoner 3, witch 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V
!!EFFECT
''Range'' long (400 ft. + 40 ft./level)
''Target'' you and touched objects or other touched willing creatures
''Duration'' instantaneous
''Saving Throw'' none and Will negates (object); ''Spell Resistance'' no and yes (object)
!!DESCRIPTION
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired - whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take an additional 4d6 points of damage and the spell simply fails.
''School'' abjuration; ''Level'' cleric/oracle 4, inquisitor 3, sorcerer/wizard 4, summoner 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' ray
''Duration'' 1 min./level
''Saving Throw'' none; ''Spell Resistance'' yes (object)
!!DESCRIPTION
A green ray springs from your hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.

A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
!Dire Ape (Gigantopithecus) 	CR 3
N Large animal
''Init'' +2; ''Senses'' low-light vision, scent; Perception +8
!!DEFENSE
''AC'' 15, touch 11, flat-footed 13; (+2 Dex, +4 natural, –1 size)
''hp'' 30 [38] (4d8+12) [4d8+20]
''Fort'' +7 [+9], ''Ref'' +6, ''Will'' +4
!!OFFENSE
''Speed'' 30 ft., climb 30 ft.
''Melee'' bite +6 [+8] (1d6+4) [1d6+6], 2 claws +6 [+8] (1d4+4) [1d4+6]
''Space'' 10 ft.; Reach 10 ft.
''Special Attacks'' rend (2 claws, 1d4+6 [1d4+9])
!!STATISTICS
''Str'' 19 [23], ''Dex'' 15, ''Con'' 16 [20], ''Int'' 2, ''Wis'' 12, ''Cha'' 7
''Base Atk'' +3; ''CMB'' +8 [+10]; ''CMD'' 20 [22]
''Feats'' [[Iron Will]], [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Acrobatics +6, Climb +16, Perception +8, Stealth +2
!Dire Bat - CR 2
N Large animal
''Init'' +2; ''Senses'' blindsense 40 ft.; Perception +12
!!Defense
''AC'' 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
''hp'' 22 [30] (4d8+4) [4d8+12]
''Fort'' +5 [+7], ''Ref'' +6, ''Will'' +3
!Offense
''Speed'' 20 ft., fly 40 ft. (good)
''Melee'' bite +5 [+7] (1d8+4) [1d8+7]
''Space'' 10 ft.; ''Reach'' 5 ft.
!!Statistics
''Str'' 17 [21], ''Dex'' 15, ''Con'' 13 [17], ''Int'' 2, ''Wis'' 14, ''Cha'' 6
''Base Atk'' +3; ''CMB'' +7 [+9]; ''CMD'' 19 [21]
''Feats'' [[Alertness]], [[Stealthy]]
''Skills'' Fly +9, Perception +12, Stealth +4; ''Racial Modifiers'' +4 Perception when using blindsense
!Boar, Dire (Daeodon) 	CR 4
N Large animal
''Init'' +4; ''Senses'' low-light vision, scent; Perception +12
!!DEFENSE
''AC'' 15, touch 9, flat-footed 15 (+6 natural, –1 size)
''hp'' 42 [52] (5d8+20) [5d8+30]
''Fort'' +7 [+9], ''Ref'' +4, ''Will'' +2
''Defensive Abilities'' ferocity
!!OFFENSE
''Speed'' 40 ft.
''Melee'' gore +8 [+10] melee (2d6+9) [2d6+12]
!!STATISTICS
''Str'' 23 [27], ''Dex'' 10, ''Con'' 17 [21], ''Int'' 2, ''Wis'' 13, ''Cha'' 8
''Base Atk'' +3; ''CMB'' +10 [+12]; ''CMD'' 20 [22]
''Feats'' [[Improved Initiative]], [[Skill Focus (Perception)|Skill Focus]], [[Toughness]]
''Skills'' Perception +12
!Dire Lion (Spotted Lion) CR 5
N Large Animal
''Init'' +6; ''Senses'' low-light vision, scent; Perception +11
!!Defense
''AC'' 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
''hp'' 60 [76] (8d8+24) [(8d8+40)]
''Fort'' +9 [+11], ''Ref'' +8, ''Will'' +3
!!Offense
''Speed'' 40 ft.
''Melee'' bite +12 [+14] (1d8+7 [1d8+9] plus grab), 2 claws +13 [+15] (1d6+7) [(1d6+9)]
''Space'' 10 ft.; ''Reach'' 5 ft.
''Special Attacks'' pounce, rake (2 claws +13 [+15], 1d6+7 [1d6+9])
!!Statistics
''Str'' 25 [29], ''Dex'' 15, ''Con'' 17 [21], ''Int'' 2, ''Wis'' 12, ''Cha'' 10
''Base Atk'' +6; ''CMB'' +14 [+16] (+18 [+20] grapple); ''CMD'' 26 [28] (30 [32] vs. trip)
''Feats'' [[Improved Initiative]], [[Run]], [[Skill Focus (Perception)|Skill Focus]], [[Weapon Focus (claw)|Weapon Focus]]
''Skills'' Acrobatics +11, Perception +11, Stealth +7 (+11 in undergrowth); ''Racial Modifiers'' +4 Acrobatics, +4 Stealth (+8 in undergrowth)
!Dire Rat - CR 1/3
XP 135
N Small animal
''Init'' +3; ''Senses'' low-light vision, scent; Perception +4
!!Defense
''AC'' 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
''hp'' 5 [7] (1d8+1) [1d8+3]
''Fort'' +3 [5], ''Ref'' +5, ''Will'' +1
!!Offense
''Speed'' 40 ft., climb 20 ft., swim 20 ft.
''Melee'' bite +1 [+3] (1d4 plus disease) [1d4+3 plus disease]
''Special Attacks'' disease
!!Statistics
''Str'' 10 [14], ''Dex'' 17, ''Con'' 13 [15], ''Int'' 2, ''Wis'' 13, ''Cha'' 4
''Base Atk'' +0; ''CMB'' –1 [+1]; ''CMD'' 12 [14] (16 [18] vs. trip)
''Feats'' [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Climb +11, Perception +4, Stealth +11, Swim +11; ''Racial Modifiers'' uses Dex to modify Climb and Swim
!!Special Abilities
*''Disease (Ex)'' 
**//Filth fever//: Bite—injury; //save// Fort DC 11 [13]; //onset// 1d3 days; //frequency// 1/day; //effect// 1d3 Dex damage and 1d3 Con damage; //cure// 2 consecutive saves. The save DC is Constitution-based.

[] = w/ Augment Summoning
!Wolf, Dire 	CR 3
N Large animal
''Init'' +2; ''Senses'' low-light vision, scent; Perception +10
!!DEFENSE
''AC'' 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
''hp'' 37 [47] (5d8+15) [5d8+25]
''Fort'' +7 [+9], ''Ref'' +6, ''Will'' +2
!!OFFENSE
''Speed'' 50 ft.
''Melee'' bite +7 [+9] (1d8+6 plus trip) [1d8+9]
''Space'' 10 ft.; ''Reach'' 5 ft.
!!STATISTICS
''Str'' 19 [23], ''Dex'' 15, ''Con'' 17 [21], ''Int'' 2, ''Wis'' 12, ''Cha'' 10
''Base Atk'' +3; ''CMB'' +8 [+10]; ''CMD'' 20 [22] (24 [26] vs. trip)
''Feats'' [[Run]], [[Skill Focus (Perception)|Skill Focus]], [[Weapon Focus (bite)|Weapon Focus]]
''Skills'' Perception +10, Stealth +3, Survival +1 (+5 scent tracking); ''Racial Modifiers'' +4 Survival when tracking by scent
Combat

You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus. 
You can take advantage of a distracted foe.

''Benefit:'' When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.

''Special:'' This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.

Source: Dirty Tactics Toolbox
*''School'' divination
*''Level'' alchemist 4, cleric/oracle 4, inquisitor 4, paladin 3, witch 4; Domain nobility 4
*''Casting Time'' 1 standard action
*''Components'' V, S, DF
*''Range'' close (25 ft. + 5 ft./2 levels)
*''Targets'' one creature/level, no two of which can be more than 30 ft. apart
*''Duration'' concentration, up to 1 round/level
*''Saving Throw'' Will negates
*''Spell Resistance'' no

Each round, you concentrate on one target, who must be within range. You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

Each round, you may concentrate on a different target.
''Prerequisites:'' Bardic performance class feature, Perform (oratory or sing) 10 ranks.

''Benefit:'' Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you.

''Source:'' Ultimate Combat
*''School'' illusion (glamer)
*''Level'' alchemist 1, antipaladin 1, bard 1, inquisitor 1, sorcerer/wizard 1; Domain trickery 1
*''Casting Time'' 1 standard action
*''Components'' V, S
*''Range'' personal
*''Target'' you
*''Duration'' 10 min./level (D)

You make yourself - including clothing, armor, weapons, and equipment - look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

''Source:'' CR 271
''School'' abjuration; Level cleric/oracle 4, inquisitor 4, sorcerer/wizard 5, summoner 4; ''Bloodline'' abyssal 5
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one extraplanar creature
''Duration'' instantaneous
''Saving Throw'' Will negates; see text; ''Spell Resistance'' yes
!DESCRIPTION
This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.
You are skilled at the art of dispelling.

''Prerequisites:'' Ability to cast dispel magic.

''Benefit:'' Whenever you attempt a dispel check based on your caster level, you gain a +2 bonus on the check.

''Source:'' Monster Summoner's Handbook
* Abjuration
* ''Level'': Bard 3, Cleric 3, Druid 4, Paladin 3, Sorcerer/Wizard 3
* ''Components'': V, S
* ''Casting Time'': 1 Standard Action
* ''Range'': Medium (100 ft. + 10 ft./level)
* ''Target or Area'': One spellcaster, creature or object
* ''Duration'': Instantaneous
* ''Saving Throw'': None
* ''Spell Resistance'': No

You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.
You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell.
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.
For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.
You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.
''School'' illusion (glamer); ''Level'' alchemist 3, bard 3, magus 3, sorcerer/wizard 3, summoner 3; Domain protean 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, M (a small loop of leather)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 round/level (D)
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location and negates the miss chance.
''School'' necromancy; ''Level'' inquisitor 0, magus 0, sorcerer/wizard 0
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' ray
''Duration'' instantaneous
''Saving Throw'' none; ''Spell Resistance'' yes
!!DESCRIPTION

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
Your training makes it difficult for enemy spellcasters to safely cast spells near you.

''Prerequisites:'' 6th-level fighter.

''Benefit:'' The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.
''Prerequisite(s):'' Caster level 3rd, ability to cast //augury// or //divination//, must worship a deity.

''Benefit(s):'' Whenever you cast //augury// or //divination//, you receive further guidance from your deity's agents. You gain a +1 sacred bonus if your worship a good deity or a +1 profane bonus if you worship an evil deity (if you worship a neutral deity the type of bonus is either determined by the type of energy you channel with the channel energy class feature or, if you don't have that class ability, your choice upon taking this feat) on all saving throws for 1 minute per caster level of the //augury// or //divination// spell you cast.

''Source:'' Inner Sea Gods
!Divination Implements
Implements of the divination school grant powers related to foresight and remote viewing.
*''Implements'' 
**Crystal ball, goggles, Harrow deck, headband, lenses.
*''Resonant Powers'' 
**Each time you invest mental focus into a divination implement, choose one of the following resonant powers. The implement’s bearer gains the benefits of this power until you refresh your focus.
**''Divinatory Focus (Su)'' 
***The implement increases the accuracy and potency of all divinations cast through it. The bearer can add the implement as an additional focus component to any divination spell he casts. Doing so increases the casting time of the spell by 1 round. He can also use it to replace the focus component for augury, divination, or scrying, which does not increase the casting time of those spells. When using the implement as a focus component in this way, the spellcaster adds the amount of mental focus invested in the implement to his d% roll to gain useful information from the spell or to cast a spell through scrying. He additionally increases the caster level of the spell by 1 for every 4 points of mental focus invested in the implement, to a maximum of 1 + 1/4 your occultist level. You can choose this ability only with a crystal ball or harrow deck.
**''Third Eye (Su)'' 
***The implement allows its wearer to notice that which cannot easily be seen. As long as the implement stores at least 1 point of mental focus, whoever wears the implement gains low-light vision. If you are 3rd level or higher, as long as the implement stores at least 2 points of mental focus, whoever wears the implement also gains darkvision 60 feet. If you are 7th level or higher, as long as the implement stores at least 4 points of mental focus, whoever wears the implement also gains the effects of see invisibility. If you are 13th level or higher, as long as the implement stores at least 6 points of mental focus, whoever wears the implement also gains blindsense 60 feet. If you are 19th level or higher, as long as the implement stores at least 8 points of mental focus, whoever wears the implement also gains blindsight 30 feet. You cannot choose this ability with a crystal ball, harrow deck, or other implement that isn’t worn.
*''Base Focus Power'' 
**All occultists that learn to use divination implements gain the following focus power.
**''Flash Insight (Sp)'' 
***As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. Before the end of your turn, you can use this insight as a free action before you make any ability check, attack roll, or skill check to gain an insight bonus on that check equal to 1/2 your occultist level (minimum +1). You can use this ability only once per turn; if not used by the end of your turn, the insight fades and you gain no benefit.
*''School'' evocation
*''Level'' cleric/oracle 1, inquisitor 1, paladin 1
*''Casting Time'' 1 standard action
*''Components'' V, S, DF
*''Range'' personal
*''Target'' you
*''Duration'' 1 minute

Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.

''Source:'' CR 273
''Prerequisite:'' Dex 13.

''Benefit:'' You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
!Dog - CR 1/3
XP 135
N Small animal
''Init'' +1; ''Senses'' low-light vision, scent; Perception +8
!!Defense
''AC'' 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
''hp'' 6 [8] (1d8+2) [1d8+4]
''Fort'' +4 [+6], ''Ref'' +3, ''Will'' +1
!!Offense
''Speed'' 40 ft.
''Melee'' bite +2 [+4] (1d4+1) [1d4+4]
!!Statistics
''Str'' 13 [17], ''Dex'' 13, ''Con'' 15 [19], ''Int'' 2, ''Wis'' 12, ''Cha'' 6
''Base Atk'' +0; ''CMB'' +0 [+2]; ''CMD'' 11 [13] (15 [17] vs. trip)
''Feats'' [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); ''Racial Modifiers'' +4 Acrobatics when jumping, +4 Survival when tracking by scent
!Dolphin - CR 1/2
XP 200
N Medium animal
''Init'' +2; ''Senses'' blindsight 120 ft., low-light vision; Perception +9
!!Defense
''AC'' 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
''hp'' 11 [15] (2d8+2) [2d8+6]
''Fort'' +4 [+6], ''Ref'' +5, ''Will'' +1
!!Offense
''Speed'' swim 80 ft.
''Melee'' slam +3 [+4] (1d4+1) [1d4+4]
!!Statistics
''Str'' 12 [16], ''Dex'' 15, ''Con'' 13 [17], ''Int'' 2, ''Wis'' 13, ''Cha'' 6
''Base Atk'' +1; ''CMB'' +2 [+4]; ''CMD'' 14 [16]
''Feats'' [[Weapon Finesse]]
''Skills'' Perception +9, Swim +13 [+15]; ''Racial Modifiers'' +4 Perception
''SQ'' hold breath
!!Special Abilities
*''Hold Breath (Ex)''
**A dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 4, sorcerer/wizard 5, witch 5
!!CASTING
''Casting Time'' 1 round
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one humanoid
''Duration'' 1 day/level
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.

If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still." You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).

Changing your orders or giving a dominated creature a new command is a move action.

By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.

Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.

Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect does not automatically dispel it.
''School'' necromancy [fear, mind-affecting]; ''Level'' cleric 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Target'' one living creature
''Duration'' 1 min./level
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
''Advanced Class Guide:'' cheat sheath, elixir of the thundering voice, Extra Investigator Talent, investigator
''Advanced Player's Guide:'' alchemical allocation, ant haul, bodyguard, crafter's fortune, detonate, thorn body, touch of the sea
''Alchemy Manual:'' bunch of weird alchemical items
''Inner Sea Gods:'' channel vigor, Deific Obedience
''Inner Sea World Guide:'' aldori dueling sword
''Pathfinder Adventure Path #27:''  dream journal of the pallid seer
''Pathfinder Adventure Path #39:'' elixir of spirit sight
''Pathfinder Society Primer:'' kreighton's perusal, discerning wayfinder
''Technology Guide:'' Technologist
''Ultimate Campaign:'' Inspired
''Ultimate Combat:'' remove sickness
''Ultimate Equipment:'' alchemical equipment, hybridization funnel
!!At the Beginning
*Give each player one antiplague, one antitoxin, one vermin repellent.
*Give the archer 5 raining arrows, 3 slow burn arrows, 2 +1 evil outsider bane arrows, 2 tangle arrows
*Use your Personal Fixer to buy up to 250gp of alchemical, magical, or mundane equipment
*Decide whether to use Attuned to the Citysong or Supernatural Investigator or not
!!Alchemical Allocation Options
*Elixir of Hiding - +10 to Stealth
*Elixir of Spirit Sight - See invisibility & ghost touch
*Elixir of Swimming - +10 to Swim
*Elixir of the Thundering Voice - +10 to Intimidate
*Elixir of Tumbling - +10 to Acrobatics
*Elixir of Vision - +10 to Perception
*Potion of Detonate - area effect energy damage
*Potion of Thorn Body - retaliate against melee attackers
!!At the End
*Check off a box on the psychic awakening if you used the communal resist energy wand
*Check out your expedition - Items to possibly pick up
**Elixir of Elemental Protection - 1,800gp
**Ice Floe Elixir - 2,250gp
**Elixir of the Peaks - 2,450gp

[[Skill Cheat Sheet|Doritian's Skill Cheat Sheet]]
[[Combat Cheat Sheet|Doritian's Combat Cheat Sheet]]
|>|>|>|!3rd level spells|
|!Name|!Source|!Description|
|[[Channel Vigor]]|ISG|Focus your energy into a specific part of your body, giving you various enhancements.|
|[[Heroism]]|CR|Gain a +2 bonus on attack rolls, skill checks, saves.|
|>|>|>|!2nd level spells|
|!Name|!Source|!Description|
|[[Alchemical Allocation]]|APG|Reuse a potion or elixir.|
|[[Darkvision]]|CR|Gain darkvision.|
|[[See Invisibility]]|CR|See invisible creatures.|
|>|>|>|!1st level spells|
|!Name|!Source|!Description|
|[[Ant Haul]]|APG|Triple your carrying capacity|
|[[Comprehend Languages]]|CR|Understand all languages|
|[[Crafter's Fortune]]|APG|+5 to your next craft check|
|[[Cure Light Wounds]]|CR|Heal 1d8+lvl damage|
|[[Disguise Self]]|CR|Change appearance to another humanoid|
|[[Endure Elements]]|CR|Exist comfortable in hot or cold regions|
|[[Expeditious Retreat]]|CR|Your base speed increases by 30 ft.|
|[[Shield]]|CR|Invisible disc gives +4 to AC, blocks magic missiles.|
|[[Touch of the Sea]]|APG|Gain a swim speed of 30 ft.|

White = learned free from leveling
|!Qt.|!Item                                                          |!Location      |!Cost |!Weight|
|1   |[[acid flask]]                                                 |In Backpack    |3.3gp |1      |
|2   |[[acid neutralizer]]                                           |In Backpack    |5gp   |-      |
|4   |[[alchemist's fire]]                                           |In Backpack    |6.7gp |4      |
|4   |[[alchemist's kindness]]                                       |In Backpack    |.3gp  |-      |
|1   |[[alchemist's kit]]                                            |In Backpack    |40gp  |24     |
|1   |[[alchemist's lab]]                                            |At Home        |200gp |40     |
|6   |[[antiplague]]                                                 |In Backpack    |16.7gp|-      |
|6   |[[antitoxin]]                                                  |In Backpack    |16.7gp|-      |
|3   |[[artokus's fire]]                                             |In Backpack    |33.3gp|3      |
|1   |//[[bead of newt prevention]]//                                |On Person      |1000gp|-      |
|1   |//+1 [[benevolent|benevolent armor]] mithral chain shirt//     |Armor Slot     |4300gp|12.5   |
|2   |[[blood-boiling pill]]                                         |In Backpack    |25gp  |-      |
|1   |[[bottled lightning]]                                          |In Backpack    |13.3gp|1      |
|2   |[[burst jar]]                                                  |In Backpack    |11.7gp|2      |
|1   |//[[chalice of communal dweomer]]//                            |On Person      |3750gp|1      |
|1   |[[cheat sheath]]                                               |In Backpack    |100gp |2      |
|1   |Chronicle of Kyonin                                            |In Backpack    |50gp  |-      |
|1   |//[[cloak of resistance +2|cloak of resistance]]//             |Shoulder Slot  |4000gp|1      |
|1   |cold iron dagger                                               |On Person      |4gp   |1      |
|4   |[[congealer spray]]                                            |In Backpack    |5gp   |-      |
|3   |[[desiccating lubricant]]                                      |In Backpack    |10gp  |-      |
|1   |//[[discerning wayfinder]]//                                   |On Person      |5PA   |1      |
|1   |//[[dream journal of the pallid seer]]//                       |At Home        |600gp |2      |
|10  |earplugs                                                       |In Backpack    |.03gp |-      |
|1   |ear trumpet                                                    |In Backpack    |5gp   |2      |
|1   |//[[elixir of hiding]]//                                       |In Backpack    |250gp |-      |
|1   |//[[elixir of spirit sight]]//                                 |In Backpack    |1000gp|-      |
|1   |//[[elixir of swimming]]//                                     |In Backpack    |250gp |-      |
|1   |//[[elixir of the thundering voice]]//                         |In Backpack    |250gp |-      |
|1   |//[[elixir of tumbling]]//                                     |In Backpack    |250gp |-      |
|1   |//[[elixir of vision]]//                                       |In Backpack    |250gp |-      |
|2   |//+1 evil outsider bane arrows//                               |In Backpack    |167gp |-      |
|1   |//[[handy haversack]]//                                        |On Person      |2000gp|5      |
|1   |//[[headband of INT +2 (UMD)|headband of vast intelligence]]// |Headband Slot  |4000gp|1      |
|2   |[[holy water]]                                                 |In Backpack    |8.3gp |2      |
|3   |[[holy weapon balm]]                                           |In Backpack    |10gp  |1.5    |
|1   |//[[hybridization funnel]]//                                   |In Backpack    |200gp |2      |
|1   |[[impact foam]]                                                |In Backpack    |8.3gp |1      |
|1   |leather armor                                                  |At Home        |10gp  |15     |
|1   |[[liquid ice]]                                                 |In Backpack    |13.3gp|2      |
|1   |//+1 longspear//                                               |On Person      |2305gp|9      |
|1   |longspear                                                      |On Person      |5gp   |9      |
|2   |[[lyddric essence]]                                            |In Backpack    |6.7gp |2      |
|1   |masterwork aldori dueling sword                                |On Person      |320gp |3      |
|1   |masterwork thieves' tools                                      |In Backpack    |100gp |2      |
|2   |[[mimic fibers]]                                               |In Backpack    |10gp  |-      |
|1   |//[[pathfinder pouch]]//                                       |On Person      |1000gp|1      |
|1   |//potion of [[Detonate]]//                                     |In //Chalice// |1400gp|-      |
|1   |//potion of [[Thorn Body]]//                                   |In Backpack    |1400gp|-      |
|5   |[[raining arrow]]                                              |In Backpack    |10gp  |-      |
|1   |rope (50ft)                                                    |On Person      |1gp   |10     |
|5   |[[rusting powder]]                                             |In Backpack    |20gp  |-      |
|1   |scroll of [[Magic Weapon]]                                     |In Backpack    |25gp  |-      |
|1   |scroll of [[Protection from Evil]]                             |In Backpack    |25gp  |-      |
|1   |scroll of [[Remove Fear]]                                      |In Backpack    |25gp  |-      |
|1   |scroll of [[Remove Sickness]]                                  |In Backpack    |25gp  |-      |
|1   |scroll of [[Silent Image]]                                     |In Backpack    |25gp  |-      |
|1   |[[shard gel]]                                                  |In Backpack    |8.3gp |1      |
|2   |[[silence dust]]                                               |In Backpack    |20gp  |2      |
|1   |silver light mace                                              |On Person      |25gp  |4      |
|3   |skeleton key                                                   |In Backpack    |85gp  |-      |
|3   |[[slime grenade]]                                              |In Backpack    |33.3gp|9      |
|1   |sling                                                          |On Person      |0gp   |-      |
|10  |sling bullets                                                  |On Person      |.1gp  |5      |
|3   |[[slow burn arrow]]                                            |In Backpack    |33.3gp|-      |
|2   |[[soul stimulant]]                                             |In Backpack    |100gp |-      |
|2   |[[suffocating powder]]                                         |In Backpack    |15gp  |4      |
|3   |[[sun rod]]                                                    |In Backpack    |.7gp  |3      |
|1   |sword cane                                                     |On Person      |45gp  |4      |
|2   |//[[tangle arrows]]//                                          |In Backpack    |266gp |-      |
|3   |[[tangleburn bag]]                                             |On Person      |50gp  |15     |
|2   |[[tanglefoot bag]]                                             |In Backpack    |16.7gp|8      |
|3   |[[tindertwig]]                                                 |In Backpack    |.3gp  |-      |
|2   |[[tunnel creeper]]                                             |In Backpack    |93.3gp|2      |
|1   |[[vapors of easy breath]]                                      |In Backpack    |25gp  |3      |
|8   |[[vermin repellent]]                                           |In Backpack    |1.7gp |-      |
|1   |Wand of [[Bless]] (21 charges)                                 |In Backpack    |315gp |-      |
|1   |Wand of [[Burning Hands]] (~CL3, 3/4 charges)                  |On Person      |180gp |-      |
|1   |Wand of [[Communal Resist Energy]] (~CL7, 9/10 charges)        |In Wrist Sheath|3150gp|-      |
|1   |Wand of [[Cure Light Wounds]]                                  |On Person      |750gp |-      |
|1   |Wand of [[Disguise Self]] (4/5 charges)                        |On Person      |75gp  |-      |
|1   |Wand of [[Lesser Restoration]] (17 charges)                    |In Backpack    |1530gp|-      |
|1   |Wand of [[Kreighton's Perusal]] (35/50 charges)                |On Person      |2PA   |-      |
|3   |[[wismuth salix]]                                              |In Backpack    |10gp  |-      |

In Backpack - 109.5 lbs
On Person - 82.5 lbs
*''Acrobatics'' +7
**+10 competence //(Elixir of Tumbling)//
*''Appraise'' +10
*''Bluff'' +8
**+2 to influence residents of Brevoy //(Bound for Brevoy)//
**+2 vs. the faithful of Razmir //(Inside Connection)//
**+5 vs. someone from Galt //(Revolutionary Bluster, ~One-Time Use)//
*''Climb'' +5
*''Craft (alchemy)'' +16
**+8 to make alchemical items //(Alchemy)//
*''Diplomacy'' +13
**+1d8 Inspiration for free //(Expanded Inspiration)//
**+2 vs. dwarves //(Five Kings Negotiator)//
**+2 vs. aristocrats from the Inner Sea //(The Court Grows (Baron Bomande Rudyahm or Count Falroun Matsanda))//
**+2 to influence residents of Brevoy //(Bound for Brevoy)//
**+2 vs. the faithful of Razmir //(Inside Connection)//
**+2 vs. lycanthropes //(Prince of Wolves)//
**+5 vs. a native of Tian Xia //(Dragon Empires Expert, ~One-Time Use)//
*''Disable Device'' +17
**+2 circumstance bonus when using the tools //(Masterwork Thieves' Tools)//
**+5 alchemical vs. metal locks or traps, but 75% chance the items is destroyed afterwards (or 100% if check fails) //(Rusting Powder)//
*''Disguise'' +6
**+2 vs. the faithful of Razmir //(Inside Connection)//
**+5 vs. someone from Galt //(Revolutionary Bluster, ~One-Time Use)//
*''Escape Artist'' +7
*''Heal'' +5
**+1d8 Inspiration for free //(Expanded Inspiration)//
*''Intimidate'' +7
**+2 to influence residents of Brevoy //(Bound for Brevoy)//
**+2 vs. the faithful of Razmir //(Inside Connection)//
**+2 vs. lycanthropes //(Prince of Wolves)//
**+10 competence //(Elixir of the Thundering Voice)//
*''Knowledge (arcana)'' +15
**+1d8 Inspiration for free //(Inspiration)//
**+5 on a check at the beginning of the adventure //(~Oft-Lectured)//
**+5 if you spend a minute calling in a favor //(Confidante, Twice Per Scenario)//
**Roll twice and take the highest while on the Isle of Kortos //(The Court Grows (Lady Darchana), ~Three-Time Use)//
**+2 on elves, elven settlements, elven history when the chronicle is used as a reference for 1d4 rounds //(Chronicle of Kyonin)//
**+5 or treat the result as a 25 //(Aggressive Researcher, ~One-Time Use)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (dungeoneering)'' +15
**+1d8 Inspiration for free //(Inspiration)//
**+5 on a check at the beginning of the adventure //(~Oft-Lectured)//
**+5 if you spend a minute calling in a favor //(Confidante, Twice Per Scenario)//
**+2 on elves, elven settlements, elven history when the chronicle is used as a reference for 1d4 rounds //(Chronicle of Kyonin)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (engineering)'' +14
**+1d8 Inspiration for free //(Inspiration)//
**+5 on a check at the beginning of the adventure //(~Oft-Lectured)//
**+6 if you spend a minute calling in a favor //(Confidante, Twice Per Scenario)//
**+2 on elves, elven settlements, elven history when the chronicle is used as a reference for 1d4 rounds //(Chronicle of Kyonin)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (geography)'' +14
**+1d8 Inspiration for free //(Inspiration)//
**+5 on a check at the beginning of the adventure //(~Oft-Lectured)//
**+6 if you spend a minute calling in a favor //(Confidante, Twice Per Scenario)//
**+2 in Taldor //(Tristeza House)//
**+2 on elves, elven settlements, elven history when the chronicle is used as a reference for 1d4 rounds //(Chronicle of Kyonin)//
**+5 about Tian Xia or its citizens //(Dragon Empires Expert, ~One-Time Use)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (history)'' +13
**+1d8 Inspiration for free //(Inspiration)//
**+5 on a check at the beginning of the adventure //(~Oft-Lectured)//
**+5 if you spend a minute calling in a favor //(Confidante, Twice Per Scenario)//
**+2 on elves, elven settlements, elven history when the chronicle is used as a reference for 1d4 rounds //(Chronicle of Kyonin)//
**+5 or treat the result as a 25 //(Aggressive Researcher, ~One-Time Use)//
**+5 about Tian Xia or its citizens //(Dragon Empires Expert, ~One-Time Use)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (local)'' +14
**+1d8 Inspiration for free //(Inspiration)//
**+5 on a check at the beginning of the adventure //(~Oft-Lectured)//
**+6 if you spend a minute calling in a favor //(Confidante, Twice Per Scenario)//
**+2 on elves, elven settlements, elven history when the chronicle is used as a reference for 1d4 rounds //(Chronicle of Kyonin)//
**+5 about Tian Xia or its citizens //(Dragon Empires Expert, ~One-Time Use)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (nature)'' +14
**+1d8 Inspiration for free //(Inspiration)//
**+5 on a check at the beginning of the adventure //(~Oft-Lectured)//
**+6 if you spend a minute calling in a favor //(Confidante, Twice Per Scenario)//
**+2 on elves, elven settlements, elven history when the chronicle is used as a reference for 1d4 rounds //(Chronicle of Kyonin)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (nobility)'' +15
**+1d8 Inspiration for free //(Inspiration)//
**+5 on a check at the beginning of the adventure //(~Oft-Lectured)//
**+5 if you spend a minute calling in a favor //(Confidante, Twice Per Scenario)//
**+2 on elves, elven settlements, elven history when the chronicle is used as a reference for 1d4 rounds //(Chronicle of Kyonin)//
**+5 about Tian Xia or its citizens //(Dragon Empires Expert, ~One-Time Use)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (planes)'' +15
**+1d8 Inspiration for free //(Inspiration)//
**+5 on a check at the beginning of the adventure //(~Oft-Lectured)//
**+5 if you spend a minute calling in a favor //(Confidante, Twice Per Scenario)//
**+1 vs. demons //(Demonic Scholar)//
**+2 on elves, elven settlements, elven history when the chronicle is used as a reference for 1d4 rounds //(Chronicle of Kyonin)//
**+5 or treat the result as a 25 //(Aggressive Researcher, ~One-Time Use)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (religion)'' +15
**+1d8 Inspiration for free //(Inspiration)//
**+5 on a check at the beginning of the adventure //(~Oft-Lectured)//
**+5 if you spend a minute calling in a favor //(Confidante, Twice Per Scenario)//
**+2 on elves, elven settlements, elven history when the chronicle is used as a reference for 1d4 rounds //(Chronicle of Kyonin)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Linguistics'' +10
**+1d8 Inspiration for free //(Inspiration)//
**+5 to decipher Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien //(Dragon Empires Expert, ~One-Time Use)//
*''Perception'' +12
**+1d8 Inspiration for free //(Expanded Inspiration)//
**+4 vs. traps //(Trapfinding)//
**+10 competence //(Elixir of Vision)//
*''Profession (sailor)'' +5
*''Sense Motive'' +12
**+1d8 Inspiration for free //(Expanded Inspiration)//
**+5 vs. a native of Tian Xia //(Dragon Empires Expert, ~One-Time Use)//
*''Sleight of Hand'' +6
*''Spellcraft'' +16
**+1d8 Inspiration for free //(Inspiration)//
**+2 to learn a spell from a spellbook or scroll, prepare a spell from a borrowed spellbook, identify the properties of a magic item using //detect magic//, or decipher a scroll //(Cheat Sheath)//
**Roll twice and take the highest while on the Isle of Kortos //(The Court Grows (Lady Darchana), ~Three-Time Use)//
*''Stealth'' +7
**+5 to avoid being heard while walking //(Silence Dust)//
**+10 competence //(Elixir of Hiding)//
*''Survival'' +1 //(untrained)//
**+2 in Taldor //(Tristeza House)//
*''Swim'' +0 //(untrained)//
**+10 competence //(Elixir of Swimming)//
*''Use Magic Device'' +13
**+1 for one scenario, increases to +4 when activating an item blindly //(Practiced Artificer, ~One-Time Use)//
| !Skill                  | !Ability | !Ranks | !Class Skill | !Other             | !Total |
|Acrobatics               | 2        | 2      | 3            |                    | +7     |
|Appraise                 | 5        | 2      | 3            |                    | +10    |
|Bluff                    | 2        | 3      | 3            |                    | +8     |
|Climb                    | 0        | 2      | 3            |                    | +5     |
|Craft (alchemy)          | 5        | 8      | 3            | (+8 to make items) | +16    |
|Diplomacy                | 2        | 8      | 3            |                    | +13    |
|Disable Device           | 2        | 8      | 3            | +4 (trapfinding)   | +17    |
|Disguise                 | 2        | 1      | 3            |                    | +6     |
|Escape Artist            | 2        | 2      | 3            |                    | +7     |
|Heal                     | 1        | 1      | 3            |                    | +5     |
|Intimidate               | 2        | 2      | 3            |                    | +7     |
|Knowledge (arcana)       | 5        | 3      | 3            | +4 obedience       | +15    |
|Knowledge (dungeoneering)| 5        | 3      | 3            | +4 obedience       | +15    |
|Knowledge (engineering)  | 5        | 2      | 3            | +4 obedience       | +14    |
|Knowledge (geography)    | 5        | 2      | 3            | +4 obedience       | +14    |
|Knowledge (history)      | 5        | 2      | 3            | +4 obedience       | +14    |
|Knowledge (local)        | 5        | 2      | 3            | +4 obedience       | +14    |
|Knowledge (nature)       | 5        | 2      | 3            | +4 obedience       | +14    |
|Knowledge (nobility)     | 5        | 3      | 3            | +4 obedience       | +15    |
|Knowledge (planes)       | 5        | 3      | 3            | +4 obedience       | +15    |
|Knowledge (religion)     | 5        | 3      | 3            | +4 obedience       | +15    |
|Linguistics              | 5        | 2      | 3            |                    | +10    |
|Perception               | 1        | 8      | 3            | (+4 vs. traps)     | +12    |
|Profession (sailor)      | 1        | 1      | 3            |                    | +5     |
|Sense Motive             | 1        | 8      | 3            |                    | +12    |
|Sleight of Hand          | 2        | 1      | 3            |                    | +6     |
|Spellcraft               | 5        | 8      | 3            |                    | +16    |
|Stealth                  | 2        | 2      | 3            |                    | +7     |
|Use Magic Device         | 2        | 8      | 3            |                    | +13    |
!Doritian Higgenstrom
Male Human Investigator 8
N humanoid (human)
''Init'' +2; ''Senses'' Perception +11 (+14 vs. traps)

!Defenses
''AC'' 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
''hp'' 51 (8d8+8)
''Fort'' +5, ''Ref'' +10, ''Will'' +9; +6 vs. poison
''Defensive Abilities'' trap sense +2

!Offense
''Speed'' 30 ft.
''Melee'' //+1 longspear// +7/+2 (1d8+1)
''Ranged'' weapon +8
''Special Attacks'' inspiration (1d8, 9/day), studied combat (+4, 5 rounds), studied strike (3d6)
[[Investigator Extracts|Doritian's Formulae Book]] (CL 8):
*3rd level  - 3/day
*2nd level - 5/day
*1st level - 6/day

!Statistics
''Str'' 11, ''Dex'' 14, ''Con'' 12, ''Int'' 20, ''Wis'' 12, ''Cha'' 14
''Base Atk'' +6; ''CMB'' +6; ''CMD'' 18
''Feats'' [[Bodyguard]], [[Combat Reflexes]], [[Deific Obedience (Irori)|Deific Obedience]], [[Extra Investigator Talent]], [[Technologist]]
''Traits'' [[Adopted]] ([[Helpful]]), [[Inspired]]
[[Skills|Doritian's Skills]] Acrobatics +7, Appraise +10, Bluff +8, Climb +5, Craft (alchemy) +16 (+24 to make items), Diplomacy +13, Disable Device +17, Disguise +6, Escape Artist +7, Heal +5, Intimidate +7, Knowledge (arcana, dungeoneering, nobility, planes, religion) +15, Knowledge (engineering, geography, history, local, nature) +14, Linguistics +10, Perception +12 (+16 vs. traps), Profession (sailor) +5, Sense Motive +12, Sleight of Hand +6, Spellcraft +16, Stealth +7, Use Magic Device +13
''Languages'' Aklo, Hallit, Polyglot, Taldane, Tian, Vudrani
''SQ'' alchemy, inspiration (8/day), investigator talents (amazing inspiration, effortless aid, expanded inspiration, quick study), keen recollection, trapfinding +4
[[Gear List|Doritian's Gear List]]
[[Cheat Sheet|Doritian's Cheat Sheet]]

!Special Abilities
*''Alchemy (Ex)''
**Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.
**When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
**Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. The power they lend creates powerful effects, but also binds the extract’s effect to its creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.
**An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table 1–7. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
**When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.
**Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.
**An investigator uses the alchemist formulae list (Pathfinder RPG Advanced Player’s Guide 32), which determines the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is 10 + the extract’s level + the investigator’s Intelligence modifier.
**An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formulae that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying them.
*''Amazing Inspiration (Ex)''
**When using inspiration, the investigator rolls a d8 instead of a d6. At 20th level, the investigator rolls 2d8 and adds both dice to the result. An investigator must be at least 7th level to select this talent.
*''Effortless Aid (Ex)''
**The investigator can use an aid another action as a move action instead of as a standard action. An investigator can expend one use of inspiration to instead perform an aid another action as a swift action.
*''Expanded Inspiration (Ex)''
**An investigator can use inspiration on any Diplomacy, Heal, Perception, Profession, or Sense Motive checks without expending a use of inspiration, provided he’s trained in the skill.
*''Inspiration (Ex)''
**An investigator is beyond skilled and knowledgeable—he also possesses keen powers of observation and deduction above and beyond the abilities of others. An investigator typically uses these powers to aid in their investigations, but can use these flashes of inspiration for other situations.
**An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence bonus, minimum 1. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check (including any he takes 10 or 20 on). This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without spending a use of inspiration, provided he’s trained in that skill.
**Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
*''Keen Recollection''
**At 3rd level, an investigator can make all Knowledge skills untrained.
*''Poison Lore (Ex)''
**An investigator has a deep understanding and appreciation for poisons. Starting at 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator takes minute and physical examine the poison, he can make a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) to identify any magical poison (DC to identify is equal to the poison’s saving throw DC). Lastly, once a poison is identified, he can spend one minute and make a Craft (alchemy) check (DC equal to the poison’s saving throw DC) to neutralize one dose of the poison. This renders the dose harmless. The investigator has no chance of accidently poisoning himself when examining or attempting to neutralize a poison.
*''Poison Resistance (Ex)''
**At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.
*''Quick Study (Ex):''
**An investigator can use his studied combat ability as swift action instead of a standard action.
*''Studied Combat (Ex)''
**With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
**An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
*''Studied Strike (Ex)''
**At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
**If the investigator's attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
**The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
*''Swift Alchemy (Ex)''
**At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action instead of a standard action.
*''Trapfinding''
**An investigator adds half his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
*''Trap Sense (Ex)'' 
**At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps giving him a +1 bonus on Reflex saving throws made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase to +2 when the investigator reaches 6th level, and by 1 for every third level thereafter.

!Faction Card
*Season 7 Sovereign Court
**Rewards - 2 goals
***''CONFIDANTE'' (2+ goals): Twice per adventure, you can call upon your contacts, either allowing you to attempt a Knowledge check as though you had a number of ranks in that skill equal to your number of ranks in Diplomacy or gain you a +2 bonus on the check. Calling in a favor takes 1 minute, and when not in an urban environment requires two uses of this ability.
***ADVOCATE (4+ goals): When purchasing a spellcasting service, vanity, or other prestige award that costs 5 or more Prestige Points, the power of your reputation reduces the final cost by 1. If you have completed seven or more goals, you instead reduce the cost of awards that cost 4 or more Prestige Points by 1.
***SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a +4 competence bonus on checks using that skill and halve their armor check penalty when using the skill.
**Goals
***(1/3) - Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
***--(1/1) - Recruit a servant of a named NPC aristocrat, noble, ambassador, or similar figure who is not a member of the Sovereign Court. Doing so requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 plus your character level.--
***(0/1) - Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.
***(2/3) - Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.
***(1/2) - Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check equal to 15 plus your character level.
***--(1/1) - Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.--
***(0/1) - Complete a mission (by completing both the primary and secondary success conditions) tied directly to enhancing or preserving the reputation of the Pathfinder Society in the eyes of another nation or organization.
***(0/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.


!!Boons
*''Acquainted with Aslynn''
**The entity known as Aslynn knows who you are and what you did in the Forae Logos. Whether this is to your advantage or detriment is as yet unknown.
*''Aggressive Researcher''
**You have proven your mettle in Absalom’s greatest libraries, and in the course of your research, you uncovered many facts that were not immediately relevant but might one day prove useful. You can cross this boon off your Chronicle sheet before attempting a Knowledge (arcana, history, or planes) check in order to treat your final check result as if it were 25, even if you are not trained in the skill. Alternatively, you may instead gain a +5 bonus on the check.
*''Alkenstar Prototype (Sovereign Court Faction)''
**Your contacts in Alkenstar have invited you to test an experimental firearm. You may cross this boon off your Chronicle sheet at the beginning of a scenario to gain a musket or pistol (Pathfinder RPG Ultimate Equipment 45–46) and 20 paper cartridges (Ultimate Equipment 42). You must relinquish this firearm (or whatever fragments of it remain, if destroyed) and any leftover ammunition at the end of the scenario. This firearm is modified by one of the following effects of your choice.
**//Increased Stopping Power:// The firearm deals damage as though it were one size category larger.
**//Intuitive:// You may use this weapon as though you were proficient in its use.
**//Rifling:// The range increment of this firearm increases by 50%.
*''An Alchemical Discovery''
**Following the battle Anobaith in the basement of the Tristiza House, you were able to locate Taergan Flinn’s notes and discovered that he developed a handful of incredible potions and extracts. Now that the Tristiza House is in the hands of Cassomir, the town uses these discoveries to bring wealth to the local shopkeepers and townsfolk. So long as you possess this boon, this character can purchase the following potions as if they appeared on the Additional Resources page: potion of cure critical wounds, potion of detonate (Pathfinder RPG Advanced Player’s Guide 215), and potion of thorn body (Advanced Player’s Guide 248). The market price of each potion is 1,400 gp (CL 7th).
*''A Piece of Time'' //(2 boxes remaining)//
**You rescued Dern Fosimuth, an aging member of the adventuring group known as the Golden Watch. To assist you in your coming trials, he has given you his piece of a weirding watch, a fragmented magic item that grants limited control over time. As a swift action, you can activate the watch fragment to gain the benefit of haste (CL 5th) for 3 rounds. You can only activate this ability once per day, and each time you do so, check one of the boxes below. Upon checking the last box, the fragment’s magic is spent; cross this boon off your Chronicle sheet. Unlike a standard weirding watch fragment, your piece does not interact with or benefit from the activation of other weirding watches.
*''Attuned to the Citysong''
**Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
*''Bound for Brevoy''
**The key to uniting an army lies in Brevoy, and to prepare, you have begun training to deal with the locals. You gain a +2 bonus on Charisma-based skill checks made to influence residents of Brevoy, and you reduce the non-proficient penalty for the Aldori dueling sword to –2.
*''Budding Friendship''
**You have done a favor for Lady Silviana in Absalom, and she is willing to repay the favor. If you would earn no Prestige Points at the end of an adventure that included one or more encounters in Absalom, you can cross this boon off your Chronicle sheet to earn 1 Prestige Point instead.
*''Confirmed Field Agent''
**Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. --Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).--
*''~Cross-Cultural Empath''
**Despite differences in language and culture, you are able to acquire allies and forge friendships. Choose a humanoid subtype other than your own. For the duration of the scenario, you gain a +1 bonus on Diplomacy and Sense Motive checks with creatures of that subtype, and you may make a DC 10 Intelligence, Wisdom, or Charisma check to communicate basic concepts with said creatures even if you do not share a language. When this boon is used, cross it off this Chronicle sheet.
*''Demonic Scholar''
**You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.
*''Desperate Bargain''
**Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
*''Distrust of Witches''
**Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
*''Dragon Empires Expert''
**Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
*''Essential Field Agent (5th-Level, 3 Stars)''
**At Kreighton Shaine’s recommendation, the Pathfinder Society recognizes you as a particularly promising agent worth special effort to preserve for future missions. Your //wayfinder// is decorated with magical silver filigree that does not interfere with the //wayfinder//’s normal functions and acts as an //aegis of recovery// that heals you for a number of points of damage equal to 2d8 plus twice your number of GM stars the next time you fall below 0 hit points. When this ability triggers, the filigree tarnishes and loses this extra ability; cross this boon off your Chronicle sheet.
*''Explore, Report, Cooperate''
**You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
*''Faithless''
**Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
*''Fugitive from Numeria''
**You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
*''Horn of Aroden''
**You recovered the Horn of Aroden, a relic once used to bolster the forces of good and defeat Deskari’s minions. This instrument is powerless now, but the Pathfinder Society is certain that it may be useful in the upcoming expedition to Jormurdun and in Mendev’s fight against the Worldwound.
*''Impossible Feat''
**The extraordinary actions possible within a dream might not be possible while awake, but you nonetheless dream of performing a similarly spectacular deed. You may cross this boon off your Chronicle sheet before attempting a skill check, saving throw, or attack roll to add 1d6 to the result of your check. If you roll a 6, roll the six-sided die again and combine the results. You may repeat this process up to twice for a maximum additional bonus of +18.
*''Inside Connection''
**You are familiar with the cult of Razmir and receive a +2 bonus on all Charisma-based skill checks against the faithful of Razmir.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
*''Magical Scrivener''
**Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
*''Master of Shadows''
**You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
*''Nidalese Apostate''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
*''~Oft-Lectured (3rd-level, 2 Stars)''
**The Master of Scrolls is known for his rambling, esoteric talks that favor the elf’s train-of-thought speech patterns. Where others might have lost interest, you have gleaned a multitude of academic knowledge from Shaine’s disjointed thoughts and theories. When you roll a Knowledge check at the beginning of an adventure (such as immediately after a receiving a mission), you gain a bonus on the check equal to your number of GM stars.
*''Outstanding Bounty''
**You have an outstanding bounty document issued by the City of Brass on the Plane of Fire, and you have also secured proof that you have fulfilled the bounty’s conditions. While adventuring in the City of Brass, you can turn in the bounty document in order to restore 4 previously spent Prestige Points. Alternatively, you can give the bounty document to a native of the Plane of Fire with an Intelligence score of at least 8 in order to gain a +10 bonus on any Diplomacy checks made to influence it. You must cross the boon off your Chronicle sheet in order to use either of this boon’s benefits.
*''Personal Guard (Sovereign Court Faction)''
**You have earned the service of a loyal Ulfen bodyguard who accompanies you on your adventures. This character counts as a follower vanity, not taking any space on the battlefield or otherwise serving as a combatant. The body guard grants you a constant +1 bonus to your AC against attack rolls to confirm critical hits. If you would take damage from a critical hit or sneak attack, you can choose for your bodyguard to absorb 20 points of damage from the attack, though this kills the follower. You can spend 4 Prestige Points between adventures to recruit a new bodyguard.
*''Portable Technologist''
**The explorer Isirah Tana may be constrained to the compact AI core into which she’s imprinted, yet she remains as eager to explore as ever. Even though Society scholars jostle for the opportunity to learn from Isirah directly, you can borrow her for the duration of one adventure. During this time, you can perform skill checks and other tasks as though you possessed the [[Technologist]] feat, and at the end of the adventure, you can freely retrain one feat into the [[Technologist]] feat. Alternatively, you can collaborate with Isirah before an adventure in order to restore 1d4+1 charges to one timeworn weapon, armor, or item. After you use either of these benefits, cross this boon off your Chronicle sheet.
*''Practiced Artificer''
**Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.
*''Prince of Wolves''
**Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
*''Ragdya’s Blessing''
**Due to the respect you showed to the Vudran god Ragdya’s sacred animal, you have received that deity’s blessing. You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface.
*''Redoubt’s Repairs''
**Your discoveries in the Red Redoubt of Karamoss have expanded the Pathfinder Society’s understanding of the advanced technology of Numeria, and you can use these findings and tools to extend the lifespan of a broken piece of equipment. You can forgo your Day Job check and cross this boon off your Chronicle sheet in order to restore 1d4+1 charges to a timeworn weapon, timeworn armor, or another timeworn device. If you have the Technologist feat, you instead restore 1d4+5 charges to the item. Any charges that exceed the item’s maximum capacity are lost.
*''Revolutionary Bluster''
**You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''Stolen Deeds''
**You have recovered several stolen deeds from the Razmiran stronghold. If you kept them for yourself, you find that having the paperwork makes securing the stolen properties easier. If you instead did what you could to return them to their proper owners, you develop a reputation as being a good neighbor. Either way, purchasing any property in Absalom costs 1 less PP than normal (minimum 1).
*''Supernatural Investigator''
**A history of solving mysteries and sniffing out renegades has trained you to look in all of the right places. You gain a +1 competence bonus on Knowledge, Perception, and Survival checks to find clues, locate hidden compartments, and identify tracks, lasting until the end of the scenario in which the boon is used. When this bonus is used, cross it off your Chronicle
*''Temple Trained''
**Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
*''The Court Grows (Baron Bomande Rudyahm or Count Falroun Matsanda; Sovereign Court Faction)'' //(1 box left)//
**You have impressed an influential aristocrat from Alkenstar and taken an important step in recruiting him into the Sovereign Court. You have received a praise-laden letter of reference from your contact, and if you show this letter to an aristocrat native to the Inner Sea region, you gain a +2 bonus on any Diplomacy check made to influence him or her. You may also check the box included with this boon to use the letter in requisitioning a valuable tool while in Alkenstar; acquire any one item worth 150 gp or less (400 gp or less if you earned this boon in Subtier 4–5) for free. The item is a gift and has no resale value. The letter of reference provides no further benefits once you have checked the box, but the boon may grant other benefits in future adventures.
*''The Court Grows (Lady Darchana of House Madinani)'' //(3 boxes left)//
**You have impressed Lady Darchana, Second Spell Lord of Absalom, and taken an important step in recruiting her to Lady Gloriana Morilla’s cause. You can use this boon and check one of the boxes before attempting a Knowledge (arcana) or Spellcraft check on the Isle of Kortos to roll twice and take the better result. You can attempt such a check untrained. You cannot use this ability if all three boxes are checked, but the boon may grant other benefits in future adventures.
*''Tristeza House (Special Reward)''
**Having cleansed Tristeza House, an estate in northern Taldor, of its evil inhabitants, impressed the citizens of Hope’s Hollow, and made the Verduran Forest a safer place, the city of Cassomir has recognized your accomplishments with ceremonies and property. Increase your Prestige Points and Fame earned for this Chronicle sheet by 2 (1 for slow track). In addition, you are the owner of Tristeza House, granting you a +2 bonus on Knowledge (geography) and Survival checks made while in Taldor.
*''Urban Tenacity''
**Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.

[[Doritian's Additional Resources]]
''School'' conjuration (creation) [draconic]; ''Level'' antipaladin 3, arcanist 3, bloodrager 3, occultist 3, paladin 3, psychic 3, sorcerer/wizard 3, spiritualist 3, summoner 3, summoner (unchained) 3
!!Casting
''Casting Time'' 10 minutes
''Components'' V, S, M (a scale from a dragon and 250 gp)
!!Effect
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' one intelligent draconic servant
''Duration'' 1 day/level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!Description
You create a semi-living intelligent draconic servant that loyally obeys and serves you. Treat this servant as a pseudodragon with all of the abilities granted by one of the following spells: form of the alien dragon I, form of the dragon I, or form of the exotic dragon I. Your draconic ally can use its breath weapon once per day. Once conjured, the creature is not limited to the spell’s range, and can go a considerable distance to carry out missions at your command. The draconic ally speaks one language of your choice that you know. You cannot have more than one draconic ally at a time. As long as a previous ally exists, you cannot successfully cast this spell again. If you have a breath weapon, you can cast this spell as a standard action by expending one use of your breath weapon as a free action when you cast the spell.

Clerics, inquisitors, oracles, and warpriests who worship Apsu or Dahak add draconic ally to their spell lists as a 3rd-level spell. 

Source: Legacy of Dragons
''School'' evocation [acid, cold, electricity, or fire]; ''Level'' alchemist 3, sorcerer/wizard 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a scale from dragon that produces the energy you seek to absorb)
!!EFFECT
''Range'' touch
''Targets'' creature touched
''Duration'' 10 minutes/level or until discharged; see text
''Saving Throw'' Fortitude negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
Draconic reservoir functions as protection from energy, absorbing 6 points of one type of energy damage per caster level (acid, cold, electricity, or fire, maximum 60 points). Each round, as a swift action, the subject can release 1d6 points of the absorbed energy and apply it to any melee attack, as if using an acidic, flaming, frost, or shock weapon. The first creature the subject strikes with this attack takes the energy damage in addition to any other consequences of the attack.

Releasing energy in this way does not "free up" space to absorb still more energy; the maximum amount of energy the spell can absorb remains fixed. The subject cannot release more energy than he currently has absorbed. Once the subject has absorbed all the energy allowed by the spell, he takes damage as normal from that energy type. Once the energy has been released, the spell is discharged.

Draconic reservoir does not stack with protection from energy.

Draconic reservoir overlaps (and does not stack with) resist energy. If a character is warded by draconic reservoir and resist energy, draconic reservoir absorbs damage until it reaches its maximum limit.
!Dretch - CR 2
CE Small outsider (chaotic, demon, evil, extraplanar)
''Init'' +0; ''Senses'' darkvision 60 ft.; Perception +5
!!Defense
''AC'' 14, touch 11, flat-footed 14 (+3 natural, +1 size)
''hp'' 18 [22] (2d10+7) [2d10+11]
''Fort'' +5 [+7], ''Ref'' +0, ''Will'' +3
''DR'' 5/cold iron or good; ''Immune'' electricity, poison; ''Resist'' acid 10, cold 10, fire 10
!!Offense
''Speed'' 20 ft.
''Melee'' 2 claws +4 [+6] (1d4+1) [1d4+3], bite +4 [+6] (1d4+1) [1d4+3]
''~Spell-Like Abilities'' (CL 2nd)
*1/day—[[cause fear|Cause Fear]] (DC 11), [[stinking cloud|Stinking Cloud]] (DC 13), summon (level 1, 1 dretch 35%)
!!Statistics
''Str'' 12 [16], ''Dex'' 10, ''Con'' 14 [16], ''Int'' 5, ''Wis'' 11, ''Cha'' 11
''Base Atk'' +2; ''CMB'' +2 [+4]; ''CMD'' 12 [14]
''Feats'' [[Toughness]]
''Skills'' Escape Artist +5, Perception +5, Stealth +9
''Languages'' Abyssal (cannot speak); telepathy 100 ft. (limited to Abyssal-speaking targets)
!Dust Mephit - CR 3
N Small outsider (air)
''Init'' +6; ''Senses'' darkvision 60 ft.; Perception +6
!!DEFENSE
''AC'' 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
''hp'' 19 [25] (3d10+3) [3d10+9]; fast healing 2 (works only in dusty environments)
''Fort'' +2 [+4], ''Ref'' +5, ''Will'' +3
''DR'' 5/magic
!!OFFENSE
''Speed'' 30 ft., fly 50 ft. (perfect)
''Melee'' 2 claws +5 [+7] (1d3+1) [1d3+3]
''Special Attacks'' breath weapon (15-foot cone, 1d4 slashing and sickened, Reflex DC 13 [15] for half)
~Spell-Like Abilities (CL 6th)
*1/hour — [[Blur]]
*1/day — [[Wind Wall]], summon (level 2, 1 mephit of the same type 25%)
!!STATISTICS
''Str'' 13 [17], ''Dex'' 15, ''Con'' 12 [16], ''Int'' 6, ''Wis'' 11, ''Cha'' 14
''Base Atk'' +3; ''CMB'' +3 [+5]; ''CMD'' 15 [17]
''Feats'' [[Dodge]], [[Improved Initiative]]
''Skills'' Bluff +8, Fly +10, Perception +6, Stealth +12
''Languages'' Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)
!!SPECIAL ABILITIES
*''Breath Weapon (Su)''
**Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
**A cone of dust that deals 1d4 slashing damage. The dust also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect.
* Abjuration
* ''Level'' sorcerer/wizard 3
* ''Casting Time'' 1 immediate action
* ''Components'' V
* ''Range'' Long (400 f. + 40 f./level) Target one creature you counterspelled since your last turn
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' yes

You may only cast this spell immediately after successfully counterspelling an opponent. Drawing upon the residual energy of the countered spells, you gain a number of temporary hit points equal to the level of the countered spell plus your Charisma or Intelligence modifier (for sorcerers and wizards, respectively); your counterspelled opponent takes damage equal to this amount.

If the countered spell was at least 4th level, you and your opponent make opposed concentration checks. If you beat your opponent by 10 or more, you retain this spell (or its spell slot, if you are a sorcerer) as if you had not cast it.
!Eagle - CR 1/2
XP 200
N Small animal
''Init'' +2; ''Senses'' low-light vision; Perception +10
!!Defense
''AC'' 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
''hp'' 5 [7] (1d8+1) [1d8+3]
''Fort'' +3 [+5], ''Ref'' +4, ''Will'' +2
!!Offense
''Speed'' 10 ft., fly 80 ft. (average)
''Melee'' 2 talons +3 [+3] (1d4) [1d4+2], bite +3 [+3] (1d4) [1d4+2]
!!Statistics
''Str'' 10 [14], ''Dex'' 15, ''Con'' 12 [16], ''Int'' 2, ''Wis'' 15, ''Cha'' 7
''Base Atk'' +0; ''CMB'' –1 [+1]; ''CMD'' 11 [13]
''Feats'' [[Weapon Finesse]]
''Skills'' Fly +8, Perception +10; ''Racial Modifiers'' +8 Perception
''School'' evocation [sonic]; ''Level'' bard 1, inquisitor 1, sorcerer/wizard 1, witch 1
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one creature
''Duration'' instantaneous; see text
''Saving Throw'' Fortitude partial (see text); ''Spell Resistance'' yes
!DESCRIPTION
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.

Source: Ultimate Magic
!Earth Mephit - CR 3
N Small outsider (earth)
''Init'' +6; ''Senses'' darkvision 60 ft.; Perception +6
!!DEFENSE
''AC'' 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
''hp'' 19 [25] (3d10+3) [3d10+9]; fast healing 2 (works only underground)
''Fort'' +2 [+4], ''Ref'' +5, ''Will'' +3
''DR'' 5/magic
!!OFFENSE
''Speed'' 30 ft., fly 50 ft. (perfect)
''Melee'' 2 claws +5 [+7] (1d3+1) [1d3+3]
''Special Attacks'' breath weapon (15-foot cone, 1d8 bludgeoning, Reflex DC 13 [15] for half)
~Spell-Like Abilities (CL 6th)
*1/day — [[Soften Earth and Stone]], summon (level 2, 1 mephit of the same type 25%)
!!STATISTICS
''Str'' 13 [17], ''Dex'' 15, ''Con'' 12 [16], ''Int'' 6, ''Wis'' 11, ''Cha'' 14
''Base Atk'' +3; ''CMB'' +3 [+5]; ''CMD'' 15 [17]
''Feats'' [[Dodge]], [[Improved Initiative]]
''Skills'' Bluff +8, Fly +10, Perception +6, Stealth +12
''Languages'' Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)
!!SPECIAL ABILITIES
*''Breath Weapon (Su)''
**Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
**A cone of rocks that deals 1d8 bludgeoning damage.
*''Change Size''
**Once per day, an earth mephit can enlarge one size category, as //enlarge person//, except that it only works on the earth mephit. This power acts as a 2nd-level spell.
Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views.

''Benefit:'' You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Source: Advanced Player's Guide
''Discipline'' Metacreativity (Creation)
''Level'' Shaper 1
!MANIFESTING
''Display'' Material
''Manifesting Time'' 1 minute
!EFFECT
''Range'' 0 ft.
''Effect'' Unattended, non-psionic, non-magical object of nonliving matter, up to 1 cu. ft./level
''Duration'' 1 hour/level (D)
''Saving Throw'' None; ''Power Resistance'' No
''Power Points'' 1
!DESCRIPTION
You shape raw ectoplasm into a nonmagical, unattended object of nonliving, organic matter. The volume of the item created cannot exceed 1 cubic foot per manifester level. You must succeed on an appropriate Craft skill check to make a complex item. Attempting to use any created object as a material component for spells causes the spell to fail.
''Discipline'' Metacreativity (Creation)
''Level'' Psion/Wilder 1
!MANIFESTING
''Display'' Visual and olfactory
''Manifesting Time'' 1 standard action
!EFFECT
''Range'' Close (25 ft. + 5 ft./2 levels)
''Target or Area'' One object or a 10-ft. square
''Duration'' 1 round/level (D)
''Saving Throw'' See power text; ''Power Resistance'' No
''Power Points'' 1
!DESCRIPTION
You draw forth ectoplasm in an area, causing the surface to become slick. Any creature in the area when the power is manifested must make a successful Reflex save or fall. A creature can walk within or through the area of ectoplasm at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed. The power can also be used to create a greasy coating on an item. Material objects not in use are always affected by this power, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the affected item. A creature wearing affected armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

''Augment'' If you spend 6 additional power points, each target that fails a Reflex save to remain standing and falls must first make a Strength check (with the same DC as the Reflex save) to stand. In addition, for every two additional power points you spend augmenting this power, the power’s save DC increases by 1.
''Discipline:'' Metacreativity (Creation); ''Level:'' Cryptic 0, marksman 0, psion/wilder 0, psychic warrior 0
!!MANIFESTING
''Display:'' Material
''Manifesting Time:'' 1 standard action
!!EFFECT
''Range:'' 0 ft.
''Effect:'' Unattended, nonpsionic, nonmagical object of nonliving matter, up to 1 cu. ft.
''Duration:'' 1 minute/level (D)
''Saving Throw:'' None ; ''Power Resistance:'' No
''Power Points:'' Psionic focus or 1
!!DESCRIPTION
You shape raw ectoplasm into a nonmagical, unattended object of nonliving matter. The item created cannot exceed 1 cubic foot in volume or 1 gp in value. You must succeed on an appropriate Craft skill check to make a complex item. Coins and other objects of rare and precious materials (such as adamantine, cold iron, silver, etc.) cannot be created. Objects created in this manner may be used as tools, but have 1 hp and 0 hardness; they are too fragile to be used as weapons except for arrows, bolts, bullets, darts, and shuriken (manifesting this power will create up to three of such at once). Attempting to use any created object as a material component for spells causes the spell to fail.
''Prerequisites:'' Cha 13, Skill Focus with the class skill of bloodline selected for this feat (see below), character level 3rd.

''Benefit:'' Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.

*''Arcane''
**''Arcane Bond (Su):'' At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.
!Electric Eel - CR 2
N Small animal
''Init'' +6; ''Senses'' low-light vision; Perception +4
!!Defense
''AC'' 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
''hp'' 17 [21] (2d8+8) [2d8+12]
''Fort'' +7 [+9], ''Ref'' +5, ''Will'' +0
''Resist'' electricity 10
!!Offense
''Speed'' 5 ft., swim 30 ft.
''Melee'' bite +3 [+5] (1d6+1) [1d6+3] and tail –2 [+0] touch (1d6 electricity)
!!Statistics
''Str'' 13 [17], ''Dex'' 14, ''Con'' 19 [23], ''Int'' 1, ''Wis'' 10, ''Cha'' 6
''Base Atk'' +1; ''CMB'' +1 [+3]; ''CMD'' 13 [15] (can’t be tripped)
''Feats'' [[Improved Initiative]]
''Skills'' Escape Artist +10, Perception +4, Stealth +10, Swim +9; ''Racial Modifiers'' +8 Escape Artist
!!Special Abilities
*''Electricity (Ex)''
**An electric eel can produce a powerful jolt of electricity from its tail, delivering the jolt with a successful touch attack. On a critical hit, the creature struck must make a DC 15 [17] Fortitude save or be stunned for 1d4 rounds. The save DC is Constitution-based.
''School'' transmutation (polymorph); ''Level'' alchemist 4, magus 4, sorcerer/wizard 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (the element you plan to assume)
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 min/level (D)
!!DESCRIPTION
When you cast this spell, you can assume the form of a Small air elemental, Small earth elemental, Small fire elemental, or Small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.

*//Air elemental:// If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
*//Earth elemental:// If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet and the ability to earth glide.
*//Fire elemental:// If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn ability.
*//Water elemental:// If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water.
''School'' divination [air, earth, fire, or water]; ''Level'' bard 3, cleric/oracle 3, druid 2, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (iron filings)
!!EFFECT
''Range'' personal
''Targets'' you
''Duration'' 1 minute/level
!!DESCRIPTION
This spell enables you to converse with creatures associated with a chosen element, including but not limited to true elemental creatures. This spell gains the elemental subtype based on the version of the spell you cast. Elemental speech does not guarantee a friendly reaction; it merely enables communication. You may converse with all creatures of the selected type with an Intelligence score of 1 or greater, even if they do not understand one another.
*When cast as an air spell, you can converse in Auran and with any creature that has the air subtype or a fly speed.
*When cast as an earth spell, you can converse in Terran and with any creature that has the earth subtype or a burrow speed.
*When cast as a fire spell, you can converse in Ignan and with any creature that has the fire subtype.
*When cast as a water spell, you can converse in Aquan and with any creature that has the water subtype or a swim speed.

Source: APG
''Discipline'' Psychometabolism (Healing); ''Level'' Psion/wilder 2, vitalist 2
!!MANIFESTING
''Display'' Olfactory
''Manifestation Time'' One standard action
!!EFFECT
''Range'' Touch
''Target'' Creature touched
''Duration'' Instantaneous
''Saving Throw'' Fortitude negates (harmless); ''Power Resistance'' Yes (harmless)
''Power Points'' 3
!!DESCRIPTION
You cleanse the subject’s body of unhealthy influences and relieve 1d2+1 rounds’ worth of debilitating conditions - dazed, confused, nauseated, shaken, and/or stunned. The subject gains instant relief if she is dazed, confused, nauseated, shaken, and/or stunned. If the duration of the debilitating condition is longer than the relief provided by this power, the subject can either, at your choice, remain affected by the debilitating condition, but for a reduced time, or gain 1d2+1 rounds unaffected by the condition. So, if the subject is dazed for 10 rounds, using this power can either grant them 1d2+1 rounds not being dazed or shorten that period by 1d2+1 rounds. You could manifest this power again to relieve the additional rounds of the specified debilitating conditions.

''Augment'' This power can be augmented in one or more of the following ways.
1. For every 2 additional power points you spend, the number of rounds of relief extends by 1.
2. If you spend 8 additional power points, you can restore a petrified creature back to its normal state, although the subject must make a successful DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.
''Discipline'' telepathy [mind-affecting]; ''Level'' gifted blade 3, psion/wilder 4, psychic warrior 3, vitalist 4
!!MANIFESTING
''Display'' auditory and material
''Manifesting Time'' 1 standard action
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 10 min./level
''Saving Throw'' Will negates; see text; ''Power Resistance'' Yes
''Power Points'' gifted blade 5, psion/wilder 7, psychic warrior 5, vitalist 7
!!DESCRIPTION
You empathically share your pain and suffering with your attacker. Each time a creature strikes you in melee, it takes damage equal to one quarter the amount it dealt to you (rounded down, minimum 1) unless it succeeds on a Will save. This damage is empathic in nature, so powers and abilities the attacker may have such as damage reduction and regeneration do not lessen or change this damage. The damage from empathic feedback has no type, so even if you took fire damage from a creature that has immunity to fire, empathic feedback will damage your attacker. The damage from empathic feedback is a mind-affecting effect, a successful Will save negates this damage, and the damage is subject to power resistance.

''Augment:'' This power may be augmented in one of the following ways.
#By spending 3 additional power points, the damage suffered by your attacker increases to one half the damage dealt to you.
#By spending 6 additional power points, the damage suffered by your attacker is equal to the damage dealt to you.
You can increase the power of your spells, causing them to deal more damage.

''Benefit:'' All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls.
Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.
Harsh conditions or long exertions do not easily tire you.

''Benefit:'' You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

''Normal:'' A character without this feat who sleeps in medium or heavier armor is fatigued the next day.
''School'' abjuration; ''Level'' alchemist 1, cleric/oracle 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1, summoner 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 24 hours
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature's equipment is likewise protected.

Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
''Discipline'' Psychokinesis [see text]; ''Level'' Kineticist 4
!!MANIFESTING
''Display'' Auditory
''Manifesting Time'' 1 standard action
!!EFFECT
''Range'' Long (400 ft. + 40 ft./level)
''Area'' 20-ft.-radius spread
''Duration'' Instantaneous
''Saving Throw'' Reflex half or Fortitude half; see text; ''Power Resistance'' Yes
''Power Points'' 7
!!DESCRIPTION
You create an explosion of energy of your active energy type (cold, electricity, fire, or sonic) that deals 7d6 points of damage to every creature or object within the area. The explosion creates almost no pressure.
*''Cold'' A ball of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold ball is a Fortitude save instead of a Reflex save.
*''Electricity'' Manifesting a ball of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
*''Fire'' A ball of this energy type deals +1 point of damage per die.
*''Sonic'' A ball of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.

''Augment:'' For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.

''Special:'' A kineticist does not need to select an energy type for this power when he gains psionic focus. He may choose the type of damage at the time the power is manifested.
''Discipline:'' Psychokinesis [see text]; ''Level:'' Psion/wilder 0
!!MANIFESTING
''Display:'' Auditory
Manifesting Time: 1 standard action
!!EFFECT
''Range:'' Close (25 ft. + 5 ft./2 levels)
''Effect:'' Ray
''Duration:'' Instantaneous
''Saving Throw:'' None ; ''Power Resistance:'' Yes
''Power Points:'' Psionic focus or 1
!!DESCRIPTION
You create a ray of your active energy type (cold, electricity, fire, or sonic) that shoots forth from your fingertip and strikes a target within range, dealing damage if you succeed on a ranged touch attack with the ray.

//Cold:// A ray of this energy type deals 2 points of damage. Alternately, the manifester can choose to deal no damage but instead chill up to 1 pound of non-living material (such as cooling a drink).

//Electricity:// A ray of this energy type deals 1 point of damage. Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Alternately, the manifester can choose to deal no damage but instead cause a relatively harmless static shock. This shock is painful enough to wake someone sleeping, but is not painful to interrupt concentration or spellcasting.

//Fire:// A ray of this energy type deals 2 points of damage. Alternately, the manifester can choose to deal no damage but instead light a readily flammable object such as a lantern or torch, or warm up to 1 pound of nonliving material (such as heating food).

//Sonic:// A ray of this energy type deals 1 point of damage and ignores an object’s hardness. Alternately, the manifester can choose to deal no damage but instead cause a loud bang at the target location (DC 10 Perception check to hear it).

This power’s subtype is the same as the type of energy you manifest.
''Discipline'' Metacreativity (Creation) [see text]
''Level'' Psion/Wilder 3

!!MANIFESTING
''Display'' Auditory
''Manifesting Time'' 1 standard action

!!EFFECT
''Range'' Medium (100 ft. + 10 ft./ level)
''Area'' An opaque sheet of energy up to 20 ft. long/level or a ring of energy with a radius of up to 5 ft./2 levels; either form 20 ft. high
''Duration'' Concentration + 1 round/ level
''Saving Throw'' Reflex half or Fortitude half; see text; ''Power Resistance'' Yes
''Power Points'' 5
	
!!DESCRIPTION
You create an immobile sheet of energy of your active energy type (cold, electricity, fire, or sonic) formed out of unstable ectoplasm. One side of the wall, selected by you, sends forth waves of energy, dealing 2d6 points of damage to creatures and objects within 10 feet and 1d6 points of damage to those beyond 10 feet but within 20 feet. In addition, anyone passing though the energy wall takes 2d6 points of damage +1 point per manifester level (maximum +20).

If you manifest the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.

If you manifest this power in the form of a ring of energy, you choose whether the waves of energy radiate inward or outward from the ring.

*''Cold'' A sheet of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold wall is a Fortitude save instead of a Reflex save.
*''Electricity'' Manifesting a sheet of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
*''Fire'' A sheet of this energy type deals +1 point of damage per die.
*''Sonic'' A sheet of this energy type deals –1 point of damage per die and ignores an object’s hardness.

This power’s subtype is the same as the type of energy you manifest.

''Special'' A kineticist does not need to select an energy type for this power when he gains psionic focus. He may choose the type of damage at the time the power is manifested.
''School'' necromancy; ''Level'' sorcerer/wizard 4, witch 4;  ''Domain'' loss 5, undead 4

CASTING
''Casting Time'' 1 standard action
''Components'' V, S

EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' ray of negative energy
''Duration'' instantaneous
''Saving Throw'' none; ''Spell Resistance'' yes

DESCRIPTION
You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 1d4 temporary negative levels (see Special Abilities). Negative levels stack.

Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of becoming permanent, but the negative levels from enervation don't last long enough to do so.

An undead creature struck by the ray gains 1d4 x 5 temporary hit points for 1 hour.
''School'' transmutation; ''Level'' bard 1, cleric/oracle 1, paladin 1
!CASTING
''Casting Time'' 1 round
''Components'' V, S
!EFFECT
''Range'' touch
''Target'' 1 pint of water/level
''Duration'' instantaneous
''Saving Throw'' Fortitude negates (object); ''Spell Resistance'' yes (object)
!DESCRIPTION
This spell transforms water into an alcoholic beverage, typically ale, beer, mead, or wine. The alcohol is of middling quality but drinkable. The spell also serves to remove poisons, disease, minerals, and other toxins from the water as it transforms. The more contaminants exist in the water, the darker the ale and the more full-bodied the wine. The alcohol content does not change.

This spell does not work on unholy water, potions, or other liquids with magical power.

Source: Faiths of Purity
''School'' divination; ''Level'' cleric 0, druid 0
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 minute or until discharged
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!DESCRIPTION
You imbue the subject with divine diplomacy skills. The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check. It must choose to use the bonus before making the roll to which it applies.

Source: Taldor, Echoes of Glory
''School'' transmutation; ''Level'' alchemist 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1

CASTING
''Casting Time'' 1 round
''Components'' V, S, M (powdered iron)

EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one humanoid creature
''Duration'' 1 min./level (D)
''Saving Throw'' Fortitude negates; ''Spell Resistance'' yes

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it - the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack.

Enlarge person counters and dispels reduce person .

Enlarge person can be made permanent with a permanency spell.

|!Size|!Size Modifier|
|Colossal|–8|
|Gargantuan|–4|
|Huge|–2|
|Large|–1|
|Medium|+0|
|Small|+1|
|Tiny|+2|
|Diminutive|+4|
|Fine|+8|

|!Medium Weapon Damage|!Large Weapon Damage|
|1d2|1d3|
|1d3|1d4|
|1d4|1d6|
|1d6|1d8|
|1d8|2d6|
|1d10|2d8|
|1d12|3d6|
|2d4|2d6|
|2d6|3d6|
|2d8|3d8|
|2d10|4d8|
''School'' transmutation; ''Level'' druid 1, ranger 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' long (400 ft. + 40 ft./level)
''Area'' plants in a 40-ft.-radius spread
''Duration'' 1 min./level (D)
''Saving Throw'' Reflex partial; see text; ''Spell Resistance'' no
!!DESCRIPTION
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.
''Discipline'' Metacreativity (Creation)
''Level'' Psion/Wilder 1
!MANIFESTING
''Display'' Material and visual
''Manifesting Time'' 1 standard action
!EFFECT
''Range'' Close (25 ft. + 5 ft./2 levels)
''Target'' One Medium or smaller creature
''Duration'' 5 rounds
''Saving Throw'' None; ''Power Resistance'' No
''Power Points'' 1
!DESCRIPTION
You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged touch attack at any creature in range. On a successful hit, the subject is covered in goo and becomes entangled. The goo evaporates at the end of the power’s duration. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to 11 + the manifester’s key ability modifier.

''Augment'' For every 2 additional power points you spend, this power can affect a target one size category larger and the DC to break free increases by 1.
''School'' enchantment (charm) [language-dependent, mind-affecting, sonic]; ''Level'' bard 2, cleric/oracle 2, inquisitor 2, witch 2
!CASTING
''Casting Time'' 1 round
''Components'' V, S
!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Targets'' any number of creatures
''Duration'' 1 hour or less
''Saving Throw'' Will negates; see text; ''Spell Resistance'' yes
!DESCRIPTION
If you have the attention of a group of creatures, you can use this spell to hold them enthralled. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.

A target with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.

The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.

If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.

If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.
''School'' abjuration; ''Level'' cleric/oracle 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 min./level (D)
!!DESCRIPTION
A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.
''School'' transmutation; ''Level'' bard 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one scroll or two pages
''Duration'' instantaneous
''Saving Throw'' see text; ''Spell Resistance'' no
!!DESCRIPTION

Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.

Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. A natural 1 is always a failure on this check. If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.
You can cast many spells without needing to utilize minor material components.

''Benefit:'' You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
''School'' transmutation; ''Level'' cleric/oracle 7, sorcerer/wizard 7, summoner 5
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 round/level (D)
!!DESCRIPTION
You become ethereal, along with your equipment. For the duration of the spell, you are in the Ethereal Plane, which overlaps the Material Plane. When the spell expires, you return to material existence.

An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.

Treat other ethereal creatures and ethereal objects as if they were material.

If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.
!Kyton CR 6
LE Medium outsider (evil, extraplanar, kyton, lawful)
''Init'' +7; ''Senses'' darkvision 60 ft.; Perception +14
!!Defense
''AC'' 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural)
''hp'' 60 [76] (8d10+16) [(8d10+32)]; regeneration 2 (good weapons and spells, silver weapons)
''Fort'' +8 [+10], ''Ref'' +9, ''Will'' +3
''DR'' 5/silver or good; ''Immune'' cold; ''SR'' 17
!!Offense
''Speed'' 30 ft.
''Melee'' 4 chains +11 [+13] (2d4+2) [(2d4+4)]
''Space'' 5 ft; ''Reach'' 5 ft. (10 ft. with chains)
''Special Attacks'' dancing chains, unnerving gaze
!!Statistics
''Str'' 15 [19], ''Dex'' 17, ''Con'' 14 [18], ''Int'' 11, ''Wis'' 12, ''Cha'' 12
''Base Atk'' +8; ''CMB'' +10 [+12]; ''CMD'' 23 [25]
''Feats'' [[Alertness]], [[Blind-Fight]], [[Improved Initiative]], [[Weapon Focus (chain)|Weapon Focus]]
''Skills'' Acrobatics +14, Climb +13 [+15], Craft (blacksmithing) +11, Escape Artist +14, Intimidate +12, Perception +14
''Languages'' Common, Infernal
''SQ'' chain armor
!!Special Abilities
*''Chain Armor (Ex)''
**The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.
*''Dancing Chains (Su)''
**A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature's possession, the creature can attempt a DC 15 Will save to break the kyton's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based.
*''Unnerving Gaze (Su)''
**Range 30 ft., Will DC 15 negates. A kyton can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
!Evercold
Agender Vine Leshy Spellslinger Wizard 1/Crossblooded Sorcerer (Orc/Silver Draconic) 1
Alignment Size Type
''Init'' +3; ''Senses'' darkvision 90 ft., Perception +0

!Defenses
''AC'' 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
''hp'' 15 (1d6+1d6+5)
''Fort'' +3, ''Ref'' +3, ''Will'' +2

!Offense
''Speed'' 20 ft.
''Melee'' weapon +# (#d#/threat range and multiplier)
''Ranged'' battered pistol +3 (1d6/x4)
''Special Attacks'' description (bonus to hit / damage)
''Sorcerer Spells'' (CL 1st, concentration +2):
* 1st level (4/day) - 
* 0 level (at-will) - 
''Wizard Spells'' (CL 2nd, concentration +4)
* 1st level - X, X

!Statistics
''Str'' 10, ''Dex'' 16, ''Con'' 14, ''Int'' 14, ''Wis'' 10, ''Cha'' 12
''Base Atk'' +0; ''CMB'' -1; ''CMD'' 12
''Feats'' [[Eschew Materials]], [[Exotic Weapon Proficiency (firearms)|Exotic Weapon Proficiency]], [[Gunsmithing]], [[Point-Blank Shot]]
''Traits'' [[Balance Defensive]], [[Magical Knack (wizard)|Magical Knack]], [[Resilient]]
''Skills'' Craft (gunsmithing) +8, Knowledge (arcana) +8, Linguistics +8, Spellcraft +8
''Languages'' Ancient Osiriani, Aquan, Common, Sylvan, Terran, Thassilonian
''SQ'' List all class abilities and special abilities (short)
''Combat Gear'' potions and scrolls and such;
''Other Gear'' all other gear (weapons and armor too)

!Special Abilities
*''Arcane Gun (Su)''
**The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be arcane guns. Arcane guns are normal one-handed or two-handed firearms in the hands of others, as they were normal firearms before the spellslinger imbued them with magic. In a spellslinger's hands, they both fire projectiles (bullets and pellets) and cast magic. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. If the spellslinger chooses to have only one arcane gun at a time, spells fired through the arcane gun that require an attack roll have a ×3 critical hit multiplier.
**A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun's enhancement bonus (if any) is a bonus to the spell's attack rolls or to the spell's saving throw DCs. Yet there are dangers inherent to this method. If any of the spells' attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger's space (spellslinger's choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the spellslinger can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed.
**A spellslinger can attune his arcane guns at the start of each day. That attunement lasts until the spellslinger attunes to a new gun, even if a formally attuned gun is destroyed. This ability replaces arcane bond.
*''Gunsmith''
**The spellslinger gains the Gunsmithing feat and a battered gun that is identical to the gun a gunslinger gains at first level. If the spellslinger chooses the ability to attune two arcane guns, he still only starts out with one gun. Like a gunslinger, a spellslinger can use the Gunsmithing feat to restore his battered gun. This ability replaces scribe scroll.
*''Mage Bullets (Su)''
**A spellslinger is adept at transferring spell energy into his arcane gun attacks. As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements. This ability replaces cantrips, but the spellslinger gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.
*''School of the Gun''
**The rigor and care required by arcane guns is so great that a spellslinger forsakes four schools of magic. These opposition schools are chosen at 1st level and cannot be changed later. A spellslinger who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, the spellslinger takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. This ability replaces arcane school.
''Prerequisites:'' Manifester level 3rd.

''Benefit:'' Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest. You can choose any power, including powers from another discipline’s list or even from another class’s list, even if that power is already on your class’s power list.

''Special:'' You can gain this feat multiple times. Each time, you learn one new power at any level up to one less than the highest-level power you can manifest.
''School'' transmutation; ''Level'' alchemist 1, bard 1, inquisitor 1, magus 1, sorcerer/wizard 1, summoner 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 min./level (D)
!!DESCRIPTION
This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).
In your youth, you spent countless hours perfecting the art of the duel, focusing your feints on defeating a single foe. You gain a +1 trait bonus to your Armor Class so long as you are adjacent to a single foe. This trait bonus is not applied to your Armor Class for touch attacks or when denied your Dexterity bonus.
You can make your spells last twice as long.

''Benefit'': An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.

''Level Increase'': +1 (an extended spell uses up a spell slot one level higher than the spell's actual level.)
!!EXTENDED RANGE
''Element'' universal; ''Type'' form infusion; ''Level'' 1; ''Burn'' 1
''Associated Blasts'' any
''Saving Throw'' none
Your kinetic blast can strike any target within 120 feet.
''Prerequisites:'' Eidolon class feature.

''Benefit:'' Your eidolon’s evolution pool increases by 1.

''Special:'' You can gain Extra Evolution multiple times, but only once for every five summoner levels you possess.
''Prerequisite:'' Hex class feature.

''Benefit:'' You gain one additional hex. You must meet all of the prerequisites for this hex.

''Special:'' You can gain Extra Hex multiple times.
''Prerequisite(s):'' Investigator talent class feature.

''Benefit:'' You gain one additional investigator talent. You must meet the prerequisites for this investigator talent.

''Special:'' You can take this feat multiple times. Each time you do, you gain another investigator talent.

Source: Advanced Class Guide
''Prerequisites:'' Non-humanoid body shape.

''Benefit:'' Choose one magic item slot not normally available to creatures with your shape. You can now use magic items in that slot.

Source: Animal Archive
You can use your ki pool more times per day than most.

''Prerequisite:'' Ki pool class feature.

''Benefit:'' Your ki pool increases by 2.

''Special:'' You can gain Extra Ki multiple times. Its effects stack.
You possess increased mental focus.
''Prerequisite:'' Mental focus class feature.
''Benefit:'' You gain 2 additional points of mental focus.

Source: Occult Adventures
''Prerequisite:'' Revelation class feature.

''Benefit:'' You gain one additional revelation. You must meet all of the prerequisites for this revelation.

''Special:'' You can gain Extra Revelation multiple times.
''School'' necromancy [emotion, pain]; Level alchemist 6, bard 6, sorcerer/wizard 6, witch 6
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one living creature
''Duration'' 1 round/level
''Saving Throw'' Fortitude negates; ''Spell Resistance'' yes
!!DESCRIPTION
Each round, you can target a single living creature, striking it with waves of power. Depending on the target's HD, this attack has as many as three effects.
|HD|Effect|
|10 or more|Sickened|
|5-9|Panicked, sickened|
|4 or less|Comatose, panicked, sickened|

The effects are cumulative and concurrent.

Sickened: Sudden pain and fever sweeps over the subject's body. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective.

Panicked: The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect.

Comatose: The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it.

You must spend a swift action each round after the first to target a foe.
''Role:'' A factotum is a jack of all trades. For short periods of time, he can stand in for almost any other member of the party. His intellect, training, and experiences allows him to bolster his efforts in almost any situation. But his magical abilities are at best limited. He can master potent spells, but his lack of formal training makes it difficult for him to use them more than once each day. Furthermore, his understanding of magic is broad rather than deep.

''Alignment:'' Any.

''Hit Dice:'' d8.

!CLASS SKILLS
A factotum has every skill as a class skill.

''Skill Ranks per Level:'' 6 + Int modifier.

!CLASS FEATURES
A factotum has the following class features:

|!Level|!BAB|!Fort|!Ref|!Will|!Spell Level|!Inspiration Points|!Special|
|1|+0|+0|+2|+0|—|2|Inspiration, cunning insight, cunning knowledge, trapfinding|
|2|+1|+0|+3|+0|0|3|Arcane dilettante (1 spell)|
|3|+2|+1|+3|+1|1|3|Brains over brawn, cunning defense|
|4|+3|	+1|+4|+1|1|3|Arcane dilettante (2 spells), cunning strike|
|5|+3|	+1|+4|+1|2|4|Opportunistic piety|
|6|+4|+2|+5|+2|2|4|—|
|7|+5|+2|+5|+2|2|4|Arcane dilettante (3 spells)|
|8|+6|+2|+6|+2|3|5|Cunning surge|
|9|+6|+3|+6|+3|3|5|Arcane dilettante (4 spells)|
|10|+7|+3|+7|+3|4|5|Opportunistic piety (+1 use)|
|11|+8|+3|+7|+3|4|6|Cunning breach|
|12|+9|+4|+8|+4|4|6|Arcane dilettante (5 spells)|
|13|+9|+4|+8|+4|5|6|Cunning dodge|
|14|+10|+4|+9|+4|5|7|Arcane dilettante (6 spells)|
|15|+11|+5|+9|+5|6|7|Opportunistic piety (+1 use)|
|16|+12|+5|+10|+5|6|7|Improved cunning defense|
|17|+12|+5|+10|+5|6|8|Arcane dilettante (7 spells)|
|18|+13|+6|+11|+6|7|8|—|
|19|+14|+6|+11|+6|7|8|Cunning brillance|
|20|+15|+6|+12|+6|7|10|Arcane dilettante (8 spells), opportunistic piety (+1 use)|
''Weapon and Armour Proficiency:'' A factotum is proficient with all simple and martial weapons and with light armour and shields (except tower shields). Because he uses spells as if they were spell-like abilities, a factotum can cast his spells while wearing armour or while using a shield without incurring the normal arcane spell failure chance. A multiclass factotum still incurs the normal arcane spell failure chance for arcane spells received from other classes.

''Inspiration:'' A factotum is a dabbler, a professional explorer who plunders a wide variety of fields to find the tools he needs to survive. He reads through tomes of arcane magic to get a basic understanding of spells. He offers prayers to a variety of different deities to gain their blessings. He observes warrior stances and exercises to understand the art of fighting. But while a factotum learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough.

To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level (see above table).

''Cunning Insight (Ex):'' Before making an attack roll, damage roll, or saving throw, a factotum can spend 1 inspiration point to gain a competence bonus on the roll equal to his Intelligence modifier. Cunning insight does not require an action, and he can use it as often as he wishes during his turn or others’ turns—provided that he has the inspiration points to spend. Because this ability provides a competence bonus, it doesn’t stack with itself.

''Cunning Knowledge (Ex):'' When making a check involving a skill in which he has at least 1 rank, a factotum can spend 1 inspiration point to gain a competence bonus on the skill check equal to his class level. Because this ability provides a competence bonus, it doesn’t stack with itself. He can use this once per day for a particular skill. For example, if he uses cunning knowledge to gain a bonus on Stealth, he cannot use this ability to improve Stealth checks for the rest of the day, though he can use it on different skills.

''Trapfinding (Ex):'' A factotum adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A factotum can use Disable Device to disarm magic traps.

''Arcane Dilettante (Ex):'' At 2nd level, a factotum acquires a vague understanding of magic. He knows that with a few weird hand gestures and an array of grunts and bizarre words, he can conjure up something that looks like a spell. By spending 1 inspiration point, he can mimic a spell as a spell-like ability.

At the start of each a day, a factotum chooses a number of spells from the sorcerer/wizard spell list based on his factotum level. He can choose one spell at 2nd level, and he gains additional spells as shown on the table above. The maximum level of spell he can choose, according to his class level, is also shown on the table above. He can select any sorcerer/wizard spell up to that level, but he can prepare only one spell of his maximum level. His caster level equals his factotum level. The Difficulty Class for a saving throw against his spell is 10 + spell level + his Int modifier.

Once a factotum has used a spell, he cannot use it again until he has rested for eight hours. After resting for this time, he chooses new spells and loses any unused spells from the previous day, though he can select the same spell on consecutive days. He cannot prepare the same spell mulitple times to use it more than once during the same day.

He must provide the necessary material components of spells as normal.

If a factotum wishes to enhance a spell with metamagic feats, he must apply the feat when he prepares the spell. In addition, he must be capable of using a spell of the modified spell’s level.

''Brains over Brawn (Ex):'' At 3rd level, a factotum gains his Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Acrobatics, Climb, and Stealth.

''Cunning Defense (Ex):'' A factotum studies his opponents and learns to anticipate their attacks. Starting at 3rd level, he can spend 1 inspiration point to gain his Intelligence bonus as a dodge bonus to Armour Class for 1 round. Using this ability is a free action usable once per round. He gains this benefit even while wearing medium or heavy armour.

''Cunning Strike (Ex):'' With a quick study of a vulnerable opponent’s defenses, a factotum can spot the precise area he needs to hit to score a telling blow. Starting at 4th level, he can spend 1 inspiration point to gain 1d6 points of sneak attack (Core Rulebook, pg. 68) damage. He must spend the inspiration point to activate this ability before making the attack roll. When determining if he can use sneak attack against a target that has uncanny dodge (Core Rulebook, pg. 69), a factotum uses his factotum level as his rogue level.

''Opportunistic Piety (Su):'' Factotums are legendary for the number of holy symbols, lucky trinkets, and blessed items they keep handy. As the saying goes, there are no atheists in the dungeon. Starting at 5th level, a factotum can spend 1 inspiration point to channel divine energy as a standard action that does not provoke attacks of opportunity. He can use this energy to heal injuries or harm undead. At 5th level, he can use this ability a number of times equal to 3 + his Wisdom bonus (if any). He gains one extra daily use of this ability at 10th level, 15th level, and 20th level. He cannot use opportunistic piety if he has exhausted his daily uses, even if he has the inspiration points to spend.

If a factotum uses this ability to heal injuries, he channels positive energy to heal a living creature of a number of points of damage equal to twice his factotum level + his Int modifier. The energy will also deal the same amount of damage to undead targets.

''Cunning Surge (Ex):'' Starting at 8th level, a factotum learns to push himself when needed. By spending 3 inspiration points, he can take an extra standard action during his turn.

''Cunning Breach (Su):'' Starting at 11th level, a factotum’s broad knowledge allows him to study an opponent and gain a brief flash of insight to breach her defenses. By spending 2 inspiration points as a free action, a factotum can ignore a single target’s spell resistance and damage reduction for 1 round.

''Cunning Dodge (Ex):'' Starting at 13th level, a factotum’s luck, reflexes, and intuition allow him to avoid an attack or spell that would otherwise defeat him. If a factotum takes damage that would reduce him to 0 or fewer hit points, he can spend 4 inspiration points as an immediate action to ignore the damage. He dodges out of the way, takes cover from a spell, or otherwise escapes. He can use this ability once per day.

''Improved Cunning Defense (Ex):'' At 16th level, a factotum gains his Intelligence bonus as a dodge bonus to his Armour Class. He no longer needs to spend an inspiration point to gain this benefit. Unlike the standard cunning defense ability, he does not gain this ability when wearing medium or heavy armour.

''Cunning Brilliance (Ex):'' At 19th level, a factotum becomes the ultimate jack of all trades. His sharp mind and keen sense of his surroundings allows him to duplicate almost any ability he witnesses. At the start of each day, a factotum chooses three extraordinary class abilities. Each ability must be available to a standard character class (for this campaign, any base class open to players is fine) at 15th level or lower, and must appear in the advancement table or in the text description for that class. By spending 4 inspiration points as a free action, he gains the benefits and drawbacks of one chosen ability for one minute. He can use the ability as if his level in the relevant class was equal to his factotum level. He can use each chosen class ability once per day.

For example, if he uses a monk’s flurry of blows ability, he gains all the benefits and drawbacks described under Flurry of Blows (Core Rulebook, pg. 57). He does not gain the benefits of unarmed strike, because that is a separate ability in the monk’s description.

(Note: text copied from [[here|http://www.obsidianportal.com/campaign/redcaps-corner-pathfinder/wikis/factotum]]. The link has the most up-to-date text)
* Necromancy
* ''Level'' alchemist 2, sorcerer/wizard 2
* ''Casting Time'' 1 standard action
* ''Components'' V, S, M (a drop of blood)
* ''Range'' personal
* ''Target'' you
* ''Duration'' 1 hour/level or until discharged; see text

You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10).
Regional (Taldor)

You spent your youth as a young blade in Oppara, and learned the ins and outs of using fashion to improve your relations with others. So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks. One of these skills (your choice) is always a class skill for you. 
''Prerequisites:'' Notebook class feature.
''Benefit:'' You can add two notes per day to your notebook.
''Normal:'' You can add one note per day to your notebook.

Source: New Paths Compendium
You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.

''Benefit:'' You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Source: Advanced Player's Guide
Religion Trait

''Benefit:'' Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Source: Ultimate Campaign
''School'' necromancy [emotion, fear, mind-affecting]; ''Level'' antipaladin 4, bard 3, bloodrager 4, inquisitor 4, sorcerer/wizard 4, witch 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (the heart of a hen or a white feather)
!!EFFECT
''Range'' 30 ft.
''Area'' cone-shaped burst
''Duration'' 1 round/level or 1 round; see text
''Saving Throw'' Will partial; ''Spell Resistance'' yes
!!DESCRIPTION
An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
''School'' transmutation; ''Level'' bard 1, magus 1, sorcerer/wizard 1, summoner 1; ''Domain'' feather 1

CASTING
''Casting Time'' 1 immediate action
''Components'' V

EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one Medium or smaller free-falling object or creature/level, no two of which may be more than 20 ft. apart
''Duration'' until landing or 1 round/level
''Saving Throw'' Will negates (harmless) or Will negates (object); ''Spell Resistance'' yes (object)
	
DESCRIPTION
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: a Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so forth.

This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop.

Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' sorcerer/wizard 5, witch 5
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a handful of clay, crystal, or glass spheres)
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Target'' one creature
''Duration'' instantaneous
''Saving Throw'' Will negates; see text; ''Spell Resistance'' yes
!!DESCRIPTION
Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.
''Prerequisite:'' You must be at least a 5th-level Wizard to select this discovery.

''Benefit:'' You gain the supernatural ability to speak with and understand the response of any animal as if using speak with animals, though each time you speak to animals, you must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. You can make yourself understood as far as your voice carries. This discovery does not predispose any animal addressed toward you in any way. When you reach 12th level, you can also use this ability to communicate with vermin. 

Source: Ultimate Magic
''Prerequisites:'' You may only select this feat at 1st level.

''Benefit:'' Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 hit points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

''Source:'' ISWG 286
''School'' transmutation [air]; ''Level'' cleric/oracle 5, druid 5, ranger 3, sorcerer/wizard 5
!!CASTING
''Casting Time'' 1 standard action
''Components'' Unofficial: V, S^^1^^
!!EFFECT
''Targets'' one or more Medium creatures/level, no two of which can be more than 30 ft. apart
''Duration'' 1 minute/level (D)
''Saving Throw'' none (see text); ''Spell Resistance'' yes
!!DESCRIPTION
You create a mobile cylinder of wind encompassing every target of the spell and protecting them as wind wall, but not interfering with them in any way. For example, arrows and bolts fired at the targets are deflected upward and miss, but the targets’ own arrows or bolts pass through the wall as if it were not there.

A Large creature counts as 4 Medium creatures for the purpose of how many targets you can effect with the spell; a Huge creature counts as 8, a Gargantuan creature as 16, and a Colossal creature as 32. This spell has no effect within the area of a higher-level wind or weather spell.

^^1^^ This information missing from source material. Sean K. Reynolds addressed this question [[here|http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/paizo/ultimateMagicErrata&page=6#296]]. This is an unofficial response though.

Source: Ultimate Magic
''School'' necromancy [death]; ''Level'' druid 8, sorcerer/wizard 7
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one creature
''Duration'' instantaneous
''Saving Throw'' Fortitude partial; ''Spell Resistance'' yes
!!DESCRIPTION
This spell instantly delivers 10 points of damage per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw.
!Fire Mephit - CR 3
N Small outsider (fire)
''Init'' +6; ''Senses'' darkvision 60 ft.; Perception +6
!!DEFENSE
''AC'' 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
''hp'' 19 [25] (3d10+3) [3d10+9]; fast healing 2 (works only while in contact with fire)
''Fort'' +2 [+4], ''Ref'' +5, ''Will'' +3
''DR'' 5/magic; ''Immune'' fire
''Weaknesses'' vulnerability to cold
!!OFFENSE
''Speed'' 30 ft.
''Melee'' 2 claws +5 [+7] (1d3+1) [1d3+3]
''Special Attacks'' breath weapon (15-foot cone, 1d8 fire, Reflex DC 13 [15] for half)
~Spell-Like Abilities (CL 6th)
*1/hour — [[Scorching Ray]]
*1/day — [[Heat Metal]], summon (level 2, 1 mephit of the same type 25%)
!!STATISTICS
''Str'' 13 [17], ''Dex'' 15, ''Con'' 12 [16], ''Int'' 6, ''Wis'' 11, ''Cha'' 14
''Base Atk'' +3; ''CMB'' +3 [+5]; ''CMD'' 15 [17]
''Feats'' [[Dodge]], [[Improved Initiative]]
''Skills'' Bluff +8, Fly +10, Perception +6, Stealth +12
''Languages'' Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)
!!SPECIAL ABILITIES
*''Breath Weapon (Su)''
**Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
**A cone of flames that deals 1d8 fire damage.
!Fire Beetle - CR 1/3
XP 135
N Small vermin
''Init'' +0; ''Senses'' low-light vision; Perception +0
!!Defense
''AC'' 12, touch 11, flat-footed 12 (+1 natural, +1 size)
''hp'' 4 [6] (1d8) [1d8+2]
''Fort'' +2 [+4], ''Ref'' +0, ''Will'' +0
''Immune'' mind-affecting effects
!!Offense
''Speed'' 30 ft., fly 30 ft. (poor)
''Melee'' bite +1 [+3] (1d4) [1d4+3]
!!Statistics
''Str'' 10 [14], ''Dex'' 11, ''Con'' 11 [15], ''Int'' —, ''Wis''' 10, ''Cha'' 7
''Base Atk'' +0; ''CMB'' –1 [+1]; ''CMD'' 9 [11] (17 [19] vs. trip)
''Skills'' Fly –2
''SQ'' luminescence
!!Special Abilities
*''Luminescence (Ex)'' 
**A fire beetle's glowing glands provide light in a 10-foot radius. A dead fire beetle's luminescent glands continue to glow for 1d6 days after its death.
''School'' evocation [fire]; ''Level'' magus 3, sorcerer/wizard 3; ''Domain'' fire 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a ball of bat guano and sulfur)
!!EFFECT
''Range'' long (400 ft. + 40 ft./level)
''Area'' 20-ft.-radius spread
''Duration'' instantaneous
''Saving Throw'' Reflex half; ''Spell Resistance'' yes
!!DESCRIPTION

A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
''Prerequisites:'' Cha 15.

''Benefit:'' As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).
''School'' transmutation [fire]; ''Level'' arcanist 3, bloodrager 3, magus 3, occultist 3, red mantis assassin 3, sorcerer/wizard 3
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S, M (a drop of oil and a small piece of flint)
!!Effect
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' fifty projectiles, all of which must be together at the time of casting
''Duration'' 10 min./level
''Saving Throw'' none; ''Spell Resistance'' no
!!Description
This spell allows you to turn ammunition (such as arrows, crossbow bolts, shuriken, and sling stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes.
''School'' evocation [fire]; ''Level'' cleric/oracle 5, druid 4, inquisitor 5; ''Domain'' sun 5, war 5
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Area'' cylinder (10-ft. radius, 40-ft. high)
''Duration'' instantaneous
''Saving Throw'' Reflex half; ''Spell Resistance'' yes
!DESCRIPTION
A flame strike evokes a vertical column of divine fire. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.
*''School'' transmutation [fire]
*''Level'' inquisitor 2
*''Casting Time'' 1 standard action
*''Components'' V
*''Range'' touch
*''Targets'' weapon touched
*''Duration'' 1 round/level
*''Saving Throw'' Fortitude negates (object, harmless)
*''Spell Resistance'' yes (object, harmless)

With a touch, you cause a glowing rune to appear on a single weapon, granting that weapon the flaming property (and allowing it to cause an extra 1d6 points of fire damage on a successful hit). If you are using the judgment class feature, your weapon gains the flaming burst property instead.

The spell functions only for weapons that you wield. If the weapon leaves your hand for any reason, the spell effect ends. The effects of this spell do not stack with any existing flaming or flaming burst weapon property that the target weapon may already possess.

''Source:'' APG 222
* Evocation [fire]
* ''Level'' druid 2, sorcerer/wizard 2
* ''Casting Time'' 1 standard action
* ''Components'' V, S, M/DF (tallow, brimstone, and powdered iron)
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Effect'' 5-ft.-diameter sphere
* ''Duration'' 1 round/level
* ''Saving Throw'' Reflex negates
* ''Spell Resistance'' yes

A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell's range.
''School'' evocation [light]; ''Level'' bard 0, druid 0, magus 0, sorcerer/wizard 0
!!CASTING
''Casting Time'' 1 standard action
''Components'' V
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' burst of light
''Duration'' instantaneous
''Saving Throw'' Fortitude negates; ''Spell Resistance'' yes
!!DESCRIPTION

This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
''School'' evocation [cold, water]; ''Level'' druid 2, magus 2, sorcerer/wizard 2, witch 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' 30 ft.
''Effect'' cone-shaped burst
''Duration'' instantaneous
''Saving Throw'' Reflex half; ''Spell Resistance'' no
!!DESCRIPTION
You send a flurry of snowballs hurtling at your foes.

Any creature in the area takes 4d6 points of cold damage from being pelted with the icy spheres.

Source: People of the North
''School'' transmutation; ''Level'' alchemist 3, magus 3, sorcerer/wizard 3, summoner 3, witch 3; ''Domain'' azata (chaos, good) 3, feather 3, travel 3

CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (a wing feather)

EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 min./level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)

DESCRIPTION
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good.

Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
This creature can make an attack before and after it moves while flying.

''Prerequisite:'' Fly speed.

''Benefit:'' When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

''Normal:'' Without this feat, the creature takes a standard action either before or after its move.

Source; Bestiary
''Element universal''; ''Type'' form infusion; ''Level'' 2; ''Burn'' 2
''Associated Blasts'' any
''Saving Throw'' none
You focus your blast in a concentrated attack. You gain a +1 enhancement bonus on your attack roll with the blast and your caster level check to overcome spell resistance. You can increase the burn cost of this infusion by 2 to increase the enhancement bonus by 1, to a maximum of +5 for 10 burn. You can reduce your blast’s total damage by half to reduce the burn cost of this infusion by half as well.
Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.

''Benefit:'' You gain a +2 trait bonus on concentration checks.
''Prerequisite:'' Int 15, inspiration class feature
''Special:'' You can gain this feat multiple times. Its effects stack. The maximum number of times you can take this feat is equal to your Intelligence modifier.

You gain 1 inspiration point.
''School'' evocation [force]; ''Level'' sorcerer/wizard 7
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (ruby dust worth 500 gp)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Area'' barred cage (20-ft. cube) or windowless cell (10-ft. cube)
''Duration'' 1 round/level (D)
''Saving Throw'' Reflex negates; ''Spell Resistance'' no
!!DESCRIPTION
This spell creates an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).

Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.

Like a wall of force, a forcecage resists dispel magic, although a mage's disjunction still functions. The walls of a forcecage can be damaged by spells as normal, except for disintegrate, which automatically destroys it. The walls of a forcecage can be damaged by weapons and supernatural abilities, but they have a Hardness of 30 and a number of hit points equal to 20 per caster level. Contact with a sphere of annihilation or rod of cancellation instantly destroys a forcecage.

Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined within the barred cage. You can't attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.

Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.
''Prerequisites:'' Ability to cast divination spells.

''Benefit:'' Upon taking this feat, choose a focus item for your divination magic—a crystal ball, runes, a harrow deck, or some such item. Whenever you cast a spell from the divination school, you may use this focus item instead of the spell’s material component, as long as the cost of the material component is no more than 1,000 gp. If you choose to perform the spell using your focus item and the spell’s normal material component (regardless of that component’s cost), you cast the spell at +1 caster level.

Source: Inner Sea World Guide
''School'' abjuration; ''Level'' alchemist 4, bard 4, cleric/oracle 4, druid 4, inquisitor 4, ranger 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a leather strip bound to the target), DF
!!EFFECT
''Range'' personal or touch
''Target'' you or creature touched
''Duration'' 10 min./level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing.
Social Trait

You have no problem making friends and learning information from them wherever you go.

''Benefits:'' You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.

''Source:'' Ultimate Campaign 
''School'' evocation (cold); ''Level'' druid 2, sorcerer/wizard 2, witch 2

CASTING
''Casting Time'' 1 standard action
''Components'' V, S

EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Area'' 5-foot radius burst
''Duration'' 1 round/2 levels
''Saving Throw'' Fortitude partial; ''Spell Resistance'' yes

 
DESCRIPTION
The area of this spell is covered in chilling frost, dealing 2d6 points of cold damage to all creatures within it. Creatures that the spell initially damages must succeed at a Fortitude save or become staggered for 1 round. The area remains chilled for the spell’s duration. Any creature that starts your turn within the spell’s area takes 1d6 points of cold damage (Fortitude saving throw for half) but does not become staggered even on a failed saving throw.

Source: Ultimate Combat
''School'' transmutation [cold]; ''Level'' druid 1, magus 1, witch 1

CASTING
''Casting Time'' 1 standard action
''Components'' V, S

EFFECT
''Range'' touch
''Targets'' creature touched
''Duration'' instantaneous
''Saving Throw'' none; ''Spell Resistance'' yes


DESCRIPTION
Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.

Source: UM 221
''Prerequisites:'' Str 13, Power Attack, base attack bonus +1.

''Benefit:'' When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

''Source:'' APG 161
!Arthur Higgenstrom III
Possibly pick up a Page of Spell Knowledge for Blood Money so that he can cast True Seeing/Limited Wish a bunch?

!Markas Shortcloak
10th level - Bitey takes Shake it Off so that Bitey and Markas benefit from the teamwork feat all the time
Buy 2 vibrant purple cracked ioun stones - one gets grease, the other gets swift girding

!Theodric Alspine
Theodric's Items: Cackling Hag's Blouse, Pearl of Power II
Riddlywipple's Items: Jingasa of the Fortunate Soldier, Bonebreaker Gauntlets

!Komana Higgenstrom
Possibly Disruptive + Spellbreaker?
Or Following Step + Step Up and Strike
Improved Dirty Trick?
Power Attack + Improved Bull Rush?
Possibly into Varisian Tattoo so I can increase the caster level on Liberating Command.
Should probably be things that give her more options
Sell off the sansetsukon and buy a tonfa. Start buying a golf bag of weapons and other consumables for different situations (potions of fly anyone?)
Save money for partially charged wands off of chronicle sheets
Boon Companion to get up to a mephit familiar?

!Iacobus Higgenstrom
Need to GM credit Green Market onto him once he hits lvl 5 for the Day Job boon.
Lvl 5 Feat - Spellsong (perform to hide casting/concentrate on spells)
Lvl 7 Feat - Lingering Performance
Lvl 9 Feat - Flagbearer w/ Banner of the Ancient Kings (+2/+2 morale and +3/+3 competence)
Lvl 11 Feat - Discordant Voice (while in performance, allies weapons deal +d6 sonic) 
Possible Masterpieces:
*The Dance of 23 steps
*The Dance of Kindled Desires
*The Requiem of the Fallen Priest King
*Triple Time
Unbreakable Heart?

!Prisencolinensinainciusol
Next Feat - Deep Drinker

!Honwa Dashiro
Lvl 5 Feat - Greater Spell Focus: Enchantment, Trade out oppressive boredom now that I have hideous laughter

!Xantrian Higgenstrom
Put rank in UMD and get wand of ablative barrier for life link shenanigans

!Prig Lil
4 levels of Cavalier - Rest is Weapon Master.
''School'' divination; ''Level'' bard 2
!!CASTING
''Casting Time'' 1 immediate action
''Components'' V
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one living creature
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes
!!DESCRIPTION
This word of arcane-empowered inspiration often ensures success of a crucial endeavor. Cast this spell when a creature fails an attack roll or skill check. The creature gains a +2d4 competence bonus to the attack roll or skill check retroactively.

If the bonus is enough to turn the failure into a success, the roll succeeds.

Source: Advanced Player's Guide
''School'' transmutation; ''Level'' alchemist 3, bard 3, magus 3, sorcerer/wizard 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' S, M/DF (a bit of gauze and a wisp of smoke)
!!EFFECT
''Range'' touch
''Target'' willing corporeal creature touched
''Duration'' 2 min./level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains DR 10/magic and becomes immune to poison, sneak attacks, and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials. The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.

A gaseous creature can't run, but it can fly at a speed of 10 feet and automatically succeeds on all Fly skill checks. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.
''School'' conjuration (creation or calling); ''Level'' cleric/oracle 9, sorcerer/wizard 9
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (see text)
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' see text
''Duration'' instantaneous or concentration (up to 1 round/level); see text
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION

Casting a gate spell has two effects.

First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.

Second, you may then call a particular individual or kind of being through the gate.

The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster's choice) oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.

A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.

Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you — anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.

You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.

Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures. This use of the spell has a material cost of 10,000 gp in rare incense and offerings. This cost is in addition to any cost that must be paid to the called creatures.

If you choose to call a kind of creature instead of a known individual, you may call either a single creature or several creatures. In either case, their total HD cannot exceed twice your caster level. In the case of a single creature, you can control it if its HD does not exceed your caster level. A creature with more HD than your caster level can't be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.

If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the lesser planar ally spell for appropriate rewards. Some creatures may want their payment in "livestock" rather than in coin, which could involve complications. Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.

Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.

Note: When you use a calling spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.
|!Modifier   |!To hit|!Damage|!Crit|
|Greatsword  |     +5|  2d6+7|19-20|
|Mutagen     |     +2|     +3|     |
|>|>|>|!1st level spells|
|!Name|!Source|!Description|
|[[Cure Light Wounds]]|CR|Heal 1d8+lvl damage|
|[[Monkey Fish]]|ACG|Gain a climb speed and a swim speed.|
|[[Shield]]|CR|Invisible disc gives +4 to AC, blocks magic missiles.|
!Gellius Dandrae
Male Human (Varisian) Beastmorph Alchemist 1 
CN Medium humanoid (human) 
''Init'' +5; ''Senses'' Perception: +4

!Defenses 
''AC'' 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) 
''hp'' 13 (1d8+5)
''Fort'' +3, ''Ref'' +3, ''Will'' +0

!Offense 
''Speed'' 30 ft. 
''Melee'' greatsword +5 (2d6+7/19-20) 
[[Buff Math|Gellius' Attacks]]
''Ranged'' bomb +2 (1d6+1) 
''Special Attacks'' bomb (2/day, DC 11) 
[[Extracts|Gellius' Formula Book]] (CL 1) 
*1st level- 2/day

!Statistics 
''Str'' 20, ''Dex'' 13, ''Con'' 13, ''Int'' 13, ''Wis'' 11, ''Cha'' 11 
''Base Atk'' +0; ''CMB'' +5; ''CMD'' 16 
''Feats'' [[Brew Potion]]^^B^^, [[Martial Weapon Proficiency (greatsword)|Martial Weapon Proficiency]], [[Toughness]], [[Throw Anything]]^^B^^ 
''Traits'' [[Accelerated Drinker]], [[Teacher's Pet]] 
''Skills'' Craft (alchemy) +5, Knowledge (arcana) +7, Perception +4, Spellcraft +5, Survival +4 
''Languages'' Common, Varisian 
''SQ'' mutagen (+4 Strength, 10 min)
''Gear'' alchemist's kit, alchemy crafting kit, common grappling hook, 50ft. silk rope, greatsword, leather armor, 14gp

!Special Abilities
*''Bomb (Su)''
**In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
**Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as ~Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
**Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.
*''Brew Potion (Ex)''
**At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
*''Mutagen (Su)''
**At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
**When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
**A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
*''Throw Anything (Ex)''
**All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
''School'' necromancy; ''Level'' cleric/oracle 2, sorcerer/wizard 3, witch 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (salt and a copper piece for each of the corpse's eyes)
!!EFFECT
''Range'' touch
''Target'' corpse touched
''Duration'' 1 day/level
''Saving Throw'' Spell Resistance negates (object); ''Spell Resistance'' yes (object)
!!DESCRIPTION
You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a slain (and thus decaying) comrade less unpleasant.

The spell also works on severed body parts and the like.
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''School'' conjuration (creation) [fire, water]; ''Level'' arcanist 5, druid 4, hunter 4, magus 5, sorcerer/wizard 5
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (a piece of lava rock)
!!Effect
''Range'' long (400 ft. + 40 ft./level)
''Effect'' spout of boiling water filling a 5 ft. square and spraying upward 10 ft./2 levels
''Duration'' concentration + 1 round/level
''Saving Throw'' Reflex partial (see below); ''Spell Resistance'' no
!!Description
You cause a column of boiling water to spring forth from any horizontal surface, knocking over creatures directly over it and exposing nearby creatures to searing droplets as its spray falls back to the ground.

Any creature entering the geyser, or occupying the square it appears in, must make a Reflex saving throw to avoid being hurled into the air and then tossed to the ground. If the creature fails its saving throw, it takes 3d6 points of fire damage from the boiling water and also takes falling damage based upon the height of the geyser (e.g., if the geyser is 50 feet tall, the creature takes 5d6 falling damage), landing prone in a random square adjacent to the geyser. A successful saving throw halves the damage and negates the falling damage, and the creature is moved to the closest square adjacent to the geyser (Large-sized or larger creatures are moved enough so that they are not on top of the geyser but still adjacent to it). This movement does not provoke attacks of opportunity and does not count toward the creature’s normal movement.

In addition, the geyser sprays boiling water in a hemispherical emanation around its square. The radius of this emanation is equal to one-half the geyser’s height (e.g., a 50-foot geyser has a 25-foot-radius emanation). Any creature within this area, including yourself, takes 1d6 points of fire damage each round as droplets of boiling water cascade on them.

You can choose to make a smaller geyser than your level permits if an obstruction prevents it from reaching its full height, or if you simply want to create a spread of boiling rain that’s smaller than what would be created by a full-height geyser spell.

Source: Advanced Player's Guide
''School'' illusion (figment); ''Level'' bard 0, magus 0, sorcerer/wizard 0
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a bit of wool or a small lump of wax)
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' illusory sounds
''Duration'' 1 round/level (D)
''Saving Throw'' Will disbelief; ''Spell Resistance'' no
!DESCRIPTION
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.

Ghost sound can enhance the effectiveness of a silent image spell.

Ghost sound can be made permanent with a permanency spell.
''School'' transmutation; ''Level'' bard 2, cleric/oracle 2, inquisitor 2, paladin 1, shaman 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (an old reed from a wind instrument)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one incorporeal creature
''Duration'' 1 round/level
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
The target coalesces into a semi-physical form for a short period of time. While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects.

Source: APG
''School'' necromancy [poison (stench aspect only)]; ''Level'' sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (cloth from a ghoul or earth from a ghoul's lair)
!!EFFECT
''Range'' touch
''Target'' living humanoid touched
''Duration'' 1d6+2 rounds
''Saving Throw'' Fortitude negates; ''Spell Resistance'' yes
!!DESCRIPTION
Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.

A paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. This is a poison effect.
!Giant Ant Drone - CR 3
N Medium vermin
''Init'' +2; ''Senses'' darkvision 60 ft., scent; Perception +7
!!DEFENSE
''AC'' 19, touch 12, flat-footed 17; (+7 natural, +2 dexterity)
''hp'' 22 [26] (2d8+13) [2d8+17]
''Fort'' +8 [+10], ''Ref'' +2, ''Will'' +3
''Immune'' mind-affecting effects
!!OFFENSE
''Speed'' 50 ft., climb 20 ft., fly 30 ft. (average)
''Melee'' bite +5 [+7] (1d6+4 [1d6+6] plus grab), sting +5 [+7] (1d4+4 [1d4+6] plus poison)
!!STATISTICS
''Str'' 18 [22], ''Dex'' 14, ''Con'' 21 [25], ''Int'' —, ''Wis'' 17, ''Cha'' 15
''Base Atk'' +1; ''CMB'' +5 [+7] (+9 [+11] grapple); ''CMD'' 17 [19] (25 [27] vs. trip)
''Feats'' Toughness^^B^^
''Skills'' Climb +12 [+14], Perception +7, Survival +5; ''Racial Modifiers'' +4 Perception, +4 Survival
!!SPECIAL ABILITIES
*''Poison (Ex)''
**Sting—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save
!Giant Ant - CR 2
N Medium vermin
''Init'' +0; ''Senses'' darkvision 60 ft., scent; Perception +5
!!Defense
''AC'' 15, touch 10, flat-footed 15; (+5 natural)
''hp'' 18 [22] (2d8+9) [2d8+13]
''Fort'' +6 [+8], ''Ref'' +0, ''Will'' +1
''Immune'' mind-affecting effects
!!Offense
''Speed'' 50 ft., climb 20 ft.
''Melee'' bite +3 [+5] (1d6+2 [1d6+4] plus grab), sting +3 [+5] (1d4+2 [1d4+4] plus poison)
!!Statistics
''Str'' 14 [18], ''Dex'' 10, ''Con'' 17 [21], ''Int'' —, ''Wis'' 13, ''Cha'' 11
''Base Atk'' +1; ''CMB'' +3 [+5] (+7 [+9] grapple); ''CMD'' 13 [15] (21 [23] vs. trip)
''Feats'' [[Toughness]]^^B^^
''Skills'' Climb +10 [+12], Perception +5, Survival +5; ''Racial Modifiers'' +4 Perception, +4 Survival
!!Special Abilities
* ''Poison (Ex)'' Sting—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save
!Giant Ant - CR 1
XP 400
N Medium vermin
''Init'' +0; ''Senses'' darkvision 60 ft., scent; Perception +5
!!Defense
''AC'' 15, touch 10, flat-footed 15; (+5 natural)
''hp'' 18 [22] (2d8+9) [2d8+13]
''Fort'' +6 [+8], ''Ref'' +0, ''Will'' +1
''Immune'' mind-affecting effects
!!Offense
''Speed'' 50 ft., climb 20 ft.
''Melee'' bite +3 [+5] (1d6+2) [1d6+6]
!!Statistics
''Str'' 14 [18], ''Dex'' 10, ''Con'' 17 [21], ''Int'' —, ''Wis'' 13, ''Cha'' 11
''Base Atk'' +1; ''CMB'' +3 [+5]; ''CMD'' 13 [15] (21 [23] vs. trip)
''Feats'' [[Toughness]]^^B^^
''Skills'' Climb +10 [+12], Perception +5, Survival +5; ''Racial Modifiers'' +4 Perception, +4 Survival
!Giant Centipede - CR 1/2
XP 200
N Medium vermin
''Init'' +2; ''Senses'' darkvision 60 ft.; Perception +4
!!Defense
''AC'' 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
''hp'' 5 [7] (1d8+1) [1d8+3]
''Fort'' +3 [+5], ''Ref'' +2, ''Will'' +0
''Immune'' mind-affecting effects
!!Offense
''Speed'' 40 ft., climb 40 ft.
''Melee'' bite +2 (1d6–1 plus poison) [1d6+1 plus poison]
''Special Attacks'' poison
!!Statistics
''Str'' 9 [13], ''Dex'' 15, ''Con'' 12 [16], ''Int'' —, ''Wis'' 10, ''Cha'' 2
''Base Atk'' +0; ''CMB'' –1 [+1]; ''CMD'' 11 [13] (can't be tripped)
''Feats'' [[Weapon Finesse]]^^B^^
''Skills'' Climb +10 [+12], Perception +4, Stealth +10; ''Racial Modifiers'' +4 Perception, +8 Stealth
!!Special Abilities
*''Poison (Ex)''
**Bite—injury; //save// Fort DC 13 [15]; //frequency// 1/round for 6 rounds; //effect// 1d3 Dex damage; //cure// 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
!Giant Frog - CR 1
XP 400
N Medium Animal
''Init'' +1; ''Senses'' low-light vision, scent; Perception +3
!!Defense
''AC'' 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
''hp'' 15 [19] (2d8+6) [2d8+10]
''Fort'' +6 [+8], ''Ref'' +6, ''Will'' –1
!!Offense
''Speed'' 30 ft., swim 30 ft.
''Melee'' bite +3 [+5] (1d6+2 plus grab) [1d6+4 plus grab] or tongue +3 [+5] touch (grab)
''Space'' 5 ft.; ''Reach'' 5 ft. (15 ft. with tongue)
''Special Attacks'' pull (tongue, 5 feet), swallow whole (1d4 bludgeoning damage, AC 10, 1 hp), tongue
!!Statistics
''Str'' 15 [19], ''Dex'' 13, ''Con'' 16 [20], ''Int'' 1, ''Wis'' 8, ''Cha'' 6
''Base Atk'' +1; ''CMB'' +3 [+5] (+7 [+9] grapple); ''CMD'' 14 [16] (18 [20] vs. trip)
''Feats'' [[Lightning Reflexes]]
''Skills'' Acrobatics +9 (+13 jumping), Perception +3, Stealth +5, Swim +10 [+12]; ''Racial Modifiers'' +4 Acrobatics (+8 jumping), +4 Stealth
!!Special Abilities
*''Pull (Ex)''
**A creature with this ability can choose to make a free combat maneuver check with a successful attack. If successful, this check pulls a creature closer. The distance pulled is set by this ability. The type of attack that causes the pull and the distance pulled are included in the creature's description. This ability only works on creatures of a size equal to or smaller than the pulling creature. Creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature.
*''Swallow Whole (Ex)''
**If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature's statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature's total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.
*''Tongue (Ex)''
**A giant frog's tongue is a primary attack with reach equal to three times the frog's normal reach (15 feet for a Medium giant frog). A giant frog's tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner.
!Giant Moray Eel CR 5
N Large animal (aquatic)
''Init'' +6; ''Senses'' low-light vision, scent; Perception +7
!!Defense
''AC'' 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
''hp'' 52 [66] (7d8+21) [(7d8+35)]
''Fort'' +8 [+10], ''Ref'' +9, ''Will'' +3
!!Offense
''Speed'' swim 30 ft.
''Melee'' bite +11 [+13] (2d6+9 [2d6+12] plus grab)
''Space'' 10 ft.; ''Reach'' 10 ft.
''Special Attacks'' gnaw
!!Statistics
''Str'' 22 [26], ''Dex'' 14, ''Con'' 16 [20], ''Int'' 1, ''Wis'' 12, ''Cha'' 8
''Base Atk'' +5; ''CMB'' +12 [+14] (+16 [+18] grapple); ''CMD'' 24 [26] (can't be tripped)
''Feats'' [[Improved Initiative]], [[Lightning Reflexes]], [[Skill Focus (Stealth)|Skill Focus]], [[Weapon Focus (bite)|Weapon Focus]]
''Skills'' Escape Artist +10, Perception +7, Stealth +8, Swim +14; ''Racial Modifiers'' +8 Escape Artist
!!Special Abilities
*''Gnaw (Ex)''
**If a giant moray begins a round with a grabbed foe, it inflicts automatic bite damage (2d6+9 [2d6+12] points of damage). A giant moray eel possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack (+11 [+13] attack, 1d6+3 [1d6+4]) against a foe it has already grabbed.
!Giant Scorpion 	CR 3
N Large vermin
''Init'' +0; ''Senses'' darkvision 60 ft., tremorsense 60 ft.; Perception +4
!!DEFENSE
''AC'' 16, touch 9, flat-footed 16 (+7 armor, –1 size)
''hp'' 37 [47] (5d8+15) [5d8+25]
''Fort'' +7 [+9], ''Ref'' +1, ''Will'' +1
''Immune'' mind-affecting effects
!!OFFENSE
''Speed'' 50 ft.
''Melee'' 2 claws +6 [+8] (1d6+4 plus grab) [1d6+6], sting +6 [+8] (1d6+4 plus poison) [1d6+6]
''Space'' 10 ft.; ''Reach'' 10 ft.
''Special Attacks'' constrict (1d6+4) [1d6+6]
!!STATISTICS
''Str'' 19 [23], ''Dex'' 10, ''Con'' 16 [20], ''Int'' —, ''Wis'' 10, ''Cha'' 2
''Base Atk'' +3; ''CMB'' +8 (+12 grapple); ''CMD'' 18 (30 vs. trip)
''Skills'' Climb +8, Perception +4, Stealth +0; ''Racial Modifiers'' +4 Climb, +4 Perception, +4 Stealth
!!SPECIAL ABILITIES
*''Poison (Ex)''
**Sting—injury; //save// Fort DC 17 [19]; //frequency// 1/round for 6 rounds; //effect// 1d2 Strength damage; //cure// 1 save. The save DC is Constitutuion-based and includes a +2 racial bonus.
!Giant Spider - CR 1
XP 400
N Medium vermin
''Init'' +3; ''Senses'' darkvision 60 ft., tremorsense 60 ft.; Perception +4
!!Defense
''AC'' 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
''hp'' 16 [22] (3d8+3) [3d8+9]
''Fort'' +4 [+6], ''Ref'' +4, ''Will'' +1
''Immune'' mind-affecting effects
!!Offense
''Speed'' 30 ft., climb 30 ft.
''Melee'' bite +2 [+4] (1d6 plus poison) [1d6+3 plus poison]
''Special Attack'' web (+5 ranged, DC 12, hp 2)
!!Statistics
''Str'' 11 [15], ''Dex'' 17, ''Con'' 12 [16], ''Int'' —, ''Wis'' 10, ''Cha'' 2
''Base Atk'' +2; ''CMB'' +2 [+4]; ''CMD'' 15 [17] (27 [29] vs. trip)
''Skills'' Climb +16 [+18], Perception +4 (+8 in webs), Stealth +7 (+11 in webs); ''Racial Modifiers'' +4 Perception, +4 Stealth (+8 in webs), +16 Climb
!!Special Abilities
*''Poison (Ex)'' 
**Bite—injury; //save// Fort DC 14; //frequency// 1/round for 4 rounds; //effect// 1d2 Strength damage; //cure// 1 save.
*''Web (Ex)'' 
**Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 creature's HD + creature's Con modifier. Attempts to burst a web by those caught in it suffer a –4 penalty.
**Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/—.
**A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
!Giant Wasp	CR 3
N Large vermin
''Init'' +1; ''Senses'' darkvision 60 ft.; Perception +9
!!DEFENSE
''AC'' 14, touch 10, flat-footed 13; (+1 Dex, +4 natural, –1 size)
''hp'' 34 [42] (4d8+16) [4d8+24]
''Fort'' +8 [+10], ''Ref'' +2, ''Will'' +2
''Immune'' mind-affecting effects
!!OFFENSE
''Speed'' 20 ft., fly 60 ft. (good)
''Melee'' sting +6 [+8] (1d8+6 plus poison) [1d8+8]
''Space'' 10 ft.; ''Reach'' 5 ft.
!!STATISTICS
''Str'' 18 [22], ''Dex'' 12, ''Con'' 18 [22], ''Int'' —, ''Wis'' 13, ''Cha'' 11
''Base Atk'' +3; ''CMB'' +8 [+10]; ''CMD'' 19 [21]
''Skills'' Fly +3, Perception +9; ''Racial Modifiers'' +8 Perception
!!SPECIAL ABILITIES
* ''Poison (Ex)''
**Sting—injury; //save// Fort DC 18 [20]; //frequency// 1/round for 6 rounds; //effect// 1d2 Dexterity damage; //cure// 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
* Conjuration (creation)
* ''Level'' bard 2, sorcerer/wizard 2, summoner 2
* ''Casting Time'' 1 standard action
* ''Components'' V, S, M (ground mica)
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' creatures and objects within 10-ft.-radius spread
* ''Duration'' 1 round/level
* ''Save'' Will negates (blinding only)
* ''Spell Resistance'' no

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.

Any creature covered by the dust takes a -40 penalty on Stealth checks.
!Star Recharge
*Spent (4/5 remaining)
**27: Our Lady of Silver
**35: Voice in the Void
**36: Echoes of the Everwar, Part 1: The Prisoner of Skull Hill
**2-00: Year of the Shadow Lodge
**2-13: Murder on the Throaty Mermaid
**3-11: Quest for Perfection, Part 2: On Hostile Waters
**3-16: The Midnight Mauler
**5-00: Siege of the Diamond City
**5-04: Elven Entanglement
**5-13: Weapon in the Rift
**7-21: The Sun Orchid Elixir
**Thornkeep: Forgotten Laboratory
*Recharged
**Season 6: Recharged 5
**Season 7: Recharged 3
**Season 8: Recharged 3

!Scenario Global Boons
*4-26 The Waking Rune
**''Student of Thassilon'' on [[Komana|Komana's Stat Block]]
***Through the study of Krune’s sanctum and personal effects, Pathfinder sages have deciphered many of the secrets of Thassilonian magic and how to avoid the sinful excesses that twisted Xin’s magic. When building a new character for Pathfinder Society Organized Play, you may make use of the Thassilonian magic rules on page 17 of Pathfinder Campaign Setting: Inner Sea Magic. As with other rules outside the core assumption, you must provide a legal copy of the book to use this option.
*5-08 Port Godless
**''Riftwarden Magic'' on [[Xantrian|Xantrian's Stat Block]]
***In gratitude for your heroism, the Riftwardens have shared several of their organizations’ spells with the Pathfinder Society. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Slayer’s Handbook as if they appeared on the Additional Resources page: //anti-summoning shield//, //protection from outsiders//, and //telepathic censure//.
*5-13 Weapon in the Rift
**''Ghalcor’s Spellcraft'' on [[Prisencolinensinainciusol|Pris's Stat Block]] and [[Rutlius|Rutlius' Stat Block]]
***Following the battle at Ghalcor’s Tower, you were able to study the dead cleric’s notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Hunter’s Handbook as if they appeared on the Additional Resources page: //burst with light//, //detect demon//, and //righteous blood//.
*6-11 Slave Master's Mirror
**''Gnoll Tactics'' on [[Doritian|Doritian's Stat Block]]
***You first-hand experience with gnoll tactics and cultural traditions gives you a headstart in incorporating their unique styles into your own training. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following feats and archetypes from Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype, and the flindbar.
*6-98 Serpent's Rise
**''Spoils of the Siege (322)'' on [[Shiradaz|Shiradaz's Stat Block]]
***If you bring this Chronicle Sheet to an adventure in which the Pathfinder Society deals with 322 or her schemes, you can qualify to receive a special boon at the end of the adventure to reflect 322’s increased resources.
*6-99 True Dragons of Absalom
**''~Field-Commissioned Kobold'' on [[Zarishu|Zarishu's Stat Block]]
***When you could play a 4th-level pregenerated character in a Pathfinder Society scenario, you can cross this boon off the Chronicle sheet to play your kobold PC from this scenario. //(GM credit - need to pick a kobold)//
*7-00 The Sky Key Solution
**''Councilor of Time'' on [[Iacobus|Iacobus' Stat Block]]
***Your kindness and compassion granted Lady Arodeth a moment’s peace before she sacrificed herself to save the Pathfinders, and your compassion attracts members of the Harbingers of Fate with intellect and care for others to join the Society. You may use this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: caretaker, charming, or ease of faith.
**''Defender of Time'' on [[Sorry|Sorry's Stat Block]]
***You boldly stood against an unceasing horde of time-knitted duplicates afforded your companions the chance to defeat Lady Arodeth, and your bravery attracts members of the Harbingers of Fate with courage and reliability to join the Pathfinder Society. You may use this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: courageous, indomitable faith, or resilient.
*7-04 The Ironbound Schism
**''~Averaka-Trained'' on [[Rutlius|Rutlius' Stat Block]]
***By cooperating closely with the half-orcs of Averaka, you have forged a close partnership and opened up new avenues for training. So long as you possess this boon, all of your Pathfinder Society Roleplaying Guild characters have access to the Averaka Arbiter archetype on page 15 of Pathfinder Player Companion: Bastards of Golarion as if it appeared on the Additional Resources page. If one of your characters is a half-orc bard, you may check the box that precedes this boon in order to retrain any of that character’s bard class archetypes and replace them with the Averaka Arbiter archetype at no cost.
*8-08 Tyranny of Winds, Part 1: The Sandstorm Prophecy
**''Genie Heritage'' on [[Sorry, I'm Not Good With Names|Sorry's Stat Block]]
***Your ifrit, oread, sylph, and undine characters have a stronger connection to their genie forbears. Characters only gain access to these options if they do not trade out the air, earth, fire, or water affinity racial traits. If you use the benefits of this boon on a different character than the one who receives this Chronicle sheet, include a copy of this Chronicle sheet with that character’s records.
***//Ifrit// 
****Ifrit bloodragers^^ACG^^ with the elemental (fire) bloodline and ifrit sorcerers with the efreeti^^UM^^ bloodline treat their Charisma score as 2 points higher for all sorcerer and bloodrager spells and class abilities.
***//Oread//
****Oread bloodragers^^ACG^^ with the elemental (earth) bloodline and oread sorcerers with the deep earth^^APG^^ or shaitan^^UM^^ bloodlines treat their Charisma score as 2 points higher for all sorcerer and bloodrager spells and class abilities.
***//Slyph//
****Sylph bloodragers^^ACG^^ with the elemental (air) bloodline and sylph sorcerers with the djinni^^UM^^ or stormborn^^APG^^ bloodlines treat their Charisma score as 2 points higher for all sorcerer and bloodrager spells and class abilities.
***//Undine//
****Undine bloodragers^^ACG^^ with the elemental (water) bloodline and undine sorcerers with the aquatic^^APG^^ or marid^^UM^^ bloodlines treat their Charisma score as 2 points higher for all sorcerer and bloodrager spells and class abilities.
*8-25 Unleashing the Untouchable
**''Liberated Divinity'' on [[Markas Shortcloak|Markas' Stat Block]]
***You have released the elemental lord of air Ranginori, long sealed within the Untouchable Opal. He is a legal deity in Pathfinder Society Roleplaying Guild for any characters you play or create. Ranginori is a neutral good deity who grants the Air, Good, Travel, and Weather domains (and the Clouds, Exploration, Storms, and Wind subdomains). His favored weapon is the whip.
*Bonekeep 3
**''Bonekeep Cure'' on [[Xantrian|Xantrian's Stat Block]]
***With your help, the Pathfinder Society has created a treatment for the plagues developed in Bonekeep. You may cross any Bonekeep Malady boons off any Chronicle sheets acquired by any of your characters.
*Student of Spells
**''The Spells Know All Secrets'' //(9th-Level, 5 Stars)// on [[Xantrian|Xantrian's Stat Block]]
***Together with Aram Zey, you have studied the spellcasting secrets of another race and reverse-engineered a closely-guarded incantation. Choose one legal, race-specific spell from Chapter 1 of Pathfinder RPG Advanced Race Guide (except paragon surge). So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to this spell as if they were members of that race.
***Spell chosen with this was //blend//.
''School'' abjuration; ''Level'' sorcerer/wizard 6
!!DESCRIPTION
This spell functions like [[Lesser Globe of Invulnerability]], except that it also excludes 4th-level spells and spell-like effects.
!Goblin Dog - CR 1
XP 400
N Medium animal
''Init'' +2; ''Senses'' low-light vision, scent; Perception +1
!!Defense
''AC'' 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
''hp'' 9 [11] (1d8+5) [1d8+7]
''Fort'' +4 [+6], ''Ref'' +4, ''Will'' +1
''Immune'' disease
!!Offense
''Speed'' 50 ft.
''Melee'' bite +2 [+4] (1d6+3 plus allergic reaction) [1d6+6 plus allergic reaction]
!!Statistics
''Str'' 15 [19], ''Dex'' 14, ''Con'' 15 [19], ''Int'' 2, ''Wis'' 12, ''Cha'' 8
''Base Atk'' +0; ''CMB'' +2; ''CMD'' 14
''Feats'' [[Toughness]]
''Skills'' Stealth +6
!!Special Abilities
*''Allergic Reaction (Ex)''
**A goblin dog's dander is highly irritating to all creatures save those with the goblinoid subtype. A non-goblinoid creature damaged by a goblin dog's bite, who deals damage to a goblin dog with a natural weapon or unarmed attack, or who otherwise comes into contact with a goblin dog (including attempts to grapple or ride the creature) must make a DC 12 [14] Fortitude save or break out in an itching rash. A creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). Remove disease or any magical healing removes the rash instantly. This is a disease effect. The save DC is Constitution-based.
''School'' abjuration; ''Level'' cleric/oracle 2, paladin 1, warpriest 2
!!Casting
''Casting Time'' 1 swift action
''Components'' V
!!Effect
''Range'' personal
''Target'' you
''Duration'' see text
!!Description
Until the end of your turn, your movement does not provoke attacks of opportunity.

Source: Advanced Player's Guide
''School'' necromancy [language-dependent]; ''Level'' medium 0, occultist 0, psychic 0, spiritualist 0
!!Casting
''Casting Time'' 1 minute
''Components'' S
!!Effect
''Range'' touch
''Target'' one dead creature
''Duration'' 1 round
!!Description
With this spell and a touch, you can force a corpse talk to you, but you can’t ask it specific questions or communicate with it at all. The corpse will start babbling for 1 round, spitting out random sentences. There is a 10% chance this information is of some use to the caster, but it is difficult to distinguish whether the information is useful (the GM makes the percentile roll in secret).

Useful information may include warnings about dangers deeper in a dungeon, the command word to a magic item, or even vague and spectral warnings of your or your companions’ future. The GM decides what information, useful or not, the corpse spews out in its babbling.

Once a corpse has been subject to grave words by any caster, any new attempt to cast grave words on that corpse fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the head of the corpse must have a mouth in order to speak at all. This spell doesn’t affect a corpse that has been turned into an undead creature.

Source: Occult Adventures
''School'' transmutation; ''Level'' ranger 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' personal
''Targets'' you
''Duration'' 1 minute/level (D)
!!DESCRIPTION
Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow (see table on this page for associated increase/decrease in damage due to size change). Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size.

Source: Advanced Player's Guide
''School'' conjuration (creation); ''Level'' bard 1, sorcerer/wizard 1, summoner 1
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (butter)
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one object or 10-ft. square
''Duration'' 1 min./level (D)
''Save'' see text; ''SR'' no
!DESCRIPTION
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
''Prerequisites:'' Str 13, Cleave, Power Attack, base attack bonus +4.

''Benefit:'' As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
You are resistant to poisons, diseases, and other maladies.

''Benefit:'' You get a +2 bonus on all Fortitude saving throws.
Your bull rush attacks throw enemies off balance.

''Prerequisites:'' Improved Bull Rush, Power Attack, base attack bonus +6, Str 13.

''Benefit:'' You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).

''Normal:'' Creatures moved by bull rush do not provoke attacks of opportunity.
''School'' abjuration; ''Level'' bard 5, cleric/oracle 6, druid 6, inquisitor 6, magus 6, sorcerer/wizard 6, summoner 5, witch 6
!!EFFECT
''Target or Area'' one spellcaster, creature, or object; or a 20-ft.-radius burst
!!DESCRIPTION
This spell functions like [[dispel magic|Dispel Magic]], except that it can end more than one spell on a target and it can be used to target multiple creatures.

You choose to use greater dispel magic in one of three ways: a targeted dispel, area dispel, or a counterspell:

Targeted Dispel: This functions as a targeted dispel magic, but it can dispel one spell for every four caster levels you possess, starting with the highest level spells and proceeding to lower level spells.

Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect. The DC of this check is equal to the curse's DC.

Area Dispel: When greater dispel magic is used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by dispel magic. For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the greater dispel magic spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the greater dispel magic spell, apply the dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster) is in the area, apply the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object.

You may choose to automatically succeed on dispel checks against any spell that you have cast.

Counterspell: This functions as dispel magic, but you receive a +4 bonus on your dispel check to counter the other spellcaster's spell.
''School'' illusion (glamer); ''Level'' alchemist 4, antipaladin 4, bard 4, inquisitor 4, magus 4, sorcerer/wizard 4, summoner 3
!!CASTING
''Components'' V, S
!!EFFECT
''Target'' you or creature touched
''Duration'' 1 round/level (D)
''Saving Throw'' Will negates (harmless)
!!DESCRIPTION
This spell functions like [[Invisibility]], except that it doesn't end if the subject attacks. 
''School'' transmutation; ''Level'' antipaladin 3, cleric/oracle 4, inquisitor 3, magus 3, paladin 3, sorcerer/wizard 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (powdered lime and carbon)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one weapon or 50 projectiles (all of which must be together at the time of casting)
''Duration'' 1 hour/level
''Saving Throw'' Will negates (harmless, object); ''Spell Resistance'' yes (harmless, object)
!!DESCRIPTION
This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic.

Alternatively, you can affect as many as 50 arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation after they are used. Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.
Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist.

''Prerequisite:'' Spell Focus.

''Benefit:'' Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.

''Special:'' You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school to which you already have applied the Spell Focus feat.
''School'' conjuration (teleportation); ''Level'' sorcerer/wizard 7, summoner 5, witch 7
!!DESCRIPTION
This spell functions like [[teleport|Teleport]], except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.
!Brown Bear (or Grizzly, Kodiak, Russian Brown) 	CR 5
N Large animal
''Init'' +1; ''Senses'' low-light vision, scent; Perception +6
!!DEFENSE
''AC'' 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, –1 size)
''hp'' 42 [52] (5d8+20) [5d8+30]
''Fort'' +8 [+10], ''Ref'' +5, ''Will'' +2
!!OFFENSE
''Speed'' 40 ft.
''Melee'' 2 claws +7 [+9] (1d6+5 plus grab) [1d6+7], bite +7 [+9] (1d6+5) [1d6+7]
''Space'' 10 ft.; ''Reach'' 5 ft.
!!STATISTICS
''Str'' 21 [25], ''Dex'' 13, ''Con'' 19 [23], ''Int'' 2, ''Wis'' 12, ''Cha'' 6
''Base Atk'' +3; ''CMB'' +9 [+11] (+13 [+15] grapple); ''CMD'' 20 [22] (24 [26] vs. trip)
''Feats'' [[Endurance]], [[Run]], [[Skill Focus (Survival)|Skill Focus]]
''Skills'' Perception +6, Survival +5, Swim +14; ''Racial Modifiers'' +4 Swim 
''School'' divination; ''Level'' cleric/oracle 0, druid 0, inquisitor 0, summoner 0, witch 0

CASTING
''Casting Time'' 1 standard action
''Components'' V, S

EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 minute or until discharged
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes


DESCRIPTION
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Source: CR 292
''School'' divination; ''Level'' cleric/oracle 3, ranger 2, witch 3
!CASTING
''Casting Time'' 1 minute
''Components'' V, S, M (a spool of thread or string)
!EFFECT
''Range'' personal
''Targets'' you
''Duration'' 1 day/level (D)
!DESCRIPTION
You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area. 

Source: APG
''School'' evocation [air]; ''Level'' bloodrager 2, druid 2, magus 2, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' 60 ft.
''Effect'' line-shaped gust of severe wind emanating out from you to the extreme of the range
''Duration'' 1 round
''Saving Throw'' Fortitude negates; ''Spell Resistance'' yes
!!DESCRIPTION
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.

A Tiny or smaller creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet.

Small creatures are knocked prone by the force of the wind.

Medium or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check.

Large or larger creatures may move normally within a gust of wind effect.

This spell can't move a creature beyond the limit of it's range.

Any creature, regardless of size, takes a -4 penalty on ranged attacks and Perception checks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Gust of wind can be made permanent with a permanency spell.
''Prerequisites:'' Bardic performance ability.

''Benefit:'' Whenever you cast a 1st or higher level spell while you are maintaining a bardic performance, you can maintain the bardic performance for that round without expending one of your rounds of performance for the day. In addition, you can switch from one bardic performance to another as a swift action when you cast a spell while maintaining a bardic performance.

Source: Inner Sea World Guide
Numerous Harrow readings early in your life seem to have hit the mark precisely, increasing your belief that you are destined for a specific purpose in life.

''Benefit:'' You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.

''Source'' Inner Sea World Guide
''School'' divination; ''Level'' bard 3, shaman 3, sorcerer/wizard 3, witch 3
!!CASTING
''Casting Time'' 10 minutes
''Components'' V, S, F (a Harrow deck)
!!EFFECT
''Range'' touch
''Target'' one creature
''Duration'' 1 day/level or until fulfilled
!!DESCRIPTION
You use a Harrow deck to tell a fortune for yourself or someone else. If you cast harrowing on another creature, you must remain adjacent to the target for the duration of the casting time. A harrowing must describe one set of events or course of action (for example, “hunting down the pirate king,” or “traveling to Viperwall to search for a magic sword”) that the target of the spell intends to undertake at some point during the spell’s duration. If you have access to a Harrow deck, draw nine cards when this spell is cast. If you do not have a Harrow deck, you can simulate the draws by rolling a d6 and a d10 for each of the nine cards.

Record the ability score and alignment associated with each card. Each of these cards grants a luck bonus or a penalty on a specific type of d20 check; the magnitude of the penalty or bonus depends upon how closely that particular card’s alignment matches the target creature’s alignment. If the card and target’s alignments are identical, that card provides a +2 luck bonus on the associated suit’s check. If the card and target’s alignments are of the opposite alignment (see below), the card inflicts a –1 penalty on that associated check. If the card has any other alignment, it provides a +1 luck bonus on the associated suit’s check.

While penalties persist on all associated checks for as long as the harrowing persists, the bonuses are one-use bonuses that the harrowed character can “spend” at any time to modify that card’s associated check. You can spend a bonus to modify an appropriate roll after the die is rolled, but cannot spend the bonus once you know the result of the roll. Since all of the bonuses granted by a harrowing are luck bonuses, they do not stack with each other. Penalties, on the other hand, do stack. Once you spend all of the bonuses granted by a harrowing, or once the spell’s duration ends, the spell ends and the penalties are removed.

A single creature can only be under the effects of one harrowing at a time. If it is subjected to a second harrowing while a previous harrowing is still in effect, the new harrowing automatically fails.

Source: Inner Sea World Guide

|!Suit|!Associated check|
|Hammer (Str)|Attack rolls (ranged and melee)|
|Key (Dex)|Reflex saving throws|
|Shield (Con)|Fortitude saving throws|
|Book (Int)|Skill checks|
|Star (Wis)|Will saving throws|
|Crown (Cha)|Any d20 roll|

|!Alignment|!Opposition|
|LG|CE|
|NG|NE|
|CG|LE|
|LN|CN|
|N|LG, LE, CG, or CE<br>(pick one when spell is cast)|
|CN|LN|
|LE|CG|
|NE|NG|
|CE|LG|
''School'' transmutation; ''Level'' alchemist 3, bard 3, magus 3, sorcerer/wizard 3, summoner 2

CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a shaving of licorice root)

EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one creature/level, no two of which can be more than 30 ft. apart
''Duration'' 1 round/level
''Saving Throw'' Fortitude negates (harmless); ''Spell Resistance'' yes (harmless)

DESCRIPTION
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
''School'' illusion (glamer); ''Level'' bard 0, sorcerer/wizard 0
!!CASTING
''Casting Time'' 1 standard action
''Components'' S
!!EFFECT
''Range'' Personal
''Target'' You
''Duration'' 1 round/level (D)
!!DESCRIPTION

You surround yourself with disturbing illusions, making you look and sound like a bizarre, insane fey creature. You gain DR 1/cold iron against a single opponent until the end of the spell, or until you take damage.

Source: Ultimate Combat
''School'' conjuration (healing); Level alchemist 6, cleric/oracle 6, druid 7, inquisitor 6, witch 7
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

Heal does not remove negative levels or restore permanently drained ability score points.

If used against an undead creature, heal instead acts like harm.
''Discipline'' psychometabolism (Healing); ''Level'' Vitalist 6
!!MANIFESTING
''Display'' Material, visual
''Manifesting Time'' 1 standard action
!!EFFECT
''Range'' touch
''Target'' Living creature touched
''Duration'' instantaneous
''Saving Throw'' Fort negates (harmless); ''Power Resistance'' Yes
''Power Points'' 11
!!DESCRIPTION

You psionically augment the healing ability of the targets with your power. The targets heal 110 points of damage total, divided among the targets at your discretion.

''Augment:'' You can augment this power in one or both of the following ways.
#For every additional power point you spend, the total amount healed increases by 10 points of damage.
#If you spend 6 additional power points, you can heal all living creatures within 20 feet of you.
''School'' conjuration (healing); ''Level'' paladin 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' your mount touched
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
This spell functions like heal, but it affects only the paladin's special mount (typically a horse).
''School'' transmutation [fire]; ''Level'' druid 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, all of which must be within a 30-ft. circle
''Duration'' 7 rounds
''Saving Throw'' Will negates (object); ''Spell Resistance'' yes (object)
!!DESCRIPTION
|!Round|!Metal Temperature|!Damage|
|1|Warm|None|
|2|Hot|1d4 points|
|3-5|Searing|2d4 points|
|6|Hot|1d4 points|
|7|Warm|None|

Heat metal causes metal objects to become red-hot. Unattended, non-magical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.

A creature takes fire damage if its equipment is heated. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item.

On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, and causes more damage, as shown on the table.

Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, heat metal deals half damage and boils the surrounding water.

Heat metal counters and dispels chill metal.
''School'' divination; ''Level'' alchemist 1, bard 1, druid 1, inquisitor 1, ranger 1, shaman 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, M/DF (a coffee bean)
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 10 minutes/level (D)
!!DESCRIPTION
You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly. You gain a 2 bonus on Perception checks and on all Knowledge checks that you are trained in.
If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +4 bonus on that check.

Source: Advanced Class Guide
''School'' transmutation; ''Level'' bard 2, skald 2
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S
!!Effect
''Range'' 30 ft.
''Area'' allies within a 30-ft.-radius burst centered on you
''Duration'' 1 minute/level or until discharged
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!Description
You grant each of your allies within the area a +10 competence bonus on a single Reflex saving throw. Each ally must decide whether to use the bonus before making the roll to which it applies. When an ally uses the bonus, the spell ends for that individual.

Source: Advanced Class Guide
!Hell Hound	CR 3
LE Medium outsider (evil, extraplanar, fire, lawful)
''Init'' +5; ''Senses'' darkvision 60 ft., scent; Perception +7
!!DEFENSE
''AC'' 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
''hp'' 30 [38] (4d10+8) [4d10+16]
''Fort'' +6 [+8], ''Ref'' +5, ''Will'' +1
''Immune'' fire
''Weaknesses'' vulnerability to cold
!!OFFENSE
''Speed'' 40 ft.
''Melee'' bite +5 [+7] (1d8+1 plus 1d6 fire) [1d8+3]
''Special Attacks'' breath weapon (10-ft. cone, once every 2d4 rounds, 2d6 fire damage, Reflex DC 14 for half)
!!STATISTICS
''Str'' 13 [17], ''Dex'' 13, ''Con'' 15 [19], ''Int'' 6, ''Wis'' 10, ''Cha'' 6
''Base Atk'' +4; ''CMB'' +5 [+7]; ''CMD'' 16 [18] (20 [22] vs. trip)
''Feats'' [[Improved Initiative]], [[Run]]
''Skills'' Acrobatics +8, Perception +7, Stealth +13, Survival +7; ''Racial Modifiers'' +5 Stealth
''Languages'' Infernal (cannot speak)
Race Trait (Halfling)

You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2

Source; Halflings of Golarion
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 4, skald 4
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S
!!Effect
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one creature
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!Description
You must have a bardic performance in effect to cast this spell. With a flourish, you immediately end the performance, and one creature within range affected by your bardic performance can make a move action or a standard action of their choice.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' alchemist 3, bard 2, inquisitor 3, sorcerer/wizard 3, summoner 3
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 10 min./level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!DESCRIPTION
This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.
''School'' abjuration; ''Level'' cleric/oracle 1, inquisitor 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' touch
''Targets'' one touched creature/level
''Duration'' 10 min./level (D)
''Saving Throw'' Will negates (harmless); see text; ''Spell Resistance'' yes
!!DESCRIPTION
Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Non-intelligent undead creatures (such as skeletons or zombies) are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to channel positive energy, turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 1, sorcerer/wizard 2
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (tiny fruit tarts and a feather)
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one creature; see text
''Duration'' 1 round/level
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!DESCRPITION
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration.

A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't "translate" well.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 4, inquisitor 4, sorcerer/wizard 5, summoner 4, witch 5
!!CASTING
''Components'' V, S, M/DF (one hard metal bar or rod, which can be as small as a three-penny nail)
!!EFFECT
''Target'' one living creature
!!DESCRIPTION

This spell functions like [[Hold Person]], except that it affects any living creature that fails its Will save.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, sorcerer/wizard 3, witch 2

CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F/DF (a small, straight piece of iron)

EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Target'' one humanoid creature
''Duration'' 1 round/level (D); see text
''Saving Throw'' Will negates; see text; ''Spell Resistance'' yes


DESCRIPTION
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.
''School'' transmutation; ''Level'' bard 2, inquisitor 2, paladin 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, M/DF (a drop of honey)
!!EFFECT
''Range'' personal
''Targets'' you
''Duration'' 10 minutes/level
!!DESCRIPTION

This spell augments your diplomacies. While under the effects of spell, you roll two dice each time you make a Diplomacy check to change a creature's attitude, taking the highest roll.

If this results in a roll low enough to reduce the creature's attitude by a step, that creature gets some clue that you are manipulating it with a spell. Alternatively you can cast this spell before making a Diplomacy check to gather information, gaining a +5 competence bonus on the check. 

Source: APG
* ''Advanced Race Guide'' - kitsune, kitsune sorcerer favored class bonus
* ''Inner Sea World Guide'' - Noble Scion
* ''Ultimate Equipment'' - sorcerer's robe
* ''Ultimate Magic'' - Delusional Pride, Oppressive Boredom
!Honwa Dashiro
Male Kitsune Sorcerer 6
NG Medium humanoid (kitsune)
''Init:'' +9; ''Senses:'' Perception: +0, low-light vision
!Defenses
''AC:'' 11, touch 11, flat-footed 10 (+1 Dex)
''hp:'' 38 (6d6+12)
''Fort'' +5, ''Ref'' +4, ''Will'' +7
!Offense
''Speed'' 30 ft.
''Melee:'' bite +1 (1d4-2)
''Kitsune ~Spell-Like Abilities'' (CL 6th):
*3/day - [[Dancing Lights]]
''Bloodline ~Spell-Like Abilities'' (CL 6th):
*9/day - Laughing Touch (touch +1)
''Spells'' (CL 6th, concentration +15):
*3rd level (4/day) - [[Hold Person]] (DC 25)
*2nd level (7/day) - [[Hideous Laughter]] (DC 24), [[Glitterdust]] (DC 18), [[Oppressive Boredom]] (DC 24)
*1st level (8/day) - [[Delusional Pride]] (DC 23), [[Entangle]] (DC 17), [[Grease]] (DC 17), [[Magic Missile]], [[Silent Image]] (DC 17)
*0th level (at-will) - [[Acid Splash]], [[Daze]] (DC 22), [[Detect Magic]], [[Disrupt Undead]], [[Light]], [[Mage Hand]], [[Prestidigitation]]
''Bloodline'' fey
!Statistics
''Str:'' 6, ''Dex:'' 12, ''Con:'' 14, ''Int:'' 10, ''Wis:'' 10, ''Cha:'' 22
''Base Atk:'' +3; ''CMB:'' +1; ''CMD:'' 12
''Feats:'' [[Eschew Materials]]^^B^^, [[Greater Spell Focus (enchantment)|Greater Spell Focus]], [[Noble Scion of War|Noble Scion]], [[Spell Focus (enchantment)|Spell Focus]]
''Traits:'' [[Ease of Faith]], [[Mind over Matter]]
''Skills:'' Acrobatics +3, Bluff +13, Diplomacy +14, Intimidate +13, Spellcraft +6, Use Magic Device +18
''Languages:'' Celestial, Common, Senzar, Tien
''SQ:'' bloodline arcana, change shape (//alter self//), kitsune magic, woodland stride
''Combat Gear:'' [[acid flask]], 2x [[alchemist's fire]], [[necklace of fireballs]] //(type II)(one 2d6 sphere)//, //oil of [[Daylight]]//, [[sorcerer's robe]]
''Other Gear:'' [[circlet of persuasion]], [[+1 cloak of resistance|cloak of resistance]], [[clockwork spy|Clockwork Spy]] w/ one gem, noble's outfit (w/ 100 gp jewelry), //wand of [[Bull's Strength]] (10 charges)//, //wand of [[Cure Light Wounds]] (8 charges)//
!Special Abilities
*''Agile (Ex)'': Kitsune receive a +2 racial bonus on Acrobatics checks.
*''Bloodline Arcana'': Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.
*''Change Shape (Su)'': A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
*''Kitsune Sorcerer Favored Class Bonus'': Each time you take this favored class bonus, increase the ~DCs of enchantment spells you cast by 1/4.
*''Kitsune Magic (Ex/Sp)'': Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.
*''Laughing Touch (Sp)'': At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.
*''Natural Weapons (Ex)'': In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
*''Woodland Stride (Ex):'' At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
!Boons
* ''Desperate Bargain:'' Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
* ''Distrust of Witches:'' Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
* ''Dragon Empires Expert:'' Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
* ''Duplicitous Charm:'' As a confidence artist, you are adept at earning the trust of others and bending them to your needs. Choose a creature. Until the end of the scenario you gain a +2 competence bonus on Bluff checks to lie to the creature and Diplomacy checks to improve the creature’s attitude or request favors from it. When this boon is used, cross it off your Chronicle sheet.
* ''Faithless:'' Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
* ''Fugitive from Numeria:'' You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
* ''Gift of the Kirin (Lantern Lodge):'' ~Venture-Captain Amara Li realized her goal with your help, and she assists you in securing a necessary tool in the future. You may treat your Fame score as 2 points higher when purchasing any single item. When you use this boon, cross it off of your Chronicle sheet.
* ''House Thrune’s Favor:'' Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the insignia of the House of Thrune, signifying your favor in the eyes of Cheliax’s ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
* ''Lifetimes of Experience:'' You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
* ''Magical Scrivener:'' Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
* ''Master of Shadows'': You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
* ''Masterful Performance:'' As a reward for exonerating the Umbra Carnival, Amara Delisen taught you a few tricks of stage presence and misdirection. You gain one of the following benefits, chosen at the time you use this ability (a swift action): a +3 bonus on a Bluff check to feint in combat or create a diversion to hide, a +3 bonus on an Intimidate check to demoralize an opponent, a +3 bonus on any Sleight of Hand check, or a +1 bonus to the caster level and DC of any one enchantment or illusion spell you cast. When you use this ability, cross it off the Chronicle sheet.
*''Nidalese Apostate:''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
* ''Prince of Wolves:'' Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
* ''Revolutionary Bluster'': You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
* ''Temple Trained:'' Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
* ''The Long Con:'' Your experiences bringing down the Tower of Yath have honed your skills at deceiving those who worship Abyssal forces. You gain a permanent +1 bonus on Bluff checks made against demonic cultists in noncombat situations.
* ''Triumph of the Lantern Lodge:'' The Lantern Lodge has realized its ambitious goals, and the victory is bittersweet. Although Amara Li spares no expense in providing you special training, she dissolves the Lantern Lodge in Absalom. Before August 14, 2013, you may change from Lantern Lodge to a new faction without spending Prestige Points or losing any faction-specific Prestige Awards. When you complete this change to a new faction, choose one ability score. As the culmination of years of service to the Lantern Lodge and Amara Li’s guidance, you receive a permanent +1 bonus to that ability score. If you are not a member of the Lantern Lodge faction, cross this boon off your Chronicle sheet. As of August 14, 2013, the Lantern Lodge is no longer a legal faction. As a result, no character may receive this boon. //Used for Charisma//
*''True Magic of the Shadowcaster''
**The purest expression of ~Zon-Kuthon’s power blends faith with mastery of the arcane. As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.
* ''~Vulpine-Blooded'': Your ancestors come from a race of shapeshifting fox folk, known throughout the Dragon Empires for their love of art, beauty, and whimsical trickery. You may play a kitsune character beginning at level 1 as normal. 

[[Additional Resources Needed|Honwa's ARs]]
!!Horse - CR 1
XP 400
N Large animal
''Init'' +2; ''Senses'' low-light vision, scent; Perception +6
!!Defense
''AC'' 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
''hp'' 15 [19] (2d8+6) [2d8+10]
''Fort'' +6 [+8], ''Ref'' +5, ''Will'' +1
!!Offense
''Speed'' 50 ft.
''Melee'' 2 hooves –2 [+0] (1d4+1) [1d4+2]
''Space'' 10 ft.; ''Reach'' 5 ft.
!!Statistics
''Str'' 16 [20], ''Dex'' 14, ''Con'' 17 [21], ''Int'' 2, ''Wis'' 13, ''Cha'' 7
''Base Atk'' +1; ''CMB'' +5 [+7]; ''CMD'' 17 [19] (21 [23] vs. trip)
''Feats'' [[Endurance]], [[Run]]^^B^^
''Skills'' Perception +6
''SQ'' docile
!!Special Abilities
*''Docile (Ex)''
**Unless specifically trained for combat (see the Handle Animal skill, a horse's hooves are treated as secondary attacks.
''Prerequisite:'' Expert trainer class feature, Ride 6 ranks.

''Benefit:'' Use your character level to determine your effective druid level for determining the powers and abilities of your mount.

''Normal:'' You use your cavalier level to determine your effective druid level for determining the powers and abilities of your mount.
!Hound Archon 	CR 4
LG Medium outsider (archon, extraplanar, good, lawful)
''Init'' +4; ''Senses'' darkvision 60 ft., detect evil, low-light vision, scent; Perception +10
''Aura'' aura of menace (DC 16), //magic circle against evil//
!!DEFENSE
''AC'' 19, touch 10, flat-footed 19 (+9 natural; +2 deflection vs. evil)
''hp'' 39 [51] (6d10+6) [6d10+18]
''Fort'' +6 [+8], ''Ref'' +5, ''Will'' +5; +4 vs. poison, +2 resistance vs. evil
''DR'' 10/evil; ''Immune'' electricity, petrification; ''SR'' 15
!!OFFENSE
''Speed'' 40 ft.
''Melee'' bite +8 [+10] (1d8+3) [1d8+6], slam +8 [+10] (1d4+1) [1d4+2] or 
mwk greatsword +9/+4 [+11/+6] (2d6+3) [2d6+6], bite +3 [+5] (1d8+2) [1d8+4]
''w/ Power Attack'' bite +6 [+8] (1d8+9) [1d8+12], slam +6 [+8] (1d4+3) [1d4+4] or 
mwk greatsword +7/+2 [+9/+4] (2d6+9) [2d6+12], bite +1 [+3] (1d8+6) [1d8+8]
''~Spell-Like Abilities'' (CL 6th)
*Constant—[[Detect Evil]], [[Magic Circle Against Evil]]
*At Will—[[Aid]], [[Continual Flame]], [[Greater Teleport]] (self plus 50 lbs. of objects only), [[Message]]
!!STATISTICS
''Str'' 15 [19], ''Dex'' 10, ''Con'' 13 [17], ''Int'' 10, ''Wis'' 13, ''Cha'' 12
''Base Atk'' +6; ''CMB'' +8 [+10]; ''CMD'' 18 [20]
''Feats'' [[Improved Initiative]], [[Iron Will]], [[Power Attack]]
''Skills'' Acrobatics +9, Intimidate +10, Perception +10, Sense Motive +10, Stealth +13, Survival +14; ''Racial Modifiers'' +4 Stealth, +4 Survival
''Languages'' Celestial, Draconic, Infernal; truespeech
''SQ'' change shape (beast shape II)
!!SPECIAL ABILITIES
*''Aura of Menace (Su)''
**A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
*''Change Shape (Su)''
**A hound archon can assume any canine form of Small to Large size, as if using beast shape II. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any dog-like or wolf-like creature of the animal type.
''School'' conjuration (creation); ''Level'' arcanist 5, sorcerer/wizard 5, summoner 5, summoner (unchained) 5
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S, F (miniature shovel costing 10 gp)
!!Effect
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
''Duration'' 1 round + 1 round/level
''Saving Throw'' Reflex negates, Reflex half, see text; ''Spell Resistance'' no
!!Description
This spell functions as create pit, except that the pit has the ability to squeeze and crush any creature trapped within it and has a maximum depth of 100 feet. Creatures who fall into the hole take falling damage as normal. In addition, anyone within the pit, not just those on the bottom, takes 4d6 points of bludgeoning damage each round as the pit contracts and then returns to its normal size (a successful Reflex save halves this damage). The ever-shifting walls of the pit are quite difficult to scale and have a Climb DC of 35.

Source: Advanced Player's Guide
''Discipline'' psychometabolism; ''Level'' egoist 3, gifted blade 3, marksman 3, psychic warrior 2
!!MANIFESTING
''Display'' Auditory
''Manifesting Time'' 1 swift action
!!EFFECT
''Range'' Personal
''Target'' You
''Effect'' 1 extra move action
''Duration'' Instantaneous
''Power Points'' egoist 5, gifted blade 5, marksman 5, psychic warrior 3
!!DESCRIPTION

You gain an additional move action in the current round. Taking a full round’s worth of attacks and then using this power to move away from your foe does provoke attacks of opportunity.
!Hyena - CR 1
XP 400
N Medium animal
''Init'' +2; ''Senses'' low-light vision, scent; Perception +7
!!Defense
''AC'' 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
''hp'' 13 [17] (2d8+4) [2d8+8]
''Fort'' +5 [+7], ''Ref'' +5, ''Will'' +1
!!Offense
''Speed'' 50 ft.
''Melee'' bite +3 [+5] (1d6+3 plus trip) [1d6+6 plus trip]
!!Statistics
''Str'' 14 [18], ''Dex'' 15, ''Con'' 15 [19], ''Int'' 2, ''Wis'' 13, ''Cha'' 6
''Base Atk'' +1; ''CMB'' +3 [+5]; ''CMD'' 15 [17] (19 [21] vs. trip)
''Feats'' [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Perception +8, Stealth +6 (+10 in tall grass); ''Racial Modifiers'' +4 Stealth in tall grass
''School'' illusion (pattern) [mind-affecting]; ''Level'' bard 2, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V (bard only), S, M (a stick of incense or a crystal rod); see text
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' colorful lights in a 10-ft.-radius spread
''Duration'' Concentration + 2 rounds
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of HD of creatures affected. Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected.

A wizard or sorcerer need not utter a sound to cast this spell, but a bard must perform as a verbal component.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 1, sorcerer/wizard 1, witch 1
!CASTING
''Casting Time'' 1 round
''Components'' V, S
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Area'' several living creatures, no two of which may be more than 30 ft. apart
''Duration'' 2d4 rounds (D)
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!DESCRIPTION
Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total HD of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.

If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.

While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.

A creature that fails its saving throw does not remember that you enspelled it.
* ''Advanced Class Guide'' - heightened awareness, heightened reflexes
* ''Advanced Player's Guide'' - gallant inspiration, heroic finale, honeyed tongue, jester's jaunt, saving finale, sift
* ''Advanced Race Guide'' - focused study, human bard favored class bonus
* ''Chronicle of the Righteous'' - charitable impulse
* ''Faction Guide'' - Maestro of the Society
* ''Inner Sea Gods'' - Deific Obedience, trail of the rose
* ''Inner Sea World Guide'' - Flagbearer, Harmonic Spell, Noble Scion, unbreakable heart
* ''Land of the Linnorm Kings'' - banner of ancient kings
* ''Pathfinder Adventure Path #27'' - dream journal of the pallid seer
* ''Seeker of Secrets'' - scrivener's chant
* ''Ultimate Combat'' - Discordant Voice, liberating command, pilfering hand
* ''Ultimate Magic'' - anticipate peril, mad monkeys, Requiem of the Fallen Priest King, Spellsong, sound striker, Triple Time
*''AC/T/FF'' 16/11/15
**+2/+2/+2 vs. an activated magical item for 1d4 rounds //(Fugitive from Numeria, ~One-Time Use)//
**+2/+2/+2 insight vs. one creature //(Lifetimes of Experience, ~One-Time Use)//
*''Fort/Ref/Will'' +8/+11/+10
**+4/+4/+4 vs. bardic performance, sonic, and language-dependent effects //(~Well-Versed)//
**+0/+0/-- replace a Will save with a Perform (dance) check vs. evil or fear descriptor //(Actor of the Eleven Acts, ~One-Time Use)//
**+2/+2/+2 vs. spells with the emotion descriptor, but -1 to saves vs. fatigue/exhaust //(Debauchery, ~One-Time Use)//
**+4/+4/+4 vs. a witch hex, curse effect, or spell or effect with the pain descriptor //(Distrust of Witches, ~One-Time Use)//
**+2/+2/+2 vs. an activated magical item for 1d4 rounds //(Fugitive from Numeria, ~One-Time Use)//
*''Acrobatics'' +35
**//(Versatile Performance - Dance)//
*''Appraise'' +6
*''Bluff'' +36
**//(Versatile Performance - String)//
**+5 vs. someone from Galt //(Revolutionary Bluster, ~One-Time Use)//
*''Diplomacy'' +36
**//(Versatile Performance - String)//
**+2 to gather information in Riddleport //(Debt of Cyphers)//
**+2 vs. dwarves //(Five Kings Negotiator)//
**+3 vs. nobles, politicians, and aristocrats of your own race //(Height of Fashion)//
**+2 vs. lycanthropes //(Prince of Wolves)//
**+2 vs. girtabilu //(Sacred Scorpion Tattoo)//
*''Disguise'' +10 //(untrained)//
**+5 vs. someone from Galt //(Revolutionary Bluster, ~One-Time Use)//
*''Fly'' +35
**//(Versatile Performance - Dance)//
*''Intimidate'' +10 //(untrained)//
**+2 vs. lycanthropes //(Prince of Wolves)//
**+2 in Riddleport //(Riddleport Respect)//
*''Knowledge (arcana)'' +21
**+2 in Riddleport when consulting Gurukaza //(Debt of Cyphers)//
**+3 insight about Sky Citadels and dwarven history //(Hero of the Hold)//
**+1 about Sky Citadels and the Quest for the Sky //(Sky Citadel Scholar)//
**+2 about dangers in the Darklands (or +4 about duergar) //(Darklands Delver)//
*''Knowledge (dungeoneering)'' +13
**+3 insight about Sky Citadels and dwarven history //(Hero of the Hold)//
**+1 about Sky Citadels and the Quest for the Sky //(Sky Citadel Scholar)//
**+2 about dangers in the Darklands (or +4 about duergar) //(Darklands Delver)//
*''Knowledge (engineering)'' +12
**+3 insight about Sky Citadels and dwarven history //(Hero of the Hold)//
**+1 about Sky Citadels and the Quest for the Sky //(Sky Citadel Scholar)//
**+2 about dangers in the Darklands (or +4 about duergar) //(Darklands Delver)//
*''Knowledge (geography)'' +12
**+3 insight about Sky Citadels and dwarven history //(Hero of the Hold)//
**+1 about Sky Citadels and the Quest for the Sky //(Sky Citadel Scholar)//
**+2 about dangers in the Darklands (or +4 about duergar) //(Darklands Delver)//
*''Knowledge (history)'' +13
**+3 insight about Sky Citadels and dwarven history //(Hero of the Hold)//
**+1 about Sky Citadels and the Quest for the Sky //(Sky Citadel Scholar)//
**+2 about dangers in the Darklands (or +4 about duergar) //(Darklands Delver)//
*''Knowledge (local)'' +13
**+3 insight about Sky Citadels and dwarven history //(Hero of the Hold)//
**+1 about Sky Citadels and the Quest for the Sky //(Sky Citadel Scholar)//
**+2 about dangers in the Darklands (or +4 about duergar) //(Darklands Delver)//
*''Knowledge (nature)'' +12
**+3 insight about Sky Citadels and dwarven history //(Hero of the Hold)//
**+1 about Sky Citadels and the Quest for the Sky //(Sky Citadel Scholar)//
**+2 about dangers in the Darklands (or +4 about duergar) //(Darklands Delver)//
*''Knowledge (nobility)'' +13
**+3 insight about Sky Citadels and dwarven history //(Hero of the Hold)//
**+1 about Sky Citadels and the Quest for the Sky //(Sky Citadel Scholar)//
**+2 about dangers in the Darklands (or +4 about duergar) //(Darklands Delver)//
*''Knowledge (planes)'' +12
**+3 insight about Sky Citadels and dwarven history //(Hero of the Hold)//
**+1 about Sky Citadels and the Quest for the Sky //(Sky Citadel Scholar)//
**+5 about the Shadow Plane and shadow magic //(Master of Shadows, ~One-Time Use)//
**+2 about dangers in the Darklands (or +4 about duergar) //(Darklands Delver)//
*''Knowledge (religion)'' +13
**+3 insight about Sky Citadels and dwarven history //(Hero of the Hold)//
**+1 about Sky Citadels and the Quest for the Sky //(Sky Citadel Scholar)//
**+2 about dangers in the Darklands (or +4 about duergar) //(Darklands Delver)//
*''Linguistics'' +7
**+2 in Riddleport when consulting Gurukaza //(Debt of Cyphers)//
*''Perception'' +19
*''Perform (dance)'' +35
**+4 on any one Perform check //(Crystalhue Artisan, ~One-Time Use)//
*''Perform (sing)'' +29
**+4 on any one Perform check //(Crystalhue Artisan, ~One-Time Use)//
*''Perform (string)'' +36
**+4 on any one Perform check //(Crystalhue Artisan, ~One-Time Use)//
**+1 to Day Job checks //(Prosperity)//
*''Sense Motive'' +29
**//(Versatile Performance - Sing)//
*''Sleight of Hand'' +5
*''Spellcraft'' +13
*''Stealth'' +5
*''Use Magic Device'' +24
**+1 for one scenario, increases to +4 when activating an item blindly //(Practiced Artificer, ~One-Time Use)//
|!Skill|!Stat|!Ranks|!Class|!Other|!Total|
|Acrobatics|>|>|>| Perform (dance) | +35|
|Appraise|2|1|3|| +6|
|Bluff|>|>|>| Perform (string) | +36|
|Diplomacy|>|>|>| Perform (string) | +36|
|Fly|>|>|>| Perform (dance) | +35|
|Intimidate|7|0|0|+3 (//circlet of persuasion//)| +10|
|Knowledge (arcana)|2|11|3|+5 (bardic knowledge)| +21|
|Knowledge (dungeoneering)|2|2|3|+5 (bardic knowledge) +1 (sky citadel scholar)| +13|
|Knowledge (engineering)|2|2|3|+5 (bardic knowledge)| +12|
|Knowledge (geography)|2|2|3|+5 (bardic knowledge)| +12|
|Knowledge (history)|2|2|3|+5 (bardic knowledge) +1 (timelost chronicler)| +13|
|Knowledge (local)|2|3|3|+5 (bardic knowledge)| +13|
|Knowledge (nature)|2|2|3|+5 (bardic knowledge)| +12|
|Knowledge (nobility)|2|2|3|+5 (bardic knowledge) +1 (noble title)| +13|
|Knowledge (planes)|2|2|3|+5 (bardic knowledge)| +12|
|Knowledge (religion)|2|3|3|+5 (bardic knowledge)| +13|
|Linguistics|2|2|3|| +7|
|Perception|0|11|3|+5 (//eyes of the eagle//)| +19|
|Peform (dance)|7|11|3|+6 (skill focus) +1 (noble scion) +3 (//circlet of persuasion//) +4 (deific obedience)| +35|
|Peform (sing)|7|11|3|+1 (noble scion) +3 (//circlet of persuasion//) +4 (deific obedience)| +29|
|Peform (string)|7|11|3|+6 (skill focus) +1 (noble scion) +3 (//circlet of persuasion//) +1 (performance artist) +4 (deific obedience)| +36|
|Sense Motive|>|>|>| Perform (sing) | +29|
|Sleight of Hand|1|1|3|| +5|
|Spellcraft|2|8|3|| +13|
|Stealth|1|1|3|| +5|
|Use Magic Device|7|11|3|+3 (//circlet of persuasion//)| +24|
!Iacobus Higgenstrom
Male Human Sound Striker 11
NG humanoid (human)
''Init'' +1; ''Senses:'' Perception +18
!Defenses
''AC'' 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
''hp'' 72 (11d8+22)
''Fort'' +8, ''Ref'' +11, ''Will'' +10
!Offense
''Speed'' 30 ft.
''Melee'' mwk longsword +9 (1d8/19-20)
''Ranged'' shortbow +9 (1d6/x3) 
''Special Attacks'' bardic performance 37 rounds/day (move action; countersong, dirge of doom, distraction, fascinate [DC 21], inspire courage +3, inspire greatness, weird words +9 (4d6+7, 2 attacks), wordstrike 1d4+11)
''Spells'' (CL 11th, concentration +21):
*4th level (3/day, DC 21) - [[Dimension Door]], [[Freedom of Movement]], [[Heroic Finale]]
*3rd level (6/day, DC 20) - [[Dispel Magic]], [[Displacement]], [[Haste]], [[Jester's Jaunt]], [[Mad Monkeys]], {[[The Requiem of the Fallen Priest-King]]}
*2nd level (6/day, DC 19) - [[Charitable Impulse]], [[Gallant Inspiration]], [[Glitterdust]], [[Heightened Reflexes]], [[Honeyed Tongue]], [[Pilfering Hand]], [[Tongues]], [[Trail of the Rose]]
*1st level (7/day, DC 18) - [[Feather Fall]], [[Heightened Awareness]], [[Hideous Laughter]], [[Liberating Command]], [[Saving Finale]], [[Silent Image]], [[Unbreakable Heart]], [[Unseen Servant]], {[[Triple Time]]}
*0th level (at-will) - [[Dancing Lights]], [[Detect Magic]]. [[Ghost Sound]], [[Mage Hand]], [[Message]], [[Prestidigitation]], [[Read Magic]], [[Scrivener's Chant]], [[Sift]]
!Statistics
''Str'' 11, ''Dex'' 12, ''Con'' 14, ''Int'' 14, ''Wis'' 10, ''Cha'' 24
''Base Atk'' +8; ''CMB'' +8; ''CMD'' 19
''Feats'' [[Deific Obedience (Shelyn)|Deific Obedience]], [[Discordant Voice]], [[Flagbearer]], [[Harmonic Spell]], [[Noble Scion of the Arts|Noble Scion]], [[Skill Focus (Perform (dance))|Skill Focus]], [[Skill Focus (Perform (string instruments))|Skill Focus]], [[Spellsong]]
''Traits'' [[Maestro of the Society]], [[Performance Artist (string instruments)|Performance Artist]]
[[Skills|Iacobus' Skills]]'':'' (Acrobatics +35), Appraise +6, (Bluff +36), (Diplomacy +36), (Fly +35), Intimidate +10, Knowledge (arcana) +21, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +12, Knowledge (nobility) +13, Knowledge (planes) +12, Knowledge (religion) +13, Linguistics +7, Perception +19, Perform (dance) +35, Perform (sing) +29, Perform (string) +36, (Sense Motive +29), Sleight of Hand +5, Spellcraft +13, Stealth +5, Use Magic Device +24
''Languages'' Celestial, Dwarven, Elven, Taldane, Thassilonian
''SQ'' bardic knowledge, lore master (2/day), versatile performance (string), well-versed
''Combat Gear'' [[acid flask]] x2, [[bead of blessing|strand of prayer beads]], //oil of [[Daylight]]//, //wand of [[Cure Light Wounds]]// (38 charges), //wand of [[Daylight]]// (8 charges), //wand of [[Dimension Door]]// (4 charges), //wand of [[Endure Elements]]// (10 charges). //wand of [[Greater Invisibility]]// (8 charges), //wand of [[Remove Blindness/Deafness]]// (7 charges)
''Other Gear'' antitoxin x2, [[banner of the ancient kings]], [[bead of newt prevention]], [[belt of mighty constitution +2|belt of mighty constitution]], [[circlet of persuasion]], [[cloak of resistance +2|cloak of resistance]], [[cracked pale green prism ioun stone (saves)|ioun stone]], [[dream journal of the pallid seer]], [[eyes of the eagle]], flag of the pathfinder society, [[headband of alluring charisma +4|headband of alluring charisma]], +1 mithral chain shirt, mwk chain shirt, mwk guitar, longsword, mwk longsword, mwk cold iron morningstar, mwk silver light mace, short bow with 32 arrows, [[universal solvent]]
!Special Abilities
*''Bardic Knowledge (Ex)'' A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
*''Bardic Performance'' A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
**Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
**At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
**Each bardic performance has audible components, visual components, or both.
**If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
**If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
**''Countersong (Su)'' At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
**''Dirge of Doom (Su)'' A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
**''Distraction (Su)'' At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
**''Fascinate (Su)'' At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
***Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
***Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
**''Inspire Courage (Su)'' A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
**''Inspire Greatness (Su)'' A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
**''Weird Words (Su)'' At 6th level the bard can start a performance that is always a standard action to speak up to one word per 4 bard levels laden with sonic energy. Each word deals 4d6 points of sonic damage as a ranged touch attack with a range of 30 feet. The bard adds his charisma modifier on damage rolls with weird words. Multiple words that strike the same target stack into a single powerful attack, applying energy resistance and bonuses on damage rolls only once. The bard can target all words at the same or different targets, but he unleashes all words simultaneously. Each word costs 1 round of bardic performance. 
**''Wordstrike (Su)'' At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard’s level to an object, or half this damage to a living creature. 
*''Focused Study'' All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
*''~Jack-of-All-Trades (Ex)'' At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.
*''Lore Master (Ex)'' At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
*''Versatile Performance (Ex)'' At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
**The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), ''Dance (Acrobatics, Fly)'', Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), ''Sing (Bluff, Sense Motive)'', ''String (Bluff, Diplomacy)'', and Wind (Diplomacy, Handle Animal).
*''~Well-Versed (Ex)'' At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

!Faction Card
*Season 7 Sovereign Court
**Rewards - 4 goala
***''CONFIDANTE'' (2+ goals): Twice per adventure, you can call upon your contacts, either allowing you to attempt a Knowledge check as though you had a number of ranks in that skill equal to your number of ranks in Diplomacy or gain you a +2 bonus on the check. Calling in a favor takes 1 minute, and when not in an urban environment requires two uses of this ability.
***''ADVOCATE'' (4+ goals): When purchasing a spellcasting service, vanity, or other prestige award that costs 5 or more Prestige Points, the power of your reputation reduces the final cost by 1. If you have completed seven or more goals, you instead reduce the cost of awards that cost 4 or more Prestige Points by 1.
***SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a +4 competence bonus on checks using that skill and halve their armor check penalty when using the skill.
**Goals
***--(3/3) - Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).--
***(0/1) - Recruit a servant of a named NPC aristocrat, noble, ambassador, or similar figure who is not a member of the Sovereign Court. Doing so requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 plus your character level.
***--(1/1) - Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.--
***--(3/3) - Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.--
***(1/2) - Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check equal to 15 plus your character level.
***(0/1) - Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
***--(1/1) - Complete a mission (by completing both the primary and secondary success conditions) tied directly to enhancing or preserving the reputation of the Pathfinder Society in the eyes of another nation or organization.--
***(0/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.

!Boons
* ''Actor of the Eleven Acts:'' You participated in one of the Ascendance Day morality plays that recreate the early miracles that Iomedae performed in the face of fearsome threats and overwhelming evil. When you would make a Will saving throw against a spell, spell-like ability, or effect that has the evil or fear descriptor, you may instead make a Perform (act, dance, or oratory) check and use the result of the skill check as your saving throw. When you use this boon, cross it off the Chronicle sheet.
* ''Belkzen Veteran:'' //(0/1 checked)// You have crossed the Hold of Belkzen, negotiated with the orc representatives, and clashed with opportunistic raiders. You can spend 2 Prestige Points to learn Orc as a bonus language. In addition, you can check the box that precedes this boon to gain the benefits of the orc ferocity half-orc racial trait for 1 round. If you already have this racial trait and activate that ability, you can check the box to act normally as though you did not have the disabled condition for 1 round.
* --''Bonekeep Malady 2:'' You suffer from a lingering malady after your exploration in Bonekeep. While the mental damage you suffered while inside the dungeon has faded, your mind is still quite fragile. Whenever you take any Intelligence, Wisdom, or Charisma damage (or drain), you are also confused for a number of rounds equal to the damage taken. In addition, any Will saving throw penalty you accumulated in the dungeon fades upon leaving, but should be noted below.--
** --Penalty = 0--
**//Removed by Xantrian//
* ''Councilor of Time:'' Your kindness and compassion granted Lady Arodeth a moment’s peace before she sacrificed herself to save the Pathfinders, and your compassion attracts members of the Harbingers of Fate with intellect and care for others to join the Society. You may use this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: caretaker, charming, or ease of faith.
* ''Crown of Spring and Summer:'' Expertly whittled from a single branch of yew, this circlet resembles a fully-drawn bow wreathed in early summer flowers. Earned for your exemplary performance in the many contests and festivities of Archerfeast, the crown allows you to relive the glories of Erastil's annual festival of skill and fertility. As a swift action, you may compliment a single ally, granting both the ally and you a +1 morale bonus on skill checks, ability checks, and saving throws for 1d4+1 rounds. If either you or your ally rolls a natural 20 on a skill check, ability check, or saving throw while this bonus is in effect, extend the duration of this effect for 1 round. After the crown has been used once, the magic fades and it becomes a mundane keepsake of Archerfeast 4712 AR.
* ''Crystalhue Artisan:'' You attended a Crystalhue celebration and showed off your arts and crafts or you made use of one of your Perform skills to entertain the other attendees. You gain a +4 bonus on any one Craft or Perform check. (This bonus can be used for a Day Job check.) You must declare that you are using this boon before attempting the check. Once you have used this boon, cross it off the Chronicle sheet.
* ''Darklands Delver:'' Your experience navigating the treacherous tunnels of Nar-Voth has taught you much about its hazards and denizens. You gain a +2 bonus on all Knowledge checks related to dangers you encounter in the Darklands and can make those checks untrained. This bonus increases to +4 for checks relating to duergar. Before making a Knowledge check related to duergar, you can decide to take 20 on the check. When you do, cross this boon off your Chronicle sheet.
* ''Debauchery:'' While the faithful of Erastil slept, you indulged in private parties, drinking and trysting, and nothing can ruin your mood. Until the end of the scenario, you suffer a -1 penalty on saving throws against sleep effects that would make you fatigued or exhausted. You also gain a +2 bonus on saving throws against spells with the emotion descriptor, and on spells and effects that would make you shaken, frightened, or panicked. When this boon is used, cross it off your chronicle sheet.
* ''Debt of Cyphers:'' You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the bands of pirate kidnappers. In thanks, he has spread your name among the Order of the Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the order's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a +2 bonus to Diplomacy checks made in the city to gather information.
* ''Defender of Absalom:'' You aided Absalom in its hour of need, breaking the siege of demon-flesh monstrosities, undead saboteurs, and ghastly ships. The people of Absalom witnessed your triumphs and will remember your courage for several deeds in particular. Choose one (or two, if so instructed by the Overseer GM) of the following rewards corresponding to a faction’s objective that you successfully completed, and cross the others off your Chronicle sheet. You do not need to be a member of a particular faction to choose its associated reward.
** //Tempest Guardian (Grand Lodge):// You led the Muckruckers to victory in reclaiming Fort Tempest, which also salvaged some of the fort’s besmirched reputation. The militia makes you an honorary Muckrucker, teaching you or a protégé some of their favorite tricks. You can check the box that precedes this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: fast-talker, resilient, or suspicious. Alternatively, you can gain the trait.
** //Maestro of Manumission (Liberty’s Edge):// You oversaw the manumission of hundreds of Absalom’s slaves, which might mark the end of slavery in the city and recruit new talent to the Society. You can check this box when creating a new character to begin that character at 2nd level with 3 XP, 1,500 gp, and 6 Prestige Points.
* ''Demonic Scholar:'' You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.
* ''Desperate Bargain:'' Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
* ''Distrust of Witches:'' Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
* --''Driven by Glory:'' You learned of the political climate in Taldor so far as the Mendevian Crusade is concerned, and the news has inspired you and Lady Gloriana Morilla to pursue an ambitious project. This grants you a +2 bonus on any skill check you attempt to further the Taldor faction’s goals, including the faction missions from earlier seasons and goals listed in the Faction Notes section of a scenario. This bonus lasts for 1 year from the date of this Chronicle sheet.--
* ''Faithless:'' Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
* ''Five Kings Negotiatior:'' Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
* ''Fugitive from Numeria:'' You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
* ''Height of Fashion:'' Your contacts among the Taldan aristocracy allow you to constantly update and adapt your fashion so as to never appear out of style—be it at court, on the road, or even in combat. You gain a +3 bonus on Diplomacy checks against nobles, politicians, and aristocrats of your race.
* ''Hero of the Hold:'' Once you have Chronicle sheets for all three parts of the Glories of the Past campaign arc, you become one of the Pathfinder Society’s experts on Sky Citadels. You gain a +3 insight bonus on Knowledge checks pertaining to Sky Citadels and dwarven history. You also gain a +1 insight bonus on saves, ability checks, and skill checks while inside a dwarven Sky Citadel.
* ''Impressive Influence:'' During the course of the feast at Fiddlemourn Manor, you impressed one or more of the guests in attendance. How this will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with the following influential members of Absalom society.
** Scion Lord Kerkis of House Damaq
** Lady Darchana of House Madinani
** Grand Ambassador Dremdhet Salhar
* ''Kalistrade Appraisal:'' You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
* ''Lifetimes of Experience:'' You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
* ''Legacy of Porthmos (Taldor):'' Having successfully led Gloriana Morilla’s Army of Exploration against the forces of the Worldwound, you have followed in the footsteps of previous army commanders dating back to General Porthmos, who led the first Army of Exploration. You can use this boon to cast //heroism// as a spell-like ability with a caster level equal to your character level. Alternatively, you can use this boon when you cast heroism to increase the morale bonus the spell grants by 1. Each time you use this boon, check one of the boxes. When both boxes are checked, cross this boon off your Chronicle sheet. 2 uses remaining
* ''Magical Scrivener:'' Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
* ''Martyr’s Shard 1:'' The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. In helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. Future Martyr’s Shard boons may unlock additional benefits.
**If you are a paladin or lawful good character capable of casting divine spells, the +1 enhancement bonus stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin’s divine bond ability). Furthermore, you can check the box that precedes this boon to instead cast //dispel magic// as a spell-like ability using your character level as the spell’s caster level.
**Any character with this boon can choose to purchase an //avenging dagger// (120,604 gp; functions as a //holy avenger// but is a dagger rather than a longsword) as though her effective Fame were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 90,604 gp respectively.
* ''Master of Shadows'': You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
* ''Nemesis of the Aspis'': You are an expert at sabotaging the Aspis Consortium's nefarious schemes. During any scenario in which you encounter the Aspis Consortium, you may, as an immediate action, force an Aspis agent to reroll a single d20 and take the worst result. Once you have used this boon, cross it off the Chronicle sheet.
* ''Nidalese Apostate:'' Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
* ''Noble Title:'' You gain one of the following noble titles: baron, baroness, dame, earl, //lord//, marquis, marquise, visbaronet, visbaronetess, viscount, and viscountess. Among the many hereditary nobles in Taldor, your title means little and grants you few benefits other than an official writ declaring it a legitimate title in the Empire of Taldor, signed by Prince Stavian III himself. You become specialized in Knowledge (nobility).
* ''Practiced Artificer:'' Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.
* ''Prince of Wolves:'' Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
* ''Prosperity'': Thanks to an excellent contract, a newly discovered trade secret, or just the luck of being in the right profession at the right time, your business is booming. You gain a +1 bonus on all Day Job checks. In addition, a DC 45 Day Job check now earns you 200 gp, and a DC 50 Day Job check now earns you 300 gp.
* ''Proud but Discouraged (Taldor):'' The people of Varisia stubbornly resisted Lady Gloriana Morilla’s efforts to found a new aristocracy. In that time, you have learned to rely on your fellow nobles and sympathizers. Increase the bonus of any aid another action you receive from any member of the Taldor faction by 2.
* ''Revolutionary Bluster'': You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''Riddleport Respect:'' Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you've earned the respect of the criminals and thugs that call the city home. When you flex your muscles, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result.
*''Sacred Scorpion Tattoo:'' You have earned the trust and respect of Anahita and Ardashir. The girtablilu siblings offer to tattoo a scorpion on your arm, shoulder, or neck using cactus flower ink and a scorpion’s stinger. If you choose not to be tattooed, cross this boon off your Chronicle sheet. Whenever the tattoo is visible, you gain scorpion empathy (as wild empathy using your character level as your effective druid level, save that it works only on scorpions) and a +2 bonus on Diplomacy checks to influence girtablilus. However, you suffer a permanent –2 penalty on Fortitude saves against girtablilu and scorpion venom.
* ''Sky Citadel Reclaimer:'' You succeeded in reclaiming the sky citadel Jormurdun, an immense fortress city abandoned millennia ago. You were able to claim a small boon for yourself either by studying the lore left behind by the dwarves or earning a divine favor by restoring a shrine to working order. Choose one of the following rewards, and cross the other four off your Chronicle sheet.
**//Shrine Savior (Temple District):// Thanks to your efforts, the shrines of Jormurdun are better understood and cleansed of evil influence. You may use this boon to reduce the Prestige Point cost of a spellcasting service by 2 (minimum 0 Prestige Points). When you use this boon, cross it off your Chronicle sheet.
**//Sight of the Unseeing (Seer’s District):// You exposure to Jormurdun’s prophecies and ancient cults has given you exceptional insight into future events. You gain a +1 insight bonus to AC and on saving throws when flat-footed or during a surprise round. You may cross this boon off your Chronicle sheet before rolling attack roll, initiative check, ability check, skill check, or saving throw to add 1d6 to the result. Alternatively, you may cross this boon off your Chronicle sheet before rolling d% as part of a divination spell (such as augury, divination, or contact other plane) to either add or subtract 1d6 from the result.
* ''Sky Citadel Scholar:'' You gain a permanent +1 bonus on Knowledge checks made about dwarven Sky Citadels or the Quest for the Sky. In addition, you either become specialized in Knowledge (dungeoneering) or learn the Dwarven language for free.
* ''Sky Key Core:'' You assisted the Pathfinder Society in the recovery of a strange relic known as the Sky Key, though it appears this is just one piece of a larger device. Each time you earn a Sky Key Component boon, you also recover one spent Prestige Point.
* ''Timelost Chronicler:'' You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.
* ''True Magic of the Shadowcaster:'' The purest expression of ~Zon-Kuthon’s power blends faith with mastery of the arcane. As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.

[[Additional Resources Needed|Iacobus' ARs]]
[[Iacobus' Skill Cheat Sheet]]
[[Iacobus' Defense Cheat Sheet]]
!Ice Mephit - CR 3
N Small outsider (cold)
''Init'' +6; ''Senses'' darkvision 60 ft.; Perception +6
!!DEFENSE
''AC'' 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
''hp'' 19 [25] (3d10+3) [3d10+9]; fast healing 2 (works only in areas below freezing)
''Fort'' +2 [+4], ''Ref'' +5, ''Will'' +3
''DR'' 5/magic; ''Immune'' cold
''Weaknesses'' vulnerbaility to fire
!!OFFENSE
''Speed'' 30 ft.
''Melee'' 2 claws +5 [+7] (1d3+1) [1d3+3]
''Special Attacks'' breath weapon (15-foot cone, 1d4 cold and sickened, Reflex DC 13 [15] for half)
~Spell-Like Abilities (CL 6th)
*1/hour — [[Magic Missile]]
*1/day — [[Chill Metal]], summon (level 2, 1 mephit of the same type 25%)
!!STATISTICS
''Str'' 13 [17], ''Dex'' 15, ''Con'' 12 [16], ''Int'' 6, ''Wis'' 11, ''Cha'' 14
''Base Atk'' +3; ''CMB'' +3 [+5]; ''CMD'' 15 [17]
''Feats'' [[Dodge]], [[Improved Initiative]]
''Skills'' Bluff +8, Fly +10, Perception +6, Stealth +12
''Languages'' Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)
!!SPECIAL ABILITIES
*''Breath Weapon (Su)''
**Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
**A cone of ice that deals 1d4 cold damage. The cold also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect.
''School'' conjuration (creation) [cold]; ''Level'' sorcerer/wizard 1, summoner 1, witch 1

CASTING
''Casting Time'' 1 standard action
''Components'' V, S

EFFECT
''Range'' 0 ft.
''Effect'' one icicle
''Duration'' 1 minute/level
''Saving Throw'' none; ''Spell Resistance'' no

DESCRIPTION
You create a masterwork dagger out of ice. The dagger deals 1 point of cold damage in addition to normal dagger damage. If the dagger leaves your hand for more than 1 round, it melts and the spell ends. At 6th level, the dagger functions as a +1 frost dagger. At 11th level, it gains the returning property when thrown, melting away and reforming in your hand just before your next turn.

Source: UM 224
''School'' evocation [cold]; ''Level'' sorcerer/wizard 5
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Target'' one creature
''Duration'' 1 minute/level; see text
''Saving Throw'' Reflex partial; ''Spell Resistance'' yes
!!DESCRIPTION
You trap the target in solid ice 1 inch thick per caster level. If the creature fails its save, it is helpless, but can still breathe (the ice blocks line of effect to the target). If the target makes its save, it gains the entangled condition but can otherwise act normally. Whether or not the target saves, it takes 1 point of cold damage per caster level each round it is helpless or entangled in the ice. The ice has hardness 0 and 3 hit points per inch of thickness; if broken, the creature is freed. A creature can break the ice as a full-round action with a successful Strength check (DC 15 + your caster level).
''School'' divination; ''Level'' alchemist 1, bard 1, sorcerer/wizard 1, summoner 1, witch 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (wine stirred with an owl's feather)
!!EFFECT
''Range'' 60 ft.
''Area'' cone-shaped emanation
''Duration'' 3 rounds/level (D)
''Saving Throw:'' none; ''Spell Resistance:'' no
!!DESCRIPTION

This spell functions as //detect magic//, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.
''School'' enchantment (compulsion) [curse, mind-affecting]; ''Level'' witch 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (hair from a black cat)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one creature
''Duration'' 1 round/level or until discharged
''Saving Throw'' none; ''Spell Resistance'' yes
!!DESCRIPTION

You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).

A target who can speak and has at least one free hand and who is aware of the spell and its effects (such as from a Spellcraft check to identify the spell as it is cast) can negate one reroll by spending a move action to utter a brief prayer or good luck charm to appease the spirits of ill fortune.

Source: APG
Your grandiose posturing often makes it difficult for anyone to concentrate around you. Once per day as a full-round action, you may attempt to distract adjacent foes with a lengthy display of your martial prowess. All adjacent foes must succeed at a Will save (DC 10 + 1/2 your level + your Charisma modifier) or gain the shaken condition. This condition persists for 1 round.

Source: Guide to Society Organized Play (Taldor)
You are skilled at pushing your foes around.

''Prerequisite:'' Str 13, Power Attack, base attack bonus +1.

''Benefit:'' You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

''Normal:'' You provoke an attack of opportunity when performing a bull rush combat maneuver.
''Benefit:'' When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

''Normal:'' Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.
Prerequisite: Int 13, [[Combat Expertise]].

Benefit: You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.

Normal: You provoke an attack of opportunity when performing a disarm combat maneuver.
This feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar.

''Prerequisites:'' Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

''Benefit:'' When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).

Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).
Prerequisite: Dex 13, [[Improved Unarmed Strike]].

Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.
''Benefit:'' You get a +4 bonus on initiative checks.
You are skilled at running down your foes.

''Prerequisite:'' Str 13, Power Attack, base attack bonus +1.

''Benefit:'' You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.

''Normal:'' You provoke an attack of opportunity when performing an overrun combat maneuver.
''Prerequisite:'' Int 13, [[Combat Expertise]].
''Benefit:'' You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
''Normal:'' You provoke an attack of opportunity when performing a trip combat maneuver.
''Benefit:'' You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

''Normal:'' Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
Religion

You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.

''Source:'' APG 328
''Discipline'' Psychokinesis [Force]
''Level'' Psion/Wilder 1, psychic warrior 1
!MANIFESTING
''Display'' Visual; see text
''Manifesting Time'' 1 standard action
!EFFECT
''Range'' Personal
''Target'' You
''Duration'' 1 hour/level (D)
''Power Points'' 1
!DESCRIPTION
Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor. Your inertial armor can be invisible or can appear as a colored glow, at your option. The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor.

''Augment'' For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1.
''School'' conjuration (healing) [evil]; ''Level'' cleric/oracle 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
!!CASTING
''Casting Time'' 1 round
''Components'' V, S, M (1 drop of devil blood or 1 dose of unholy water)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 minute
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.
''School'' necromancy; ''Level'' antipaladin 1, cleric/oracle 1, inquisitor 1, occultist 1, shaman 1, spiritualist 1, warpriest 1, witch 1
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S
!!Effect
''Range'' touch
''Target'' creature touched
''Duration'' instantaneous
''Saving Throw'' Will half; ''Spell Resistance'' yes
!!Description
When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5).

Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
''School'' necromancy; Level antipaladin 3, cleric/oracle 2, inquisitor 2, witch 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' instantaneous
''Saving Throw'' Will half; ''Spell Resistance'' yes
!!DESCRIPTION
When laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage + 1 point per caster level (maximum +10).

Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Religion Trait

A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.

Source: Ultimate Campaign
''Requirement(s)'' Shelyn
Your devotion to Shelyn has caused you to delve more deeply into your art. Choose two Perform skills; you gain a +1 trait bonus on Perform checks of the selected types, and Perform is a class skill for you.

Source: Inner Sea Gods
''School'' illusion (glamer); ''Level'' alchemist 2, bard 2, inquisitor 2, sorcerer/wizard 2 , summoner 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (an eyelash encased in gum arabic)
!!EFFECT
''Range'' personal or touch
''Target'' you or a creature or object weighing no more than 100 lbs./level
''Duration'' 1 min./level (D)
''Saving Throw'' Will negates (harmless) or Will negates (harmless, object); ''Spell Resistance'' yes (harmless) or yes (harmless, object)
!!DESCRIPTION
The creature or object touched becomes invisible. If the ecipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility can be made permanent (on objects only) with a permanency spell.
''School'' evocation; ''Level'' cleric/oracle 3, inquisitor 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 min./level (D)
!!DESCRIPTION
You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility.

Anything invisible becomes visible while in the area.
*''Antidotes and Remedies''
**Among the poisonous plants in the Sarini garden, you found four potent medicinal plants, each of which has a different effect. You collected a bundle of leaves and roots from each of these plants for future use. You may chew a bundle of plants as a standard action to produce one of the following effects. Once you use one of the bundles, cross it off your Chronicle sheet.
***Heal 1d4+1 points of damage.
***Gain a +2 alchemical bonus on Fortitude saves against disease for 1 hour.
***Gain a +2 alchemical bonus on Fortitude saves against poison for 1 hour.
***Gain a +2 alchemical bonus on Fortitude saves against effects that would nauseate or sicken you for 1 hour.
*''Apprentices Returned''
**You defeated Gellion and rescued the apprentices he was holding prisoner. The masters of the apprentices that you rescued provide you with handmade gifts from their businesses as a token of their appreciation. When you receive this boon, cross off the rewards for each apprentice you did not rescue. These rewards increase if you apply the Chronicle sheets for one or both of the other chapters of Gallows of Madness to the same character.
**//Dependable Drummady’s (Rescued Pavolus Laterna)//
***Drummady Laterna crafts you a pair of sturdy, perfectly fitting shoes accented with precious metals worth 50 gp. If you apply credit for all three chapters of Gallows of Madness to this character, Drummady provides additional ornamentation that increases the value of the shoes to 100 gp. When would purchase magic item that occupies the feet slot, you may apply enchantment directly to these shoes, reducing the price by the shoe’s value. These shoes count as jewelry for the purposes of accessorizing a courtier’s or noble’s outfit.
**//Gunty’s Hearty Breads (Rescued Noemi Tauralio)//
***Gunty regularly sends you baskets of hearty bread that stay fresh across long journeys. You begin each adventure with 4 trail rations. The bread hardens and becomes inedible after each adventure if it is not consumed.
**//Petrello’s Haberdashery (rescued Betrona Pindlion)//
***Although Peterello Pindlion’s skills as a haberdasher leave something to be desired, he is skilled at picking outfits to accessorize. He gives you a courtier’s outfit. If you apply credit for all three chapters of Gallows of Madness to this character, he also gives you a noble’s outfit.
**//Pricknettle’s Potions and Poultices (rescued Gellion Vazarro)//
***You only receive this boon if Gellion survives to the end of the adventure and you speak on his behalf to Mayor Trinelli. You may check the box that precedes this boon to purchase a potion from Majara Pricknettle at a 10% discount. This discount increases to 20% if you apply credit for two chapters of Gallows of Madness to this character, or 30% if you apply credit for all three chapters to this character.
**//Temple of Erastil (rescued Nolaria Wintren)//
***The head priest Illdris Ruvarra gives you a wand of cure light wounds made from an elk’s antler with 3 charges remaining. The wand gains 3 charges each time you apply an additional Gallows of Madness Chronicle sheet to this character. Additionally, Nolaria provides you with the following benefits during the other chapters of Gallows of Madness. If you play “What Lurks in the Woods”, she gives you a map of the area around Saringallow that grants a +2 circumstance bonus on Survival checks during this adventure. She also warns you that she has seen fiendish goblins in the area, and provides you with information about these creatures as if you had rolled a 40 on your Knowledge check to identify them. If you play “Festering Blot” with this character, show this boon to your GM. Nolaria provides you with a rough description of the layout of the areas labeled ~K1-K17 before you leave Saringallow in their direction.
**//Witch’s End Tavern (Rescued Morvinarr Albusin)//
***The imposing proprietor Alcie Kruptin is slow to trust wanderers, but she believes that you are worthy of trust. Over a hot meal, she lectures you with advice about how to convince innkeepers that your presence is good for business. Whenever you pay for lodging for yourself or your companion creatures, or other ~PCs pay for lodging while you are present, reduce the price by 50%. Only one copy of this boon may apply at a time, even if multiple ~PCs have earned it.
*''Attuned to the Citysong''
**Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
*''Bringing the Truth to Light'' //(0/2 boxes checked)//
**You recovered records of the Sarini family’s unspeakable deeds from the secret chambers below their manor. In addition to bringing closure to families of Saringallow, these documents provide you with insights about the forces of Hell. You may check off a box at the beginning of your turn to treat the DR of devils as if it were 5 lower and the SR of devils as if it were 2 lower until the beginning of your next turn. Alternatively, you may check off a box before this boon to grant a devil that you have summoned or called a +2 resistance bonus on saving throws and a +2 enhancement bonus to its natural armor for 1 round. Checking off a box is a free action. After checking off the second box, cross this boon off your Chronicle sheet.
*''Courageous Recruit''
**You rescued Nixa Volsetti, a new recruit to Isger’s army, from Mezodarath’s prison. During “A Foul Breed,” Nixa grants you a +2 circumstance bonus on Diplomacy checks to gather information. During “The Festering Blot,” you gain a +2 circumstance bonus on skill checks pertaining to searching or performing research in libraries. Additionally, Nixa provides you with one additional rumor about Saringallow.
*''Demonic Scholar''
**You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.
*''Desperate Bargain''
**Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
*''Distrust of Witches''
**Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
*''Dragon Empires Expert''
**Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
*''Friends in Saringallow'' //(0/3 boxes checked)// 
**You rescued both Nolaria Wintren and Nixa Volsetti from Wormgnash’s minions. The cousins decide to provide you with assistance on your future adventures. Using any of these favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off a box each time you ask for help. When you check the last box, Nolaria and Nixa return to Saringallow; cross this boon off your Chronicle sheet.
***Ask Nixa to share her expertise (Knowledge [planes] +5)
***Ask Nolaria to share her wisdom (Heal +6 or Survival +6)
***Ask Nolaria to cast //bless// (CL 3rd, concentration +5)
***Ask Nolaria to cast //cure light wounds// (CL 3rd, concentration +5)
***Ask Nixa to make a full attack against one of your foes. Melee mwk longsword +4 (1d8+3/19–20), light shield +3 (1d3+3)
*''Fugitive from Numeria''
**You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
*''Goblin Slayer'' //(0/1 boxes checked)//
**You defeated the goblins who were terrorizing the Escoro family and other local shepherds. You may check off the box before this boon to gain a +1 bonus on Bluff, Knowledge, Sense Motive, and Survival checks against creatures with the goblinoid subtype, as well as a +1 bonus on attack and damage rolls against them. If you have the favored enemy class feature and chose golbinoid as one of your favored enemies, increase your favored enemy bonus against golbinoids by +2 instead. Activating this boon is a free action, and these benefits last for 1 minute.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
*''Lifetimes of Experience''
**You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
*''Loci Spirit Ritual'' //(0/3 boxes checked)//
**You have learned how to propitiate a powerful positive emotional resonance known as a loci spirit. At the beginning of an adventure, you can pend 10 minutes performing this special ritual to gain the spirit's blessing for 24 hours (or until expended). When you first use this boon, choose one of the spirits below, and cross the others off your Chronicle sheet.
**A loci spirit is always good-aligned, and evil deeds and acts of depravity can corrupt or destroy it. Each time you cast a spell with the evil descriptor (yourself or through a magic item), kill a helpless living creature (not including evil-aligned outsiders), or perform a particularly atrocious act (e.g. setting fire to an Iomedaean church, robbing an orphanage, or performing an especially violent interrogation), you must check one of the boxes below. Once all of the boxes have been checked, the loci spirit becomes corrupted and perpetually haunts you, imposing a -2 penalty on your saving throws. You can expend 2 Prestige Points to perform the necessary rituals to destroy the corrupted spirit and remove this penalty. When you destroy this spirit cross this boon off your Chronicle sheet.
**//Spirit of Healing//: The spirit infuses you with positive energy, granting you a +2 sacred bonus on saving throws against negative energy effects that deal hit point damage. You can expend this blessings as a standard action to touch a creature and cure 1d8 points of damage plus your character level.
*''Magical Scrivener''
**Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
*''Master of Shadows''
**You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
*''Nidalese Apostate''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
*''Prince of Wolves''
**Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
*''Pushing Back the Abyss''
**You stopped Wormgnash’s plots, and, with the help of the town guard, eradicated the last traces of demon bile from Saringallow. Your experiences in Saringallow have taught you to recognize signs of demonic influence. You gain a +2 circumstance bonus on Knowledge (planes) checks concerning demons, and may attempt such checks as though you were trained in the skill. This bonus does not stack with the benefits provided by tools like Pathfinder Chronicles.
*''Repurposed Trap'' //(1/2 boxes checked)//
**On your way up to Highfort, you encountered a trap made of bottled brown mold. You recovered some these jars for your own future use; immediately check one of the boxes that precede this boon if you did not disable the trap. So long as you carry a jar with you, you gain the benefits of endure elements in in hot environments and take a –2 penalty on saving throws against environmental cold. Check one of the boxes that precede this boon to throw a jar at a square as a ranged attack roll against an AC of 5 (range increment 10 feet). If you miss, use the rules for missing with a thrown splash weapon to determine where the jar lands //(Pathfinder RPG Core Rulebook 202)//. When the jar hits the ground, it splits open, filling the square with brown mold. The mold deals 2d6 points of nonlethal cold damage per round to anyone it its square. Unlike typical brown mold, it does not expand when fire is nearby—the jarred samples have become somewhat sickly from their long confinement. After you check the second box, cross this entire boon off your Chronicle sheet.
*''Revolutionary Bluster''
**You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''Shameless Opportunist''
**Years of practice with a blade, a brick, or any other weapon at hand have taught you what matters most in a fight—striking quickly and striking hard. When you hit with an attack against a flat-footed target, as a free action you may increase the damage dealt by 4. When this boon is used, cross it off your Chronicle sheet.
*''~Strix-Slayer''
**Through fighting the strix, you have learned a few tricks for dealing with aerial foes. As a free action, you gain a +2 circumstance bonus to hit on a single melee or ranged attack against a flying creature. If the attack hits, it deals an additional 1d6 points of damage and increases the Fly check DC needed for the creature to avoid losing altitude by +10. Creatures immune to critical hits are immune to this extra damage. This damage is not multiplied on a critical hit. When this boon is used, cross it off this Chronicle sheet.
*''Temple Trained''
**Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
*''Urban Tenacity''
**Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.
!Actions in Combat
*''Standard Action''
**''Attack'' - Attack w/ whip or sling, or use combat maneuver
**''Cast a Spell'' - Cast any of her spells
**''Heal w/ Loci Spirit'' - Heal 1d8+3 damage on a touch
**''Replace Teamwork Feat'' - Replace Coordinated Maneuvers with another teamwork feat
**''Treacherous Earth'' - 10ft radius from her becomes difficult terrain
*''Move Action''
**''Move 20 feet'' (see Agile Feet)
*''Swift Action''
**''Judgment'' - Choose one from a list of bonuses for this combat.
**''Bane'' - Add //bane// to her weapon for 1-5 rounds
*''Free Action''
**''Agile Feet'' - move freely through difficult terrain for 1 round
**''Deflect Ray'' - deflect one ray as if you had the [[Deflect Arrows]] feat

!Weapon Buffs
|!Effect|!Attack|!Damage|!Type|
|mwk whip| +8 | 1d3 + 4 ||
|Divine Favor| +2 | +2 | luck |
|Judgment (destruction) | +0 | +2 | sacred |
|Judgment (justice) | +2 | +0 | sacred |
|Bane | +2 | +2+2d6 ||
|Coordinated Maneuvers | +2 | - | competence |

!Defenses
*''AC'' 19 / ''touch'' 11 / ''flat-footed'' 18
** +2/+2/+2 sacred //(Judgment (protection)//
** +2/+2/+2 racial vs. rays //(Crystalline Form)//
** +2/+2/+2 vs. an activated magical item //(Fugitive from Numeria, ~One-Time Use)//
** +2/+2/+2 vs. one creature //(Lifetimes of Experience, ~One-Time Use)//
*''Fort'' +7 / ''Ref'' +3 / ''Will'' +8
** +2/+2/+2 sacred //(Judgent (resiliency))//
** +4/+4/+4 vs. witch hex, curse, or pain effect //(Distrust of Witches, ~One-Time Use)//
** +2/+2/+2 vs. an activated magical item //(Fugitive from Numeria, ~One-Time Use)//
** +2/+2/+2 vs. negative energy effects that deal hit point damage //(Loci Spirit Ritual)//
** +2/+2/+2 vs. effect with the pain or shadow descriptor //(Nidalese Apostate, ~One-Time Use)//
** +2/+0/+0 alchemical vs. poison //(Antidotes and Remedies, ~One-Time Use)//
** +2/+0/+0 alchemical vs. disease //(Antidotes and Remedies, ~One-Time Use)//
** +2/+0/+0 alchemical vs. sicken/nauseate //(Antidotes and Remedies, ~One-Time Use)//
*''Bluff'' +0 //(untrained)//
**+5 circumstance vs. someone from Galt //(Revolutionary Bluster, ~One-Time Use)//
*''Diplomacy'' +8
**+2 vs. dwarves //(Five Kings Negotiator)//
**+2 vs. lycanthropes //(Prince of Wolves)//
**+5 vs. a native of Tian Xia //(Dragon Empires Expert, ~One-Time Use)//
*''Disguise'' +0 //(untrained)//
**+5 circumstance vs. someone from Galt //(Revolutionary Bluster, ~One-Time Use)//
*''Heal'' +3 //(untrained)//
**1d20+6 from Nolaria //(Friends in Saringallow, ~Three-Time Use)//
*''Intimidate'' +6
**+2 vs. lycanthropes //(Prince of Wolves)//
*''Knowledge (planes)'' +8
**+3 to identify creatures //(Monster Lore)//
**+1 vs. demons //(Demonic Scholar)//
**+2 circumstance vs. demons //(Pushing Back the Abyss)//
**+5 vs. Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (religion)'' +8
**+3 to identify creatures //(Monster Lore)//
**+5 vs. Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (other)'' +0 //(untrained)//
**+3 to identify creatures //(Monster Lore)//
**+5 vs. Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
**(local) +1 in a city for one adventure //(Attuned to the Citysong, ~One-Time Use)//
**(geography, history, local, nobility) +5 vs. Tian Xia or its citizens. //(Dragon Empires Expert, ~One-Time Use)//
*''Linguistics'' +7
**+5 to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. //(Dragon Empires Expert, ~One-Time Use)//
*''Perception'' +11
**+1 in a city for one adventure //(Attuned to the Citysong, ~One-Time Use)//
*''Sense Motive'' +13
**+5 vs. a native of Tian Xia //(Dragon Empires Expert, ~One-Time Use)//
*''Stealth'' -2 //(untrained)//
**+3 if you take off your armor //(Armor Check Penalty)//
**+1 in a city for one adventure //(Attuned to the Citysong, ~One-Time Use)//
*''Survival'' +8
**+1 to follow tracks //(Track)//
**+1 in a city for one adventure //(Attuned to the Citysong, ~One-Time Use)//
|!Skill              |!Ability|!Ranks|!CS?|!Other                  |!Total|
|Diplomacy           | 0      | 5    | 3  |                        | +8   |
|Intimidate          | 0      | 1    | 3  | +2 morale (stern gaze) | +6   |
|Knowledge (planes)  | 0      | 5    | 3  |                        | +8   |
|Knowledge (religion)| 0      | 5    | 3  |                        | +8   |
|Linguistics         | 0      | 3    | 3  | +1 trait               | +7   |
|Perception          | 3      | 5    | 3  |                        | +11  |
|Sense Motive        | 3      | 5    | 3  | +2 morale (stern gaze) | +13  |
|Survival            | 3      | 1    | 3  | +1 trait               | +8   |
''Advanced Player's Guide:'' coordinated maneuvers, ghostbane dirge, inquisitor, weapon of awe
''Dirty Tactics Toolbox:'' dirty fighting
''PAP #27:'' dream journal of the pallid seer
''PFS #8-25:'' Ranginori
''Pathfinder Society Field Guide:'' pathfinder's kit
''Ultimate Campaign:'' weathered emissary
''Ultimate Combat:'' compel hostility, whip mastery
!Irice Stonethrow
Female oread inquisitor of Ranginori 5
NG Medium outsider (native)
''Init'' +5; ''Senses'' darkvision 60 ft., Perception +11

!Defenses
''AC'' 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 natural); +2 racial vs. rays
''hp'' 43 (5d8+15)
''Fort'' +7, ''Ref'' +3, ''Will'' +8; +2 sacred vs. negative energy effects that deal hit point damage

!Offense
''Speed'' 30 ft. (20 ft. in armor)
''Melee'' //+1 whip// +8 (1d3+4)
''Ranged'' sling +4 (1d4+3)
''Special Attacks'' bane 5 rounds/day, judgment 2/day, treacherous earth 1/day
''Spells'' (CL 5th, concentration +8):
*2nd level (3/day) - [[Ghostbane Dirge]], [[Tongues]], [[Weapon of Awe]]
*1st level (5/day) - [[Compel Hostility]], [[Divine Favor]], [[Expeditious Retreat]], [[Shield of Faith]]
*0th level (at-will) - [[Create Water]], [[Detect Magic]], [[Detect Poison]], [[Guidance]], [[Light]], [[Stabilize]]
!Statistics
''Str'' 17, ''Dex'' 12, ''Con'' 14, ''Int'' 11, ''Wis'' 16, ''Cha'' 10
''Base Atk'' +3; ''CMB'' +6; ''CMD'' 17
''Feats'' [[Coordinated Maneuvers]]^^T^^, [[Dirty Fighting]], [[Weapon Focus (whip)|Weapon Focus]], [[Whip Mastery]]
''Traits'' [[Fate's Favored]], [[Weathered Emmisary]]
[[Skills|Irice's Skills]] Diplomacy +8, Intimidate +6, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +7, Perception +11, Sense Motive +13, Survival +8; ''ACP'' -3, ''Monster Lore'' +3
''Languages'' Auran, Aquan, Common, Ignan, Terran
''SQ'' agile feet (6/day), crystalline form, domain (travel), granite skin, monster lore, stern gaze
''Combat Gear'' 2 acid flasks, 2 //scrolls of cure light wounds//, //scroll of magic weapon//
''Other Gear'' //[[amulet of natural armor +1|amulet of natural armor]]//, mwk breastplate, //[[cloak of resistance +1|cloak of resistance]]//, cold iron dagger, mwk cold iron morningstar, //[[cracked dusty rose prism ioun stone|ioun stone]]//, //[[dream journal of the pallid seer]]//, alchemical silver morningstar, morningstar, pathfinder's kit, 50 ft. of rope, //+1 whip//

!Special Abilities
*''Bane (Su)''
**At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive. 
*''Crystalline Form''
**Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces earth affinity.
*''Cunning Initiative (Ex)''
**At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. 
*''Detect Alignment (Sp)''
**At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. 
*''Discern Lies (Sp)''
**At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action. 
*''Domain''
**Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.
**Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells. 
**''Travel Domain''
***//Granted Powers:// You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
***//Agile Feet (Su):// As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
*''Granite Skin''
**Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces energy resistance. 
*''Judgment (Su)''
**Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
**At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
**When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
***//Destruction// The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
***//Healing// The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
***//Justice// This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
***//Piercing// This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
***//Protection// The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
***//Purity// The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
***//Resiliency// This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
***//Resistance// The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
***//Smiting// This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness). 
*''Monster Lore (Ex)''
**The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
*''Solo Tactics (Ex)''
**At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. 
*''Stern Gaze (Ex)''
**Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
*''Teamwork Feat''
**At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. 
**As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.  
*''Track (Ex)''
**At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. 
*''Treacherous Earth''
**Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread’s level, after which the ground returns to normal. This racial trait replaces the spell-like ability racial trait.

!Boons
*''Antidotes and Remedies'' - Use each of the effects below once.
**Heal 1d4+1 points of damage.
**Gain a +2 alchemical bonus on Fortitude saves against disease for 1 hour.
**Gain a +2 alchemical bonus on Fortitude saves against poison for 1 hour.
**Gain a +2 alchemical bonus on Fortitude saves against effects that would nauseate or sicken you for 1 hour.
*''Apprentices Returned''
**//Dependable Drummady’s (Rescued Pavolus Laterna)// - Nice shoes, count as jewelry, discount feet slot magic items
**//Gunty’s Hearty Breads (Rescued Noemi Tauralio)// - 4 trail rations every adventure
**//Petrello’s Haberdashery (rescued Betrona Pindlion)// - Free courtier's/noble's outfit
**//Pricknettle’s Potions and Poultices (rescued Gellion Vazarro) (0/1 boxes checked)// - Discount on one potion
**//Temple of Erastil (rescued Nolaria Wintren)// - Free CLW wand, knowledge in Gallows of Madness
**//Witch’s End Tavern (Rescued Morvinarr Albusin)// - Reduce lodging costs
*''Attuned to the Citysong'' - +1 init, Know(local), Perception, Stealth, Survival in one city for one adventure (+2 if Magnimar)
*''Bringing the Truth to Light'' //(0/2 boxes checked)// - Treat devil's DR as 5 lower and SR as 2 lower for 1 round. 
*''Courageous Recruit'' - +2 to search/perform research in libraries in "The Festering Blot"
*''Demonic Scholar'' - +1 Know(planes) vs. demons
*''Desperate Bargain'' - When you go below 0, 2d10+lvl temps, confused for 3 rounds
*''Distrust of Witches'' - +4 to save vs. witch hex, curse, pain spell/effect. One-time use.
*''Dragon Empires Expert'' +5 to Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. One-time use.
*''Five Kings Negotiatior'' - +2 Diplomacy vs. dwarves
*''Friends in Saringallow'' //(0/3 boxes checked)// - Use the following abilities three times in some combination.
**Ask Nixa to share her expertise (Knowledge [planes] +5)
**Ask Nolaria to share her wisdom (Heal +6 or Survival +6)
**Ask Nolaria to cast //bless// (CL 3rd, concentration +5)
**Ask Nolaria to cast //cure light wounds// (CL 3rd, concentration +5)
**Ask Nixa to make a full attack against one of your foes. Melee mwk longsword +4 (1d8+3/19–20), light shield +3 (1d3+3)
*''Fugitive from Numeria'' - +2 to AC and saves vs. activated magical item for 1d4 rounds. One-time use.
*''Goblin Slayer'' //(0/1 boxes checked)// - +1 to Bluff, Knowlesge, Sense Motive, Survival, attack, damage vs. goblinoids for 1 minute. If you have favored enemy, increase that by +2 vs. goblinoids. One-time use.
*''Kalistrade Appraisal'' - Sell one item at 75% instead of 25%.
*''Lifetimes of Experience'' - Immediate action to gain +2 insight to AC vs. one creature. One-time use.
*''Loci Spirit Ritual'' //(0/3 boxes checked)// - +2 sacred to saves vs. negative energy effects that deal hp damage. 1/adventure heal 1d8+lvl. Check boxes if you do evil things.
*''Magical Scrivener'' - Increase one scroll's caster level by 2. One-time use.
*''Master of Shadows'' - +5 circumstance on Knowledge vs. Shadow Plane and shadow magic. One-time use.
*''Nidalese Apostate'' - +2 vs. magic effect w/ pain or shadow descriptor. One-time use.
*''Prince of Wolves'' - +2 Diplomacy, Intimidate vs. lycanthropes. Intimidate DC +2 vs. lycanthropes.
*''Pushing Back the Abyss'' - +2 Knowledge (planes) vs. demons
*''Repurposed Trap'' //(1/2 boxes checked)// - Endure elements in hot weather, -2 vs. environmental cold. Can throw jar of brown mold as a splash weapon.
*''Revolutionary Bluster'' - +5 circumstance on Disguise, Bluff vs. someone from Galt. One-time use.
*''Shameless Opportunist'' - +4 to damage vs. a flat-footed target. One-time use.
*''~Strix-Slayer'' - +2 circumstance bonus to attack a flying creature, +1d6 damage, Fly DC +10. One-time use.
*''Temple Trained'' - Immediate action +4 competence bonus to CMD. One-time use
*''Urban Tenacity'' - Immediate action to stabilize. Bonuses if you use this in the community for Attuned to the Citysong. One-time use.
[[Full Text of Boons|Irice's Boons]]

[[Irice's Combat Cheat Sheet]]
[[Irice's Skill Cheat Sheet]]
[[Irice's Sources]]
''Benefit:'' You get a +2 bonus on all Will saving throws.
|>|>|!0th level spells|
|!Name|!Source|!Description|
|[[Acid Splash]]|CR|Orb deals 1d3 acid damage.|
|[[Arcane Mark]]|CR|Inscribes a personal rune on an object or creature (visible or invisible).|
|[[Bleed]]|CR|Cause a stabilized creature to resume dying.|
|[[Dancing Lights]]|CR|Creates torches or other lights.|
|[[Daze]]|CR|A single humanoid creature with 4 HD or less loses its next action.|
|[[Detect Magic]]|CR|Detects all spells and magic items within 60 ft.|
|[[Detect Poison]]|CR|Detects poison in one creature or small object.|
|[[Disrupt Undead]]|CR|Deals 1d6 damage to one undead.|
|[[Flare]]|CR|Dazzles one creature (–1 on attack rolls).|
|[[Ghost Sound]]|CR|Figment sounds.|
|[[Haunted Fey Aspect]]|UC|You surround yourself with disturbing illusions.|
|[[Light]]|CR|Object shines like a torch.|
|[[Mage Hand]]|CR|5-pound telekinesis.|
|[[Mending]]|CR|Makes minor repairs on an object.|
|[[Message]]|CR|Whisper conversation at distance.|
|[[Open/Close]]|CR|Opens or closes small or light things.|
|[[Prestidigitation]]|CR|Performs minor tricks.|
|[[Ray of Frost]]|CR|Ray deals 1d3 cold damage.|
|[[Read Magic]]|CR|Read scrolls and spellbooks.|
|[[Resistance]]|CR|Subject gains +1 on saving throws.|
|[[Spark]]|APG|Ignites flammable objects.|
|[[Touch of Fatigue]]|CR|Touch attack fatigues target.|
|>|>|!1st level spells|
|!Name|!Source|!Description|
|bgcolor(#f9b6b6):[[Alarm]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Wards an area for 2 hours/level.|
|bgcolor(#f9b6b6):[[Burning Hands]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):1d4/level fire damage (max 5d4).|
|[[Blood Money]]|~RotRAE|Use your blood to create material components for spells.|
|bgcolor(#f9b6b6):[[Charm Person]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Makes one person your friend.|
|[[Comprehend Languages]]|CR|You understand all spoken and written languages.|
|[[Crafter's Fortune]]|APG|Subject gains +5 on next Craft check.|
|bgcolor(#f9b6b6):[[Disguise Self]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Changes your appearance.|
|[[Enlarge Person]]|CR|Humanoid creature doubles in size.|
|[[Grease]]|CR|Makes 10-ft. square or one object slippery.|
|[[Heightened Awareness]]|ACG|+2 to Perception and Knowledges for 10min/lvl.|
|[[Identify]]|CR|Gives +10 bonus to identify magic items.|
|[[Infernal Healing]]|ISWG|Fast healing 1 for 1 minute.|
|[[Mage Armor]]|CR|+4 force armor bonus.|
|[[Magic Missile]]|CR|1d4+1 force damage.|
|[[Mount]]|CR|Summons horse for 2 hours/level.|
|bgcolor(#f9b6b6):[[Obscuring Mist]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Fog surrounds you.|
|bgcolor(#f9b6b6):[[Ray of Enfeeblement]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Ray causes 1d6 Str penalty + 1 per 2 levels.|
|[[Shield]]|CR|+4 force shield bonus, blocks magic missiles.|
|[[Silent Image]]|CR|Creates minor illusion of your design.|
|bgcolor(#f9b6b6):[[Summon Monster I|Summon Monster]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Summons extraplanar creature to fight for you.|
|bgcolor(#f9b6b6):[[True Strike]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):+20 on your next attack roll.|
|[[Unseen Servant]]|CR|Mindless, shapeless force does things for you.|
|>|>|!2nd level spells|
|!Name|!Source|!Description|
|bgcolor(#f9b6b6):[[Acid Arrow]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.|
|[[Blood Transcription]]|UM|Learn a spell from the target's blood.|
|bgcolor(#f9b6b6):[[Create Pit]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Creates an extradimensional pit.|
|bgcolor(#f9b6b6):[[Darkness]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):20-ft. radius of supernatural shadow.|
|bgcolor(#f9b6b6):[[Darkvision]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):See 60 ft. in total darkness.|
|[[False Life]]|CR|1d10+lvl temporary hit points.|
|[[Glitterdust]]|CR|Blinds creatures, outlines invisible creatures.|
|bgcolor(#f9b6b6):[[Invisibility]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Subject is invisible for 1 min./level or until it attacks.|
|[[Life Pact]]|ACG|Affected creatures automatically donate hp to stabilize fallen ally.|
|[[Mirror Image]]|CR|Creates decoy duplicates of you.|
|bgcolor(#f9b6b6):[[Protection from Arrows]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Subject gains DR 10/magic against ranged attacks.|
|[[Rope Trick]]|CR|As many as eight creatures hide in extradimensional space.|
|bgcolor(#f9b6b6):[[See Invisibility]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Reveals invisible creatures or objects.|
|[[Spider Climb]]|CR|Grants ability to walk on walls and ceilings.|
|[[Summon Swarm]]|CR|Summon swarm of bats, rats or spiders|
|>|>|!3rd level spells|
|!Name|!Source|!Description|
|[[Dispel Magic]]|CR|Cancels one magical spell or effect.|
|bgcolor(#f9b6b6):[[Displacement]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Attacks miss subject 50% of the time.|
|[[Gentle Repose]]|CR|Preserves one corpse.|
|[[Haste]]|CR|One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.|
|bgcolor(#f9b6b6):[[Heroism]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Gives +2 bonus on attack rolls, saves, skill checks.|
|bgcolor(#f9b6b6):[[Lightning Bolt]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Electricity deals 1d6/level damage.|
|[[Protection from Energy]]|CR|Absorbs 12 points/level of damage from one kind of energy.|
|[[Resist Energy, Communal|Communal Resist Energy]]|UC|As resist energy, but you may divide the duration among creatures touched.|
|bgcolor(#f9b6b6):[[Slow]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.|
|bgcolor(#f9b6b6):[[Stinking Cloud]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Nauseating vapors, 1 round/level|
|[[Summon Monster III|Summon Monster]]|CR|Summon an extraplanar creature to fight for you.|
|[[Tiny Hut]]|CR|Creates shelter for 10 creatures.|
|[[Tongues]]|CR|Speak and understand any language.|
|>|>|!4th level spells|
|!Name|!Source|!Description|
|[[Black Tentacles]]|CR|Tentacles grapple all creatures within a 20-ft. spread.|
|bgcolor(#f9b6b6):[[Confusion]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Subjects behave oddly for 1 round/level.|
|[[Contagion]]|CR|Infects subject with chosen disease.|
|[[Control Summoned Monster]]|UM|Direct a summoned monster as if you had summoned it.|
|[[Dimension Door]]|CR|Teleports you a short distance.|
|bgcolor(#f9b6b6):[[Greater Invisibility]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):As invisibility, but subject can attack and stay invisible.|
|[[Solid Fog]]|CR|Blocks vision and slows movement.|
|bgcolor(#f9b6b6):[[Stoneskin]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Grants DR 10/adamantine.|
|>|>|!5th level spells|
|!Name|!Source|!Description|
|bgcolor(#f9b6b6):[[Dominate Person]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Controls humanoid telepathically.|
|bgcolor(#f9b6b6):[[Feeblemind]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Subject's Int and Cha drop to 1.|
|[[Life Bubble]]|APG|Protects creature from sustained environmental effects.|
|[[Permanency]]|CR|Makes certain spells permanent.|
|bgcolor(#f9b6b6):[[Teleport]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Instantly transports you as far as 100 miles per level.|
|bgcolor(#f9b6b6):[[Wall of Force]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Wall is immune to damage.|
|>|>|!6th level spells|
|!Name|!Source|!Description|
|bgcolor(#f9b6b6):[[Circle of Death]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Kills 1d4/level HD of creatures.|
|bgcolor(#f9b6b6):[[Mass Suggestion]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):As suggestion, affects 1 subject/level.|
|>|>|!7th level spells|
|!Name|!Source|!Description|
|bgcolor(#f9b6b6):[[Finger of Death]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Deals 10 damage/level to one subject.|
|bgcolor(#f9b6b6):[[Forcecage]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Cube or cage of force imprisons all inside.|
|[[Greater Teleport]]|CR|As //teleport//, but no range limit and no off-target arrival.|
|>|>|!9th level spells|
|!Name|!Source|!Description|
|bgcolor(#f9b6b6):[[Wish]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):As //limited wish//, but with fewer limits.|
Red = spells only in other people's spellbooks

Spells from Spider Lady's Spellbook:
*9th level - [[Wish]]
*7th level - [[Finger of Death]], [[Forcecage]], [[Greater Teleport]]
*6th level - [[Circle of Death]], [[Mass Suggestion]]
*5th level - [[Dominate Person]], [[Feeblemind]], [[Teleport]], [[Wall of Force]]
*4th level - [[Confusion]], [[Greater Invisibility]], [[Stoneskin]]
*3rd level - [[Displacement]], [[Haste]], [[Slow]], [[Stinking Cloud]]
*2nd level - [[Darkness]], [[Invisibility]], [[Protection from Arrows]], [[See Invisibility]]
*1st level - [[Charm Person]], [[Disguise Self]], [[Obscuring Mist]], [[Ray of Enfeeblement]], [[Shield]]

Spells from Stoned Elf's Spellbook:
*3rd level - [[Heroism]], [[Lightning Bolt]]
*2nd level - [[Acid Arrow]], [[Create Pit]], [[Darkvision]], [[False Life]], [[Invisibility]]
*1st level - [[Alarm]], [[Burning Hands]], [[Crafter's Fortune]], [[Grease]], [[Mage Armor]], [[Magic Missile]], [[Summon Monster I|Summon Monster]], [[True Strike]]
|>|>|!0th level spells|
|!Name|!Source|!Description|
|[[Bleed]]|CR|Cause a stabilized creature to resume dying.|
|[[Create Water]]|CR|Creates 2 gallons/level of pure water.|
|[[Detect Magic]]|CR|Detects spells and magic items within 60 ft.|
|[[Detect Poison]]|CR|Detects poison in one creature or object.|
|[[Enhanced Diplomacy]]|Taldor|+2 on one Diplomacy or Intimidate check.|
|[[Guidance]]|CR|+1 on one attack roll, saving throw, or skill check.|
|[[Light]]|CR|Object shines like a torch.|
|[[Mending]]|CR|Makes minor repairs on an object.|
|[[Purify Food and Drink]]|CR|Purifies 1 cu. ft./level of food or water.|
|[[Read Magic]]|CR|Read scrolls and spellbooks.|
|[[Resistance]]|CR|Subject gains +1 on saving throws.|
|[[Spark]]|APG|Ignites flammable objects.|
|[[Stabilize]]|CR|	Cause a dying creature to stabilize.|
|[[Virtue]]|CR|Subject gains 1 temporary hp.|
|>|>|!1st level spells|
|!Name|!Source|!Description|
|[[Bless]]|CR|Allies gain +1 on attack rolls and saves against fear.|
|[[Cure Light Wounds]]|CR|Cures 1d8 damage + 1/level (max +5).|
|[[Divine Favor]]|CR|+1 to hit damage/3 levels|
|[[Endure Elements]]|CR|Exist comfortably in hot or cold regions.|
|[[Hide from Undead]]|CR|Undead can't perceive 1 subject/level.|
|[[Magic Weapon]]|CR|Weapon gains +1 bonus.|
|[[Protection from Evil]]|CR|+2 to AC and saves, plus additional protection against selected alignment.|
|[[Remove Fear]]|CR|Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.|
|[[Unbreakable Heart]]|ISWG|Target gains a +4 bonus on saves against mind-affecting effects that rely on negative emotions.|
|[[Weapons Against Evil]]|ISG|Enchant one weapon per level to bypass the DR of evil creatures, as long as it is 5 or less and not epic DR.|
|>|>|!2nd level spells|
|!Name|!Source|!Description|
|[[Cure Moderate Wounds]]|CR|Cures 2d8 damage + 1/level (max +10).|
|[[Defending Bone]]|ISG|You animate a bone which gives you damage reduction 5/bludgeoning.|
|[[Gentle Repose]]|CR|Preserves one corpse.|
|[[Lesser Restoration]]|CR|Dispels magical ability penalty or repairs 1d4 ability damage.|
|[[Life Pact]]|ACG|Affected creatures automatically donate hp to stabilize ally.|
|[[Make Whole]]|CR|Repairs an object.|
|[[Path of Glory]]|ACG|Create an expanding glow that heals allies within it 1 hp of damage.|
|>|>|!3rd level spells|
|!Name|!Source|!Description|
|[[Contagion]]|CR|Infects subject with chosen disease.|
|[[Create Food & Water]]|CR|Feeds three humans (or one horse)/level.|
|[[Daylight]]|CR|60-ft. radius of bright light.|
|[[Dispel Magic]]|CR|Cancels one magical spell or effect.|
|[[Invisibility Purge]]|CR|Dispels invisibility within 5 ft./level.|
|[[Prayer]]|CR|Allies get +1 bonus on most rolls, enemies –1 penalty.|
|[[Protection from Energy]]|CR|Absorb 12 points/level of damage from one kind of energy.|
|[[Remove Blindness/Deafness]]|CR|Cures normal or magical blindness or deafness.|
|[[Remove Curse]]|CR|Frees object or person from curse.|
|[[Remove Disease]]|CR|Cures all diseases affecting subject.|
|[[Resist Energy, Communal|Communal Resist Energy]]|UC|As resist energy, but you may divide the duration among creatures touched.|
|[[Summon Monster III|Summon Monster]]|CR|Summon an extraplanar creature.|
|[[Water Breathing]]|CR|Subjects can breathe underwater.|
|>|>|!4th level spells|
|!Name|!Source|!Description|
|[[Aura of Doom]]|UM|Creatures in your aura become shaken.|
|[[Blessing of Fervor]]|APG|Gives allies a choice of benefits.|
|[[Death Ward]]|CR|Grants bonuses against death spells and negative energy.|
|[[Freedom of Movement]]|CR|Subject moves normally despite impediments to movement.|
|[[Restoration]]|CR|Restores level and ability score drains.|
|>|>|!5th level spells|
|!Name|!Source|!Description|
|[[Breath of Life]]|CR|Cures 5d8 damage + 1/level and restores life to recently slain creatures.|
|[[Raise Dead]]|CR|Restores life to subject who died as long as one day/level ago.|
!Lepus
Rabbit familiar
N Tiny animal
''Init'' +3; ''Senses'' low-light vision; Perception +1
!!DEFENSE
''AC'' 19, touch 15, flat-footed 16 (+3 Dex, +4 natural armor, +2 size)
''hp'' 32 (1d8–1 [9HD])
''Fort'' +2, ''Ref'' +6, ''Will'' +7
!!OFFENSE
''Speed'' 50 ft.
''Melee'' bite +2 (1d3–4)
''Space'' 2-1/2 ft.; Reach 0 ft.
!!STATISTICS
''Str'' 3, ''Dex'' 16, ''Con'' 9, ''Int'' 9, ''Wis'' 12, ''Cha'' 5
''Base Atk'' +4; ''CMB'' +5; ''CMD'' 11 (15 vs. trip)
''Feats'' [[Spell Sponge]]
''Skills'' Appraise +7, Craft (sculpture) +10, Knowledge (arcana) +7, Knowledge (planes) -1, Knowledge (religion) +7, Linguistics +6, Perception +13, Profession (sailor) +13, Stealth +15, Spellcraft +7; Racial Modifiers +8 Acrobatics when jumping
!!SPECIAL ABILITIES
*''Able Assistant (Ex)''
**A valet's master treats the valet as if it possessed the [[Cooperative Crafting]] feat and shared all Craft skills and item creation feats he possesses.
*''Deliver Aid (Ex)''
**At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed.
*''Deliver Touch Spells (Su)''
**At 3rd level, when delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed.
*''Empathic Link (Su)''
**The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
*''Improved Evasion (Ex)''
**When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
*''Prestidigitation (Sp)''
**A valet can use [[Prestidigitation]] once per hour.
*''Share Spells''
**The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
*''Speak with Animals of Its Kind (Ex)''
**If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
*''Speak with Master (Ex)''
**If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
*''Teammate (Ex)''
**A valet is considered to have all the teamwork feats its master has.
*Weapons
**//+2 light-generating longsword//
**//+2 dagger//
*Armor
**//+1 arrow-deflecting light wooden shield//
**//+2 light steel shield//
**//ring of protection +2// -> Tom
*Save Bonus
**//+1 cloak of resistance// -> Grunyar
**//+1 cloak of resistance// -> Transmutatum
**//ring of resistance +2//
***acts like the cloak, but takes up a ring slot
*Other
**//headband of intelligence +2//
**//headband of wisdom +2// -> Transmutatum
**//belt of giant strength +2// -> Grunyar
**//necklace of fireballs, type IV// (4d6 and 2d6 spheres missing) -> Marquis
|>|>|>|>|!Scrolls|
|!Qt.|!Spell                  |!A/D    |!CL |!Cost   |
|   1|[[Antimagic Field]]<br>[[Rage]]<br>--[[Rope Trick]]--<br>[[Shocking Grasp]]<br>--[[Wall of Stone]]--| arcane | 13 |  5525gp|
|   1|--[[Blade Barrier]]--<br>[[Dispel Magic]]| arcane | 11 |  2475gp|
|   1|[[Break Enchantment]]   | arcane | 9  |  1125gp|
|   1|[[Comprehend Languages]]| arcane | 1  |    25gp|
|   1|--[[Cone of Cold]]--<br>--[[Fireball]]--<br>[[Read Magic]]| arcane | 11 |2337.5gp|
|   1|[[Control Weather]]<br>--[[Ethereal Jaunt]]--<br>[[Prismatic Wall]]| arcane | 15 |  8250gp|
|   2|[[Cure Light Wounds]]   | divine | 1  |    25gp|
|   2|[[Dimension Door]]      | arcane | 7  |   700gp|
|   1|[[Fickle Winds]]        | arcane | 9  |  1125gp|
|   1|[[Glitterdust]]         | arcane | 3  |   150gp|
|   1|[[Heal Mount]]<br>[[Greater Magic Weapon]]<br>--[[Prayer]]--| divine | 12 |  2700gp|
|   2|[[Magic Weapon]]        | divine | 1  |    25gp|
|   1|[[Plane Shift]]         | divine | 9  |  1125gp|
|   2|[[Protection from Evil]]| divine | 1  |    25gp|
|   7|[[Remove Disease]]      | divine | 16 |  1200gp|
|   1|[[Restoration]]         | divine | 7  |   800gp|
|   2|[[Silent Image]]        | arcane | 1  |    25gp|
|   1|[[Wall of Stone]]       | arcane | 9  |  1125gp|
|   2|[[Weapons Against Evil]]| divine | 2  |    50gp|
|>|>|>|>|!Potions/Oils|
|!Qt.|!Spell                          |!A/D    |!CL |!Cost   |
|   1|[[Blur]]                        | -      | 3  |   150gp|
|   1|[[Cat's Grace]]                 | -      | 3  |   150gp|
|   1|[[Darkvision]]                  | -      | 3  |   150gp|
|   1|[[Etherealness|Ethereal Jaunt]] | -      | 13 |  4550gp|
|   1|[[Gaseous Form]]                | -      | 5  |   750gp|
|   1|[[Ghoul Touch]]                 | -      | 3  |   150gp|
|   1|[[Haste]]                       | -      | 5  |   750gp|
|   1|[[Levitate]]                    | -      | 3  |   150gp|
|   1|[[Lesser Restoration]]          | -      | 3  |   150gp|
|   1|[[Remove Disease]]              | -      | 5  |   750gp|
|   1|[[Remove Paralysis]]            | -      | 3  |   150gp|
|   5|[[Restoration]] (for neg levels)| -      | 7  |  -     |
|   1|[[Shield of Faith]]             | -      | 18 |   900gp|
|   1|[[Touch of the Sea]]            | -      | 1  |    50gp|
|   1|[[Water Breathing]]             | -      | 5  |   750gp|
!Jerupe Nethys
Male human theurge 9
N Medium humanoid (human)
''Init:'' +11; ''Senses:'' Perception: +16

!Defenses
''AC:'' 18, touch 13, flat-footed 17 (+5 armor, +1 Dex, +2 luck)
''hp:'' 65 (9d6+27)
''Fort'' +11, ''Ref'' +10, ''Will'' +16
''SR'' 18
''Immune'' webs

!Offense
''Speed'' 30 ft., //spider climb// 20ft.
''Melee:'' //+2 quarterstaff// +7 (1d6+3)
''Ranged:'' touch +5
''Special Attacks'' spell synthesis (1/day)
''~Spell-Like Abilities'' (CL 9th, concentration +14 arcane, +13 divine):
*1/day - [[Identify]], [[Make Whole]]
''Spells'' (CL 9th, concentration +14 arcane, +13 divine):
*5th level - @@color(red):(Arcane)@@, @@color(purple):(Arcane/Divine)@@
*4th level - @@color(red):(Arcane)@@, @@color(red):(Arcane)@@, @@color(blue):(Divine)@@ @@color(blue):(Divine)@@
*3rd level - @@color(red):(Arcane)@@, @@color(red):(Arcane)@@, @@color(purple):(Arcane/Divine)@@, @@color(blue):(Divine)@@, @@color(blue):(Divine)@@
*2nd level - @@color(red):(Arcane)@@, @@color(red):(Arcane)@@, @@color(red):(Arcane)@@, @@color(blue):(Divine)@@, @@color(blue):(Divine)@@, @@color(blue):(Divine)@@
*1st level - @@color(red):(Arcane)@@, @@color(red):(Arcane)@@, @@color(red):(Arcane)@@, @@color(red):(Arcane)@@, @@color(blue):(Divine)@@, @@color(blue):(Divine)@@, @@color(blue):(Divine)@@
*0 level - @@color(red):(Arcane)@@, @@color(red):(Arcane)@@, @@color(blue):(Divine)@@. @@color(blue):(Divine)@@
[[Arcane Spellbook|Jerupe's Arcane Spellbook]] & [[Divine Prayerbook|Jerupe's Divine Prayerbook]]

!Statistics
''Str:'' 13, ''Dex:'' 12, ''Con:'' 14, ''Int:'' 20, ''Wis:'' 18, ''Cha:'' 10
''Base Atk:'' +4; ''CMB:'' +5; ''CMD:'' 16
''Feats:'' [[Craft Construct]], [[Craft Magic Arms & Armor]], [[Craft Wondrous Item]], [[Craft Wand]], [[Eldritch Heritage (arcane)|Eldritch Heritage]], [[Improved Initiative]], [[Scribe Scroll]]^^B^^, [[Skill Focus (Knowledge (arcana), Spellcraft)|Skill Focus]]
''Traits:'' [[Reactionary]], [[Seeker]]
''Skills:'' Appraise +17, Craft (sculpture) +17, Knowledge (arcana) +20, Knowledge (planes) +9, Knowledge (religion) +17, Linguistics +16, Perception +17, Profession (sailor) +16, Spellcraft +20 (+22 w/ sheath)
''Languages:'' Abyssal, Aklo, Auran, Aquan, Celestial, Common, Draconic, Giant, Ignan, Infernal, Terran, Undercommon
''SQ:'' focused caster, combined spells (2nd-level)
''Combat Gear:'' acid flask, 3 alchemist fires, //[[golden lion figurines of wondrous power|figurines of wondrous power]]//, oil of //[[daylight|Daylight]]// x2, [[scroll library|Jerupe's Scroll Library]], //[[staff of power]]// (0 charges)
''Other Gear:'' [[cheat sheath]], //[[cloak of arachnida]]//, longspear, haramaki, //[[gem of brightness]] (40 charges)//, //[[headband of mental prowess (Int/Wis, Craft(sculpture)) +2|headband of mental prowess]]//, pathfinder's kit, //[[pearl of power I|pearl of power]] x6//, //[[pearl of power II|pearl of power]]//, //[[pearl of power III|pearl of power]]//, //[[pearl of power IV|pearl of power]]//, //reed whistle (consumable //confusion//, CL 7 DC 16)//, //[[ring of counterspells]] (empty)//, //[[robe of the archmagi (gray)|robe of the archmagi]]//, //[[lesser extend metamagic rod|extend metamagic rod]]//, //wand of cure light wounds (23 charges)//, 50ft. silk rope, 3 spell component pouches

[[Unclaimed Gear|Jerupe's Party Unclaimed Gear]]
[[Transmutatum|Jerupe's Transmutatum]]
[[Willow|Jerupe's friend Willow]]
[[Lepus|Jerupe's Lepus]]

!Special Abilities
*''Combined Spells (Su)''
**Starting at 4th level, the theurge can prepare and cast arcane spells using available divine spell slots and vice versa. Spells prepared and cast in this way take up a slot one level higher than they otherwise would have occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists.
**At 4th level, a theurge can prepare 1st-level arcane spells using available 2nd-level divine spell slots or 1st-level divine spells using available 2nd-level arcane spell slots. Every three levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 6th-level spells at 19th level (such spells would take up 7th-level spell slots). Despite being prepared and cast using a higher spell slot, a combined spell is still treated in all ways like a spell of its actual level.
**For example, a 7th level theurge who has already prepared all his allotted third-level arcane spells for the day could still prepare a fireball spell by preparing it using an available fourth-level divine spell slot. The fireball would still be considered in all ways a third level arcane spell, the theurge simply used the higher divine spell slot to prepare and cast it.
*''Focused Caster (Ex)''
**Beginning at 3rd level, a theurge may roll twice on any concentration check and take the higher result.
*''Focused Study''
**All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
*''Innate Spells (Sp)''
**As the theurge’s mastery of magic grows deeper, he learns to cast a small number of spells spontaneously. Beginning at 6th level, a theurge may select one 1st-level arcane or divine spell he knows and is able to cast. He may now cast this spell once per day as a spell-like ability without needing to prepare it ahead of time. A spell cast in this way is in addition to the theurge’s normal allotment of spells and does not count against his standard spells per day. The caster level for this spell is equal to the theurge’s caster level.
*''Spell Synthesis (Su)''
**At 5th level, a theurge can cast two spells he has prepared, one arcane and one divine, using one action. Both of the spells must have the same casting time. The theurge can make any decisions concerning the spells independently of each other. Any target affected by both of the spells takes a –4 penalty on saves made against each spell. A theurge receives a +4 bonus on caster level checks made to overcome spell resistance with these two spells. The theurge may use this ability once per day at 5th level and one additional time per day at 11th and 17th level.
!Transmutatum
Graven guardian of Nethys //(Pathfinder Bestiary 3 pg 140)//
N Medium construct
''Init'' +2; ''Senses'' darkvision 60 ft., low-light vision; Perception +1
!!DEFENSE
''AC'' 28, touch 12, flat-footed 26 (+6 armor, +2 Dex, +10 natural)
''hp'' 58 (7d10+20); fast healing 2
''Fort'' +5, ''Ref'' +7, ''Will'' +7
''DR'' 5/adamantine; ''Immune'' construct traits; ''Special Defenses'' rune of shielding; ''SR'' 21
''Weaknesses'' faith bound
!!OFFENSE
''Speed'' 40 ft.
''Melee'' //+1 keen quarterstaff// +11/+6 (1d6+5/19–20) or
slam +10 (1d6+4)
''Special Attacks'' magic weapon
''~Spell-Like Abilities'' (CL 6th; concentration +1)
*1/day—[[Haste]] (self only)
!!STATISTICS
''Str'' 16, ''Dex'' 15, ''Con'' —, ''Int'' —, ''Wis'' 14, ''Cha'' 1
''Base Atk'' +7; ''CMB'' +10; ''CMD'' 22
''SQ'' guardian domains (Magic, Protection)
''Gear'' //[[+1 cloak of resistance|cloak of resistance]]//, //headband of wisdom +2//, //+2 mithral chain shirt//, mwk quarterstaff
!!SPECIAL ABILITIES
*''Construct Traits''
**No Constitution score. Any ~DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
**Low-light vision.
**Darkvision 60 feet.
**Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
**Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
**Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
**Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
**Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
**Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
**A construct cannot be raised or resurrected.
**A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
**Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
**Proficient with no armor.
**Constructs do not breathe, eat, or sleep.
*''Faith Bound (Su)''
**A graven guardian cannot attack any creature that openly wears or displays the holy or unholy symbol of the deity to which the graven guardian is dedicated unless that creature first attacks the graven guardian.
*''Magic Weapon (Su)''
**A graven guardian that carries its deity’s favored weapon treats that weapon as a +1 weapon as long as it is wielded by the guardian. If the weapon is a melee weapon, it gains the keen weapon special ability (even if the weapon is a bludgeoning weapon). If it is a thrown weapon, it gains the returning weapon special ability. If it is a ranged weapon, it gains the seeking weapon special ability, and generates new ammunition with each attack (this ammunition is destroyed whether or not it hits).
*''Rune of Shielding''
***Aura faint abjuration; CL 3rd
**TRIGGER AND EFFECT
***This rune is triggered the first time the modified construct is attacked with a melee attack, ranged attack, or magic missile. The construct gains a +4 shield bonus to its Armor Class for 3 minutes. This is a force effect and applies against incorporeal touch attacks.
**MODIFICATION
***''Requirements'' shield; ''Cost'' 1,200 gp
*''Upgrades bought''
** +1 Hit Die
** +2 natural armor
!!Construction
''CL'' 7th; ''Price'' 18,500 gp
''Requirements'' [[Craft Construct]], //greater magic weapon//, //haste//, //imbue with spell ability//, //make whole//, //stone shape//, creator must be caster level 7th; ''Skill'' Craft (sculpture) or Craft (pottery) DC 15; ''Cost'' 9,500 gp
!Willow - CR 4
Male pixie //(Pathfinder Bestiary pg. 228)//
NG Small fey
''Init'' +5; ''Senses'' low-light vision; Perception +9
!!DEFENSE
''AC'' 18, touch 17, flatfooted 12 (+5 Dex, +1 dodge, +1 natural, +1 size)
''hp'' 18 (4d6+4)
''Fort'' +2, ''Ref'' +9, ''Will'' +6
''Defensive Abilities'' invisibility; ''DR'' 10/cold iron; ''SR'' 15
!!OFFENSE
''Speed'' 20 ft., fly 60 ft. (good)
''Melee'' mithral rapier +8 (1d4–2/19–20)
''Ranged'' longbow +8 (1d6–2/×3)
''Special Attacks'' special arrows
''~Spell-Like Abilities'' (CL 8th)
*Constant—//[[Detect Chaos]]//, //[[Detect Evil]]//, //[[Detect Good]]//, //[[Detect Law]]//
*1/day—//[[Dancing Lights]]//, //[[Detect Thoughts]]// (DC 15), //[[Dispel Magic]]//, //[[Entangle]]// (DC 14), //[[Lesser Confusion]]// (DC 14), //[[Permanent Image]]// (DC 19; visual and auditory elements only), //[[Shield]]//
!!STATISTICS
''Str'' 7, ''Dex'' 21, ''Con'' 12, ''Int'' 16, ''Wis'' 15, ''Cha'' 16
''Base Atk'' +2; ''CMB'' –1; ''CMD'' 15
''Feats'' [[Dodge]], [[Weapon Finesse]]
''Skills'' Acrobatics +12, Appraise +10, Escape Artist +12, Fly +18, Knowledge (nature) +10, Perception +9, Sense Motive +9, Stealth +16, Use Magic Device +10
''Languages'' Common, Sylvan
!!SPECIAL ABILITIES
*''Invisibility (Su)'' 
**A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
*''Special Arrows (Su)''
**When a pixie fires an arrow from any bow, it can decide to change the arrow’s properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow. A pixie can generate a number of uses of dust equal to its Charisma score each day (16 uses per day for most pixies)—the dust is useless to another creature unless the pixie gives the dust freely. In this case, the pixie chooses what effect the dust will have on an arrow when it is applied, and it takes a standard action to apply the dust to the arrow. Once pixie dust is applied to an arrow, the pixie’s chosen effect persists on the arrow for only 1 round. As long as an arrow is altered in this way, it does not inflict damage when it hits—it only causes its new effect. A pixie can choose any one of the following three effects when dusting an arrow. Save ~DCs are Charisma-based.
***//Charm:// The target must succeed on a DC 15 Will save or be affected as though by a //[[Charm Monster]]// spell for 10 minutes.
***//Memory Loss:// The target must succeed on a DC 15 Will save or be affected by a //[[Modify Memory]]// spell (this effect can only eliminate the previous 5 minutes of memory—a pixie typically uses this ability to make the target forget it encountered the pixie so it won’t chase the pixie when he flees).
***//Sleep:// The target must succeed on a DC 15 Will save or fall asleep for 5 minutes.
''School'' conjuration (teleportation); ''Level'' bard 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Targets'' one living creature
''Duration'' instantaneous
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
You teleport the target to a space you can see within 30 feet of the target. The destination must be on solid ground, and the teleportation cannot end in a space that is by nature hazardous to the creature you are teleporting.

Source: Advanced Player's Guide
''Prerequisites:'' Judgment class feature

''Benefit:'' Once per day, you can treat your class level for your judgment class feature as if it were 3 higher than normal. If you have multiple judgments active at the same time, this benefit applies to all of them.

''Source:'' UM 153
''School'' transmutation; ''Level'' alchemist 1, druid 1, magus 1, ranger 1, sorcerer/wizard 1, summoner 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a grasshopper's hind leg)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 min./level (D)
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes
!!DESCRIPTION
The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
''Prerequisites:'' Acrobatics 1 rank, creature type other than humanoid or outsider.

''Benefit:'' You always count as having a running start when making jump checks using Acrobatics. Acrobatics becomes a class skill for you.
!Psicrystal 
Diminutive construct (alignment as master)
''Init'' +2 ''Senses'' Sighted 40 ft., Perception +6
!!Defense
''AC'' 18, touch 16, flat-footed 16 (+4 size, +2 Dex*, +2 natural armor)
''HP'' 22
''Fort'' +4, ''Ref'' +2, ''Will'' +7
''Defensive abilities'' hardness 8, improved evasion
!!Offense
''Speed'' 30 ft., climb 20 ft.*
''Melee'' -
''Space'' 1 ft.; ''Reach'' 0 ft.
!!Statistics
''Str'' 1*, ''Dex'' 15*, ''Con'' -, ''Int'' 8, ''Wis'' 10, ''Cha'' 10
''BAB'' +0; ''CMB'' -9; ''CMD'' +3
''Feats'' -
''Skills'' Autohypnosis +4, Bluff +3, Craft (alchemy) +3, Climb +10*, Knowledge (arcana) +3, Knowledge (nobility) +0, Knowledge (planes) +3, Perception +6, Spellcraft +3, Stealth +14, Use Magic Device +4
 *With self-propulsion ability activated.
!!Special Abilities
*''Alertness (Ex)''
**The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.
*''Construct traits''
**A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms,  compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Psicrystals do not have the usual construct traits of darkvision and low-light vision.
*''Deliver Touch Powers (Su)''
**If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the “toucher.” The psicrystal can then deliver the touch power just as the owner could. As usual, if the owner manifests another power before the touch is delivered, the touch power dissipates.
*''Improved Evasion (Ex)''
**If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
*''Psicrystal Personality (Ex)'' 
**Each psicrystal has a distinct personality, chosen by its owner at the time of its creation from among those given on the Psicrystal Personalities table. At 1st level, its owner typically gets a feel for a psicrystal’s personality only through occasional impulses, but as the owner increases in level the psicrystal’s personality becomes more pronounced. At higher levels, it is not uncommon for a psicrystal to constantly ply its owner with observations and advice, often severely slanted toward the psicrystal’s particular worldview. The owner always sees a bit of himself in his psicrystal, even if magnified and therefore distorted.
**''Personality'' - Hero (+2 bonus on Fortitude saves)
*''~Self-Propulsion (Su)''
**As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).
*''Share Powers (Su)''
**At the owner’s option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires.
**Additionally, the owner can manifest a power with a target of “You” on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct).
*''Sighted (Ex)''
**Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.
*''Skills''
**A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.
*''Telepathic Link (Su)''
**The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a //mindlink// power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room.
**Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.
!~Kas-Bi
Male Kynean Shaper 6
NG Medium humanoid (cynean)
''Init:'' +0; ''Senses:'' Perception: +2
!Defenses
''AC:'' 23, touch 10, flat-footed 23 (+5 armor, +3 natural armor, +5 shield)
''hp:'' 44 (6d6+18)
''Fort'' +7, ''Ref'' +3, ''Will'' +8
''Weaknesses'' fail force saves, vulnerable to sonic

!Offense
''Speed'' 30 ft.
''Ranged:'' touch +3
''Powers'' (ML 6th, concentration +11, 50pp):
* 3rd level (5pp, DC 18) - [[Energy Wall]], [[Psionic Blast]], [[Time Hop]], [[Touchsight]]
* 2nd level (3pp, DC 17) - [[Defy Gravity]], [[Empathic Condition Relief]], [[Minor Metamorphosis]], [[Swarm of Crystals]]
* 1st level (1pp, DC 16) - [[Astral Construct]], [[Demoralize]], [[Ectoplasmic Sheen]], [[Entangling Ectoplasm]], [[Inertial Armor]]
* ~At-Will (w/ Psionic Focus) - [[Detect Psionics]], [[Ectoplasmic Trinket]], [[Energy Splash]], [[My Light]]


!Statistics
''Str:'' 10, ''Dex:'' 10, ''Con:'' 14, ''Int:'' 21, ''Wis:'' 14, ''Cha:'' 10
''Base Atk:'' +3; ''CMB:'' +3; ''CMD:'' 13
''Feats:'' [[Boost Construct]], [[Overchannel]], [[Persistent Power]], [[Psicrystal Affinity]], [[Psicrystal Containment]]
''Traits:'' [[Regional Affinity (Caneus Empire)|Regional Affinity]]
''Skills:'' Autohypnosis +10, Bluff +7, Craft (alchemy) +14, Knowledge (arcana) +14, Knowledge (nobility) +11, Knowledge (planes) +14, Spellcraft +14, Use Magic Device +9
''Languages:'' Aquan, Celestial, Common, Cynean, Draconic, Exodite, Terran
''SQ:'' summoner's call, unusual build
''Combat Gear:'' potion of //cure serious wounds//
''Other Gear:'' //[[amulet of natural armor +1|amulet of natural armor]]//, //[[cloak of resistance +1|cloak of resistance]]//, //[[hat of disguise]]// (of First One make)^^B^^, //[[headband of vast intelligence +2 (knowledge (planes))|headband of vast intelligence]]//, //+1 mithral shirt//^^B^^, wand of //cure light wounds// (26 charges), wizard's kit, 1722.3gp

^^B^^ = bonus items received as part of a treasure bundle that cannot be sold

!Special Abilities
* ''Crystal Skin:'' A kynean’s hard crystalline skin grants it a natural armor bonus to AC equal to their Constitution bonus (minimum of +1). Kyneans automatically fail any save from an effect with the force descriptor. A kynean is vulnerable to sonic energy, taking half again as much damage (+50%) from sonic energy.
* ''Mystic Body (Su):'' Some kyneans learn to manipulate the energies that course through their bodies to further protect them from harm. A cynean with this trait adds a shield bonus to AC equal to his Intelligence modifier.
* ''Summoner’s Call (Ex):'' At 2nd level, if you maintain focus when manifesting a power of the creation subdiscipline, the duration is increased by 1 round plus 1 round for every four psion levels. In addition, your astral constructs gain an additional menu option of the highest menu available when you manifest the power.
* ''Unusual Build:'' Kyneans are much bulkier and more heavily proportioned than most humanoids. As a result, cyneans must purchase armor and equipment (but not weapons) as though they were one size category larger.

!Favor Tracker
*Arman Protectorate
**Positive (#1) Grofka Polina Vlaklova - 93-~LC-06 Secession
**Positive (#2) Prince Vladimir Gregorevitch - 93-~LI-03 Legacy of Lies
**Positive (#3) Prince Dimitri - 94-~LC-02 As If It Could Get Any Better
**Positive (#5) General Wulf Gronnovitch - 94-~LC-04 Plains of Sametia
**Positive (#5) Fought at the Battle of Burned Creek - 94-~LC-04 Plains of Sametia
**Positive (#6) General Wulf Gronnovitch - 94-~LC-05 Knee Deep
**Positive --(#6) Rescued Prisoners - 94-~LC-05 Knee Deep--
*Caneus Empire
**Positive (#2) Lady Elsae - 93-~LI-03 Legacy of Lies
**Positive (#3) Lady Elsae - 94-~LC-02 As If It Could Get Any Better (can't be spent)
**Positive (#7) Viscount Farlen - 92-~LC-03 A Rose By Any Name
*Dominion
**Negative (#7) Bloody Bartak - 92-~LC-03 A Rose By Any Name
*Imperial Alliance
**Positive (#2) Preest - 93-~LI-03 Legacy of Lies
**Positive --(#8) Preest - 93-~LI-02 Flames of Yesterday--
**Positive --(#8) Gave the crown to the Imperial Alliance - 93-~LI-02 Flames of Yesterday--
*Reis Confederacy
**Negative (#8) Brutchek - 93-~LI-02 Flames of Yesterday
**Positive (#9) Brutchek - 94-~LC-01 Dousing Fire With Blood
**Negative (#9) Brutchek - 94-~LC-01 Dousing Fire With Blood
*Sanguine Covenant
**Positive (#2) Confessor Karena - 93-~LI-03 Legacy of Lies
***Once, you may trade in this favor for a one-time free casting of a Cleric or Druid spell up to 7th level. This includes the cost of components.
*House of Faremh
**Positive (#9) Lucrezia - 94-~LC-01 Dousing Fire With Blood

[[Kas-Bi's Psycrystal]]
''School'' enchantment; ''Level'' inquisitor 1, magus 1, paladin 1, ranger 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' one creature touched/2 levels
''Duration'' 8 hours or less; see text
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
This spell enables the subjects to stand watch or keep vigil throughout the night without any ill effects.

The subjects suffer no fatigue and gain all the usual benefits of a full night's rest.

The subjects gain hit points as though from resting, wizards may prepare their spells as though they had slept for 8 hours, and so on. Effects that rely on actual sleep or dreaming are ineffective, though the subjects are still susceptible to effects that would put them to sleep, such as sleep or deep slumber. Any vigorous activity, including fighting, immediately ends the effect, and the affected creatures must either have the spell cast on them again or sleep for the remaining hours to avoid fatigue and gain the benefits of a full night's rest.
!!KINETIC HEALER
''Element'' aether or water; ''Type'' utility (Sp); ''Level'' 1; ''Burn'' 1; see text
''Saving Throw'' none; ''Spell Resistance'' yes
With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast’s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; this damage can’t be healed by any means until the recipient takes a full night’s rest.
|!Skill|!Stat|!Ranks|!Class|!Feat|!Trait|!Total|
|Diplomacy|3|1|3||1|+8|
|Knowledge (arcana)|4|2|3|2||+11|
|Knowledge (dungeoneering)|4|2|3|2||+11|
|Knowledge (engineering)|4|1|3|2||+10|
|Knowledge (geography)|4|1|3|2||+10|
|Knowledge (history)|4|1|3|2||+10|
|Knowledge (local)|4|2|3|2||+11|
|Knowledge (nature)|4|2|3|2||+11|
|Knowledge (nobility)|4|1|3|2||+10|
|Knowledge (planes)|4|2|3|2||+11|
|Knowledge (religion)|4|2|3|2||+11|
|Spellcraft|4|3|3|2||+12|
|Survival|1|1|3||1|+6|
|Use Magic Device|3|3|3|2||+11|
!Kinn Naltherlor
Male Human Summoner 3
Alignment Medium humanoid
''Init:'' +1; ''Senses:'' Perception: +1

!Defenses
''AC:'' 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
''hp:'' 21 (3d8+3)
''Fort'' +2, ''Ref'' +2, ''Will'' +4

!Offense
''Speed'' 30 ft.
''Melee:'' longspear +2 (1d8/19-20)
''Ranged:'' ranged touch +3 (1d3 acid)
''Space:'' 5 ft.; ''Reach:'' 10 ft.
''Spells'' (CL 3rd):
*1-level (4/day)- [[Enlarge Person]], [[Grease]], [[Protection from Evil]], [[Unseen Servant]]
*0-level (at-will)- [[Acid Splash]], [[Detect Magic]], [[Guidance]], [[Light]], [[Mage Hand]], [[Read Magic]]

''~Spell-Like Abilities'' (CL 3rd):
*7/day- [[Summon Monster II|Summon Monster]]

!Statistics
''Str:'' 11, ''Dex:'' 12, ''Con:'' 13, ''Int:'' 19, ''Wis:'' 12, ''Cha:'' 17
''Base Atk:'' +2; ''CMB:'' +2; ''CMD:'' 13
''Feats:'' [[Dilettante]], [[Extra Evolution]], [[Magical Aptitude]]
''Traits:'' [[Chivalrous]], [[Poverty-Striken]]
[[Skills|Kinn's Skills]]'':'' Diplomacy +8, Knowledge (arcana, dungeon, local, nature, planes, religion) +11, Knowledge (engine, geo, history, nobility) +10, Spellcraft +12, Survival +6, Use Magic Device +11
''Languages:'' Common, Dwarven, Elven, Goblin
''SQ:'' bond senses, eidolon, life link
''Combat Gear:'' none, for the moment...
''Other Gear:'' longspear, leather armor

!Special Abilities
*''Bond Senses (Su)''
**Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.
*''Life Link (Su)''
**Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.
**In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.
*''Summon Monster II (Sp)''
**Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

!Der Catch
Eidolon
CN Small outsider
''Init:'' N/A; ''Senses:'' Perception: +16, darkvision

!Defenses
''AC:'' 16, touch 12, flat-footed 14 (+2 Dex, +4 nat armor)
''hp:'' 18 (3d10)
''Fort'' +3, ''Ref'' +3, ''Will'' +3

!Offense
''Speed'' 30 ft.
''Melee:'' 2 claws +5 (1d3+2)
''Space:'' 5 ft.; ''Reach:'' 5 ft. (10 ft. w/ one claw)

!Statistics
''Str:'' 15, ''Dex:'' 15, ''Con:'' 11, ''Int:'' 9, ''Wis:'' 10, ''Cha:'' 11
''Base Atk:'' +3; ''CMB:'' +4; ''CMD:'' 16
''Feats:'' [[Acrobatic]], [[Deft Hands]]
''Skills:'' Acrobatics +6, Climb +4, Disable Device +18, Perception +16, Sense Motive +6, Sleight of Hand +10, Stealth +20
''Languages:'' Common
''SQ:'' darkvision, evasion, link, share spells
''Combat Gear:''
''Other Gear:'' thieves tools

!Special Abilities
*''Darkvision (Ex)''
**The eidolon has darkvision out to a range of 60 feet.
*''Evasion (Ex)''
**If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
*''Link (Ex)''
**A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conf lict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.
*''Share Spells (Ex)''
**The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list.
**This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.
* ''Advanced Player's Guide'' - Crafter's Fortune, Dazing Assault, foresight wizard school, Monk of the Sacred Mountain, Spark
* ''Animal Archive'' - rabbit familiar
* ''Blood of Angels'' - Archon Style, Archon Diversion, Archon Justice
* ''Cheliax, Empire of Devils'' - Threatening Defender
* ''Chronicles of the Righteous'' - Celestial Obedience
* ''Pathfinder Society Field Guide'' - dueling weapon, lore warden
* ''Seeker of Secrets'' - ioun stone resonance, wayfinder
* ''Taldor, Echoes of Glory'' - ring of the sublime
* ''Ultimate Combat'' - Crane Riposte, Crane Style, Crane Wing, Haunted Fey Aspect, master of many styles
* ''Ultimate Equipment'' - adaptive, bead of newt prevention, bodywraps of mighty striking, brawling armor quality, phase locking weapon, sandals of quick reaction, shirt of immolation
* ''Weapon Master's Handbook'' - trained initiative advanced weapon training
List of Magic Items:
*Consumables
**5 //+1 fey bane arrows//
**5 //+1 giant bane arrows//
**5 //+1 human bane arrows//
**//oil of daylight//
**2 //potions of enlarge person//
**4 //potions of fly//
**//scroll of bear's endurance//
**2 //scrolls of false life//
**//wand of burning hands// (16 charges)
**//wand of cat's grace// (3 charges)
**//wand of cure light wounds// (10, 50, 50 charges)
**//wand of glitterdust// (8 charges)
**//wand of grease// (10 charges)
**//wand of heightened awareness// (50 charges)
**//wand of invisibility// (9 charges)
**//wand of lesser restoration// (8 charges)
**//wand of magic missile// (25 charges)
**//wand of shield// (36 charges)
*Permanent Magic Items
**//+1 adaptive composite longbow//
**//amulet of natural armor +2//
**//bead of newt prevention//
**//belt of giant strength +6//
**//+1 phase-locking bodywraps of mighty strikes//
**//5x5 carpet of flying//
**//+2 brawling glamered chain shirt//
**//cloak of resistance +4//
**//dusty rose prism ioun stone//
**//cracked dusty rose prism ioun stone//
**//gloves of dueling//
**//goggles of night//
**//headband of vast intelligence +4 (acrobatics, flying)//
**//jingasa of the fortunate soldier//
**//cracked pale green prism ioun stone//
**//ring of protection +2//
**//ring of the sublime//
**//sandals of quick reaction//
**//shirt of immolation//
**//sihedron brand (endurance)//
**//greater sihedron brand (service)//
**//+2 dueling (PFSFG) tonfa//
**//cracked vermilion rhomboid ioun stone//
**//cracked vibrant purple prism ioun stone//
**//wayfinder//
!!Guardy
Rabbit familiar	
N Tiny animal
''Init'' +3; ''Senses'' low-light vision; Perception +1
!!DEFENSE
''AC'' 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
''hp'' 49 (1d8–1, 10HD)
''Fort'' +8, ''Ref'' +8, ''Will'' +8
''Defensive Abilities'' improved evasion
!!OFFENSE
''Speed'' 50 ft.
''Melee'' bite +12 (1d3–4)
''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
!!STATISTICS
''Str'' 3, ''Dex'' 16, ''Con'' 9, ''Int'' 6, ''Wis'' 12, ''Cha'' 5
''Base Atk'' +9; ''CMB'' +4; ''CMD'' 17 (21 vs. trip)
''Feats'' [[Run]]
[[Skills|Komana's Familiar's Skills]] Stealth +15; ''Racial Modifiers'' +8 Acrobatics when jumping
!!Special Abilities
*''Alertness (Ex):''
**While a familiar is within arm's reach, the master gains the [[Alertness]] feat.
*''Improved Evasion (Ex):'' 
**When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
*''Share Spells:'' 
**The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
*''Empathic Link (Su):''
**The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
|!Skill          |!Stat|!Ranks|!Class Skill|!Other            |!Total|
|!Acrobatics     |3    |3     |3           |(+8 when jumping) |!+9|
|!Appraise       |-4   |1     |            |                  |!-3|
|!Climb          |-3   |1     |3           |                  |!+0|
|!Craft(weapons) |-3   |10    |            |                  |!+7|
|!Escape Artist  |3    |1     |            |                  |!+4|
|!Handle Animal  |-3   |1     |            |                  |!-2|
|!Heal           |1    |2     |            |                  |!+3|
|!Intimidate     |-3   |1     |            |                  |!-2|
|!Know(arcana)   |-3   |3     |            |                  |!+0|
|!Know(dungeon)  |-3   |3     |            |                  |!+0|
|!Know(local)    |-3   |10    |            |                  |!+7|
|!Know(nature)   |-3   |3     |            |                  |!+0|
|!Know(nobility) |-3   |1     |            |                  |!-2|
|!Know(planes)   |-3   |10    |            |                  |!+7|
|!Know(religion) |-3   |1     |            |                  |!-2|
|!Sense Motive   |-3   |1     |            |                  |!-2|
|!Spellcraft     |-3   |1     |            |                  |!-2|
|!Stealth        |3    |1     |3           |+8 size           |!+15|
|!Survival       |1    |1     |            |                  |!+2|
|!Swim           |-4   |3     |            |                  |!-1|
|!UMD            |-3   |10    |            |                  |!+7|
|!Source|!CMB|!CMD|
|Base||10|
|BAB|14|14|
|STR|7|7|
|DEX||2|
|Lore Warden|6|6|
|Ioun Stone Resonance|2|2|
|[[Dodge]]||1|
|Deflection||2|
|Celestial Obedience Sacred||4|
|!Total|29|48|
|Combat Expertise|-3|4|
|Fighting Defensively|-1|4|
|!Total|25|56|

Trip
|!Source|!CMB|!CMD|
|Base|25|56|
|//+2 dueling tonfa//|6|4|
|Weapon Training|5||
|[[Improved Trip]]|2|2|
|Human Fighter FC Bonus||4|
|!Total|38|66|

Disarm
|!Source|!CMB|!CMD|
|Base|25|56|
|//+2 dueling tonfa//|6|6|
|Weapon Training|5|10|
|[[Improved Disarm]]|2|2|
|!Total|38|73|

Grapple
|!Source|!CMB|!CMD|
|Base|25|56|
|//+1 brawling armor//|2||
|[[Improved Grapple]]|2|2|
|Human Fighter FC Bonus||13|
|Celestial Obedience Sacred|4||
|!Total|33|71|

Bull Rush
|!Source|!CMB|!CMD|
|Base|25|56|
|Human Fighter FC Bonus||2|
|!Total|25|58|

Dirty Trick
|!Source|!CMB|!CMD|
|Base|25|56|
|Human Fighter FC Bonus||2|
|!Total|25|58|

Reposition
|!Source|!CMB|!CMD|
|Base|25|56|
|Human Fighter FC Bonus||3|
|!Total|25|59|

Sunder
|!Source|!CMB|!CMD|
|Base|25|56|
|Weapon Training||5|
|Human Fighter FC Bonus||2|
|!Total|25|63|
|!|!FORT|!REF|!WILL|
|Stats|1|2|2|
|Fighter|8|6|6|
|Monk|3|3|3|
|Wizard|0|0|2|
|Cloak of Resistance|4|4|4|
|Sihedron Rune|2|0|0|
|Competence|1|1|1|
|Total|+19|+14|+16|
|!Skill          |!Stat|!Ranks|!Class Skill|!ACP|!Other|!Total|
|!Acrobatics     |2    |15    |3           |-1  |1     |!+20|
|!Appraise       |4    |1     |3           |    |      |!+8|
|!Climb          |5    |1     |3           |-1  |      |!+8|
|!Craft(weapons) |4    |15    |3           |    |      |!+22|
|!Escape Artist  |2    |1     |3           |-1  |      |!+5|
|!Fly            |2    |15    |3           |-1  |      |!+19|
|!Handle Animal  |0    |1     |3           |    |      |!+4|
|!Heal           |2    |2     |            |    |      |!+4|
|!Intimidate     |0    |1     |3           |    |      |!+4|
|!Linguistics    |4    |2     |3           |    |      |!+9|
|!Know(arcana)   |4    |4     |3           |    |      |!+11|
|!Know(dungeon)  |4    |4     |3           |    |      |!+11|
|!Know(engineer) |4    |1     |3           |    |      |!+8|
|!Know(local)    |4    |15    |3           |    |      |!+22|
|!Know(nature)   |4    |4     |3           |    |      |!+11|
|!Know(nobility) |4    |1     |3           |    |      |!+8|
|!Know(planes)   |4    |15    |3           |    |      |!+22|
|!Know(religion) |4    |4     |3           |    |      |!+11|
|!Sense Motive   |2    |1     |3           |    |      |!+6|
|!Spellcraft     |4    |8     |3           |    |      |!+15|
|!Stealth        |2    |1     |3           |-1  |      |!+5|
|!Survival       |2    |1     |3           |    |      |!+6|
|!Swim           |4    |3     |3           |-1  |1     |!+10|
|!UMD            |0    |15    |            |    |      |!+15|
|>|>|!0 level spells|
|!Name|!Description|!School|
|[[Arcane Mark]]|Inscribe a personal rune on object or creature|Universal|
|[[Bleed]]|Touch a stabilized creature to make it resume dying|Necromancy|
|[[Dancing Lights]]|Creates torches or other lights|Evocation|
|[[Detect Magic]]|Detect all spells and magic items in 60 ft.|Divination|
|[[Detect Poison]]|Detects poison in one creature or object|Divination|
|[[Disrupt Undead]]|Deals 1d6 damage to one undead|Necromancy|
|[[Flare]]|Dazzle a creature|Evocation|
|[[Ghost Sound]]|Figment sounds|Illusion|
|[[Haunted Fey Aspect]]|Surround yourself w/ disturbing illusions|Illusion|
|[[Light]]|Object shines like a torch|Evocation|
|[[Mage Hand]]|5 pound telekinesis|Transmutation|
|[[Mending]]|Make minor repairs on an object|Transmutation|
|[[Message]]|Whisper conversation at a distance|Transmutation|
|[[Open/Close]]|Opens or closes small or light things|Transmutation|
|[[Prestidigitation]]|Minor magical effect|Universal|
|[[Ray of Frost]]|Ray deals 1d3 cold damage|Evocation|
|[[Read Magic]]|Read scrolls and spellbooks|Divination|
|[[Resistance]]|+1 to saves|Abjuration|
|[[Spark]]|Ignite flammable objects|Evocation|
|[[Touch of Fatigue]]|Touch attack fatigues target|Necromancy|
|>|>|!1st level spells|
|!Name|!Description|!School|
|[[Burning Hands]]|Cone of fire damage|Evocation|
|[[Charm Person]]|Target humanoid becomes your friend|Enchantment|
|[[Color Spray]]|Cone of color causes blindness to <6HD|Illusion|
|[[Comprehend Languages]]|Understand all spoken languages|Divination|
|[[Corrosive Touch]]|Melee touch deals acid damage|Conjuration|
|[[Crafter's Fortune]]|+5 to next craft check|Transmutation|
|[[Enlarge Person]]|Target grows one size category|Transmutation|
|[[Expeditious Retreat]]|+30 ft move|Transmutation|
|[[Feather Fall]]|Fall at a much slower rate|Transmutation|
|[[Floating Disk]]|Floating disk carries stuff behind you|Evocation|
|[[Grease]]|10ft square or weapon or person gets covered in grease|Conjuration|
|[[Hydraulic Push]]|Jet of water makes bull rush attempt|Evocation|
|[[Magic Missile]]|1d4+1 force damage|Evocation|
|[[Mount]]|Summon a horse to ride|Conjuration|
|[[Obscuring Mist]]|20ft. radius of fog|Conjuration|
|[[Ray of Enfeeblement]]|Ray gives strength penalty|Necromancy|
|[[Shield]]|+4 shield bonus to AC|Abjuration|
|[[Shocking Grasp]]|Touch deals electricity damage|Evocation|
|[[Silent Image]]|Create minor illusion with no sound|Illusion|
|[[Snowball]]|Ranged touch does 1d6 cold and staggers|Conjuration|
|[[Touch of Gracelessness]]|Melee touch gives dexterity penalty|Transmutation|
|[[True Strike]]|+20 to next attack roll|Divination|
|[[Unseen Servant]]|Shapeless force does stuff for you|Conjuration|
|[[Vanish]]|Invisibility for rounds/lvl|Illusion|
|>|>|!2nd level spells|
|!Name|!Description|!School|
|[[Bear's Endurance]]|+4 CON|Transmutation|
|[[Blur]]|20% miss chance|Illusion|
|[[Bull's Strength]]|+4 STR|Transmutation|
|[[Cat's Grace]]|+4 DEX|Transmutation|
|[[Compassionate Ally]]|Target attempts to aid allies|Enchantment|
|[[Flaming Sphere]]|Rolling ball deals 3d6 fire|Evocation|
|[[Frigid Touch]]|Cold damage and staggered|Evocation|
|[[Glitterdust]]|Faerie dust covers and blinds target|Conjuration|
|[[Gust of Wind]]|Strong gust of wind juts out in a line|Evocation|
|[[Invisbility]]|Turn invisible until you attack|Illusion|
|[[Levitate]]|Float up or down|Transmutation|
|[[Minor Image]]|Illusion that can form sounds|Illusion|
|[[Mirror Image]]|Copies of you appear in your space|Illusion|
|[[Pyrotechnics]]|Explode fires to blind people|Transmutation|
|[[See Invisibility]]|See invisible creatures|Divination|
|[[Scorching Ray]]|Rays of fire deal 4d6 fire|Evocation|
|[[Touch of Idiocy]]|Touch deals 1d6 penalty to INT, WIS, CHA|Enchantment|
|[[Web]]|Webs grapple targets in 20ft radius|Conjuration|
|>|>|!3rd level spells|
|!Name|!Description|!School|
|[[Dispel Magic]]|Gets rid of unwanted magic effects|Abjuration|
|[[Displacement]]|50% miss chance|Illusion|
|[[Fireball]]|Fire damage in 20ft. radius|Evocation|
|[[Fly]]|60ft. fly speed|Transmutation|
|[[Force Punch]]|Melee touch deals force damage and forces target back|Evocation|
|[[Greater Magic Weapon]]|Grant enhancement bonus to weapon|Transmutation|
|[[Haste]]|Extra attack on full attack, +1 AC/REF/attacks, +30ft move|Transmutation|
|[[Hold Person]]|Paralyzes one humanoid|Enchantment|
|[[Lightning Bolt]]|Electricity damage in line|Evocation|
|[[Major Image]]|Like minor image, but with sound, smell and thermal illusions|Illusion|
|[[Slow]]|Staggered, -1 AC/REF/attacks, move at 1/2 speed|Transmutation|
|[[Stinking Cloud]]|Nauseate creatures in 20ft. radius|Conjuration|
|[[Vampiric Touch]]|Melee touch deals damage/gain temp hp|Necromancy|
|[[Wind Wall]]|Wind wall stops arrows from flying through|Evocation|
|>|>|!4th level spells|
|!Name|!Description|!School|
|[[Black Tentacles]]|Rubbery tentacles grab everything within 20ft.|Conjuration|
|[[Dimension Door]]|Teleports group within long range|Conjuration|
|[[Ice Storm]]|Snow falls, dealing damage and obscuring the area|Evocation|
|[[Phantasmal Killer]]|Illusionary assassin attempts to kill target|Illusion|
|[[Stoneskin]]|DR 10/adamantine|Abjuration|
|[[Wall of Ice]]|Wall of ice appears, deals cold damage if broken|Evocation|
|>|>|!5th level spells|
|!Name|!Description|!School|
|[[Dominate Person]]|Humanoid follows your commands|Enchantment|
|>|>|!6th level spells|
|!Name|!Description|!School|
|[[Mass Bull's Strength]]|+4 STR to multiple people|Transmutation|
!Dame Komana Higgenstrom
Female Taldan Lore Warden 13, Master of Many Styles 2, Diviner 1
LN Medium humanoid
''Init:'' +17; ''Senses:'' darkvision 60ft, Perception: +6

!Defenses
''AC:'' 25 [26], touch 17, flat-footed 21 (+6 armor, +2 deflection, +2 Dex, +1 dodge, +1 insight, +1 luck, +2 natural armor, [+1 trait when only next to one foe])
//Fighting Defensively & Combat Expertise:// AC 34 [35], touch 24, flat-footed 22 (+9 dodge, +1 shield)
''hp:'' 112 (13d10+2d8+1d6+16)
''Fort'' +19, ''Ref'' +14, ''Will'' +16 (+1 vs. disease, poison, and transmutation, +6 vs. fear, +4 vs. effects that would make me drop my weapon) ([[calc|Komana's Save Calculations]])
''Defensive Abilities'' bravery +2, evasion

!Offense
''Speed'' 30 ft.
''Melee:'' //+2 dueling tonfa// +28/+23/+18 (1d6+12) or
unarmed strike +28/+23/+18 (1d6+13) or
mwk tripoint double-edged sword +27/+22/+17 (1d10+14/x3)
''Ranged:'' javelin +17/+12/+7 (1d6+7) or
//+1 adaptive longbow// +21/+16/+11 (1d8+11/x3)
''Special Attacks'' know thy enemy, prescience (6/day), stunning fist (DC 17, 5/day)
''Celestial Obedience ~Spell-Like Abilities'' (CL 16th, concentration +16):
*1/day - [[Greater Magic Weapon]]
[[Wizard Spells|Komana's Spellbook]] (CL 1st, concentration +3):
*1st level- 2/day + 1 divination
*0th level- 3/day
''School'' diviner (foresight)
''Opposition Schools'' Conjuration, Enchantment

!Statistics
''Str:'' 25, ''Dex:'' 14, ''Con:'' 12, ''Int:'' 16, ''Wis:'' 14, ''Cha:'' 10
''Base Atk:'' +14; ''CMB:'' +29; ''CMD:'' 48 (49 vs. bull rush, 49 vs. disarm, 58 vs. grapple, 51 vs. reposition, 54 vs. trip)
[[CMB & CMD Calculations|Komana's Maneuvers]]
''Feats:'' [[Archon Diversion]], [[Archon Justice]], [[Archon Style]], [[Celestial Obedience (Falayna)|Celestial Obedience]], [[Combat Expertise]], [[Combat Reflexes]], [[Crane Riposte]], [[Crane Style]], [[Crane Wing]], [[Dazing Assault]], [[Disruptive]], [[Dodge]], [[Improved Disarm]], [[Improved Grapple]], [[Improved Initiative]], [[Improved Trip]], [[Improved Unarmed Strike]], [[Power Attack]], [[Quick Draw]], [[Spell Focus (Transmutation)|Spell Focus]], [[Spellbreaker]], [[Step Up]], [[Stunning Fist]]
''Traits:'' [[Expert Duelist]], [[Threatening Defender]]
[[Skills|Komana's Skills]]'':'' Acrobatics +20, Appraise +8, Climb +8, Craft (weapons) +22, Escape Artist +5, Fly +19, Handle Animal +4, Heal +4, Intimidate +4, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +8, Knowledge (local) +22, Knowledge (nature) +11, Knowledge (nobility) +8, Knowledge (planes) +22, Knowledge (religion) +11, Linguistics +9, Sense Motive +6, Spellcraft +15, Stealth +5, Survival +6, Swim +10, Use Magic Device +15 Need to update
''Languages:'' Celestial, Taldane. Thassilonian, Vudrani
''SQ:'' arcane bond (familiar), expertise, forewarned, fuse styles, iron monk, maneuver mastery, scholastic, unarmed strike, weapon training (bows +2, monk +3, trained initiative (monk))
''Combat Gear:'' 20 arrows, 5 //+1 [[fey bane|bane]] arrows//, 5 //+1 [[giant bane|bane]] arrows//, 5 //+1 [[human bane|bane]] arrows//, //oil of [[Daylight]]//, //potion of [[Enlarge Person]]// x2, //potion of [[Fly]]// x4, //scroll of [[Bear's Endurance]]//, //scroll of [[False Life]]// x2, [[sihedron brand (endurance)]], [[greater sihedron brand (service)|sihedron brand (service)]], //wand of [[Burning Hands]]// (16 charges), //wand of [[Cat's Grace]]// (7 charges), //wand of [[Cure Light Wounds]]// (20 charges, 50 charges), //wand of [[Glitterdust]]// (7 charges), //wand of [[Grease]]// (10 charges), //wand of [[Heightened Awareness]]// (50 charges), //wand of [[Invisibility]]// (11 charges), //wand of [[Lesser Restoration]]// (17 charges), //wand of [[Magic Missile]]// (25 charges), //wand of [[Shield]]// (50 charges)
''Other Gear:'' //+1 [[adaptive]] composite longbow//, [[amulet of natural armor +2|amulet of natural armor]], [[bead of newt prevention]], //+1 [[phase locking]] [[body wraps of mighty strikes]]//, //[[5x5 carpet of flying|carpet of flying]]//, //+2 [[dueling (PFSFG)]] tonfa//, javelin x5, //+2 [[brawling]] [[glamered|glamered armor]] chain shirt//, //[[+4 cloak of resistance|cloak of resistance]]//, //[[belt of giant strength +6|belt of giant strength]]//, //[[dusty rose prism ioun stone|ioun stone]]// (placed in a //[[wayfinder]]//), //[[dusty rose prism ioun stone, cracked|ioun stone]]//, //[[gloves of dueling]]//, //[[goggles of night]]//, //[[headband of vast intelligence +4 (acrobatics, fly)|headband of vast intelligence]]//, //[[jingasa of the fortunate soldier]]//, //[[+2 ring of protection|ring of protection]]//, //[[ring of the sublime]]//, //[[sandals of quick reaction]]//, //[[shirt of immolation]]//, tripoint double-edged sword (x2 with ghost salt, x1 mwk), //[[vibrant purple prism ioun stone, cracked|ioun stone]]// (with //[[veil of positive energy|Veil of Positive Energy]]// in it), //[[cracked pale green prism ioun stone|ioun stone]]//, //[[cracked vermilion rhomboid ioun stone|ioun stone]]//

[[Easier Equipment List|Komana's Equipment List]]

!Special Abilities
* ''Bravery (Ex):'' Starting at 6th level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 6th.
* ''Evasion (Ex):'' At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
* ''Expertise (Ex):'' At 2nd level, a lore warden gains [[Combat Expertise]] as a bonus feat, even if he would not normally qualify for this feat.
* ''Forewarned (Su):'' You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
* ''Fuse Style (Ex):'' At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. 
* ''Know Thy Enemy (Ex):'' At 7th level, a lore warden can take a standard action to study a specific target in sight. He must make a Knowledge check to determine the target’s abilities and weaknesses as part of this standard action. If successful, the lore warden not only notes the appropriate abilities and weaknesses, as detailed under the Knowledge skill, but also gains a +2 competence bonus on all attack rolls and weapon damage rolls made against that enemy. Note that this bonus on attack and damage rolls applies only to that specific creature. This bonus lasts for the duration of an encounter, or until the lore warden attempts a new Knowledge check to use this ability on a different target.
* ''Hair’s Breadth (Ex):'' At 11th level, a lore warden can attempt an Acrobatics check as an immediate action to negate a confirmation role for a critical hit. The critical hit confirmation is negated (though the attack still hits and deals normal damage) if the Acrobatics check is greater than the opponent’s confirmation roll. This ability replaces armor training 3. 
* ''Maneuver Mastery (Ex):'' At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level.
* ''Prescience (Su):'' At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
* ''Scholastic (Ex):'' Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.
* ''Stunning Fist (Ex):'' At 1st level, the monk gains [[Stunning Fist]] as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
* ''Unarmed Strike:'' At 1st level, a monk gains [[Improved Unarmed Strike]] as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
** Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
** A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
** A monk also deals more damage with his unarmed strikes than a normal person would. At this level, the unarmed damage is 1d6.
* ''Weapon Training (Ex):'' Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
** Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
** A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
** Bows: composite longbow, composite shortbow, longbow, and shortbow
** Monk: bo staff, brass knuckles, butterfly sword, cestus, dan bong, double chained kama, double chicken saber, emei piercer, fighting fan, hanbo, jutte, kama, kusarigama, kyoketsu shoge, lungshuan tamo, monk's spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, temple sword, tiger fork, ''tonfa'', ''tri-point double-edged sword'', ''unarmed strike'', urumi, and wushu dart.
** Trained Initiative (monk): As long as he is wielding a weapon from the associated weapon group or is able to draw such a weapon (even if he is not currently wielding it), the fighter applies his weapon training bonus to initiative checks. In addition, if he has the Quick Draw feat and has a weapon from the appropriate weapon group that isn't hidden, he can draw that weapon as a free action as part of making an initiative check.

!Boons
* ''Crown of Spring and Summer:'' Expertly whittled from a single branch of yew, this circlet resembles a fully-drawn bow wreathed in early summer flowers. Earned for your exemplary performance in the many contests and festivities of Archerfeast, the crown allows you to relive the glories of Erastil's annual festival of skill and fertility. As a swift action, you may compliment a single ally, granting both the ally and you a +1 morale bonus on skill checks, ability checks, and saving throws for 1d4+1 rounds. If either you or your ally rolls a natural 20 on a skill check, ability check, or saving throw while this bonus is in effect, extend the duration of this effect for 1 round. After the crown has been used once, the magic fades and it becomes a mundane keepsake of Archerfeast 4712 AR.
* ''Debauchery:'' While the faithful of Erastil slept, you indulged in private parties, drinking and trysting, and nothing can ruin your mood. Until the end of the scenario, you suffer a -1 penalty on saving throws against sleep effects that would make you fatigued or exhausted. You also gain a +2 bonus on saving throws against spells with the emotion descriptor, and on spells and effects that would make you shaken, frightened, or panicked. When this boon is used, cross it off your chronicle sheet.
* ''Defender of Nerosyan (Overwhelming Victory):'' The city of Nerosyan stands in part because of your actions, and Queen Galfrey herself has taken note. While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 4. You gain a 10% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts.
* ''Demonic Scholar:'' You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.
* ''Distrust of Witches:'' Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
* ''Dragonkiller:'' You defeated Aralantryx, the Shadow Lodge's enslaved white dragon, and gained special insight into how to kill others of her kind. You may add an additional 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage such as sneak attack and is not multiplied on a critical hit. When this boon has been used, cross Dragonkiller off your Chronicle sheet.
* ''Faithless:'' Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
* ''Five Kings Negotiatior:'' Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
* ''Fugitive from Numeria:'' You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
* ''Greenheart's Blessing:'' The peaceful and benevolent spirit of Galdon Greenheart infuses you when you set it to rest in the shrine beneath the Green Market. A small fraction of the luck and fortune in business that imbues the market stays with you as a result, and brings you success for the rest of your life. You receive a +2 bonus on all Day Job checks.
* ''Height of Fashion:'' Your contacts among the Taldan aristocracy allow you to constantly update and adapt your fashion so as to never appear out of style - be it at court, on the road, or even in combat. You gain a +3 bonus on Diplomacy checks against nobles, politicians, and aristocrats of your race.
* ''Hero of the Five Kings:'' For helping Torvic (and thus dwarves everywhere) find the Gallery of Wonders, you have gained a small amount of fame when dealing with dwarves of the Five Kings Mountains. When dealing with any dwarf from that region from now on, you gain a +2 bonus on all Charisma based checks.
* ''Heroes of Magnimar:'' Thanks to your actions in Ravenmoor, and the protection of Magnimar's interest in Varisia, you have received a medal and public thanks from the authorities of the city. While displaying your medal you receive a +2 bonus to your Bluff, Diplomacy, and Intimidate checks in Magnimar and in the cities and towns allied with it.
* ''Insights of the Shadowless Sword:'' Your exposure to the Shadowless Sword grants you a moment of peerless perception or incredible alacrity when you most need it. As an immediate action, you gain a +4 bonus on Perception checks to see through a disguise and a +2 bonus on Will saving throws to disbelieve illusions, both lasting 2 rounds. Alternatively, as a swift action, you gain the benefits of haste for 2 rounds (CL 10th). When you use either of these abilities, cross this boon off the Chronicle sheet.
* ''Kalistrade Appraisal:'' You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
* ''Lifetimes of Experience:'' You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
* ''Lissalan Library:'' Amid the Feasters of the Heart's prized possessions is a collection of ancient volumes on their faith. When consulting these books, you gain a +2 circumstance bonus on Knowledge (religion) checks regarding Lissala and her ancient cult.
* ''Macabre Goblet:'' Carved out of a single block of wood, this morbidly festive cup has spooky specters whittled into it and bears lingering magic from the Night of the Pale Feast
** Drinking from the goblet grants the wearer a +1 sacred bonus to AC against incorporeal touch attacks for the duration of 1 scenario. This boon should be crossed off by the GM at the end of the scenario.
** During the same scenario, any liquid may be poured into the cup and splashed on a manufactured weapon as a full-round action to grant the equipment the //ghost touch// property for 1d4 rounds. This property is only available for use one time and should be crossed off after it has been used. 
** At the end of the scenario, the magic fades from the talisman, and it becomes a mundane keepsake of the Night of the Pale.
* ''Magical Scrivener:'' Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
* ''Masquerade Veil:'' You may cross off this boon to gain access to //disguise self// with only a +5 bonus to Disguise checks for 1 hour. The person you change into is chosen at random.
* ''Master of Shadows'': You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
* ''Nidalese Apostate:'' Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
* ''Noble Title:'' You gain one of the following noble titles: baron, baroness, //dame//, earl, lord, marquis, marquise, visbaronet, visbaronetess, viscount, and viscountess. Among the many hereditary nobles in Taldor, your title means little and grants you few benefits other than an official writ declaring it a legitimate title in the Empire of Taldor, signed by Prince Stavian III himself. You become specialized in Knowledge (nobility).
* ''Practiced Artificer:'' Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.
* ''Prince of Wolves:'' Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
* ''Proud but Discouraged (Taldor):'' The people of Varisia stubbornly resisted Lady Gloriana Morilla’s efforts to found a new aristocracy. In that time, you have learned to rely on your fellow nobles and sympathizers. Increase the bonus of any aid another action you receive from any member of the Taldor faction by 2.
* ''Resisting the Blackcove Taint:'' You have resisted the warping taint of the waters around Blackcove and now your body is more resistant to forces that try to make it into something else. You get a +1 bonus on saves against transmutation.
* ''Resisting the Gossamer King:'' Your body was subject to a barrage of poisons and disease in Ravenmoor. You either had to fight through these debilitating effects coursing through your veins or die. As a result your body has toughened, and you have gained a measure of immunity to diseases and poisons. You receive a +1 bonus to your saves against poisons and diseases.
* ''Respect of the Order of the Nail:'' You have earned the respect of the leadership of Varisia's Hellknight order, the Order of the Nail. At a future date, should you encounter members of this order, they will remember you for standing up for the law, even if doing so meant opposing them.
* ''Revolutionary Bluster'': You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
* ''Rune of Armor'' Once per day as a swift action, your natural armor bonus increases by 2 for 1 minute.
* ''Siege–Hardened:'' You survived the Siege of Nerosyan, and you have learned some impressive tricks for fighting demons. You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype. Before rolling a caster level check to overcome a demon’s spell resistance, you may cross this boon off your Chronicle sheet to gain a +3 bonus on the roll.
* ''~Strix-Slayer:'' Through fighting the strix, you have learned a few tricks for dealing with aerial foes. As a free action, you gain a +2 circumstance bonus to hit on a single melee or ranged attack against a flying creature. If the attack hits, it deals an additional 1d6 points of damage and increases the Fly check DC needed for the creature to avoid losing altitude by +10. Creatures immune to critical hits are immune to this extra damage. This damage is not multiplied on a critical hit. When this boon is used, cross it off this Chronicle sheet.

Komana's Familiar - [[Guardy|Komana's Familiar]]

[[Additional Resources Needed|Komana's ARs]]
''School'' divination; ''Level'' bard 1, cleric/oracle 1, magus 1, sorcerer/wizard 1
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S
!!Effect
''Range'' touch
''Target'' book touched
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless, object); ''Spell Resistance'' yes (harmless, object)
!!Description
You gain a brief but incomplete understanding of one book’s contents, equivalent to having skimmed its pages for 1 hour. This insight is not sufficient to translate unknown languages, decipher codes, or memorize text, but it does allow the caster to learn what topics the book discusses— invaluable to a Pathfinder who must make a snap decision when performing research or deciding whether or not to abscond with a volume. In addition, you instantly benefit from any bonuses or effects the book would normally grant to anyone who reads it for 1 hour (such as the bonuses gained from reading volumes of the Pathfinder Chronicles; see pages 26–27).Type the text for 'Kreighton's Perusal'
!Lantern Archon - CR 2
LG Small outsider (archon, extraplanar, good, lawful)
''Init'' +4; ''Senses'' darkvision 60 ft., low-light vision; Perception +4
''Aura'' aura of menace (DC 13)
!!Defense
''AC'' 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
''hp'' 13 [17] (2d10+2) [2d10+6]
''Fort'' +4 [+6], ''Ref'' +3, ''Will'' +0; +4 vs. poison, +2 resistance vs. evil
''DR'' 10/evil; ''Immune'' electricity, petrification
!!Offense
''Speed'' fly 60 ft. (perfect)
''Ranged'' 2 light rays +3 ranged touch (1d6)
''~Spell-Like Abilities'' (CL 3rd):
*''At Will''—[[aid|Aid]], [[continual flame|Continual Flame]], [[detect evil|Detect Evil]], [[greater teleport|Greater Teleport]] (self plus 50 lbs. of objects only)
!!Statistics
''Str'' 1 [5], ''Dex'' 11, ''Con'' 12 [16], ''Int'' 6, ''Wis'' 11, ''Cha'' 10
''Base Atk'' +2; ''CMB'' –4 [-2]; ''CMD'' 6 [8]
''Feats'' [[Improved Initiative]]
''Skills'' Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
''Languages'' Celestial, Draconic, Infernal; truespeech
''SQ'' gestalt
!!Special Abilities
*''Aura of Menace (Su)'' 
**A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
*''Gestalt (Su)''
**Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.
*''Light Ray (Ex)'' 
**A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.
*''Truespeech (Su)''
**All archons can speak with any creature that has a language, as though using a [[tongues|Tongues]] spell (caster level 14th). This ability is always active.
!Large Air Elemental	CR 5
N Large outsider (air, elemental, extraplanar)
''Init'' +11; ''Senses'' darkvision 60 ft.; Perception +11
!!DEFENSE
''AC'' 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, -1 size)
''hp'' 68 [84] (8d10+24) [(8d10+40)]
''Fort'' +9 [+11], ''Ref'' +13, ''Will'' +2
''Defensive Abilities'' air mastery; ''DR'' 5/— ''Immune'' elemental traits
!!OFFENSE
''Speed'' fly 100 ft. (perfect)
''Melee'' 2 slams +14 [+16] (1d8+4) [(1d8+6)]
''Space'' 10 ft.; ''Reach'' 10 ft.
''Special Attacks'' whirlwind (DC 18 [20], 10-40 ft.)
!!STATISTICS
''Str'' 18 [22], ''Dex'' 25, ''Con'' 16 [20], ''Int'' 6, ''Wis'' 11, ''Cha'' 11
''Base Atk'' +8; ''CMB'' +13 [+15]; ''CMD'' 31 [33]
''Feats'' [[Combat Reflexes]], [[Dodge]], [[Flyby Attack]], [[Improved Initiative]]^^B^^, [[Mobility]], [[Weapon Finesse]]^^B^^
''Skills'' Acrobatics +15, Escape Artist +15, Fly +21, Knowledge (planes) +5, Perception +11, Stealth +11
''Languages'' Auran
!!SPECIAL ABILITIES
*''Air Mastery (Ex)''
**Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
*''Whirlwind (Su)''
**Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.
**The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.
**The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.
**Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
**Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.
**If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell
!Large Earth Elemental 	CR 5
N Large outsider (earth, elemental, extraplanar)
''Init'' –1; ''Senses'' darkvision 60 ft., tremorsense 60 ft.; Perception +11
!!DEFENSE
''AC'' 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, -1 size)
''hp'' 68 [84] (8d10+24) [8d10+40]
''Fort'' +9 [+11], ''Ref'' +1, ''Will'' +6
''DR'' 5/—; ''Immune'' elemental traits
!!OFFENSE
''Speed'' 20 ft., burrow 20 ft., earth glide
''Melee'' 2 slams +14 [+16] (2d6+7) [2d6+9]
''w/ Power Attack'' 2 slams +11 [+13] (2d6+13) [2d6+15]
''Space'' 10 ft.; ''Reach'' 10 ft.
''Special Attacks'' earth mastery
!!STATISTICS
''Str'' 24 [28], ''Dex'' 8, ''Con'' 17 [21], ''Int'' 4, ''Wis'' 11, ''Cha'' 11
''Base Atk'' +8; ''CMB'' +16 [+18]; ''CMD'' 25 [27]
''Feats'' [[Cleave]], [[Greater Bull Rush]], [[Improved Bull Rush]]^^B^^, [[Improved Overrun]], [[Power Attack]]
''Skills'' Appraise +6, Climb +15 [+17], Knowledge (dungeoneering) +3, Knowledge (planes) +6, Perception +11, Stealth +5
''Languages'' Terran
!!SPECIAL ABILITIES
*''Earth Glide (Ex)''
**A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
*''Earth Mastery (Ex)''
**An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
!Large Fire Elemental 	CR 5
N Large outsider (elemental, extraplanar, fire)
''Init'' +9; ''Senses'' darkvision 60 ft.; Perception +11
!!DEFENSE
''AC'' 19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4 natural, -1 size)
''hp'' 60 [76] (8d10+16) [8d10+32]
''Fort'' +8 [+10], ''Ref'' +11, ''Will'' +4
''DR'' 5/—; ''Immune'' elemental traits, fire
''Weaknesses'' vulnerability to cold
!!OFFENSE
''Speed'' 50 ft.
''Melee'' 2 slams +12 [+14] (1d8+2 [1d8+4] plus burn)
''Space'' 10 ft.; ''Reach'' 10 ft.
''Special Attacks'' burn (1d8, DC 16 [18])
!!STATISTICS
''Str'' 14 [18], ''Dex'' 21, ''Con'' 14 [18], ''Int'' 6, ''Wis'' 11, ''Cha'' 11
''Base Atk'' +8; ''CMB'' +11 [+13]; ''CMD'' 27 [29]
''Feats'' [[Dodge]], [[Improved Initiative]]^^B^^, [[Iron Will]], [[Mobility]], [[Spring Attack]], [[Weapon Finesse]]^^B^^
''Skills'' Acrobatics +14, Climb +9 [+11], Escape Artist +12, Intimidate +9, Knowledge (planes) +5, Perception +11
''Languages'' Ignan
!!SPECIAL ABILITIES
*''Burn (Ex)''
**A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
!!Large Water Elemental 	CR 3
N Large outsider (elemental, extraplanar, water)
''Init'' +2; ''Senses'' darkvision 60 ft.; Perception +9
!!DEFENSE
''AC'' 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, -1 size)
''hp'' 68 [84] (8d10+24) [8d10+40]
''Fort'' +9 [+11], ''Ref'' +8, ''Will'' +2
''DR'' 5/—; ''Immune'' elemental traits
!!OFFENSE
''Speed'' 20 ft., swim 90 ft.
''Melee'' 2 slams +12 [+14] (1d8+5) [1d8+7]
''w/ Power Attack'' 2 slams +9 [+11] (1d8+11) [1d8+13]
''Space'' 10 ft.; ''Reach'' 10 ft.
''Special Attacks'' drench, vortex (DC 19 [21], 10–40 ft.), water mastery
!!STATISTICS
''Str'' 20 [24], ''Dex'' 14, ''Con'' 17 [21], ''Int'' 6, ''Wis'' 11, ''Cha'' 11
''Base Atk'' +8; ''CMB'' +14 [+16]; ''CMD'' 27 [29]
''Feats'' [[Cleave]], [[Dodge]], [[Great Cleave]], [[Power Attack]]
''Skills'' Acrobatics +9, Escape Artist +11, Knowledge (planes) +5, Perception +9, Stealth +5, Swim +24
''Languages'' Aquan
!!SPECIAL ABILITIES
*''Drench (Ex)''
**The elemental's touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
*''Vortex (Su)''
**A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.
*''Water Mastery (Ex)''
**A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.
!Lemure - CR 1
LE Medium outsider (devil, evil, extraplanar, lawful)
''Init'' +0; ''Senses'' darkvision 60 ft., see in darkness; Perception +0
!!Defense
''AC'' 14, touch 10, flat-footed 14 (+4 natural)
''hp'' 13 [17] (2d10+2) [2d10+6]
''Fort'' +4 [+6], ''Ref'' +3, ''Will'' +0
''DR'' 5/good or silver; ''Immune'' fire, mind-affecting effects, poison; ''Resist'' acid 10, cold 10
!!Offense
''Speed'' 20 ft.
''Melee'' 2 claws +2 [+4] (1d4) [1d4+2]
!!Statistics
''Str'' 11 [15], ''Dex'' 10, ''Con'' 12 [16], ''Int'' —, ''Wis'' 11, ''Cha'' 5
''Base Atk'' +2; ''CMB'' +2 [+4]; ''CMD'' 12 [16]
|!Level|!Feat|!Description|!Source|
|1|[[Font of Inspiration]]|+1 inspiration point|[[Wiki|http://www.obsidianportal.com/campaign/redcaps-corner-pathfinder/wikis/font-of-inspiration]]|
|Human|[[Font of Inspiration]]|+1 inspiration point|[[Wiki|http://www.obsidianportal.com/campaign/redcaps-corner-pathfinder/wikis/font-of-inspiration]]|
|!Qt.|!Item|!Weight|
|bgcolor(#b6b6f9):1|bgcolor(#b6b6f9):Bedroll|bgcolor(#b6b6f9):5|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):Caltrops|bgcolor(#b6f9b6):2|
|bgcolor(#b6b6f9):1|bgcolor(#b6b6f9):Crowbar|bgcolor(#b6b6f9):5|
|bgcolor(#b6f9b6):5|bgcolor(#b6f9b6):Dagger|bgcolor(#b6f9b6):5|
|bgcolor(#b6f9b6):4|bgcolor(#b6f9b6):Empty Sack|bgcolor(#b6f9b6):2|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):Explorer's Outfit|bgcolor(#b6f9b6):8|
|bgcolor(#b6b6f9):1|bgcolor(#b6b6f9):Flint and Steel|bgcolor(#b6b6f9):0|
|bgcolor(#b6b6f9):1|bgcolor(#b6b6f9):Grappling Hook|bgcolor(#b6b6f9):4|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):Healer's Kit|bgcolor(#b6f9b6):1|
|bgcolor(#b6b6f9):100 ft.|bgcolor(#b6b6f9):Hemp Rope|bgcolor(#b6b6f9):20|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):Leather Armor|bgcolor(#b6f9b6):15|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):Mwk Backpack|bgcolor(#b6f9b6):4|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):Mwk Light Steel Shield|bgcolor(#b6f9b6):6|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):Mwk Sword Cane|bgcolor(#b6f9b6):4|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):Mwk Thieves' Tools|bgcolor(#b6f9b6):2|
|bgcolor(#b6f9b6):5|bgcolor(#b6f9b6):Sunrod|bgcolor(#b6f9b6):5|
|bgcolor(#b6b6f9):1|bgcolor(#b6b6f9):Tent|bgcolor(#b6b6f9):20|
|bgcolor(#b6b6f9):5|bgcolor(#b6b6f9):Trail Rations|bgcolor(#b6b6f9):2.5|
|bgcolor(#b6b6f9):1|bgcolor(#b6b6f9):Traveling Journal|bgcolor(#b6b6f9):1|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):Wand of [[Cure Light Wounds]] (Charges: 50)|bgcolor(#b6f9b6):0|
||Total Weight:|111.5|

Blue = in backpack
Green = on body
|!Skill|!Ability|!Lv 1|!Lv 2|!Lv. 3|!Class|!Total|!Other|
|!Acrobatics|2|1||||!+6||
|!Appraise|3|||||!+3||
|!Bluff|0|||||!+0||
|!Climb|2|||||!+2||
|!Craft(?)|3|||||!+3||
|!Diplomacy|0||1|||!+4||
|!Disable Device|2|1|1|1|1|!+8|+2 w/ tools|
|!Disguise|0|||||!+0||
|!Escape Artist|2||1|||!+6||
|!Fly|2|||||!+2||
|!Handle Animal|0|||1||!+0||
|!Heal|2|1||1||!+6|+2 w/ kit|
|!Intimidate|0|||||!+0||
|!Knowledge(arcana)|3||1|||!+7|
|!Knowledge(dungeoneering)|3|1||||!+7|
|!Knowledge(engineering)|3||1|||!+7|
|!Knowledge(geography)|3|||1||!+3||
|!Knowledge(history)|3|||1||!+3||
|!Knowledge(local)|3|||1||!+3||
|!Knowledge(nature)|3||1|||!+7|
|!Knowledge(nobility)|3|||1||!+3||
|!Knowledge(planes)|3||1|||!+7|
|!Knowledge(religion)|3||1|||!+7|
|!Linguistics|3|||1||!+3||
|!Perception|2|1|1|1||!+7||
|!Perform(?)|0|||||!+0||
|!Profession(?)|2|||||!+2||
|!Ride|2|||||!+2||
|!Sense Motive|2||1|||!+6||
|!Sleight of Hand|2|1||||!+6||
|!Spellcraft|3|1||||!+7||
|!Stealth|2|1||||!+6||
|!Survival|2|1|1|1||!+7||
|!Swim|2|1||||!+6||
|!Use Magic Device|0|1||||!+4||
!Name
Male Human [[Factotum]] 3
LN Medium humanoid
''Init:'' +5; ''Senses:'' Perception: +8 (+9 when looking for traps)

!Defenses
''AC:'' 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 shield)
''hp:'' 18 (3d8)
''Fort'' +1, ''Ref'' +5, ''Will'' +3

!Offense
''Speed'' 30 ft.
''Melee:'' mwk sword cane +5 (1d6+2)
''Ranged:'' daggers +4 (1d4+2)

!Statistics
''Str:'' 14, ''Dex:'' 14, ''Con:'' 10, ''Int:'' 16, ''Wis:'' 14, ''Cha:'' 10
''Base Atk:'' +2; ''CMB:'' +7; ''CMD:'' 16
[[Feats|Leokas' Feats]]'':'' [[Font of Inspiration]]x3
[[Traits|Leokas' Traits]]'':'' [[Professional Adventurer]], [[Sacred Touch]]
[[Skills|Leokas' Skills]]'':'' (See link)
''Languages:'' Common, Draconic, Elven, (Cursing in every language), Giant
''SQ:'' arcane dilettante (1 spell, max 1st level), cunning insight, cunning knowledge, inspiration (6 points), trapfinding, brains over brawn, cunning defense
''Combat Gear:'' [[Gear|Leokas' Gear]]
''Other Gear:'' [[Gear|Leokas' Gear]]

!Special Abilities
* ''Inspiration:'' A factotum is a dabbler, a professional explorer who plunders a wide variety of fields to find the tools he needs to survive. He reads through tomes of arcane magic to get a basic understanding of spells. He offers prayers to a variety of different deities to gain their blessings. He observes warrior stances and exercises to understand the art of fighting. But while a factotum learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough.
**To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level (see above table).
* ''Cunning Insight (Ex):'' Before making an attack roll, damage roll, or saving throw, a factotum can spend 1 inspiration point to gain a competence bonus on the roll equal to his Intelligence modifier. Cunning insight does not require an action, and he can use it as often as he wishes during his turn or others’ turns—provided that he has the inspiration points to spend. Because this ability provides a competence bonus, it doesn’t stack with itself.
* ''Cunning Knowledge (Ex):'' When making a check involving a skill in which he has at least 1 rank, a factotum can spend 1 inspiration point to gain a competence bonus on the skill check equal to his class level. Because this ability provides a competence bonus, it doesn’t stack with itself. He can use this once per day for a particular skill. For example, if he uses cunning knowledge to gain a bonus on Stealth, he cannot use this ability to improve Stealth checks for the rest of the day, though he can use it on different skills.
* ''Trapfinding (Ex):'' A factotum adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A factotum can use Disable Device to disarm magic traps.
* ''Arcane Dilettante (Ex):'' At 2nd level, a factotum acquires a vague understanding of magic. He knows that with a few weird hand gestures and an array of grunts and bizarre words, he can conjure up something that looks like a spell. By spending 1 inspiration point, he can mimic a spell as a spell-like ability.
**At the start of each a day, a factotum chooses a number of spells from the sorcerer/wizard spell list based on his factotum level. He can choose one spell at 2nd level, and he gains additional spells as shown on the table above. The maximum level of spell he can choose, according to his class level, is also shown on the table above. He can select any sorcerer/wizard spell up to that level, but he can prepare only one spell of his maximum level. His caster level equals his factotum level. The Difficulty Class for a saving throw against his spell is 10 + spell level + his Int modifier.
**Once a factotum has used a spell, he cannot use it again until he has rested for eight hours. After resting for this time, he chooses new spells and loses any unused spells from the previous day, though he can select the same spell on consecutive days. He cannot prepare the same spell mulitple times to use it more than once during the same day.
**He must provide the necessary material components of spells as normal.
**If a factotum wishes to enhance a spell with metamagic feats, he must apply the feat when he prepares the spell. In addition, he must be capable of using a spell of the modified spell’s level.
* ''Brains over Brawn (Ex):'' At 3rd level, a factotum gains his Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Acrobatics, Climb, and Stealth.
* ''Cunning Defense (Ex):'' A factotum studies his opponents and learns to anticipate their attacks. Starting at 3rd level, he can spend 1 inspiration point to gain his Intelligence bonus as a dodge bonus to Armour Class for 1 round. Using this ability is a free action usable once per round. He gains this benefit even while wearing medium or heavy armour.
|!Trait|!Category|!Source|!Benefit|
|[[Professional Adventurer]]|Regional(Tolston)|[[Wiki|http://www.obsidianportal.com/campaign/redcaps-corner-pathfinder/wikis/professional-adventurer]]|+1 to monster knowledge, can make such checks untrained|
|[[Sacred Touch]]|Faith|APG|Stabilize at-will|
!Leopard - CR 2
N Medium animal
''Init'' +4; ''Senses'' low-light vision, scent; Perception +5
!!Defense
''AC'' 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
''hp'' 19 [25] (3d8+6) [3d8+12]
''Fort'' +5 [+7], ''Ref'' +7, ''Will'' +2
!!Offense
''Speed'' 30 ft., climb 20 ft.
''Melee'' bite +6 [+7] (1d6+3 [1d6+5] plus grab), 2 claws +6 [+7] (1d3+3) [1d3+5]
''Special Attacks'' pounce, rake (2 claws +6, 1d3+3) [+7, 1d3+5]
!!Statistics
''Str'' 16 [20], ''Dex'' 19, ''Con'' 15 [19], ''Int'' 2, ''Wis'' 13, ''Cha'' 6
''Base Atk'' +2; ''CMB'' +5 [+7] (+9 [+11] grapple); ''CMD'' 19 [21] (23 [25] vs. trip)
''Feats'' [[Skill Focus (Stealth)|Skill Focus]], [[Weapon Finesse]]
''Skills'' Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth); ''Racial Modifiers'' +4 on Stealth in undergrowth
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one living creature
''Duration'' 1 round
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
This spell causes a single creature to become confused for 1 round.
''School'' abjuration; ''Level'' sorcerer/wizard 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a glass or crystal bead)
!!EFFECT
''Range'' 10 ft.
''Area'' 10-ft.-radius spherical emanation, centered on you
''Duration'' 1 round/level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the //lesser globe of invulnerability//. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. Any type of spell, however, can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a dispel magic spell. You can leave and return to the globe without penalty.

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.

If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether //lesser globe of invulnerability// stops it.
''School'' conjuration (healing); Level alchemist 2, cleric/oracle 2, druid 2, inquisitor 2, paladin 1
!!CASTING
''Casting Time'' 3 rounds
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
''School'' transmutation; ''Level'' alchemist 2, magus 2, sorcerer/wizard 2, summoner 2, witch 2

CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (a leather loop or golden wire bent into a cup shape)

EFFECT
''Range'' personal or close (25 ft. + 5 ft./2 levels)
''Target'' you or one willing creature or one object (total weight up to 100 lbs./level)
''Duration'' 1 min./level (D)
''Saving Throw'' none; ''Spell Resistance'' no
	
DESCRIPTION
Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.
''School'' transmutation; ''Level'' bard 1, cleric/oracle 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 immediate action
''Components'' V
!!EFFECT
''Range'' close (25ft. + 5ft./2 levels)
''Target'' one creature
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20). This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were under the effects of a hold person spell or paralyzed by Strength damage).

Source: Ultimate Combat
''School'' abjuration; ''Level'' cleric/oracle 5, druid 4, ranger 3, sorcerer/wizard 5
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (a bit of eggshell)
!!EFFECT
''Range'' touch
''Targets'' creatures touched, up to one/level
''Duration'' 2 hours/level; see text
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION

You surround the touched creatures with a constant and moveable 1-inch shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. In addition, the shell protects subjects from extremes of temperature (per endure elements) as well as extremes of pressure.

Life bubble does not provide protection from negative or positive energy (such as found on the Negative and Positive Energy planes), the ability to see in conditions of poor visibility (such as in smoke or fog), nor the ability to move or act normally in conditions that impede movement (such as underwater).

When you cast this spell it has a total duration of 2 hours per caster level. You can divide this duration up in any manner you wish, not necessarily equally, between up to 1 creature per caster level.

Source: Advanced Player's Guide
''School'' necromancy; ''Level'' cleric 2, shaman 2, sorcerer/wizard 2, witch 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF/M (a drop of blood from each target)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one willing living creature/level, no two of which can be more than 30 ft. apart
''Duration'' 1 minute/level
!!DESCRIPTION
You bind the life forces of the targets into a mystical pact. If any target is reduced to fewer than 0 hit points, that target automatically triggers the power of the pact. The triggering target drains 1 hit point from all other targets who have at least 1 hit point and are within 30 feet of the triggering target; these hit points are applied to the triggering target as magical healing. This healing can prevent the triggering creature from dying, if the attack would cause the target's to have an amount of negative hit points equal to its Constitution score. This healing cannot raise the triggering creature above 1 hit point; any excess hit points drained from other targets are wasted.

The pact can be triggered once per round. It's not triggered by death effects or effects that do not deal hit point damage.

Source: Advanced Class Guide
''School'' evocation [light]; ''Level'': bard 0, cleric 0, druid 0, sorcerer/wizard 0
!CASTING
''Components'': V, M/DF (a firefly)
''Casting Time'': 1 standard action
!EFFECT
''Range'': touch
''Target'': object touched
''Duration'': 10 min./level
''Saving Throw'': none; ''Spell Resistance'': no
!DESCRIPTION
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
''School'' evocation [electricity]; ''Level'' magus 3, sorcerer/wizard 3, witch 3

CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (fur and a glass rod)

EFFECT
''Range'' 120 ft.
''Area'' 120-ft. line
''Duration'' instantaneous
''Saving Throw'' Reflex half; ''Spell Resistance'' yes

DESCRIPTION
You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.
You have faster reflexes than normal.

''Benefit:'' You get a +2 bonus on all Reflex saving throws.
''School'' universal; ''Level'' sorcerer/wizard 7
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (diamond worth 1,500 gp)
!!EFFECT
''Range'' see text
''Target, Effect, Area'' see text
''Duration'' see text
''Saving Throw'' none, see text; ''Spell Resistance'' yes
!!DESCRIPTION
A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things.

*Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell does not belong to one of your opposition schools.
*Duplicate any non-sorcerer/wizard spell of 5th level or lower, provided the spell does not belong to one of your opposition schools.
*Duplicate any sorcerer/wizard spell of 5th level or lower, even if it belongs to one of your opposition schools.
*Duplicate any non-sorcerer/wizard spell of 4th level or lower, even if it belongs to one of your opposition schools.
*Undo the harmful effects of many spells, such as insanity.
*Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw.

A duplicated spell allows saving throws and spell resistance as normal, but the save DC is for a 7th-level spell. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component (in addition to the 1,500 gp diamond component for this spell).

[[Arthur's Limited Wish Cheat Sheet]]
''Prerequisite:'' Bardic performance class feature.

''Benefit:'' The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Source: Advanced Player's Guide
!Lion 	CR 3
N Large Animal
''Init'' +7; ''Senses'' low-light vision, scent; ''Perception'' +9
!!DEFENSE
''AC'' 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
''hp'' 32 [42] (5d8+10) [5d8+20]
''Fort'' +6 [+8], ''Ref'' +7, ''Will'' +2
!!OFFENSE
''Speed'' 40 ft.
''Melee'' bite +7 [+9] (1d8+5 plus grab) [1d8+7], 2 claws +7 [+9] (1d4+5) [1d4+7]
''Space'' 10 ft.; ''Reach'' 5 ft.
''Special Attacks'' pounce, rake (2 claws +7, 1d4+5) [+9, 1d4+7]
!!STATISTICS
''Str'' 21 [25], ''Dex'' 17, ''Con'' 15 [19], ''Int'' 2, ''Wis'' 12, ''Cha'' 6
''Base Atk'' +3; ''CMB'' +9 [+11] (+13 [+15] grapple); ''CMD'' 22 [24] (26 [28] vs. trip)
''Feats'' [[Improved Initiative]], [[Run]], [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Acrobatics +11, Perception +9, Stealth +8 (+12 in undergrowth); ''Racial Modifiers'' +4 Acrobatics, +4 Stealth (+8 in undergrowth)
''School'' divination; ''Level'' bard 2, cleric/oracle 3, inquisitor 3, sorcerer/wizard 2, witch 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F/DF (a forked twig)
!!EFFECT
''Range'' long (400 ft. + 40 ft./level)
''Area'' circle, centered on you, with a radius of 400 ft. + 40 ft./level
''Duration'' 1 min./level
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).

The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object and nondetection fool it.
*''School'' enchantment (compulsion) [mind-affecting]
*''Level'' bard 1, inquisitor 1, magus 1, sorcerer/wizard 1, witch 1
*''Casting Time'' 1 standard action
*''Components'' V, S
*''Range'' close (25 ft. + 5 ft./2 levels)
*''Target'' one creature
*''Duration'' 1 round/level
*''Saving Throw'' Will negates
*''Spell Resistance'' yes

You compel the target to look at you and only you for the spell’s duration or until the spell is discharged. While staring at you, the target is considered to be averting its eyes from every creature but you, granting creatures other than you concealment against the target’s attacks. If the target willingly leaves your line of sight, it is blinded for 1 round and the spell ends. If you willingly leave the target’s line of sight or become unconscious or dead, the spell creature suffers no ill effects. Blind creatures and creatures immune to gaze attacks are immune to this spell.

''Source:'' UC 236
''School'' transmutation; ''Level'' alchemist 1, bloodrager 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 minute/level (D)
!!DESCRIPTION
Your arms temporarily grow in length, increasing your reach with those limbs by 5 feet.

Source: Advanced Class Guide
You resist attempts to dissuade you from obeying the Decemvirate’s will. You gain a +1 trait bonus on saves against enchantment spells and spell-like abilities.

Source: Guide to Society Organized Play
MM Alahazra - Recursor
!Stats
*Strength - d6
*Dexterity - d4
*Constitution - d6
*Intelligence - d8
*Wisdom - d8+3
**Survival +2
*Charisma - d10+4
**Diplomacy +2
**Divine +3

!Powers
HAND SIZE 6 ☑ 7 ☑ 8
PROFICIENT WITH Light Armors
When you play a card that has the Fire (☑ or Poison) and Attack traits on any check, add 1d8 (□ 2d8).
You may recharge a blessing to examine the top 2 (☑ or 3) cards of any location deck (☑ and put them back in any order). You may not use this power during an encounter.
You may discard (☑ or recharge) a spell (☑ or card) to banish a card that has the Curse trait next to the deck of a character at your location.
□ When you (□ or any character) would banish a card that has the Curse trait, you may put that card in your hand instead of banishing it. You may return a card with the Curse trait to the box to add 1d4 (□ plus its adventure deck number) to any check.
□ You may evade your encounter with a bane; if you do, suffer a scourge.


!Deck List
|!Spells|!Armor|!Items|!Allies|!Blessings|
|Cure <br> Cure <br> Fiery Glare <br> Find Traps <br> Ice Storm <br> Sirocco <br> Volcanic Storm|Falcon Crown <br> Gravewatcher Chain Mail|Pharaoh's Key <br> Tablet of Languages Lost|Freed Soul <br> Qasin <br> Tetisurah <br> Ubashki|Blessing of Abadar <br> Blessing of Bastet <br> Blessing of Maat <br> Blessing of Ra <br> Blessing of Ra <br> Blessing of Thoth <br> Blessing of Thoth|
MM Simoun - Lightning Thief
!Stats
*Strength - d6
*Dexterity - d12+4
**Disable +1
**Ranged +2
*Constitution - d4
*Intelligence - d8+3
**Craft +1
**Perception +2
*Wisdom - d6
*Charisma - d6

!Powers
HAND SIZE 6 ☑ 7 □ 8
PROFICIENT WITH ☑ Light Armors Weapons
Reduce Electricity damage dealt to you by 2 (☑ 4).
Add your Perception skill to your check to defeat a barrier that has the (☑ Obstacle or) Trap trait.
When you would discard a weapon that has the Knife trait (☑ or discard, bury, or banish a boon that has the Electricity trait) for its power, you may recharge it instead.
□ You may automatically acquire (□ and gain the skill Arcane: Intelligence +2 while playing or when you would banish) a boon that has the Electricity (□ or Cold) trait.
☑ During your exploration, you may evade your encounter. If you do, move and (□ you may) end your turn.
☑ When you move, you may examine the top card of your location deck. If it is a monster, you may encounter it; add 1d6 and the Electricity trait to your checks to defeat.

!Deck List
|!Weapons|!Armor|!Items|!Allies|!Blessings|
|Chakram of Ruin <br> Corrosive Dagger +1 <br> Dagger of Doubling <br> Fate Blade <br> Galvanic Chakram +1 <br> Galvanic Kopis +2 <br> Galvanic Kopis +2|Skyplate Armor|Life Lantern <br> Lottery Urn <br> Mask of the Forgotten Pharaoh <br> Staff of Minor Healing|Cleric of Nethys <br> Hyaenodon <br> ~Khai-Utef <br> Pakesket <br> Unwrapped Harmony|Blessing of Bastet <br> Blessing of Horus <br> Blessing of Horus <br> Blessing of Pharasma <br> Blessing of Pharasma|
''School'' conjuration (summoning); ''Level'' bard 3, druid 3, sorcerer/wizard 3, summoner 3
!!CASTING
''Casting Time'' 1 round
''Components'' V, S, DF
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' swarm of monkeys
''Duration'' 1 round/level
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
You summon a swarm of screeching, mischievous monkeys. The swarm understands and obeys your commands and has the statistics of a [[monkey swarm|Monkey Swarm]]. Creatures failing a saving throw against the mad monkeys’ distraction attack are deafened for 1 minute as well as nauseated. The monkeys attempt one disarm or steal combat maneuver each turn as a free action against any creature that begins its turn in the swarm, using your caster level plus your casting ability score bonus (Intelligence for wizards; Wisdom for druids and oracles; Charisma for bards, sorcerers, and summoners) for its CMB. Recovering an item from the monkeys requires a successful disarm or steal attempt against that CMB +10. An object stolen by the monkeys takes swarm damage each round the swarm is in possession of the object.

Source: Ultimate Magic
The skills of Golarion’s greatest musicians are at your fingertips, thanks to the vast treasure trove of musical knowledge in the vaults beneath the Grand Lodge in Absalom.

''Benefit:'' Studying this knowledge gave you the ability to use your bardic performance an additional 3 rounds per day.

Source: Faction Guide
''School'' conjuration (creation) [force]; ''Level'' sorcerer/wizard 1, summoner 1, witch 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (a piece of cured leather)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 hour/level (D)
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' no
!!DESCRIPTION
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Source: CR 306
''School'' transmutation; ''Level'': bard 0, sorcerer/wizard 0
!CASTING
''Components'': V, S
''Casting Time'': 1 standard action
!EFFECT
''Range'': close (25 ft. + 5 ft./level)
''Target'': one nonmagical, unattended object weighing up to 5 lbs.
''Duration'': concentration
''Saving Throw'': none; ''Spell Resistance'': no
!DESCRIPTION
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
''School'' conjuration (creation); ''Level'' sorcerer/wizard 7
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (a miniature ivory door, a piece of polished marble, and a silver spoon, each worth 5 gp)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' extra-dimensional mansion, up to three 10-ft. cubes/level (S)
''Duration'' 2 hours/level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
You conjure up an extra-dimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.
* Abjuration [good]
* ''Level'' cleric/oracle 3, inquisitor 3, paladin 3, sorcerer/wizard 3, summoner 3 
* ''Casting Time'' 1 standard action
* ''Components'' V, S, M/DF (a 3-ft.-diameter circle of powdered silver)
* ''Range'' touch
* ''Area'' 10-ft.-radius emanation from touched creature
* ''Duration'' 10 min./level
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' no; see text

All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected. You must overcome a creature's spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance.

This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a non-good called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through such means. You can prevent the creature's extra-dimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram - even a straw laid across it. The creature itself cannot disturb the diagram either directly or indirectly, as noted above.

This spell is not cumulative with protection from evil and vice versa.
''School'' evocation [force]; ''Level'' sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Targets'' up to five creatures, no two of which can be more than 15 ft. apart
''Duration'' instantaneous
''Saving'' Throw none; ''Spell Resistance'' yes
!!DESCRIPTION
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile - two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
''School'' transmutation; ''Level'' antipaladin 1, cleric/oracle 1, inquisitor 1, magus 1, paladin 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' touch
''Target'' weapon touched
''Duration'' 1 min./level
''Saving Throw'' Will negates (harmless, object); ''Spell Resistance'' yes (harmless, object)
!!DESCRIPTION
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.

You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.
''Benefit:'' You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
''Benefit:'' Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Basic (Magic)

One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
!Magma Mephit - CR 3
N Small outsider (fire)
''Init'' +6; ''Senses'' darkvision 60 ft.; Perception +6
!!DEFENSE
''AC'' 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
''hp'' 19 [25] (3d10+3) [3d10+9]; fast healing 2 (works only in contact with magma or lava)
''Fort'' +2 [+4], ''Ref'' +5, ''Will'' +3
''DR'' 5/magic; ''Immune'' fire
''Weaknesses'' vulnerability to cold
!!OFFENSE
''Speed'' 30 ft.
''Melee'' 2 claws +5 [+7] (1d3+1) [1d3+3]
''Special Attacks'' breath weapon (15-foot cone, 1d8 fire, Reflex DC 13 [15] for half)
~Spell-Like Abilities (CL 6th)
*1/day — [[Pyrotechnics]], summon (level 2, 1 mephit of the same type 25%)
!!STATISTICS
''Str'' 13 [17], ''Dex'' 15, ''Con'' 12 [16], ''Int'' 6, ''Wis'' 11, ''Cha'' 14
''Base Atk'' +3; ''CMB'' +3 [+5]; ''CMD'' 15 [17]
''Feats'' [[Dodge]], [[Improved Initiative]]
''Skills'' Bluff +8, Fly +10, Perception +6, Stealth +12
''Languages'' Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)
!!SPECIAL ABILITIES
*''Breath Weapon (Su)''
**Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
**A cone of fire that deals 1d8 fire damage.
*''Magma Form (Su)''
**Once per hour, a magma mephit can assume the form of a pool of lava, 3 feet in diameter and 6 inches deep. While in this form, its DR increases to 20/ magic and it cannot attack. It can move at a speed of 10 feet per round and can pass through small openings and cracks. Anything touching this pool takes 1d6 fire damage. A magma mephit may remain in this form for up to 10 minutes.
!!MAGMIN CR 3
CN Small outsider (elemental, extraplanar, fire)
''Init'' +0; ''Senses'' darkvision 60 ft.; Perception +7
''Aura'' searing aura (20 ft., DC 14 [16])
!!DEFENSE
''AC'' 17, touch 11, flat-footed 17 (+6 natural, +1 size)
''hp'' 30 [38] (4d10+8) [4d10+16]
''Fort'' +6 [+8], ''Ref'' +4, ''Will'' +3
''DR'' 5/magic; ''Immune'' elemental traits, fire
''Weaknesses'' vulnerable to cold
!!OFFENSE
''Speed'' 30 ft.
''Melee'' melee touch +7 [+9] (1 plus burn) or slam +7 [+9] (1d6+3 plus burn) [1d6+6 plus burn]
''w/ Power Attack'' slam +5 [+7] (1d6+9 plus burn) [1d6+12 plus burn]
''Special Attacks'' burn (1d6, DC 14 [16])
!!STATISTICS
''Str'' 15 [19], ''Dex'' 11, ''Con'' 15 [19], ''Int'' 8, ''Wis'' 10, ''Cha'' 10
''Base Atk'' +4; ''CMB'' +5 [+7]; ''CMD'' 15 [17]
''Feats'' [[Iron Will]], [[Power Attack]]
''Skills'' Acrobatics +7, Climb +9, Perception +7, Sense Motive +7, Stealth +11
''Languages'' Ignan
''SQ'' heated flesh
!!SPECIAL ABILITIES
*''Heated Flesh (Ex)''
**Any metal weapon striking a magmin must succeed at a DC 14 [16] Fortitude save or melt and gain the broken condition. Another strike by the same weapon causes the metal weapon to be destroyed if it fails a second save. Wood weapons are destroyed after only one failed save. Unarmed and natural attacks made against the magmin deal 1 point of fire damage to the attacker. The save DC is Constitution-based.
*''Searing Aura (Ex)''
**A magmin radiates extremely high temperatures, and any creature that starts its turn within 20 feet of a magmin must succeed at a DC 14 [16] Fortitude save or take 1d6 points of fire damage. The save DC is Constitution-based.
!Pathfinder Society
[[Character Status|PFS Character Status]]

[[Arthur's Stat Block]]
[[Panven's Stat Block]]
[[Markas' Stat Block]]
[[Theodric's Stat Block]]
[[Komana's Stat Block]]
[[Iacobus' Stat Block]]
[[Pris's Stat Block]]
[[Honwa's Stat Block]]
[[Xantrian's Stat Block]]
[[Rutlius' Stat Block]]
[[Prig's Stat Block]]
[[Sulmavat's Stat Block]]
[[Doritian's Stat Block]]
[[Zeldana's Stat Block]]
[[Qari's Stat Block]]
(Locked-in Aasimar)
[[Shiradaz's Stat Block]]
[[Alaxtor's Stat Block]]
[[Zarishu's Stat Block]]
[[Sorry's Stat Block]]
[[Thessalia's Stat Block]]
[[325's Stat Block]]
[[Prof Z's Stat Block]]
[[Yaland...'s Stat Block|Yalandlara's Stat Block]]
(Lucky Jamir)
[[Irice's Stat Block]]

[[Global Boons]]
[[Unused Boons]]
[[ACG Characters]]

[[Tesubu's Stat Block]]

!Hell's Rebels
[[Pavanna's Stat Block]]

!Shattered Star
[[Cathran's Stat Block]]

!Legacies
[[Kas-Bi's Stat Block]]
[[Ssylyth's Stat Block]]

!Bonsky's Campaign
[[Orange's Stat Block]]

!Rappan Athuk
[[Jerupe's Stat Block]]
[[Xial's Stat Block]]

!Carrion Crown
[[Gellius' Stat Block]]

!Mithral Guard
[[Leokas' Stat Block]]
[[Athmos' Stat Block]]
[[Adare's Stat Block]]

!Penn RPG
[[Kinn's Stat Block]]

[[Other Links]]
''School'' transmutation; ''Level'' cleric/oracle 2, sorcerer/wizard 2
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one object of up to 10 cu. ft./level or one construct creature of any size
!!DESCRIPTION
This spell functions as [[Mending]], except that it repairs 1d6 points of damage per level when cast on an object or construct creature (maximum 5d6).

Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way. When make whole is used on a construct creature, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.
''Prerequisite:'' [[Improved Unarmed Strike]], [[Stunning Fist]], Heal 3 ranks.

''Benefit:'' You gain one additional [[Stunning Fist]] attempt per day. While using this style, you gain a +2 bonus to the DC of effects you deliver with your [[Stunning Fist]].

Source: Ultimate Combat
* ''Advanced Player's Guide'' - cavalier class, Dazing Assault, Furious Focus, outrider, Precise Strike
* ''Animal Archive'' - Extra Item Slot
* ''Cities of Golarion'' - Wheeling Charge
* ''Knights of the Inner Sea'' - champion's banner
* ''Pathfinder Society Field Guide'' - fortifying stone
* ''Seeker of Secrets'' - ioun stones
* ''Ultimate Combat'' - Shake It Off
* ''Ulitmate Equipment'' - adaptive, lance of jousting
|!Charge|!Challenge|!Power Attack|!Crit|!Attack|
|bgcolor(#f9b6b6):|bgcolor(#f9b6b6):|bgcolor(#f9b6b6):|bgcolor(#f9b6b6):|+21/+16/+11 (1d6+8/x3)|
|bgcolor(#f9b6b6):|bgcolor(#f9b6b6):|bgcolor(#f9b6b6):|bgcolor(#b6f9b6):X|+21/+16/+11 (3d6+22/x3)|
|bgcolor(#f9b6b6):|bgcolor(#f9b6b6):|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6):|+21/+12/+7 (1d6+20/x3)|
|bgcolor(#f9b6b6):|bgcolor(#f9b6b6):|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|+21/+12/+7 (3d6+60/x3)|
|bgcolor(#f9b6b6):|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6):|bgcolor(#f9b6b6):|+26/+21/+16 (1d6+26/x3)|
|bgcolor(#f9b6b6):|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6):|bgcolor(#b6f9b6):X|+26/+21/+16 (3d6+78/x3)|
|bgcolor(#f9b6b6):|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6):|+26/+17/+12 (1d6+38/x3)|
|bgcolor(#f9b6b6):|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|+26/+17/+12 (3d6+114/x3)|
|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6):|bgcolor(#f9b6b6):|bgcolor(#f9b6b6):|+27 (3d6+24/19-20/x3)|
|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6):|bgcolor(#f9b6b6):|bgcolor(#b6f9b6):X|+27 (5d6+40/19-20/x3)|
|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6):|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6):|+27 (3d6+60/19-20/x3)|
|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6):|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|+27 (5d6+100/19-20/x3)|
|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6):|bgcolor(#f9b6b6):|+32 (3d6+78/19-20/x3)|
|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6):|bgcolor(#b6f9b6):X|+32 (5d6+130/19-20/x3)|
|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6):|+32 (3d6+114/19-20/x3)|
|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|+32 (5d6+190/19-20/x3)|
[img[.\Pics\MarkasPic.jpg]] ([[Link|.\Pics\MarkasPic.jpg]])

[img[.\Pics\MarkasToken.png]] ([[Link|.\Pics\MarkasToken.png]])

[img[.\Pics\WolfPic.jpg]] ([[Link|.\Pics\WolfPic.jpg]])
*''+2 Dexterity, +2 Charisma, –2 Strength:'' Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
*''Small:'' Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
*''Slow Speed:'' Halflings have a base speed of 20 feet.
*''Fearless:'' Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
*''Halfling Luck:'' Halflings receive a +1 racial bonus on all saving throws.
*''Keen Senses:'' Halflings receive a +2 racial bonus on Perception skill checks.
*''Outrider:'' Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces the ''sure-footed'' racial trait.
*''Weapon Familiarity:'' Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
*''Languages:'' Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
|!Skill        |!Stat|!Ranks|!Racial|!Feat|!Total|
|!Handle Animal|1    |7    |2      |3    |!+16|
|!Perception   |2    |7    |2      |     |!+14|
|!Ride         |3    |7    |2      |     |!+15|
|!Survival     |2    |7    |       |     |!+12|
!Markas Shortcloak
Male [[Halfling|Markas' Racial Traits]] Cavalier(Order of the Dragon) 14
CG Small humanoid
''Init'' +5; ''Senses'' Perception: +17

!Defenses
''AC:'' 35, touch 17, flat-footed 32 (+12 armor, +2 deflection, +3 Dex, +1 insight, +2 natural, +4 shield, +1 size)
''hp:'' 130 (14d10+42)
''Fort'' +17, ''Ref'' +13, ''Will'' +12 (+2 vs. fear)([[calc|Markas' save calculations]])

!Offense
''Speed'' 15 ft.; ''Reach'' 10 ft.
''Melee'' //+1 cold iron lance// +21/+16/+11 (1d6+8/x3) or
//+1 bashing heavy steel shield// +21/+16/+11 (1d6+7)
''Ranged'' javelin +17/+12/+7 (1d4+5) or
//+1 adaptive composite longbow// +18/+13/+8 (1d6+6/x3)
[[Attacks w/ modifiers|Markas' Attacks]]

!Statistics
''Str'' 21, ''Dex'' 16, ''Con'' 14, ''Int'' 10, ''Wis'' 10, ''Cha'' 12
''Base Atk'' +14; ''CMB'' +18; ''CMD'' 31 (32 vs. grapple)
''Feats'' [[Critical Focus]], [[Dazing Assault]], [[Furious Focus]], [[Iron Will]], [[Mounted Combat]], [[Power Attack]], [[Precise Strike]], [[Ride-By Attack]], [[Skill Focus (Handle Animal)|Skill Focus]]^^B^^, [[Shake It Off]], [[Spirited Charge]], [[Wheeling Charge]]
''Traits'' [[Reactionary]], [[Sacred Touch]]
[[Skills|Markas' Skills]] Handle Animal +23, Perception +19, Ride +22, Survival +17
''Languages'' Common, Halfling
''SQ'' aid allies (+4), banner (+3/+2), challenge 4/day, greater banner, strategy, tactician 3/day (precise strike, shake it off, 7 rounds)
''Combat Gear'' alchemist fire x3, potion of //cure light wounds// x2, potion of //fly// x2, scroll of //air walk// x3, wand of //cure light wounds// (50 charges), wand of //inflict light wounds// (21 charges), wand of //lesser restoration// (9 charges)
''Other Gear'' //[[champion's banner]]//, //[[belt of giant strength +4|belt of giant strength]]//, //[[cloak of resistance +4|cloak of resistance]]//, //+1 [[adaptive]] composite longbow// with 40 cold iron arrows,  //+2 [[bashing]] heavy steel shield//, military saddle, //+1 lance//, //+1 cold iron lance// (with a //[[fortifying stone]]//), //[[lance of jousting]]//, //+3 [[comfort]] mithral full plate//, //[[amulet of natural armor +2|amulet of natural armor]]//, //[[ring of protection +2|ring of protection]]//, //[[dusty rose prism ioun stone|ioun stone]]//, //[[cracked pale green prism ioun stone (saves)|ioun stone]]//

!Special Abilities
* ''Aid Allies (Ex):'' At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
* ''Banner (Ex):'' At 5th level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.
* ''Cavalier's Charge (Ex):'' At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.
* ''Challenge (Ex):'' Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. 
**The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
**Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
**The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
* ''Demanding Challenge (Ex):'' At 12th level, whenever a cavalier declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the cavalier, it takes a –2 penalty to its AC from attacks made by anyone other than the cavalier.
*''Greater Banner (Ex):'' At 14th level, the cavalier's banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.
* ''Mighty Charge (Ex):'' At 11th level, a cavalier learns to make devastating charge attacks while mounted. Double the threat range of any weapons wielded during a charge while mounted. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the cavalier can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.
* ''Mount (Ex):'' A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.
**A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.
**A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
* ''Order (Ex):'' At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.
** ''Order of the Dragon Challenge:'' Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
** ''Order of the Dragon Skills:'' An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
* ''Strategy (Ex):'' At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself ). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.
* ''Tactician (Ex):'' At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

!Boons
* ''Accumulating an Army (Elven Uprooters):'' You successfully extracted a team of elven rangers from Tanglebriar, securing their aid when the Pathfinder Society embarks to secure and explore the Sky Citadel Jormurdun. This boon is cumulative with any other Accumulating an Army boons you possess, expands your additional options when preparing for the expedition, and grants you additional benefits when directly commanding the Uprooters.
* ''Accumulating an Army (Mammoth Riders):'' You successfully recruited the aid of a small, capable tribe of Kellid people hardened by years of constant strife, and they are ready to aid you when the Pathfinder Society embarks to secure and explore the Sky Citadel of Jormurdun. This boon is cumulative with any other Accumulating an Army boons you possess, expands your options when preparing for the expedition, and grants you additional benefits when directly commanding the mammoth riders.
* ''Averted Mauling:'' By saving the half-elf Markov Rutowski in Ardis, you gain a political favor you can trade in while in Ustalav. Within the Immortal Principality, you may trade this political favor for any nonmagical item worth up to 400 gp, including but not limited to masterwork weapons and armor, courtier clothing, and jewelery.
* ''Battler of Giants:'' By besting the hill giants of the Jurn tribe and other giant threats, you’ve learned invaluable fighting techniques and insight into the tactics of creatures larger than yourself. You may, as an immediate action, gain a +4 competence bonus to your AC or Combat Maneuver Defense, or on attack rolls until the end of your next turn against all opponents at least one size category larger than you. Once this ability has been used, cross it off the Chronicle.
* ''Citadel Explorer (Grand Lodge faction):'' You have opened the gates of Jormurdun, looked within, and gained knowledge that aids you in exploring its depths. As a swift action, you may use this boon to gain a +2 insight bonus on attack rolls, saving throws, skill checks, weapon damage rolls, and caster level checks and a +2 dodge bonus to AC against one trap, construct, or other threat built by the dwarves in Jormurdun or any other Sky Citadel. If you already have an insight bonus on the affected rolls, that bonus instead increases by 2. This boon’s effects last for one minute or until you defeat the challenge. When you use this boon, cross it off your Chronicle sheet.
* ''Defender of Nerosyan (Overwhelming Victory):'' The city of Nerosyan stands in part because of your actions, and Queen Galfrey herself has taken note. While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 4. You gain a 10% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts.
* --''Distrust of Witches:'' Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.--
* ''Elemental Boon:'' Your connection to the four elements has grown stronger over the course of your recent adventures. Choose one of the four elements (air, earth, fire, or water), and treat this boon as though it were the boon --Air Affinity--, ''Earth Affinity'', --Fire Affinity--, or --Water Affinity-- respectively. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the Elemental Planes.
* ''Enemies of the North:'' Your repeat encounters with the ice trolls and goblins of Irrisen have trained you to handle these foes efficiently in combat. You gain a one-time +4 bonus on a damage roll against an ice troll or snow goblin. When the boon is used, cross it off your Chronicle.
* ''Faithless:'' Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
* ''Farmstead:'' You own a fully functional farm located just outside a larger city, such as //Absalom//, Egorian, Almas, or Oppara. This farmstead includes a sizable farmhouse, a barn, and a plot of land suitable for raising livestock or growing crops. If you own a farmstead, you can use Handle Animal to make Day Job rolls.
* ''The Favor of Cartahegn:'' While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorable connections at House Cartahegn at a 10% discount.
* ''Five Kings Negotiatior:'' Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
* ''Formidable Renoun:'' Word of your defeat of the cultists of Lissala and your tenacity in the face of the relentless onslaught of summoned outsiders has quickly spread through the ranks of the secretive cult. When facing a worshiper of Lissala, you gain a +2 bonus on Intimdate checks to demoralize them, and can make one such attempt per encounter as a move action instead of a standard action.
* ''Fugitive from Numeria:'' You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
* ''Hammer of Smiting:'' You have recovered an incomplete magic weapon designed to shatter constructs and outsiders. You can purchase a lesser mace of smiting or mace of smiting, but you can apply the weapon’s unique enchantment to any weapon of your choice from the hammers weapon category. A lesser mace of smiting increases its critical multiplier against constructs by 2 and its critical multiplier against outsiders by 1 (maximum ×5). A mace of smiting destroys a construct on a successful critical hit, and its critical multiplier increases by 2 against outsiders (maximum ×5).
* ''Heidmarch’s Boon (Grand Lodge):'' Sheila and Canayven Heidmarch happily write a letter to the Decemvirate lauding you and your assistance over the past year. When you purchase a vanity or a Grand Lodge faction prestige award, reduce the Prestige Point cost by 2 (minimum 1). When you use this boon, cross it off of your Chronicle sheet.
* ''Insights of the Shadowless Sword:'' Your exposure to the Shadowless Sword grants you a moment of peerless perception or incredible alacrity when you most need it. As an immediate action, you gain a +4 bonus on Perception checks to see through a disguise and a +2 bonus on Will saving throws to disbelieve illusions, both lasting 2 rounds. Alternatively, as a swift action, you gain the benefits of haste for 2 rounds (CL 10th). When you use either of these abilities, cross this boon off the Chronicle sheet.
* ''Liberated Divinity:'' You have released the elemental lord of air Ranginori, long sealed within the Untouchable Opal. He is a legal deity in Pathfinder Society Roleplaying Guild for any characters you play or create. Ranginori is a neutral good deity who grants the Air, Good, Travel, and Weather domains (and the Clouds, Exploration, Storms, and Wind subdomains). His favored weapon is the whip.
* --''Lifetimes of Experience:'' You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.--
* ''Kalistrade Appraisal:'' You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
* ''Koboldfriend:'' When wearing the token in the neck item slot, you gain a +2 bonus to Diplomacy checks with humanoids with the reptilian subtype.
* --''Macabre Goblet:'' Carved out of a single block of wood, this morbidly festive cup has spooky specters whittled into it and bears lingering magic from the Night of the Pale Feast--
** --Drinking from the goblet grants the wearer a +1 sacred bonus to AC against incorporeal touch attacks for the duration of 1 scenario. This boon should be crossed off by the GM at the end of the scenario.--
** --During the same scenario, any liquid may be poured into the cup and splashed on a manufactured weapon as a full-round action to grant the equipment the //ghost touch// property for 1d4 rounds. This property is only available for use one time and should be crossed off after it has been used. --
** --At the end of the scenario, the magic fades from the talisman, and it becomes a mundane keepsake of the Night of the Pale.--
* ''Magnimarian Debt:'' The many wealthy and influential attendees of the auction for the Runecarved Key, among them some who actively bid against the Pathfinder Society for the ancient relic, owe you a debt of gratitude for dealing with the assault on the Temple of Abadar. In thanks for saving their lives from the rampaging cultists, the citizens of Magnimar can be called upon in the future to assist you when your life needs saving—or restoring. When you would pay for the casting of a //raise dead//, //resurrection//, or //true resurrection//, you may call upon this favor and reduce the price of the spellcasting service by half. This discount applies to spellcasting services paid for with either coins or Prestige Points. Once you have used this boon, cross it off the Chronicle sheet.
* ''Master of Blades Saved:'' By saving the life of the famed adventurer and former Master of Blades, you have earned a permanent place in the //Pathfinder Chronicles//. You gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level or lower.
* ''Master of Shadows'': You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
* ''//Multani Manual of Martial Mastery//:'' You retrieved the //Multani Manual of Martial Mastery// from Temel Passad's Ghenett Manor in Katapesh and had a chance to look through it briefly as it was being translated in Farseer Tower. The sections you read were brief, but they nevertheless left an impression. You receive a +1 dodge bonus to CMD against grapple.
* ''Nidalese Apostate:'' Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
* ''Opportunistic Strike:'' Your experience fighting demons in the Worldwound and your patience carrying out a long con has granted you insight into when and where demons are the most vulnerable. At any time in the future, when fighting a creature of the demon subtype, you may recognize an opening for an opportunistic strike. As an immediate action, you may declare a single attack roll to be an opportunistic strike, allowing you to bypass the demon’s damage reduction of a value equal to your base attack bonus on a single attack. Once this attack has been made, the GM should cross off this boon.
* ''Prince of Wolves:'' Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
* ''Quantium Golem Pendant:'' For one scenario, while wearing this small pendant, you receive a +2 bonus on saving throws to resist spells of the necromancy school, death effects, and saves against negative energy. At the end of the scenario, the magic fades from the pendant and it becomes a mundane keepsake of Conquest Day.
* ''Return the Favor (Grand Lodge):'' You not only recovered the arcane foci used to stabilize the //Hao Jin Tapestry//, but you also did so without the loss of any of the captured Pathfinder agents. You may use this boon to have your body and possessions recovered by a Pathfinder rescue team //(Guide to Pathfinder Society Organized Play 26)// at no cost. When you use this boon, cross it off your Chronicle sheet.
* ''Revolutionary Bluster'': You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
* ''Shameless Opportunist:'' Years of practice with a blade, a brick, or any other weapon at hand have taught you what matters most in a fight—striking quickly and striking hard. When you hit with an attack against a flat-footed target, as a free action you may increase the damage dealt by 4. When this boon is used, cross it off your Chronicle sheet.
* ''Siege–Hardened:'' You survived the Siege of Nerosyan, and you have learned some impressive tricks for fighting demons. You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype. Before rolling a caster level check to overcome a demon’s spell resistance, you may cross this boon off your Chronicle sheet to gain a +3 bonus on the roll.
* ''Spirit of the Past:'' You have lain to rest the spirit of Lady Sophronia, a deceased paladin who rose as a ghost to continue her battles against evil. As a parting blessing, she transferred a portion of her Sarenrae-granted power to you. As a standard action you can perform one of the following actions. When you use any of these three benefits, cross the entire boon off your Chronicle sheet.
**You imbue a weapon you are wielding with divine energy for 5 rounds. This causes it to shed light as a torch, grants it an additional +1 enhancement bonus (to a maximum of +5), and gives it the //holy// weapon special ability.
**You attempt to remove the cursed, diseased, or sickened condition from a touched creature as though you were using a paladin’s lay on hands ability (CL 11th).
**You channel positive energy as an 11th-level paladin (DC 21, 6d6).
* ''~Strix-Slayer:'' Through fighting the strix, you have learned a few tricks for dealing with aerial foes. As a free action, you gain a +2 circumstance bonus to hit on a single melee or ranged attack against a flying creature. If the attack hits, it deals an additional 1d6 points of damage and increases the Fly check DC needed for the creature to avoid losing altitude by +10. Creatures immune to critical hits are immune to this extra damage. This damage is not multiplied on a critical hit. When this boon is used, cross it off this Chronicle sheet.
* ''Writings of Rachikan:'' You recovered a large collection of texts dating back to the Jistka Imperium, and in studying them, you have gained considerable insight into the fallen empire’s history. You gain a +3 bonus on Knowledge checks regarding the Jistka Imperium and its constructs. You may cross this boon off your Chronicle sheet after making an attack against a construct to re-roll the attack with a +2 bonus.

!Bitey
Animal Companion
N Medium animal
''Init:'' N/A; ''Senses:'' Perception: +7, scent

!Defenses
''AC:'' 36, touch 16, flat-footed 30 (+8 armor, +5 Dex, +1 dodge, +12 natural armor)
''hp:'' 93 (11d8+44)
''Fort'' +13, ''Ref'' +13, ''Will'' +9 (+4 vs. enchantments)

!Offense
''Speed'' 50 ft.
''Melee:'' bite +11/+6 (1d6+4 plus trip)

!Statistics
''Str:'' 16, ''Dex:'' 20, ''Con:'' 18, ''Int:'' 3, ''Wis:'' 12, ''Cha:'' 6
''Base Atk:'' +8; ''CMB:'' +11; ''CMD:'' 26
''Feats:'' [[Armor Proficiency (light)]]^^B^^, [[Armor Proficiency (medium)]], [[Dodge]], [[Extra Item Slot (shoulders)|Extra Item Slot]], [[Iron Will]], [[Skill Focus (Acrobatics)|Skill Focus]]
''Skills:'' Acrobatics +16 (+25 while jumping), Perception +7
''SQ:'' devotion, evasion, link
''Other Gear:'' //+2 mithral agile breastplate barding//, //[[amulet of natural armor +2|amulet of natural armor]]//, //[[cloak of resistance +3|cloak of resistance]]//, //[[wayfinder]]// with a //[[clear spindle ioun stone|ioun stone]]//

!Special Abilities
''Devotion (Ex):'' An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
''Evasion (Ex):'' If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
''Link (Ex):'' A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Tricks known: Air Walk, Attack^^2^^, Come, Defend, Down, Guard, Heel, Stay, Track


[[Pictures|Markas' Pictures]]
[[Additional Resources Necessary|Markas' ARs]]
|!Bonus|!FORT|!REF|!WILL|
|Base|+8|+4|+4|
|Ability|+2|+3|+0|
|Racial|+1|+1|+1|
|Resistance|+4|+4|+4|
|Feat|||+2|
|Competence|+1|+1|+1|
|Total|+16|+13|+12|
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.

''Benefit:'' You make attack rolls with the selected weapon normally (without the non-proficient penalty).

''Normal:'' When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

''Special:'' Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat.

You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon. 
''School'' transmutation (good); ''Level'' cleric 2, paladin 2
!!CASTING
''Casting Time'' 1 immediate action
''Components'' V
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 round/level
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
Among the faithful followers of the gods of purity martyr’s bargain represents true faith and true sacrifice.

You cast this spell as an immediate action when you are subject to a spell or spell-like ability that deals hit point damage, after attack rolls and saving throws have been rolled but before the damage itself is determined. The damage dealt by the spell and any related effects are then delayed for you (and you only) for a number of rounds equal to your caster level.

At the end of that time (or immediately if martyr’s bargain is dispelled), the delayed damage takes effect on you as it would have at the time it was cast, but is maximized as if affected by the Maximize Spell metamagic feat. Spells and spell-like abilities that were already maximized gain no additional benefit from this spell. Nothing can prevent this delayed damage from affecting you.

You can be affected by only one martyr’s bargain spell at a time. If you cast this spell while you are already under the effects of a previous martyr’s bargain, the previous spell effect ends and you immediately take the damage it had delayed.
''School'' transmutation; ''Level'' cleric/oracle 6, druid 6, magus 6, sorcerer/wizard 6, summoner 4
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one creature/level, no two of which can be more than 30 ft. apart
!!DESCRIPTION
This spell functions like bull's strength, except that it affects multiple creatures.
''School'' enchantment (compulsion) [language-dependent, mind-affecting]; ''Level'' bard 5, sorcerer/wizard 6, witch 6
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Targets'' one creature/level, no two of which can be more than 30 ft. apart
!!DESCRIPTION
This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures.
Magic Trait

Mathematics has always come easily for you, and you have always been able to "see the math" in the physical and magical world.

''Benefits:'' You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.

Source: Ultimate Campaign
!Medium Air Elemental	CR 3
N Medium outsider (air, elemental, extraplanar)
''Init'' +9; ''Senses'' darkvision 60 ft.; Perception +7
!!DEFENSE
''AC'' 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural)
''hp'' 30 [38] (4d10+8) [4d10+16]
''Fort'' +6 [+8], ''Ref'' +9, ''Will'' +1
''Defensive Abilities'' air mastery; ''Immune'' elemental traits
!!OFFENSE
''Speed'' fly 100 ft. (perfect)
''Melee'' slam +9 [+11] (1d6+3) [(1d6+6)]
''Special Attacks'' whirlwind (DC 14 [16], 10-30 ft.)
!!STATISTICS
''Str'' 14 [18], ''Dex'' 21, ''Con'' 14 [18], ''Int'' 4, ''Wis'' 11, ''Cha'' 11
''Base Atk'' +4; ''CMB'' +6 [+8]; ''CMD'' 22 [24]
''Feats'' [[Dodge]], [[Flyby Attack]], [[Improved Initiative]]^^B^^, [[Weapon Finesse]]^^B^^
''Skills'' Acrobatics +11, Escape Artist +9, Fly +17, Knowledge (planes) +1, Perception +7, Stealth +10
''Languages'' Auran
!!SPECIAL ABILITIES
*''Air Mastery (Ex)''
**Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
*''Whirlwind (Su)''
**Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.
**The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.
**The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.
**Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
**Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.
**If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.
!Medium Earth Elemental 	CR 3
N Medium outsider (earth, elemental, extraplanar)
''Init'' –1; ''Senses'' darkvision 60 ft., tremorsense 60 ft.; Perception +7
!!DEFENSE
''AC'' 18, touch 9, flat-footed 18 (–1 Dex, +9 natural)
''hp'' 34 [42] (4d10+12) [4d10+20]
''Fort'' +7 [+9], ''Ref'' +0, ''Will'' +4
''Immune'' elemental traits
!!OFFENSE
''Speed'' 20 ft., burrow 20 ft., earth glide
''Melee'' slam +9 [+11] (1d8+7) [1d8+10]
''w/ Power Attack'' slam +7 [+9] (1d8+13) [1d8+16]
''Special Attacks'' earth mastery
!!STATISTICS
''Str'' 20 [24], ''Dex'' 8, ''Con'' 17 [21], ''Int'' 4, ''Wis'' 11, ''Cha'' 11
''Base Atk'' +4; ''CMB'' +9 [+11]; ''CMD'' 18 [20]
''Feats'' [[Cleave]], [[Improved Bull Rush]]^^B^^, [[Power Attack]]
''Skills'' Appraise +1, Climb +10, Knowledge (dungeoneering) +2, Knowledge (planes) +2, Perception +7, Stealth +3
''Languages'' Terran
!!SPECIAL ABILITIES
*''Earth Glide (Ex)''
**A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
*''Earth Mastery (Ex)''
**An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
!Medium Fire Elemental 	CR 3
N Medium outsider (elemental, extraplanar, fire)
''Init'' +7; ''Senses'' darkvision 60 ft.; Perception +7
!!DEFENSE
''AC'' 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
''hp'' 30 [38] (4d10+8) [4d10+16]
''Fort'' +6 [+8], ''Ref'' +7, ''Will'' +1
''Immune'' elemental traits, fire
''Weaknesses'' vulnerability to cold
!!OFFENSE
''Speed'' 50 ft.
''Melee'' slam +7 (1d6+1 plus burn) [1d6+3]
''Special Attacks'' burn (1d6, DC 14)
!!STATISTICS
''Str'' 12 [16], ''Dex'' 17, ''Con'' 14 [18], ''Int'' 4, ''Wis'' 11, ''Cha'' 11
''Base Atk'' +4; ''CMB'' +5 [+7]; ''CMD'' 19 [21]
''Feats'' [[Dodge]], [[Improved Initiative]]^^B^^, [[Mobility]], [[Weapon Finesse]]^^B^^
''Skills'' Acrobatics +8, Climb +5, Escape Artist +8, Intimidate +5, Knowledge (planes) +1, Perception +7
''Languages'' Ignan
!!SPECIAL ABILITIES
*''Burn (Ex)''
**A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
!!Medium Water Elemental 	CR 3
N Medium outsider (elemental, extraplanar, water)
''Init'' +1; ''Senses'' darkvision 60 ft.; Perception +5
!!DEFENSE
''AC'' 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
''hp'' 30 [38] (4d10+8) [4d10+16]
''Fort'' +6 [+8], ''Ref'' +5, ''Will'' +1
''Immune'' elemental traits
!!OFFENSE
''Speed'' 20 ft., swim 90 ft.
''Melee'' slam +7 [+9] (1d8+4) [1d8+7]
''Special Attacks'' drench, vortex (DC 15, 10–30 ft.), water mastery
!!STATISTICS
''Str'' 16 [20], ''Dex'' 12, ''Con'' 15 [19], ''Int'' 4, ''Wis'' 11, ''Cha'' 11
''Base Atk'' +4; ''CMB'' +7 [+9]; ''CMD'' 18 [22]
''Feats'' [[Cleave]], [[Power Attack]]
''Skills'' Acrobatics +6, Escape Artist +6, Knowledge (planes) +2, Perception +5, Stealth +6, Swim +16
''Languages'' Aquan
!!SPECIAL ABILITIES
*''Drench (Ex)''
**The elemental's touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
*''Vortex (Su)''
**A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.
*''Water Mastery (Ex)''
**A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.
''Discipline:'' psychometabolism (Healing); ''Level:'' Vitalist 3
!!MANIFESTING
''Display:'' Auditory, Mental
''Manifesting Time:'' 1 Standard Action
!!EFFECT
''Range:'' personal
''Target:'' you
''Duration:'' instantaneous
''Power Points:'' 5
!!DESCRIPTION

You mend your own wounds, healing 3d8 points of damage.

''Augment:'' This power may be augmented in one or both of the following ways.
#For every 2 power points spent, the power heals an additional 1d8 points of damage.
#By expending your psionic focus, each 1d8 points of damage healed is instead 2d6 points of damage healed.
''School'' transmutation; ''Level'': bard 0, cleric 0, druid 0, sorcerer/wizard 0
!!CASTING
''Components'': V, S
''Casting Time'': 10 minutes
!!EFFECT
''Range'': 10 ft.
''Target'': one object of up to 1 lb./level
''Duration'': instantaneous
''Saving Throw'': will negates (harmless, object); ''Spell Resistance'': yes (harmless, object)
!!DESCRIPTION
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
[[Air Mephit]] - [[Blur]] 1/hour, [[Gust of Wind]] 1/day; ''Breath Weapon:'' 1d8 slashing
[[Dust Mephit]] - [[Blur]] 1/hour, [[Wind Wall]] 1/day; ''Breath Weapon:'' 1d4 slashing, sickened for 3 rounds
[[Earth Mephit]] - [[Soften Earth and Stone]] 1/day; ''Breath Weapon:'' 1d8 bludgeoning
[[Fire Mephit]] - [[Scorching Ray]] 1/hour, [[Heat Metal]] 1/day; ''Breath Weapon:'' 1d8 fire
[[Ice Mephit]] - [[Magic Missile]] 1/hour, [[Chill Metal]] 1/day; ''Breath Weapon:'' 1d4 cold, sickened for 3 rounds
[[Magma Mephit]] - Magma Form 1/hour, [[Pyrotechnics]] 1/day; ''Breath Weapon:'' 1d8 fire
[[Ooze Mephit]] - [[Acid Arrow]] 1/hour, [[Stinking Cloud]] 1/day; ''Breath Weapon:'' 1d4 acid, sickened for 3 rounds
[[Salt Mephit]] - [[Glitterdust]] 1/hour, Dehydrate 1/day; ''Breath Weapon:'' 1d4 slashing, sickened for 3 rounds
[[Steam Mephit]] - [[Blur]] 1/hour, Boiling Rain 1/day; ''Breath Weapon:'' 1d4 fire, sickened for 3 rounds
[[Water Mephit]] - [[Acid Arrow]] 1/hour, [[Stinking Cloud]] 1/day; ''Breath Weapon:'' 1d8 acid
!Mercane CR 5
LN Large outsider (extraplanar)
''Init'' +2; ''Senses'' darkvision 60 ft.; Perception +12
!!Defense
''AC'' 16, touch 12, flat-footed 13 (+2 Dex, +1 dodge, +4 natural, –1 size)
''hp'' 51 [63] (6d10+18) [(6d10+30)]
''Fort'' +8 [+10], ''Ref'' +4, ''Will'' +8
''SR'' 20
!!Offense
''Speed'' 30 ft.
''Melee'' mwk Large falchion +8/+3 [+10/+5] (2d6+3 [2d6+6]/18–20)
''Space'' 10 ft.; ''Reach'' 10 ft.
''~Spell-Like Abilities'' (CL 9th; concentration +11)
*3/day—[[Dimension Door]], [[Invisibility (self only)|Invisibility]]
*1/day—[[Plane Shift]] (DC 17)
!!Statistics
''Str'' 15 [19], ''Dex'' 14, ''Con'' 16 [20], ''Int'' 20, ''Wis'' 17, ''Cha'' 15
''Base Atk'' +6; ''CMB'' +9 [+11]; ''CMD'' 22 [24]
''Feats'' [[Combat Casting]], [[Combat Expertise]], [[Dodge]]
''Skills'' Appraise +14, Bluff +11, Diplomacy +8, Intimidate +8, Knowledge (arcana) +14, Knowledge (planes) +14, Perception +12, Profession (merchant) +9, Sense Motive +12, Sleight of Hand +11, Spellcraft +14
''Languages'' Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
''SQ'' secret chest
!!Special Abilities
*''Secret Chest (Sp)''
**A mercane can retrieve or hide an extradimensional storage chest, as the //secret chest// spell (caster level 5th). The mercane does not need an expensive replica chest to use this ability; any chest will do. It can only use this ability on one chest at a time.
''School'' transmutation [language-dependent]; ''Level'' bard 0, sorcerer/wizard 0, summoner 0, witch 0
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (a piece of copper wire)
!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Targets'' one creature/level
''Duration'' 10 min./level
''Saving Throw'' none; Spell Resistance no
!DESCRIPTION
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Source: CR 313
''School'' abjuration; ''Level'' sorcerer/wizard 8, witch 8
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one creature
''Duration'' 24 hours
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
The subject is protected from all devices and spells that gather information about the target through divination magic (such as detect evil, locate creature, scry, and see invisible). This spell also grants a +8 resistance bonus on saving throws against all mind-affecting spells and effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to gain information about the target. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.
!Mind Thrust I
''School'' divination [mind-affecting]; ''Level'' psychic 1
!!Casting
''Casting Time'' 1 standard action
''Components'' S
!!Effect
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one creature
''Duration'' instantaneous
''Saving Throw'' Will half; ''Spell Resistance'' yes
!!Description
You divine the most vulnerable portions of your opponent’s mind and overload it with a glut of psychic information. This attack deals 1d6 points of damage per caster level (maximum 5d6). The target receives a Will save for half damage. This attack has no effect on creatures without an Intelligence score.
Whether from the pages of a dusty scroll or at the feet of a master, you have learned to set your mind to adapt to the physical realm. You gain a +1 trait bonus on Will saving throws.

Source: Guide for Society Organized Play
''Discipline'' Psychometabolism
''Level'' Psion/Wilder 2, egoist 1
!MANIFESTING
''Display'' Material
''Manifesting Time'' 1 standard action
!EFFECT
''Range'' Personal
''Target'' You
''Duration'' 1 min/level
''Power Points'' Egoist 1, Psion/Wilder 3
!DESCRIPTION
You channel your psionic power, snapping bones and twisting flesh, transforming yourself into a new shape or form. You can take the form of any creature of the same size as yourself, but this is a purely cosmetic change, your abilities, powers or stats do not change beyond the options selected below. If you choose to imitate an existing person, you gain a +4 circumstance bonus to Bluff checks to convince people that you are that person. If you choose to take on an intimidating, horrifying, or otherwise imposing form, you gain a +2 circumstance bonus to Intimidate checks.

In addition, you get one choice from either the Enhancement Menu A or Abilities Menu A.

* ''Enhancement Menu A''
** +2 enhancement bonus to Strength
** +2 enhancement bonus to Dexterity
** +2 enhancement bonus to Constitution
** Increase your size by one size category (+2 size bonus to Strength, -2 size penalty to Dexterity, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
** Decrease your size by one size category (+2 size bonus to Dexterity, -2 size penalty to Strength, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.
** Increase your base land speed by 10 feet.
* ''Abilities Menu A''
** You gain 5 temporary hit points.
** You gain the Cleave feat.
** You gain the Improved Trip feat.
** You gain a +1 natural armor bonus.
** You gain a natural slam/claw/bite (pick one) attack that deals 1d8 damage if Medium (1d10 if Large).
** You gain Resistance 5 against one of these energy types: Cold, Acid, Fire, Electricity.
** You gain a swim speed of 20 feet.
** You gain a climb speed of 20 feet.
** You gain a burrow speed of 15 feet.

''Augment'' For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice from Abilities Menu A. You may not choose the same option twice.
''School'' illusion (figment); ''Level'' bard 2, magus 2, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 min./level
!!DESCRIPTION
This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.

When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.

An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply).
''School'' illusion (figment, glamer); ''Level'' alchemist 6, bard 5, magus 6, sorcerer/wizard 6
!!CASTING
''Casting Time'' 1 standard action
''Components'' S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target/Effect'' you/one illusory double
''Duration'' 1 round/level (D) and concentration + 3 rounds; see text
''Saving Throw'' none or Will disbelief (if interacted with); see text; Spell Resistance no
!!DESCRIPTION
You become invisible (as greater invisibility, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.

The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The greater invisibility lasts for 1 round per level, regardless of concentration.
!Mite - CR 1/4
XP 100
LE Small fey
''Init'' +1; ''Senses'' darkvision 120 ft., low-light vision, scent; Perception +5
!!Defense
''AC'' 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
''hp'' 3 (1d6)
''Fort'' +0, ''Ref'' +3, ''Will'' +3
''DR'' 2/cold iron
''Weaknesses'' light sensitivity
!!Offense
''Speed'' 20 ft., climb 20 ft.
''Melee'' dagger +0 (1d3–1/19–20)
''Ranged'' dart +2 (1d3–1)
''Special Attacks'' hatred
''~Spell-Like Abilities'' (CL 1st)
*At will—[[Prestidigitation]]
*1/day—[[Doom]] (DC 10)
!!Statistics
''Str'' 8, ''Dex'' 13, ''Con'' 11, ''Int'' 8, ''Wis'' 13, ''Cha'' 8
''Base Atk'' +0; ''CMB'' –2; ''CMD'' 9
''Feats'' [[Point-Blank Shot]]
''Skills'' Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; ''Racial Modifiers'' +4 Sleight of Hand, +4 Stealth
''Languages'' Undercommon
''SQ'' vermin empathy +4
!!Ecology
''Environment'' any underground
''Organization'' solitary, band (2–8), or tribe (9–20 plus 1 chieftain of 2nd–4th level and 2–6 giant vermin)
''Treasure'' standard (dagger, 6 darts, other treasure)
!!Special Abilities
*''Hatred (Ex)'' 
**Mites receive a +1 bonus on attack rolls against humanoid creatures of the dwarf or gnome subtype due to special training against these hated foes.
*''Vermin Empathy (Ex)'' 
**This ability functions as a druid's wild empathy, save that a mite can only use this ability on vermin. A mite gains a +4 racial bonus on this check. Vermin are normally mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing mites to train Medium vermin and use them as mounts. Vermin empathy treats swarms as if they were one creature possessing a single mind—a mite can thus use this ability to influence and direct the actions of swarms with relative ease. 
You can easily move through a dangerous melee.

''Prerequisites:'' Dex 13, Dodge.

''Benefit:'' You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 4
!!CASTING
''Casting Time'' 1 round; see text
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one living creature
''Duration'' permanent
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
You reach into the subject's mind and modify as many as 5 minutes of its memories in one of the following ways.
*Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells.
*Allow the subject to recall with perfect clarity an event it actually experienced.
*Change the details of an event the subject actually experienced.
*Implant a memory of an event the subject never experienced.

Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell's range during this time, the spell is lost.

A modified memory does not necessarily affect the subject's actions, particularly if it contradicts the creature's natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream, too much wine, or another similar excuse. 
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 1, cleric 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (rabbit fur)
!!EFFECT
''Range'' 50 ft.
''Target'' The caster and allies within a 50-ft. burst centered on the caster
''Duration'' 1 minute/level or until discharged
''Saving Throw'' none; ''Spell Resistance'' yes (harmless)
!!DESCRIPTION

Each creature affected by this spell is given the potential for greater success and glory. If the affected creature is benefiting from a morale bonus of any type, it can double that morale bonus on one roll or check, before making the roll. Once an affected creature uses this spell’s effect, the spell is discharged for that subject.

Source: Ultimate Combat
''School'' divination; ''Level'' sorcerer/wizard 8, witch 8
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 hour/level or until discharged
!!DESCRIPTION
This spell grants you a sixth sense. Once during the spell's duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, combat maneuver check, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn't take an action; you can even activate it on another character's turn. You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the spell ends. You can't have more than one moment of prescience active on you at the same time.
!Monitor Lizard - CR 2
N Medium animal
''Init'' +2; ''Senses'' low-light vision, scent; Perception +8
!!Defense
''AC'' 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
''hp'' 22 [26] (3d8+9) [3d8+15]
''Fort'' +8 [+10], ''Ref'' +5, ''Will'' +2
!!Offense
''Speed'' 30 ft., swim 30 ft.
''Melee'' bite +5 [+7] (1d8+4 [1d8+7] plus grab and poison)
!!Statistics
''Str'' 17 [21], ''Dex'' 15, ''Con'' 17 [21], ''Int'' 2, ''Wis'' 12, ''Cha'' 6
''Base Atk'' +2; ''CMB'' +5 [+7] (+9 [+11] grapple); ''CMD'' 17 [19] (21 [23] vs. trip)
''Feats'' [[Great Fortitude]], [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Climb +7 [++9], Perception +8, Stealth +10 (+14 in undergrowth), Swim +11 [+13]; ''Racial Modifiers'' +4 Stealth (+8 in undergrowth)
!!Special Abilities
*''Poison (Ex)'' 
**Bite—injury; save Fort DC 14 [16]; onset 1 minute; frequency 1/hour for 6 hours; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based.
''School'' transmutation; ''Level'' alchemist 1, druid 1, magus 1, shaman 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 minute/level (D)
!!DESCRIPTION

Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load.
!!Monkey Swarm 	CR 2
N Tiny animal (swarm)
''Init'' +7; ''Senses'' low-light vision; Perception +5
!!DEFENSE
''AC'' 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
''hp'' 22 [28] (3d8+9) [3d8+15]
''Fort'' +6 [+8], ''Ref'' +8, ''Will'' +2
''Defensive Abilities'' half damage from weapons, swarm traits
!!OFFENSE
''Speed'' 30 ft., climb 20 ft.
''Melee'' swarm (2d6 plus distraction)
''Space'' 10 ft.; ''Reach'' 0 ft.
''Special Attacks'' distraction (DC 14 [16])
!!STATISTICS
''Str'' 7 [11], ''Dex'' 16, ''Con'' 17 [21], ''Int'' 2, ''Wis'' 12, ''Cha'' 11
''Base Atk'' +2; ''CMB'' —; ''CMD'' —
''Feats'' [[Improved Initiative]], [[Lightning Reflexes]]
''Skills'' Acrobatics +11, Climb +10 [+12], Perception +5; ''Racial Modifiers'' +4 Acrobatics
''SQ'' coordinated swarm
!!SPECIAL ABILITIES
*''Coordinated Swarm (Ex)''
**A monkey swarm coordinates its attacks more than a typical swarm, and deals swarm damage one step higher than a swarm of its HD would normally cause.
*''Swarm Traits''
**A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
**A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
''School'' conjuration (summoning); ''Level'' magus 1, sorcerer/wizard 1, summoner 1, witch 1
!CASTING
''Casting Time'' 1 round
''Components'' V, S, M (a bit of horse hair)
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' one mount
''Duration'' 2 hours/level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!DESCRIPTION
You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.
''Prerequisite:'' Ride 1 rank.

''Benefit:'' Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
This creature is particularly skilled at making attacks with its natural weapons.

''Prerequisite:'' Three or more natural attacks.

''Benefit:'' The creature's secondary attacks with natural weapons take only a –2 penalty.

''Normal:'' Without this feat, the creature's secondary attacks with natural weapons take a –5 penalty.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' antipaladin 1, cleric/oracle 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one living creature
''Duration'' 1 round
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
You give the target a mental urge to kill its nearest ally, which it obeys to the best of its ability. The target attacks its nearest ally on its next turn with a melee weapon or natural weapon. If necessary, it moves to or charges to the nearest ally in order to make this attack. If it is unable to reach its closest ally on its next turn, the target uses its turn to get as close as possible to the ally.

Source: Ultimate Magic
''Discipline:'' Psychokinesis [Light]; ''Level:'' Cryptic 0, dread 0, gifted blade 1, marksman 0, psion/wilder 0, psychic warrior 0
!!MANIFESTING
''Display:'' Auditory and visual
''Manifesting Time:'' 1 standard action
!!EFFECT
''Range:'' Personal
''Effect:'' 40-ft. cone of light emanating from you
''Duration:'' 10 min./level (D)
''Power Points:'' Psionic focus or 1
!!DESCRIPTION
Your eyes beam forth a 40-foot cone of light; for the first 20 feet, you shed normal light in such area, and you increase the light level for the other 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this power can be manifested but it has no effect, until you enter into an area with a lower light level.
If my light is used in conjunction with //elfsight//, the cone of light extends out to 80 feet instead of 40 feet.
If my light is used in conjunction with //control light//, the cone of light extends out to 60 feet instead of 20 feet.

''Augment:'' You can augment this power in one of the following ways.
#If you spend 2 additional power points, you can manifest this power as a swift action.
#If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0).
''Prerequisite(s):'' Augment Summoning.

''Benefit:'' Any creature you summon using a summon spell is considered mythic for the purpose of interacting with other mythic creatures. It doesn't gain any mythic abilities or power, but is affected by mythic spells and abilities as if it were a 1st-tier mythic creature. Additionally, if the creature summoned has damage reduction, its damage reduction becomes DR/epic.

Source: Mythic Adventures
When used as a targeted dispel, this spell can end two spells affecting the target instead of just one. If the targeted dispel successfully dispels at least one spell, you heal 1d4 points of damage for every spell level of the dispelled spell. If you dispel two spells, this healing applies only to the highest-level spell dispelled. If you use this spell to counterspell, roll your dispel check twice and take the higher result.

Source: Mythic Adventures
The target changes to one creature touched per level. Affected creatures gain cold resistance 5 and fire resistance 5. They're not slowed by snow, and ignore penalties on Perception checks and ranged weapon attacks from hail, rain, sleet, and snow.

They treat wind as one category weaker.

Source: Mythic Adventures
You can increase the target's size by up to two size categories, to a maximum of Huge. If the target grows two sizes, its weight increases by a factor of 25, it gains a +4 size bonus to Strength, and takes a –4 size penalty to Dexterity and a –2 penalty on attack rolls and to AC because of its increased size. A Medium humanoid creature whose size increases to Huge has a space of 15 feet and a natural reach of 10 feet. Mythic enlarge person counters and dispels mythic reduce person.

Source: Mythic Adventures
!Mythic Rutlius Polmaco
Male Human (Chelish) Teleporter 5|Archmage 3
N Medium humanoid (human)
''Init:'' +0; ''Senses:'' Perception: +4

!Defenses
''AC:'' 8, touch 8, flat-footed 8 (-2 Dex)
''hp:'' 46 (5d6+15+9)
''Fort'' +4, ''Ref'' +0, ''Will'' +7

!Offense
''Speed'' 20 ft.
''Ranged:'' ray +0 touch
''Special Attacks'' surge (+1d6, 9/day)
''Wizard ~Spell-Like Abilities'' (CL 5th, concentration +10):
*8/day - acid dart (1d6+2 acid)
[[Spells|Rutlius' Spellbook]] (CL 5th, concentration +9):
*3rd level - 2/day + conjuration*2
*2nd level- 4/day + conjuration*2
*1st level- 5/day + conjuration*2
*0th level- 4/day
''Thassilonain Specialist School'' conjuration (teleportation); ''Barred Schools'' evocation, illusion
''Mythic Spells'' [[Dispel Magic|Mythic Dispel Magic]], [[Endure Elements|Mythic Endure Elements]], [[Enlarge Person|Mythic Enlarge Person]]

!Statistics
''Str:'' 12, ''Dex:'' 7, ''Con:'' 14, ''Int:'' 23, ''Wis:'' 14, ''Cha:'' 12
''Base Atk:'' +2; ''CMB:'' +3; ''CMD:'' 11
''Feats:'' [[Acadamae Graduate]], [[Augment Summoning]]^^[[M|Mythic Augment Summoning]]^^, [[Bloatmage Initiate]], [[Feral Speech]], [[Spell Focus (Conjuration)|Spell Focus]]^^[[M|Mythic Spell Focus]]^^, [[Superior Summoning]]
''Traits:'' [[Pragmatic Activator]], [[Tireless Logic]]
[[Skills|Rutlius' Skills]]'':'' Appraise +10, Fly +6, Knowledge (arcana) +14, Knowledge (dungeoneering) +10, Knowledge (engineering) +11, Knowledge (history) +11, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +14, Knowledge (religion) +10, Linguistics +14, Perception +4, Spellcraft +14, Use Magic Device +14
''Languages:'' Abyssal, Ancient Osiriani, Auran, Aquan, Azlanti, Common, Draconic, Ignan, Terran
''SQ:'' arcane bond (ring), summoner's charm (+2 rounds)
''Combat Gear:'' acid flask, alchemist fire
''Other Gear:'' backup spell component pouch, [[cloak of resistance +1|cloak of resistance]], [[flawed dark blue rhomboid ioun stone|ioun stone]], [[headband of vast intelligence +2 (fly)|headband of vast intelligence]], [[pearl of power I|pearl of power]], 50ft. of rope, shovel (focus for //create pit//), //wand of [[cure light wounds|Cure Light Wounds]]// (20 charges), [[wayfinder]], [[wizard's kit]]

[[Rutlius' Mythic Progression]]

!Special Abilities
*''Acid Dart (Sp)''
**As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
*''Amazing Initiative (Ex)''
**At 2nd tier, you gain a bonus on initiative equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
*''Arcane Bond (Ex or Sp)''
**At 1st level, wizards form a powerful bond with an ''object'' or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
**Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
**A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
**A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
**If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
*''Hard to Kill (Ex)''
** Whenever you're below 0 hit point, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
*''Legendary Item (Ex)''
**[[Mythic Rutlius' Legendary Arcane Bond]]
*''Mythic Power (Su)''
**Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
*''Mythic Spellcasting (Ex)''
**You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier.
*''Recuperation (Ex)''
**At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of rest for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
*''Speedy Summons (Su)''
**When you cast a summon monster spell, the casting time is 1 standard action instead of 1 round. If you expend one use of mythic power, the casting time becomes 1 swift action. If you're a summoner, as a full-round action you can expend one use of mythic power to summon your eidolon. You must be at least 3rd tier to select this ability.
*''Summoner's Charm (Su)''
**Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
*''Surge (Su)''
**You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
*''Wild Arcana (Su)''
**As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

!Boons
*''Attuned to the Citysong:''
**Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
*''Crisis Averted:''
**You rescued the dwarven emissaries and helped to mitigate a developing crisis. When the Pathfinders’ expedition pays off, certainly the society will remember your contribution.
*''Demonic Scholar:''
**You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.
*''Desperate Bargain:''
**Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
*''Distrust of Witches:''
**Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
*''Dragon Empires Expert:''
**Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
*''Fugitive from Numeria:''
**You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
*''Magical Scrivener:''
**Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
*''Mask of Goblin Seeming:''
**This stretchy, leathery mask is decorated to resemble a goblin's face, complete with a pair of ears sticking out to either side. By speaking the command word as a standard action, the wearer can transform into a real goblin for 5 minutes, as per the spell //alter self// (caster level 5th). Once during the duration of the effect, the wearer can use a move action to conjure a lit torch into his open hand. When the effect ends, the torch disappears, and the mask loses its magic. Cross this boon off your chronicle sheet.
**If you wear the physical goblin mask distributed at Gen Con 2013 when you activate this ability, double the boon's duration and caster level, as well as the number of torches that you may conjure.
*''Master of Shadows:''
**You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
*''Practiced Artificer:''
**Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.
*''Prediction of Future Peril:''
**Your glance into the Pool of Seeing granted you a vision of another level of the dungeons beneath Thornkeep, giving you a unique insight into a future encounter. When adventuring in Thornkeep, you may use this boon to gain the following bonuses, each applied before the associated die is rolled. You may use this boon once per dungeon level in Thornkeep, crossing the associated bonus off the Chronicle sheet once applied.
***You gain a +5 bonus on a Knowledge check to identify a creature.
***You gain a +2 bonus on any single saving throw.
***You gain a +2 bonus to AC against any single opponent.
*''Prince of Wolves:''
**Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
*''Revolutionary Bluster:''
**You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''Snowmask Induction''
**You allied with the Snowmask Clan and returned Jedrek’s Shard to its place of honor beside Ranulf’s body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability.
*''Temple Trained:''
**Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
*''Unidentified Unguent:''
**You laid claim to one of the few intact flasks of mysterious alchemical origin in the laboratory. As a move action that does not provoke attacks of opportunity, you may apply or consume the substance to gain a random, short-lived mutation for 1d4+3 rounds. All mutations are supernatural abilities. Roll a d6 to determine the effects of the mutagen. On a result of 1 or 2, you rage as per the rage spell, but are sickened for 1 round after the effect ends. On a result of 3 or 4, your natural reach increases by 5 feet but you take 1d2 points of Dexterity damage when the effect ends. On a result of 5 or 6, you gain the ability to, as a standard action, breathe a single 15-foot line of acid dealing 4d6 points of acid damage (Reflex DC 15 for half damage) but dealing 2d6 points of acid damage to you when the effect ends. When you use this mutagen, cross the boon off the Chronicle sheet.
*''Urban Tenacity:''
**Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.

[[Additional Resources Necessary|Rutlius' ARs]]
Legendary Surge ability - concentration & caster level checks, 2/day
Abilities - Intelligent x3
Int - 18, Wis - 10, Cha - 14
Languages: Azlanti, Common, Draconic, Elven, Varisian
Intelligent abilities - spellcasting, spellcasting
~Spell-Like Abilities (CL 6, concentration +8):
*1/day - [[Fly]], [[Liberating Command]]
*3/day - [[Magic Missile]], [[Spider Climb]]
''Prerequisite(s):'' Spell Focus.

''Benefit:'' Choose a school of magic you already have Spell Focus in. The bonus to save ~DCs provided by Spell Focus and Greater Spell Focus for that school increases by 1. You can expend one use of mythic power as part of casting a spell from your chosen school to force any of the spell's targets to roll their saving throws twice, taking the lower result.

''Special:'' You can gain this feat multiple times. The effects do not stack. Each time you take this feat, it applies to a different non-mythic Spell Focus feat.

Source; Mythic Adventures
''School'' illusion; ''Level'' bard 1, magus 1, sorcerer/wizard 1, witch 1

CASTING
''Casting Time'' 1 standard action
''Components'' S

EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one creature
''Duration'' 1 round/level
''Saving Throw'' Will negates; Spell Resistance yes


DESCRIPTION
The target’s actions and words fail to impress. The target of this spell takes a –10 penalty on any Bluff, Diplomacy, and Intimidate checks as well as any performance combat checks it attempts.

Source: UC 238
!Name
Female merfolk fighter 1
LG Medium humanoid (aquatic)
''Init'' +1; ''Senses'' Perception +0, low-light vision

!Defenses
''AC'' 20, touch 11, flat-footed 19 (+4 armor, +1 Dex, +2 natural, +3 shield)
''hp'' 14 (1d10+4)
''Fort'' +5, ''Ref'' +1, ''Will'' +0

!Offense
''Speed'' 15 ft., swim 30 ft.
''Melee'' mwk longsword +6 (1d8+3/19-20)
''Ranged'' sling +2 (1d4+3)

!Statistics
''Str'' 16, ''Dex'' 12, ''Con'' 16, ''Int'' 12, ''Wis'' 10, ''Cha'' 15
''Base Atk'' +1; ''CMB'' +4; ''CMD'' 15
''Feats'' [[Shield Focus]], [[Weapon Focus (longsword)|Weapon Focus]]
''Skills'' Handle Animal +6, Intimidate +6, Swim +15
''Languages'' Aquan, Elven, Taldane
''SQ'' armor, legless, strongtail
''Combat Gear'' potions and scrolls and such;
''Other Gear'' chain shirt, mwk longsword, sling (w/ 10 bullets)

!Special Abilities
*''Amphibious''
**Merfolk are amphibious, but prefer not to spend long periods out of the water.
*''Armor''
**Merfolk have a +2 natural armor bonus.
*''Legless''
**Merfolk have no legs, and therefore cannot be tripped.
*''Strongtail''
**A few merfolk have broad, strong tails that are more suited for land travel than the typical merfolk tail. Merfolk with this racial trait have a land speed of 15 feet and a swim speed of 30 feet.
''School'' conjuration (healing); ''Level'' alchemist 4, bard 4, cleric/oracle 4, druid 3, inquisitor 4, paladin 4, ranger 3, witch 4 
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (charcoal)
!!EFFECT
''Range'' touch
''Target'' creature or object of up to 1 cu. ft./level touched
''Duration'' instantaneous or 10 min./level; see text
''Saving Throw'' Will negates (harmless, object); ''Spell Resistance'' yes (harmless, object)
!!DESCRIPTION
You detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.

This spell can instead neutralize the poison in a poisonous creature or object for 10 minutes per level, at the caster's option. If cast on a creature, the creature receives a Will save to negate the effect.
''Prerequisites:'' Cha 13, must be taken at 1st level.

''Benefit:'' You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you.

When you select this feat, choose one of the benefits listed below that matches the flavor of your noble family. Work with your GM to ensure that your choice is appropriate.

//Scion of the Arts:// You gain a +1 bonus on all Perform checks, and Perform is always a class skill for you. If you have the bardic performance ability, you can use that ability for an additional 3 rounds per day.

//Scion of Lore:// You gain a +1 bonus on all Knowledge skills in which you have at least 1 rank.

//Scion of Magic:// You gain one of the following languages as a bonus language: Abyssal, Aklo, Celestial, Draconic, Infernal, or Sylvan. Once per day, as a free action, you can gain a +2 bonus on any Spellcraft check you make. You must spend the free action to gain this bonus before you make the check.

//Scion of Peace:// Whenever you take 10 on a Wisdom-based skill, treat the result as if you had rolled a 13 instead of a 10.

//Scion of War:// You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.

Source: Inner Sea World Guide

!!Alternate version from Hell's Rebels Player's Guide
You are a member of one of the significant noble families of Kintargo, whether or not you remain in good standing with your family. Note that the Victocora family has gone missing and its estate recently burned to the ground, so they’re not an option for this feat. Note also that the Delronge, Sarini, and Tanessen families are well known Thrune sympathizers, so that if you choose to be a member of one of these families, you should play an outcast from the family, someone who’s been shunned and perhaps even disinherited from the family for personal or political views. (In such a case, you’d still gain the monetary boon from the Child of Kintargo trait, should you take it. This boon represents all you’ve managed to get away with before being kicked out of the house.)

''Prerequisites:'' Charisma 13 or Child of Kintargo trait, must be taken at 1st level.

''Benefit:'' You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always considered a class skill for you. You also gain an additional benefit, depending on which family you belong to.

//Aulamaxa//: You gain a +1 bonus on Perform checks, and Perform is always a class skill for you. If you have the bardic performance ability, you can use that ability for an additional 3 rounds per day.

//Aulorian//: You gain one of the following languages as a bonus language: Abyssal, Aklo, Celestial, Draconic, Infernal, or Sylvan. Once per day, as a free action before you roll, you can gain a +2 bonus on any Spellcraft check you make.

//Delronge//: Although you no longer associate yourself with your house (and might indeed have been disowned due to your conflicting political views), you retain the horsemanship training you received as a child. You gain a +1 bonus on Handle Animal and Ride checks, and both are always class skills for you.

//Jarvis//: You have an innate understanding of architecture, particularly when looking for hidden doors and secret areas. You receive a Perception check to notice secret doors and hidden architectural features whenever you pass within 10 feet of them, whether or not you are actively looking.

//Jhaltero//: You have access to the family’s extensive information network. Whenever you use Diplomacy to gather information, roll twice and take the better result.

//Sarini//: Your family has long been open about its allegiance to House Thrune, something that has always ashamed or scandalized you. Although you are no longer welcome at home, you still have memories of lessons in diabolism, and gain a +1 trait bonus on all Knowledge (planes) checks made to know information about Hell or devils. Knowledge (planes) is always a class skill for you.

//Tanessen//: You no longer see yourself as a Tanessen, due in large part to your own differences in opinion with the family’s allegiance to Thrune, but what you learned as a child about leadership in battle still applies today. You apply your Charisma modifier instead of your Dexterity modifier to Initiative checks.

//Vashnarstill//: Your family has always prided itself in knowing as much as there is to know about any topic that interested them. You gain a +1 bonus on all Knowledge skills in which you have at least 1 rank.

''Special'': This is a variant of the Noble Scion trait presented in Pathfinder Campaign Setting: The Inner Sea World Guide, customized to fit more seamlessly with a Kintargo-based campaign. If you take this version of the feat, you cannot also take the version presented in The Inner Sea World Guide.
!NOSOI CR 2
N Tiny outsider (extraplanar, psychopomp)
''Init'' +3; ''Senses'' darkvision 60 ft., low-light vision, spiritsense; Perception +9
!!DEFENSE
''AC'' 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
''hp'' 19 [25] (3d10+3) [3d10+9]
''Fort'' +2 [+4], ''Ref'' +6, ''Will'' +4
''DR'' 2/adamantine; ''Immune'' death effects, disease, poison; ''Resist'' cold 10, electricity 10
!!OFFENSE
''Speed'' 20 ft., fly 50 ft. (good)
''Melee'' bite +8 (1d3–1) [1d3+1]
''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
''Special Attacks'' haunting melody
''~Spell-Like Abilities'' (CL 3rd; concentration +6)
*At will—[[Invisibility]] (self only)
*3/day—[[Speak with Dead]] (6 questions, CL 12th)
*1/day—[[Hide from Undead]] (DC 14), [[Sound Burst]] (DC 15)
!!STATISTICS
''Str'' 8 [12], ''Dex'' 16, ''Con'' 12 [16], ''Int'' 11, ''Wis'' 13, ''Cha'' 16
''Base Atk'' +3; ''CMB'' +4 [+6]; CMD 13 [15]
''Feats'' [[Alertness]], [[Weapon Finesse]]
''Skills'' Fly +17, Knowledge (history) +6, Knowledge (planes) +6, Perception +9, Profession (scribe) +7, Sense Motive +3, Stealth +17
''Languages'' Abyssal, Celestial, Infernal
''SQ'' change shape (raven or songbird [same statistics], beast shape II), spirit touch
!!SPECIAL ABILITIES
*''Haunting Melody (Su)''
**A nosoi’s song has the power to grip the spirits of those that hear it. All living and undead creatures within a 60-foot spread must succeed at a DC 14 Will saving throw or be fascinated. A creature that successfully saves is not subject to that nosoi’s song for 24 hours. This effect continues for as long as the nosoi sings and for 1 round thereafter. A nosoi can sing for a number or rounds per day equal to twice its Hit Dice. This is a sonic mind-affecting charm effect. This ability can affect undead creatures, even though the undead subtype makes such creatures immune to mind-affecting effects (though undead creatures with immunity to mind-affecting effects from a source other than their creature type are still immune). The save DC is Charisma-based.
''School'' conjuration (creation); ''Level'' cleric/oracle 1, druid 1, magus 1, sorcerer/wizard 1, witch 1
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' 20 ft.
''Effect'' cloud spreads in 20-ft. radius from you, 20 ft. high
''Duration'' 1 min./level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!DESCRIPTION
A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.
Grand Lodge Faction Trait

It helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks with the chosen skill, and the chosen skill is a class skill for you.

Source: Roleplaying Guild Guide 8.0
!Octopus - CR 1
XP 400
N Small animal (aquatic)
''Init'' +3; ''Senses'' low-light vision; Perception +1
!!Defense
''AC'' 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
''hp'' 13 [17] (2d8+4) [2d8+6]
''Fort'' +5 [+7], ''Ref'' +6, ''Will'' +1
''Defensive Abilities'' ink cloud
!!Offense
''Speed'' 20 ft., swim 30 ft., jet 200 ft.
''Melee'' bite +5 (1d3+1 plus poison) [1d3+4 plus poison], tentacles +3 (grab)
!!Statistics
''Str'' 12 [16], ''Dex'' 17, ''Con'' 14 [18], ''Int'' 2, ''Wis'' 13, ''Cha'' 3
''Base Atk'' +1; ''CMB'' +1 [+3] (+5 [+7] grapple); ''CMD'' 14 [16] (can't be tripped)
''Feats'' [[Multiattack]]^^B^^, [[Weapon Finesse]]
''Skills'' Escape Artist +13, Stealth +20, Swim +9 [+11]; ''Racial Modifiers'' +8 Stealth, +10 Escape Artist
!!Special Abilities
*''Ink Cloud (Ex)''
**An octopus can emit a 10-foot-radius sphere of ink once per minute as a free action. The ink provides total concealment in water, and persists for 1 minute.
*''Jet (Ex)''
**An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so.
*''Poison (Ex)''
**Bite—injury; //save// Fort DC 13; //frequency// 1/round for 6 rounds; //effect// 1 Str; //cure// 1 save.
!Ooze Mephit - CR 3
N Small outsider (water)
''Init'' +6; ''Senses'' darkvision 60 ft.; Perception +6
!!DEFENSE
''AC'' 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
''hp'' 19 [25] (3d10+3) [3d10+9]; fast healing 2 (works only in wet or muddy environments)
''Fort'' +2 [+4], ''Ref'' +5, ''Will'' +3
''DR'' 5/magic
!!OFFENSE
''Speed'' 30 ft., swim 30 ft. (perfect)
''Melee'' 2 claws +5 [+7] (1d3+1) [1d3+3]
''Special Attacks'' breath weapon (15-foot cone, 1d4 acid and sickened, Reflex DC 13 [15] for half)
~Spell-Like Abilities (CL 6th)
*1/hour — [[Acid Arrow]]
*1/day — [[Stinking Cloud]], summon (level 2, 1 mephit of the same type 25%)
!!STATISTICS
''Str'' 13 [17], ''Dex'' 15, ''Con'' 12 [16], ''Int'' 6, ''Wis'' 11, ''Cha'' 14
''Base Atk'' +3; ''CMB'' +3 [+5]; ''CMD'' 15 [17]
''Feats'' [[Dodge]], [[Improved Initiative]]
''Skills'' Bluff +8, Fly +10, Perception +6, Stealth +12
''Languages'' Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)
!!SPECIAL ABILITIES
*''Breath Weapon (Su)''
**Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
**A cone of slime that deals 1d4 acid damage. The slime also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect.
''School'' transmutation; ''Level'' bard 0, magus 0, sorcerer/wizard 0, summoner 0
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (a brass key)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' object weighing up to 30 lbs. or portal that can be opened or closed
''Duration'' instantaneous
''Saving Throw'' Will negates (object); ''Spell Resistance'' yes (object)
!!DESCRIPTION

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.
''School'' enchantment (compulsion) [emotion, mind-affecting]; ''Level'' bard 2, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one creature
''Duration'' 1 round/level or until broken (see text)
''Saving Throw'' Will negates (see text); ''Spell Resistance'' yes
!!DESCRIPTION
You fill your target with boredom. The target loses all interest in its current task and must make a Will save against the spell’s effect in order to perform its next action. If the target fails, it takes no action that round. The boredom lasts until the duration expires or the target breaks the spell’s effect with a successful Will save.

Source: Ultimate Magic
|!Qt.|!Item|!Cost|!Weight|
|1|Holy Symbol of Yokun Far Step|?|?|
|1|Holy Symbol of Qut't'ang the Veiled One|?|?|
|1|Inkpen| .1gp| - |
|1|Ink (Vial)| 8gp| - |
|1|Leather Armor| 10gp| 15lbs|
|1|Silk Rope (50ft.)| 10gp| 5lbs|
|1|Sling| - | - |
|20|Sling Bullets| .2gp| 10lbs|
|1|Spear|?|?|
|3|Trail Rations (Days)| 1.5gp| 3lbs|

Remaining Money: 40gp, 2sp

Money Tracker
|!Money (in gp)|!Source|
| 40.2|Start|
|>| 2/27/14 |
| +833|Selling pirate jewelry|
| +133|Selling //cursed amulet of natural armor +1//|
| -100|//[[lesser pearl of speech]] (shadow)//|
| -405|mwk composite longbow + 100 arrows|
| -304|//+1 returning dagger// (for a mwk price)|
| -175|mwk studded leather|
| -50|mwk backpack|
| +135|gold from slavers' bodies|
| - |artifact quill|
| - |//[[nyan sword]]//|
| - |2 arrows used|
| 107.2|Total|
|>| 3/13/14 |
| +4000|Winnings from the arena|
| -.5|hostel|
| - |lost artifact quill, 4 arrows used|
| 4106.7|Total|
|>| 3/27/14 |
| -2000|//[[handy haversack]]//|
| -750|//[[healing belt]]//|
| - |4 arrows used|
| 1356.7|Total|
|>| 4/10/14 |
| +20|Gold from bingo|
| - |Gained //[[book of box text]]//|
| 1376.7|Total|
!!Equipment
*Ink vial
*Inkpen
*Leather armor
*Longsword
*Lute
*50 ft of silk rope
*Sling
*Sling bullet
*Trail ration
*Unarmed Strike

!!Feats
*[[Deadly Aim]]
*[[Skill Focus (Craft)|Skill Focus]]
*[[Skill Focus (Perception)|Skill Focus]]
*[[Skill Focus (Perform)|Skill Focus]]
*[[Skill Focus (Profession)|Skill Focus]]
*[[Skill Focus (Stealth)|Skill Focus]]
*[[Weapon Finesse]]
*[[Weapon Focus (Longsword)|Weapon Focus]]

!!Races
*Tengu

!!Skills
*Appraise
*Bluff
*Climb
*Craft
*Diplomacy
*Disguise
*Intimidate
*Knowledge (all)
*Linguistics
*Perception
*Perform
*Profession
*Sense Motive
*Spellcraft
*Stealth
*Use Magic Device

!!Spells
*[[Bear Prison|Icy Prison]] (Wizard 5)
*[[Create Water]] (Adept 0)
*[[Detect Magic]] (Wizard 0)
*[[Ghost Sound]] (Bard 0)
*[[Guidance]] (Adept 0)
*[[Mage Hand]] (Wizard 0)
*[[Prestidigitation]] (Wizard 0)
*[[Silent Image]] (Bard 1)
*[[Summon Instrument]] (Bard 0)
*[[Ventriloquism]] (Bard 1)
|!Skill                 |!Stat|!Ranks|!Class|!Other               |!Total|
|Appraise               | +2  | 1    | 3    |                     | +6   |
|Bluff                  | +4  | 6    | 3    |                     | +13  |
|Diplomacy              | +4  | 6    | 3    |                     | +13  |
|Heal                   | -2  |      |      | +2 competence       | +0   |
|Knowledge (arcana)     | +2  | 4    | 3    | +1 trait            | +10  |
|Knowledge (engineering)| +2  | 6    | 3    | +1 trait            | +12  |
|Knowledge (planes)     | +2  | 2    | 3    |                     | +7   |
|Knowledge (religion)   | +2  | 2    | 3    |                     | +7   |
|Perception             | -2  | 6    | 3    | +2 racial, +1 trait | +10  |
|Sense Motive           | -2  |      |      | -4 racial           | -6   |
|Spellcraft             | +2  | 6    | 3    |                     | +11  |
|Use Magic Device       | +4  | 3    | 3    |                     | +10  |
!Orange, Dragonslayer
Android Savant 8
N Medium humanoid (android)
''Init:'' +3; ''Senses:'' darkvision 60ft, low-light vision, Perception: +10

!Defenses
''AC:'' 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
''hp:'' 43 (8d8)
''Fort'' +7, ''Ref'' +6, ''Will'' +11

!Offense
''Speed'' 30 ft.
''Ranged:'' mwk composite longbow +10 (1d8/x3)

!Statistics
''Str:'' 10, ''Dex:'' 16, ''Con:'' 10, ''Int:'' 14, ''Wis:'' 7, ''Cha:'' 20
''Base Atk:'' +6; ''CMB:'' +6; ''CMD:'' 19
''Feats:'' [[Deadly Aim]], [[Fast Note Taking]], [[Precise Shot]], [[Point-Blank Shot]], [[Rapid Shot]]
''Flaws:'' [[Booting Up]], [[Command Word]]
''Traits:'' (Charisma for Will), (Proficiency with Longbow), [[Mathematical Prodigy]], [[Seeker]]
[[Skills|Orange's Skills]]'':'' Appraise +6, Bluff +13, Diplomacy +13, Heal +0, Knowledge (arcana) +10, Knowledge (engineering) +12, Knowledge (planes) +7, Knowledge (religion) +7, Perception +10, Sense Motive -6, Spellcraft +11, Use Magic Device +10; ''Racial Bonus'' +2 Perception, -4 Sense Motive
''Languages:'' Auran (Ancient), Chaussan, Minosian, Shadow
''SQ:'' hyperbole (Chaingun master), knacks (11 minutes/day, 5 items, max 2nd level spell)
''Combat Gear:'' masterwork composite longbow (+0 strength) with 90 arrows, //[[healing belt]]//, //[[nyan sword]]//, //+1 returning dagger//, sling with 20 bullets
''Other Gear:'' //[[book of box text]]//, //[[cloak of resistance +1|cloak of resistance]]//, //[[headband of alluring charisma +2|headband of alluring charisma]]//, //[[lesser pearl of speech]] (shadow)//, masterwork studded leather armor
[[Full Gear Listing|Orange's Gear]]

[[Orange's Notebook]]

!Special Abilities
*''Avatar of Legend (Su)''
**Experienced savants can conjure legendary allies. At 6th level, once per day, a savant can summon an avatar of legend as a full-round action. An avatar of legend appears within 100 ft. of the savant and within line of sight. An avatar of legend is a separate character, created using the cohort rules of the Leadership feat. The savant’s effective leadership score is his character level plus his Charisma modifier. The avatar of legend enters play with any knacks the savant embodied at the time and remains for as long as the savant concentrates as a standard action. The avatar vanishes immediately when the savant’s concentration ends. The savant knows a number of avatars of legend equal to his Charisma modifier. When using this ability, he can choose one of those avatars to summon. Whenever a savant gains a level, he can choose to replace one avatar of legend. Avatars of legend do not gain experience on their own; instead, their level is always equal to the highest-level cohort the savant’s Leadership score grants, up to his level -2. An avatar of legend is summoned with non-magical equipment designated by the savant based on notes in his notebook. If the avatar of legend can cast spells, it knows the minimum number of spells its class allows and appears with its full suite of spells and abilities.
*''Constructed''
**For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
*''Emotionless''
**Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
*''Extended Persona (Su)''
**A savant sometimes becomes comfortable in a persona he embodies. At 4th level, once per day, a savant can embody a persona for 1 hour rather than its normal duration. He may use extended persona twice per day at 10th level, and three times per day at 16th level. Extended persona must be embodied for 1 hour intervals.
*''Knacks (Sp or Su)''
**When a savant says “This reminds me of the time…” he is more than just spinning a yarn. Through his stories, a savant embodies the characteristics of his protagonists. These characteristics, called knacks, can be anything from spellcasting to proficiency with a weapon to a full set of armor conjured by the savant’s story. A savant can embody a persona as a full-round action that does not provoke attacks of opportunities. 
**At 1st level, when a savant embodies a persona, he can choose any three of the knacks below to assume as part of that persona, assuming he has the necessary notes in his notebook. He can assume an additional knack at 4th level and every four levels thereafter (five at 8th, six at 12th, seven at 16th, eight at 20th) as indicated on Table 1: Savant. Unless otherwise noted, a knack cannot be chosen more than once. The DC of his abilities that allow saves is equal to 10 + 1/2 the savant’s level + the savant’s Charisma modifier.
**Some knacks are spell-like abilities. When a savant casts spells, he treats arcane spell notes as arcane spells and divine spell notes as divine spells, with the usual limitations, such as arcane spell failure. When a savant details a spell note, the type of spell (arcane or divine) and the spell level depends on the caster he observed casting the spell. Regardless of type, a savant uses his Charisma modifier to determine the Difficulty Class of resisting his spells. When embodying a spell-casting knack, a savant can choose any spell noted in his spellbook, up to the max spell level indicated on Table 1: Savant. A savant needs a Charisma score equal to 10 + the spell’s level to cast a spell. A savant’s caster level is equal to his class level.
**A savant can embody a persona for a number of minutes per day equal to 3 + his Charisma modifier. At 2nd level, and every even level thereafter, he may embody a persona for an additional minute per day. These minutes need not be consecutive, but they must be spent in 1-minute intervals. Ending the embodiment of a persona is a free action that does not provoke attacks of opportunity. 
**A persona is simply a term for different combinations of knacks. There is no limit to the number of personae a savant knows. A savant player is encouraged to create the personae he expects his savant to embody in advance, complete with associated knacks, a name, and legends of their greatness, to speed up play.
**For example, by embodying the exemplar of wisdom, orison, and pinch of magic (cure light wound) knacks, the savant can create a holy man persona. By taking the exemplar of strength, fabled item (bastard sword), and weapon recognition knacks, he can create a warrior persona.
**At 1st level, a savant knows all of the following knacks. However, the extent to which he can embody them as part of a persona varies depending on the notes in his notebook. See the notebook special ability, below.
***''Exemplar (Su)'' 
****The savant gains a temporary +4 enhancement bonus to the ability score of his choice. This bonus improves to +6 at 10th level and +8 at 20th level. He can choose this knack multiple times when embodying a persona, choosing a different ability score each time.
***''Invigoration (Su)'' 
****The savant gives himself a boost of confidence, fuel, and adrenaline and gains 3 temporary hit points per Hit Die. These temporary hit points last until they are lost, or until the savant utilizing this knack embodies a new knack. 
***''Fabled Item (Su)'' 
****The very item the savant describes appears within his outstretched hand. The savant gains a suit of armor, a shield, a weapon, or another item noted in his notebook. This item functions in all ways as a real version of the chosen item for as long as the savant embodies this knack, but it is obviously a temporary conjuration and cannot pass for a real weapon under any scrutiny. If he is already wearing armor when he embodies this knack, a savant uses the better AC bonus and the worse armor check penalty and arcane spell failure chance. The savant can cast arcane spells while wearing light fabled armor without incurring the normal arcane spell failure chance. Wearing fabled armor or wielding a fabled weapon does not grant the savant proficiency with the armor or weapon. He can choose this knack multiple times when embodying a persona, and he must have an appropriate number of hands free to use this knack.
***''First and Last Line of Defense (Su)'' 
****The savant gains proficiency with all medium armor and all shields noted in his notebook.
***''Magic Wit (Sp)'' 
****What a savant lacks in know-how and faith, he more than makes up with style. The savant gains a spell detailed in his notebook as a spell-like ability, useable once. This spell can be up to his maximum spell level (see Table 1: Savant). He must have a Charisma score equal to 10 + spell level to cast the spell. He can choose this knack multiple times when embodying a persona, designating different spells or the same spell multiple times.
***''Pinch of Magic (Sp)'' 
****A little magic goes a long way. The savant can spontaneously cast any three cantrips or orisons chosen from his notebook. He casts cantrips as arcane spells and orisons as divine spells, based on the caster he was observing when he added the spell to his notebook.
***''Racial Emulation (Sp)'' 
****The savant describes the appearance and mindset of other races with such insight, he could be mistaken for a member of another race. The savant can assume the form of any Small or Medium creature of the humanoid type detailed in his notebook. If the form assumed has any of the following abilities, he gains the listed ability: darkvision 60 feet, low-light vision, scent, and a swim speed.
***''Skill Familiarity (Su)'' 
****The savant gains a +2 bonus to a skill he has detailed in his notebook. This bonus increases by +2 at 5th level and every 5 levels thereafter. Additionally, he is treated as being trained in the skill as though he had a rank in the skill. He can choose this knack multiple times when embodying a role, designating a different skill each time.
***''Warrior’s Swing (Su)'' 
****The competence with which the savant handles himself in combat suddenly and obviously improves. The savant treats his base attack bonus as equal to his savant level.
***''Weapon Recognition (Su)'' 
****Suddenly the savant looks upon the weapons around him with understanding and much greater appreciation. The savant gains proficiency with all martial and exotic weapons detailed in his notebook.
*''Advanced Knacks''
**At 5th level, when a savant embodies a persona, he can choose any the following advanced knacks in addition to his standard knacks, assuming he has the necessary notes in his notebook.
***''Bestial weapon''
****A learned man can relate to an animal as well as a humanoid. The savant gains a natural attack noted in his notebook, dealing damage appropriate for his size. This does not include additional abilities associated with the attack. For example, if a bite knack was gained from observing a wolf, manifesting the bite attack does not include the free trip attack.
***''Calming Words (Su)''
****Nothing soothes a racing pulse after a dangerous battle like a quiet story. A savant can, as a full-round action, grant all allies within 30 ft., including himself, fast healing equal to his Charisma modifier, for 3 rounds. Allies cannot engage in any activity during this time or they lose the benefits of the savant’s calming words. The savant’s persona immediately ends after using calming words. Calming words cannot be extended by the savant’s extended persona ability.
***''Dash of Metamagic''
****The savant chooses one metamagic feat noted in his notebook. He can add this metamagic feat to any spell he casts, increasing its level normally. He can choose this knack multiple times when embodying a persona, choosing a different metamagic feat each time.
***''Enchantment:''
****A single item of armor worn by the savant or a shield or a weapon he carries (including armor, shields, and weapons created by knacks) gains a +1 enhancement bonus. This bonus increases by +1 every three levels after 5th. These bonuses stack with existing bonuses to a maximum of +5. Alternately, a savant can add armor, shield, or weapon properties detailed in his notebook. Properties added with this knack do not replace existing item properties, but duplicate abilities do not stack. If the armor, shield, or weapon is not magical, a +1 enhancement bonus must be added before any other properties can be added. A savant can choose this knack multiple times when embodying a persona, enchanting a different piece of equipment each time.
***''Healing Touch (Su)''
****A savant can remove debilitating conditions from allies with a touch. A savant can, as a standard action, designate one of the following conditions each round to immediately end: blinded, deafened, diseased, frightened, nauseated, paralyzed, poisoned, or sickened. A healing touch can remove a condition caused by a curse, disease, or poison without curing the affliction.
***''Tactical emulation''
****The savant gains the use of one feat noted in his notebook. He must meet the prerequisites for this feat, with one exception: if a savant has all of a feat’s prerequisite feats noted in his notebook, he may embody the feat without embodying the prerequisite feats. A savant must embody a knack that grants a spell-like ability to qualify for a feat with a spell-casting prerequisite. The knack must grant a spell of the appropriate type and level.
*''Nanite Surge''
**An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round.
*''Notebook (Ex)''
**A savant carries a book of tricks, stories, and shortcuts to assist his comrades and confound his enemies. A savant always keeps this notebook, a quill, and vial of ink on his person, to detail the amazing events witnessed on his adventures. To add a note to his notebook, a savant must observe the specifics of what he wants to note. To observe, a savant must be aware of and able to see the details of that which he intends to note. Observing is a free action, but adding a note to his notebook takes 1 minute and provokes attacks of opportunity. He can only add a note about something he observed within 1 hour per class level.
**Once per day, a savant can add one of the following notes to his notebook:
***''Equipment'' 
****An equipment note details an item the savant observed in use. An equipment note details the exact item the savant observed. In some cases, this distinction is irrelevant (for example: detailing an equipment note about a specific longsword would still grant the savant proficiency with all longswords when embodying the weapon recognition knack). In other cases, it is entirely relevant (for example, detailing an equipment note about a specific key a savant observed will only allow him to use the key on locks that specific key could open). If the savant details an equipment note about a masterwork item, a magic item, or an item made of a special material, the equipment note does not also detail the mundane version of the item. A savant may detail natural attacks as equipment notes.
***''Feat'' 
****A feat note details how a feat works. If the feat grants a bonus, the savant is considered to have observed it as long as he witnessed the creature with the feat involved in a situation where the feat came into play. For example, if a savant is aware of and able to see a creature with Improved Initiative when initiative is rolled, he is considered to have observed Improved Initiative. If he is aware of and able to see a creature with the Toughness feat take damage, he is considered to have observed Toughness. If the feat grants a special ability, the savant is only considered to have observed it as long as he witnessed the creature with the feat perform the special ability. For example, a savant is only considered to have observed Arcane Armor Training if the creature used the feat to reduce the arcane spell failure chance of its armor while the savant was aware of and able to see a creature with Arcane Strike. If a savant observes a feat with other feats as prerequisites, he must first note the prerequisites of the feat he observes. For example, if a savant observes a creature use Spring Attack, the savant can only add a note about Spring Attack, if he already has Dodge and Mobility notes. 
***''Race'' 
****A race note details the characteristics of a Small or Medium humanoid race. A savant must have spent a significant amount of time among or interacting with a race to add a race note to his notebook. For example, a savant could note the details of a dwarf and create a dwarf race note after drinking with a dwarf for an hour, spending the night in a dwarf-run inn, or arguing with a dwarf for a few minutes.
***''Skill'' 
****A skill note details how a skill can be used. Any skill the savant observes in use can be added as a skill note, even if a skill has multiple uses and the savant only witnesses one. For example, if a savant observes a sage identify a magical beast using Knowledge (arcana), he may add a Knowledge Arcana skill note to his notebook. 
***''Spell'' 
****A spell note details the components necessary to cast a spell, and its spectacular effects. To add a spell note to his notebook, a savant must not only observe a spell as it is cast, but also either identify the spell as it is cast or have the spell identified for him. When a savant adds a spell note to his notebook, he indicates whether it is a divine or arcane spell, the class of the caster, and the spell level at which the spell was cast. If a savant observes a spell modified by a metamagic feat, he must choose to either add a feat note detailing the metamagic feat, or a spell note detailing an unmodified version of the spell. 
**A savant begins play with a notebook containing notes for all the equipment he owns, all savant class skills, any cross-class skill he has ranks in, and three 0-level spells chosen from any spell list. Because a note takes up fewer pages than the arcane iconography of true magic, and because of a savant’s liberal use of page edges for footnotes and addendums, one notebook has enough space for a savant’s entire career. A savant cannot embody personae without his notebook on hand. A savant who has lost his notebook has 1 week to buy a new one and rewrite up to half his notes, chosen by the savant, in a ritual that requires 8 hours. If more than a week passes, he loses all knacks he knew and must start collecting them again. A notebook uses the same cost and statistics as a wizard’s spellbook.
''School'' necromancy; ''Level'' cleric/oracle 8, sorcerer/wizard 8
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a black gemstone of any kind worth 50 gp)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' 1-ft.-diameter sphere
''Duration'' 1 round/level (D)
''Saving Throw'' Fortitude negates; ''Spell Resistance'' yes
!!DESCRIPTION
You create a small weightless sphere of pure negative energy. As a move action, you can move it up to 30 feet per round in any direction. If it enters a space with a living creature, it stops moving for the round and that creature gains one negative level (Fortitude negates). Any creature passing through or ending its turn in the space occupied by the sphere gains one negative level (Fortitude negates). Twenty-four hours after gaining a negative level from the sphere, the subject must make a Fortitude saving throw (the DC of this save is equal to the DC of this spell) for each negative level. If the save succeeds, that negative level is removed. If it fails, that negative level becomes permanent.

If more than one orb (from different castings of the spell) enters the same space, the orbs automatically fuse together. The resulting orb uses the higher of the two orbs’ DCs as its DC and whichever duration has more time left. If the orbs are from different casters, each must make an opposed Intelligence check to move the sphere.

An undead creature that passes through or ends its turn in the space occupied by the orb gains 2d4 × 5 temporary hit points for 1 hour.

Source: Ultimate Magic
!Orca CR 5
N Huge animal
''Init'' +6; ''Senses'' blindsight 120 ft., low-light vision; Perception +19
!!Defense
''AC'' 16, touch 10, flat-footed 14 (+2 Dex, +6 natural, –2 size)
''hp'' 67 [85] (9d8+27) [(9d8+45)]
''Fort'' +9 [+11], ''Ref'' +8, ''Will'' +5
!!Offense
''Speed'' swim 80 ft.
''Melee'' bite +13 [+15] (2d6+12) [(2d6+15)]
''Space'' 15 ft.; ''Reach'' 10 ft.
!!Statistics
''Str'' 27 [31], ''Dex'' 15, ''Con'' 16 [20], ''Int'' 2, ''Wis'' 15, ''Cha'' 6
''Base Atk'' +6; ''CMB'' +16 [+18]; ''CMD'' 28 [30]
''Feats'' [[Endurance]], [[Improved Initiative]], [[Skill Focus (Perception, Swim)|Skill Focus]], [[Weapon Focus (bite)|Weapon Focus]]
''Skills'' Perception +19, Swim +28 [+30]; ''Racial Modifiers'' +8 Perception
''SQ'' hold breath
!!Special Abilities
*''Hold Breath (Ex)''
**An orca can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
''Prerequisites:'' Bluff 8 ranks, Dodge.

''Benefit:'' While you are fighting defensively or using the total defense action, select one opponent. Add your Charisma bonus to your AC as a dodge bonus against that opponent's melee attacks until your next turn. You cannot use this feat if you cannot see the selected opponent.

Source: Cheliax, Empire of Devils
[[Future Character Plans]]
[[Standard Survival Items]]
[Psionic]
You burn your life force to strengthen your powers.

''Benefit:'' While manifesting a power, you can increase your effective manifester level by one, but in so doing you take 1d8 points of damage. At 8th level, you can choose to increase your effective manifester level by two, but you take 3d8 points of damage. At 15th level, you can increase your effective manifester level by three, but you take 5d8 points of damage. The effective increase in manifester level increases the number of power points you can expend on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, duration, and overcoming power resistance.

''Normal:'' Your manifester level is equal to your total levels in classes that manifest powers.
''School'' transmutation; ''Level'' alchemist 5, arcanist 5, investigator 5, magus 5, occultist 5, psychic 5, shaman 5, sorcerer/wizard 5, spiritualist 5, summoner 4, summoner (unchained) 5, witch 5
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S
!!Effect
''Range'' personal
''Target'' you
''Duration'' 1 hour/level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!Description
This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with a bonus on Fly skill checks equal to half your caster level. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an 8-hour period of flight (or 48 miles at a speed of 30 feet).
|!Number|!Name|!R/C|!Level|!Current Status|
|760-1|[[Lord Arthur Higgenstrom III|Arthur's Stat Block]]|Human Sorcerer|19.2|On extended travels|
|760-2|[[Panven Wolfswift|Panven's Stat Block]]|Human Rogue/Bard/Druid|5.0|Permadead|
|760-3|[[Markas Shortcloak|Markas' Stat Block]]|Halfling Cavalier|14.1||
|760-4|[[Theodric Alspine|Theodric's Stat Block]]|Human Witch|11.1|Trying to level for seeker arcs|
|760-5|[[Komana Higgenstrom|Komana's Stat Block]]|Human Fighter/Monk/Wizard|16.0||
|760-6|[[Iacobus Higgenstrom|Iacobus' Stat Block]]|Human Bard|10.2||
|760-7|[[Prisencolinensinainciusol|Pris's Stat Block]]|Gnome Monk/Oracle/Sorcerer|9.2||
|760-8|[[Honwa Dashiro|Honwa's Stat Block]]|Kitsune Sorcerer|6.1|Slow Track, Mostly Retired|
|760-9|[[Xantrian Higgenstrom|Xantrian's Stat Block]]|Aasimar Oracle|9.0|Saving for specials|
|760-10|[[Rutlius Polmaco|Rutlius' Stat Block]]|Human Wizard/Bloatmage|9.1|Need to make Summon Cheat Sheet|
|760-11|[[Prig Lil|Prig's Stat Block]]|Grippli Cavalier/Fighter|7.2||
|760-12|[[Sulmavat Saran|Sulmavat's Stat Block]]|Nagaji Cleric/Monk/Paladin/Champion of Irori/Sentinel|12.0||
|760-13|[[Doritian Higgenstrom|Doritian's Stat Block]]|Human Investigator|8.0|Forged in Flame Series|
|760-14|[[Zeldana Dandrae|Zeldana's Stat Block]]|~Half-Elf Sorcerer/Harrower|8.0|Building towards the Harrowing|
|760-15|[[Qari Coldtongue|Qari's Stat Block]]|Ifrit Hydrokineticist|5.1||
|760-16|(Locked-in Aasimar)||||
|760-17|[[Shiradaz Gaunt|Shiradaz's Stat Block]]|Undine Cleric|8.1||
|760-18|[[Alaxtor Higgenstrom|Alaxtor's Stat Block]]|Human Occultist|7.0|Need to make an arrow cheat sheet|
|760-19|[[Zarishu Sarinda|Zarishu's Stat Block]]|Suli Swashbuckler/Magus|4.0|Needs GM Credit for F&F 2 & 3|
|760-20|[[Sorry, I'm Not Good With Names|Sorry's Stat Block]]|Samasaran Shaman|7.0||
|760-21|[[Thessalia Elasha|Thessalia's Stat Block]]|Elf Druid|3.0|Needs Champion's Chalice 2|
|760-22|[[Experiment 325|325's Stat Block]]|Ifrit Oracle|3.1||
|760-23|[[Prof. Zordlon|Prof Z's Stat Block]]|Elf Psychic|2.2|NO GM CREDIT|
|760-24|[[Yalandlara Farlara|Yalandlara's Stat Block]]|Elf Occultist|2.1|Needs 1 more GM Credit for Card|
|760-25|Lucky Jamir|Halfling Witch|1.0|Ire of the Storm GM + Shattered Star|
|760-26|(Daggerdin)|(Paladin?)||Solstice Scar GM Credit|
|760-27|[[Irice Stonethrow|Irice's Stat Block]]|Oread Inquisitor|5.0||
|760-28|[[Evercold|Evercold's Stat Block]]|Vine Leshy Spellslinger/Sorcerer|2.2|Need to put together chronicles|
|760-29|[[Nejuele|Nejuele's Stat Block]]|Merfolk Fighter|1.2||
* ''Bardic Knowledge (Ex):'' A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
* ''Bardic Performance:'' A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
**Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
**At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
**Each bardic performance has audible components, visual components, or both.
***If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
***If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
**''Countersong (Su)''
***At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
**''Distraction (Su)''
***At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
**''Fascinate (Su)''
***At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
***Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
***Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
**''Inspire Courage (Su)''
***A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
|!Class/Level|!BAB|!FORT|!REF|!WILL|!Abilities|
|Rogue 1|+0|+0|+2|+0|Sneak attack +1d6, trapfinding|
|Bard 1|+0|+0|+2|+2|Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +1|
|Druid 1|+0|+2|+0|+2|Nature bond, nature sense, wild empathy|
|Rogue 2|+1|+0|+1|+0|Rogue talent (trap spotter), evasion|
|Rogue 3|+1|+1|+0|+1|Sneak attack +2d6, trap sense +1|
* ''Nature Bond (Ex):'' At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
**The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.
**Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
* ''Nature Sense (Ex):'' A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
* ''Wild Empathy (Ex):'' A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
**To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
|!Level|!Name|!Description|!Source|
|1|[[Toughness]]|+3 hit points, +1 per Hit Die beyond 3|CR|
|Human|[[Alertness]]|+2 bonus on Perception and Sense Motive checks|CR|
|3|[[Boon Companion]]|Calculate your animal companion/familiar abilities as if they were higher.|~SoS|
|5|[[Dilettante]]|+2 bonus in Knowledge skills with 1-5 ranks and make higher DC untrained Knowledge checks.|~SoS|
[img[.\Pics\Panven_Wolfswift.jpg]] ([[Link|.\Pics\Panven_Wolfswift.jpg]])

[img[.\Pics\keyboard-cat.png]] ([[Link|.\Pics\keyboard-cat.png]])
* ''Trapfinding (Ex)'': A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
* ''Trap Spotter (Ex):'' Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
* ''Trap Sense (Ex):'' At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.  Trap sense bonuses gained from multiple classes stack.
|!Skill|!Ability|!Lv 1|!Lv 2|!Lv 3|!Lv 4|!Lv 5|!Rogue|!Bard|!Druid|!Feat|!Total|
|!Acrobatics|2|1|||1|1|||||!+8|
|!Appraise|3||||1||||||!+7|
|!Bluff|1||1||||||||!+5|
|!Climb|1|1||||1|||||!+6|
|!Craft(trapmaking)|3||||1||||||!+7|
|!Diplomacy|1|1||||1|||||!+6|
|!Disable Device|2|1|1|1|1|1|1||||!+11|
|!Disguise|1||||1||||||!+5|
|!Escape Artist|2|1|||||||||!+6|
|!Fly|2||||||||||!+2|
|!Handle Animal|1|||1|||||||!+5|
|!Heal|2|||1|||||||!+6|
|!Intimidate|1|||1|||||||!+5|
|!Knowledge(arcana)|3||1|||1||1||2|!+11|
|!Knowledge(dungeoneering)|3|1||||1||1||2|!+11|
|!Knowledge(engineering)|3||1|||||1||2|!+10|
|!Knowledge(geography)|3||1|||||1||2|!+10|
|!Knowledge(history)|3||1|||||1||2|!+10|
|!Knowledge(local)|3|1||||1||1||2|!+11|
|!Knowledge(nature)|3||1|||1||1|2|2|!+13|
|!Knowledge(nobility)|3||||1|||1||2|!+10|
|!Knowledge(planes)|3||1|||||1||2|!+10|
|!Knowledge(religion)|3||1|||1||1||2|!+11|
|!Linguistics|3|||1|||||||!+7|
|!Perception|2|1|1|1|1|1||||2|!+12|
|!Perform(dance)|1||||1||||||!+5|
|!Profession(guide)|2|1|||||||||!+6|
|!Ride|2||||1||||||!+6|
|!Sense Motive|2|1||||||||2|!+8|
|!Sleight of Hand|2|1|||1|1|||||!+8|
|!Spellcraft|3||||1||||||!+7|
|!Stealth|2|1|||1||||||!+6|
|!Survival|2|||1||1||||2|!+9|
|!Swim|1|1|||||||||!+5|
|!Use Magic Device|1|||1|1|1|||||!+7|
!Panven Wolfswift
Male Human Rogue(Scout) 3/Bard 1/Druid 1 (see [[table|Panven's Class Table]])
NG Medium Humanoid
''Init:'' +2; ''Senses:'' Perception: +12

!Defenses
''AC:'' 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 shield)
''hp:'' 38 (5d8+10)
''Fort'' +5, ''Ref'' +8, ''Will'' +8 ([[calc|Panven's save calculations]])
''Defensive Abilities'' evasion, trap sense +1

!Offense
''Speed'' 30 ft.
''Melee:'' //+1 shortsword// +4 (1d6+2/19-20)
''Ranged:'' mwk crossbow +5 (1d8/18-20)
''Special Attacks:'' attack +2d6, bardic performance 5 rounds/day (countersong, distraction, fascinate [DC 11], inspire courage +1)
''Bard Spells'' (CL 1st; concentration +2):
*1-level (2/day) - [[Solid Note]], [[Unseen Servant]]
*0-level (at-will) - [[Dancing Lights]], [[Detect Magic]], [[Mage Hand]], [[Prestidigitation]]
''Druid Spells'' (CL 1st; concentration +3):
*1-level- 2 prepared
*0-level- 3 prepared

!Statistics
''Str:'' 12, ''Dex:'' 14, ''Con:'' 12, ''Int:'' 16, ''Wis:'' 14, ''Cha:'' 12
''Base Atk:'' +2; ''CMB:'' +3; ''CMD:'' 15
[[Feats|Panven's Feats]]'':'' [[Alertness]], [[Boon Companion]], [[Dilettante]], [[Toughness]]
[[Traits|Panven's Traits]]'':'' [[Dirty Fighter]], [[Desert Shadow]]
[[Skills|Panven's Skills]]'':'' See Link (too many to write out here)
''Languages:'' Common, Draconic, Druidic, Elven, Qadri, Sylvan
''SQ:'' trapfinding, rogue talent(trap spotter)
''Combat Gear:'' acid flask, wand of cure light wounds (44 charges), wand of burning hands (50 charges)
''Other Gear:'' //+2 leather armor//, //+1 shortsword//, mwk light crossbow, 93 crossbow bolts, thieves’ tools, explorer’s outfit, sunrod (5), courtier outfit, notebook & quill, //cloak of resistance +1//, wayfinder, //+2 light wooden shield//

!Special Abilities
*[[Rogue Abilities|Panven's Rogue Abilities]]
*[[Bard Abilities|Panven's Bard Abiliies]]
*[[Druid Abilities|Panven's Druid Abilities]]


!Keyboard Cat
N Medium Animal
''Init:'' N/A; ''Senses:'' Perception: +8, low-light vision, scent

!Defenses
''AC:'' 20, touch 15, flat-footed 15 (+2 armor, +3 natural armor, +5 Dex)
''hp:'' 40 (5d8+15)
''Fort'' +7, ''Ref'' +9, ''Will'' +2
''Defensive Abilities'' evasion

!Offense
''Speed'' 50 ft.
''Melee:'' bite +8 (1d6+3 plus trip), 2 claws +8 (1d3+3)

!Statistics
''Str:'' 17, ''Dex:'' 20, ''Con:'' 17, ''Int:'' 3, ''Wis:'' 12, ''Cha:'' 6
''Base Atk:'' +3; ''CMB:'' +6; ''CMD:'' 21
''Feats:'' [[Armor Proficiency (light)]], [[Power Attack]], [[Weapon Finesse]]
''Skills:'' Perception +9
''SQ:'' low-light vision, link, share spells, sprint
''Other Gear:'' leather armor

!Special Abilities
''Link (Ex):'' A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
''Share Spells (Ex):'' The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
''Evasion (Ex):'' If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
''Sprint (Ex):'' Once per hour, Keyboard Cat can move at 10 times his normal speed (500 feet) when it makes a charge.

[[Pictures|Panven's Pictures]]
|!Trait|!Category|!Source|!Benefit|
|[[Dirty Fighter]]|Combat|APG|+1 to damage when flanking|
|[[Desert Shadow]]|Regional(Qadira)|GPSOP|Stealth at full speed with no penalty|
|!Bonus|!FORT|!REF|!WILL|
|Base|+3|+5|+5|
|Ability|+1|+2|+2|
|Resistance|+1|+1|+1|
|Total|+5|+8|+8|
!!PARACLETUS CR 2
N Small outsider (aeon, extraplanar)
''Init'' +2; ''Senses'' darkvision 60 ft.; Perception +7
''Aura'' emotion aura (DC 12, 30 ft.)
!!DEFENSE
''AC'' 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
''hp'' 13 [19] (3d10–3) [3d10+6]
''Fort'' +4 [+6], ''Ref'' +3, ''Will'' +6
''Immune'' cold, critical hits, poison; ''Resist'' electricity 10, fire 10; ''SR'' 7
!!OFFENSE
''Speed'' fly 40 ft. (good)
''Melee'' slam +3 [+5] (1d3–1 plus 1d6 electricity) [1d3+1 plus 1d6 electricity]
''~Spell-Like Abilities'' (CL 3rd; concentration +4)
*At will—[[Sanctuary]] (DC 12)
*3/day—[[Calm Emotions]] (DC 13)
*1/week—[[Commune]] (6 questions, CL 12th)
!!STATISTICS
''Str'' 8 [12], ''Dex'' 14, ''Con'' 9 [13], ''Int'' 11, ''Wis'' 13, ''Cha'' 12
''Base'' Atk +3; ''CMB'' +1 [+3]; CMD 13 [15] (can’t be tripped)
''Feats'' [[Great Fortitude]], [[Iron Will]]
''Skills'' Fly +8, Intimidate +7, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Sense Motive +7, Stealth +12
''Languages'' envisaging
''SQ'' extension of all, void form
!!SPECIAL ABILITIES
*''Emotion Aura (Sp)''
**Each paracletus exists as the embodiment of a specific emotive duality. Three times per day, a paracletus can create an aura representing one of its two programmed emotions. Creatures in the area must make a DC 12 Will save to resist the aura. A creature that makes its save against the aura is unaffected by that aeon’s aura for the next 24 hours. The paracletus can choose one creature in the area to ignore its effects. The effect of the aura lasts for 10 minutes, and ends if a creature moves more than 30 feet from the aeon. The aura is a mind-affecting compulsion effect. The save DC is Charisma-based. Specific emotive dualities and their powers follow—any single aracletus can only use one of these three dualistic options and cannot change to a different one.
**''Courage/Fear:'' The aura acts as bless or bane.
**''Empathy/Apathy:'' The aura gives creatures a +2 bonus or a –2 penalty on Bluff, Diplomacy, and Intimidate checks.
**''Hope/Despair:'' The aura gives creatures a +2 morale bonus on Will saving throws or a –2 penalty on Will saving throws.
Prerequisites: Spellcraft 15 ranks, Improved Counterspell .

Benefit: Whenever you successfully counter a spell, it returns back to its caster. This works exactly like the spell turning spell.

Source: APG
''School'' conjuration (healing); ''Level'' bard 2, cleric 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch (see text)
''Area'' four 5-ft. squares/level (see text)
''Duration'' 1 round/level
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION

You cause four 5-foot squares (one of which must be your space) to glow with dim illumination. Starting on your next turn, as a swift action you can extend the glowing area by an additional four 5-foot squares; each new square must be adjacent to a square that was previously glowing. Allies that end their turns on a glowing square (including one who falls unconscious in the square) are healed of 1 point of damage.

Source: Advanced Class Guide
|!Skill              |!Ability|!Ranks|!CS| !Other Mods                 |!Total|
|Bluff               |  4     | 2    | 3 | +2 deceitful                | +11  |
|Diplomacy           |  4     | 3    | 3 |                             | +10  |
|Disable Device      |  0     | 1    | 3 | +1 trapfinding              | +5   |
|Disguise            |  4     | 1    | 3 | +2 deceitful                | +10  |
|Intimidate          |  4     | 1    | 3 |                             | +8   |
|Knowledge (arcana)  |  3     | 1    | 3 | +4 sacred                   | +11  |
|Knowledge (dungeon) |  3     | 1    | 3 | +4 sacred                   | +11  |
|Knowledge (engine)  |  3     | 1    | 3 | +4 sacred                   | +11  |
|Knowledge (geo)     |  3     | 1    | 3 | +4 sacred                   | +11  |
|Knowledge (history) |  3     | 1    | 3 | +4 sacred                   | +11  |
|Knowledge (local)   |  3     | 1    | 3 | +4 sacred                   | +11  |
|Knowledge (nature)  |  3     | 1    | 3 | +4 sacred                   | +11  |
|Knowledge (nobility)|  3     | 3    | 3 | +2 (Noble Scion), +4 sacred | +15  |
|Knowledge (planes)  |  3     | 1    | 3 | +4 sacred                   | +11  |
|Knowledge (religion)|  3     | 3    | 3 | +4 sacred                   | +13  |
|Linguistics         |  3     | 1    | 3 |                             | +7   |
|Spellcraft          |  3     | 3    | 3 |                             | +9   |
|Use Magic Device    |  4     | 3    | 3 |                             | +10  |
!Pavanna Tanessen
Female Human ~Dual-Cursed Loracle 2/Sleuth Investigator 1
LG Medium humanoid (human)
''Init'' +4; ''Senses'' Perception +0; +1 vs. traps

!Defenses
''AC'' 19, touch 14, flat-footed 15 (+4 armor, +4 Cha, +1 shield)
''hp'' 18 (2d8+1d8)
''Fort'' +1, ''Ref'' +8, ''Will'' +6

!Offense
''Speed'' 20 ft.
''Melee'' light mace -3 (1d6)
''Spells'' (CL 2nd, concentration +6):
*1st level (5/day) - [[Bless]], [[Burning Hands]] //(2d4, R15)//, [[Cure Light Wounds]] //(1d8+2, W15)//, [[Ill Omen]], [[Murderous Command]] //(W15)//
*0 level (at-will) - [[Detect Magic]], [[Enhanced Diplomacy]], [[Guidance]], [[Light]], [[Spark]]
*''Mystery'' Lore

!Statistics
''Str'' 10, ''Dex'' 10, ''Con'' 10, ''Int'' 16, ''Wis'' 10, ''Cha'' 18
''Base Atk'' +0; ''CMB'' +1; ''CMD'' 11
''Feats'' [[Deceitful]]^^B^^, [[Deific Obedience (Irori)|Deific Obedience]], [[Extra Revelation (sidestep secret)|Extra Revelation]], [[Noble Scion (Tanessen)|Noble Scion]]
[[Skills|Pavanna's Skills]] Bluff +11, Diplomacy +10, Disable Device +5, Disguise +8, Intimidate +8, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +15, Knowledge (planes) +11, Knowledge (religion) +13, Linguistics +7, Spellcraft +9, Use Magic Device +10 
''Languages'' Aklo, Common, Elven, Ignan, Infernal
''SQ'' inspiration (3/day, 1d6), oracle's curse (blackened, lame [doesn't progress]), revelation (misfortune, sidestep secret), trapfinding +1
''Combat Gear'' //potion of [[Cure Light Wounds]]//, //scroll of [[Faerie Fire]]// x2, //scroll of [[Magic Weapon]]//
''Other Gear'' backpack, blank notebook, chain shirt, //[[cloak of resistance +1|cloak of resistance]]//, explorer's outfit, mwk light steel shield, leather armor, light mace, mwk thieves' tools, [[scrivener's kit]], 51gp

!Special Abilities
*''Deeds''
**Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point.
**//Daring (Ex)// 
***At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).
**//Opportunistic Evasion (Ex)// 
***At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.
**//Sleuth’s Initiative (Ex)//
***At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.)
*''Inspiration (Ex)''
**An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
**An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.
**Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
*''Oracle’s Curse (Ex)''
**Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle.
**A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.
**''Blackened Curse''
***You take a –4 penalty on weapon attack rolls, but you add [[Burning Hands]] to your list of spells known.
***At 5th level, add [[Scorching Ray]] and [[Flaming Sphere]] to your list of spells known. 
***At 10th level, add [[Wall of Fire]] to your list of spells known and your penalty on weapon attack rolls is reduced to –2. 
***At 15th level, add [[Delayed Blast Fireball]] to your list of spells known.
**''Lame Curse''
***One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
***//(Note: This curse doesn't progress because of the dual-cursed archetype)//
*''Revelations''
**At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
**Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.
**''Misfortune (Ex)''
***At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
**''Sidestep Secret (Su)''
***Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity.
*''Sleuth’s Luck (Ex)''
**At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modif ier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modif ier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways.
**//Rolling a Natural 20 on a Knowledge or Sense Motive Check//
***While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM.
**//Rolling a 6 or Higher on an Inspiration Roll//
***When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don’t qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It’s possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher.
*''Trapfinding''
**An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
As a youth, you were involved with the avant garde theater scene of Oppara. Your performance skills have been known to bring even the toughest crowd to their feet. Choose one type of Perform skill. You gain a +1 trait bonus on Perform checks of the chosen type and this skill becomes a class skill for you.

Source: Guide to Society Organized Play
''School'' universal; ''Level'' sorcerer/wizard 5
!!CASTING
''Casting Time'' 2 rounds
''Components'' V, S, M (see tables below)
!!EFFECT
''Range'' see text
''Target'' see text
''Duration'' permanent; see text
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
This spell makes the duration of certain other spells permanent. You first cast the desired spell and then follow it with the permanency spell.

Depending on the spell, you must be of a minimum caster level and must expend a specific gp value of diamond dust as a material component.

You can make the following spells permanent in regard to yourself. You cannot cast these spells on other creatures. This application of permanency can be dispelled only by a caster of higher level than you were when you cast the spell.
|!Spell|!Minimum Caster Level|!GP Cost|!Source|
|Arcane sight|11th|7,500 gp|CRB|
|Comprehend languages|9th|2,500 gp|CRB|
|Darkvision|10th|5,000 gp|CRB|
|Detect magic|9th|2,500 gp|CRB|
|Read magic|9th|2,500 gp|CRB|
|See invisibility|10th|5,000 gp|CRB|
|Tongues|11th|7,500 gp|CRB|

In addition to personal use, permanency can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate):
|!Spell|!Minimum Caster Level|!GP Cost|!Source|
|Anthropomorphic animal|11th|7,500 gp|UM|
|Enlarge person|9th|2,500 gp|CRB|
|Magic fang|9th|2,500 gp|CRB|
|Magic fang, greater|11th|7,500 gp|CRB|
|Reduce person|9th|2,500 gp|CRB|
|Resistance|9th|2,500 gp|CRB|
|Telepathic bond*|13th|12,500 gp|CRB|

*Only bonds two creatures per casting of permanency.

Additionally, the following spells can be cast upon objects or areas only and rendered permanent:
|!Spell|!Minimum Caster Level|!GP Cost|!Source|
|Alarm|	9th|2,500 gp|CRB|
|Animate objects|14th|15,000 gp|CRB|
|Dancing lights|9th|2,500 gp|CRB|
|Ghost sound|9th|2,500 gp|CRB|
|Gust of wind|11th|7,500 gp|CRB|
|Invisibility|10th|5,000 gp|CRB|
|Loathsome veil|10th|7,500 gp|UM|
|Mage's private sanctum|13th|12,500 gp|CRB|
|Magic mouth|10th|5,000 gp|CRB|
|Phase door|15th|17,500 gp|CRB|
|Prismatic sphere|17th|22,500 gp|CRB|
|Prismatic wall|16th|20,000 gp|CRB|
|Sanctify corpse|9th|500 gp|UM|
|Shrink item|11th|7,500 gp|CRB|
|Solid fog|12th|10,000 gp|CRB|
|Stinking cloud|11th|7,500 gp|CRB|
|Symbol of death|16th|20,000 gp|CRB|
|Symbol of fear|14th|15,000 gp|CRB|
|Symbol of healing|10th|10,000 gp|UM|
|Symbol of insanity|16th|20,000 gp|CRB|
|Symbol of mirroring|10th|5,000 gp|UM|
|Symbol of pain|13th|12,500 gp|CRB|
|Symbol of persuasion|14th|15,000 gp|CRB|
|Symbol of revelation|12th|10,000 gp|UM|
|Symbol of scrying|13th|10,000 gp|UM|
|Symbol of sleep|16th|20,000 gp|CRB|
|Symbol of slowing|11th|10,000 gp|UM|
|Symbol of strife|18th|25,000 gp|UM|
|Symbol of stunning|15th|17,500 gp|CRB|
|Symbol of vulnerability|18th|25,000 gp|UM|
|Symbol of weakness|15th|17,500 gp|CRB|
|Teleportation circle|17th|22,500 gp|CRB|
|Teleport trap|?|7,000 gp|CRB|
|Wall of fire|12th|10,000 gp|CRB|
|Wall of force|13th|12,500 gp|CRB|
|Web|10th|5,000 gp|CRB|

Spells cast on other targets are vulnerable to dispel magic as normal. The GM may allow other spells to be made permanent.
''School'' illusion (figment); ''Level'' bard 6, sorcerer/wizard 6
!!EFFECT
''Effect'' figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
''Duration'' permanent (D)
!!DESCRIPTION
This spell functions like [[Silent Image]], except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.
You can modify a power to become more tenacious when its targets resist its effect.

''Benefit:'' To use this feat, you must expend your psionic focus. Whenever a creature targeted by a persistent power or within its area succeeds on its saving throw against the power, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the power, as if it had failed its first saving throw. Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level. Powers that do not require a saving throw to resist or lessen the power's effect cannot be used with this feat.
''Benefit:'' Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw.

''Level Increase:'' +2 (a persistent spell uses up a spell slot two levels higher than the spell’s actual level.)

Spells that do not require a saving throw to resist or lessen the spell’s effect do not benefit from this feat.
''School'' necromancy [pain]; ''Level'' inquisitor 1
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S
!!Effect
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one creature
''Duration'' instantaneous and 1 minute
''Saving Throw'' Fortitude negates; ''Spell Resistance'' yes
!!Description
Your eyes flash and the target takes 1d6 points of nonlethal damage. For the next minute, you gain a +4 circumstance bonus on Intimidate checks against the target.
''School'' illusion (phantasm) [emotion, fear, mind-affecting]; ''Level'' magus 4, sorcerer/wizard 4, witch 4; ''Domain'' madness 6, nightmare 4
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Target'' one living creature
''Duration'' instantaneous
''Saving Throw'' Will disbelief, then Fortitude partial; see text; ''Spell Resistance'' yes
!DESCRIPTION
You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.

If the subject of a phantasmal killer attack succeeds in disbelieving and possesses telepathy or is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.
''School'' conjuration (creation); Level arcanist 3, bard 3, bloodrager 3, magus 3, occultist 3, skald 3, sorcerer/wizard 3, spiritualist 3, summoner 2, summoner (unchained) 2
!!Casting
''Casting Time'' 10 minutes
''Components'' V, S
!!Effect
''Range'' 0 ft.
''Effect'' one quasi-real, horselike creature
''Duration'' 1 hour/level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!Description
You conjure a Large, quasi-real, horselike creature (the exact coloration can be customized as you wish). It can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.

The mount is AC 18 (–1 size, +4 natural armor, +5 Dex) and 7 hit points + 1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per two caster levels, to a maximum of 100 feet at 10th level. It can bear its rider's weight plus up to 10 pounds per caster level.

These mounts gain certain powers according to caster level. A mount's abilities include those of mounts of lower caster levels.

8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).

12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.

14th Level: The mount can fly at its speed with a bonus on Fly skill checks equal to your caster level.
''School'' conjuration (creation); ''Level'' sorcerer/wizard 7, witch 7
!!CASTING
''Casting Time'' 1 standard action
''Components'' V
!!EFFECT
''Range'' touch
''Effect'' ethereal 5-ft.-by-8-ft. opening, 10 ft. deep + 5 ft. deep per three levels
''Duration'' one usage per two levels
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The phase door is invisible and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the phase door and appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar magic reveals the presence of a phase door but does not allow its use.

A phase door is subject to dispel magic. If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect.

You can allow other creatures to use the phase door by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, and hit points don't qualify.

Phase door can be made permanent with a permanency spell.
''Benefit:'' When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR.

''Level Increase:'' +1 (a piercing spell uses up a spell slot one level higher than the spell's actual level.)
''School'' evocation [force]; ''Level'' bard 2, cleric 2, magus 2, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one object
''Duration'' see text
''Saving Throw'' none; ''Spell Resistance'' yes (object)
!!DESCRIPTION
You create and control an invisible telekinetic force, manipulating it with either startling abruptness or careful deliberateness, allowing you to seize an object from an opponent or remotely manipulate an object. You can utilize this force to one of two ends.

//Abrupt Maneuver:// You instantaneously attempt a disarm or steal combat maneuver against a target within range. Use your caster level as your Combat Maneuver Bonus, adding your Charisma modifier (bard, oracle, sorcerer), Intelligence modifier (magus, wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier. This combat maneuver attempt does not provoke an attack of opportunity from its target, but casting this spell might. If you are successful, you pull the target object to you, and if you have enough hands free, you can catch it. Otherwise, the object lands in your square as if you dropped it.

//Careful Maneuver:// You attempt a Disable Device check or a Sleight of Hand check to pick-pocket a target within range. This spell lasts as long as you need to accomplish the task, requiring your full concentration for that duration. Once you resolve the skill check, the spell ends. If you are successful on your Sleight of Hand check, you pull the target object to you as with an abrupt maneuver. The target gains a +2 bonus on its Perception check to notice the successful attempt.

Source: Ultimate Combat
''School'' conjuration (teleportation); ''Level'' cleric/oracle 5, sorcerer/wizard 7, summoner 5, witch 7
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (a forked metal rod attuned to the plane of travel)
!!EFFECT
''Range'' touch
''Target'' creature touched, or up to eight willing creatures joining hands
''Duration'' instantaneous
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination. Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back (including casting plane shift again).
You are especially accurate when making ranged attacks against close targets.

''Benefit:'' You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
!Poison Frog - CR 1/2
XP 200
N Tiny animal
''Init'' +1; ''Senses'' low-light vision; Perception +3
!!Defense
''AC'' 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
''hp'' 4 [6] (1d8 [1d8+2]
''Fort'' +2 [+4], ''Ref'' +3, ''Will'' –1
!!Offense
''Speed'' 10 ft., swim 20 ft.
''Melee'' bite +3 (1 plus poison)
''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
!!Statistics
''Str'' 2 [6], ''Dex'' 12, ''Con'' 11 [13], ''Int'' 1, ''Wis'' 9, ''Cha'' 10
''Base Atk'' +0; ''CMB'' –1; ''CMD'' 5 [7] (9 [11] vs. trip)
''Feats'' [[Weapon Finesse]]
''Skills'' Acrobatics +5 (+1 jumping), Perception +3, Stealth +13, Swim + 9; ''Racial Modifiers'' +4 Acrobatics (+8 jumping), +4 Stealth; uses Dex to swim
!!Special Abilities
*''Poison (Ex)'' 
**Injury; //save// Fort DC 10; //frequency// 1/round for 6 rounds; //effect// 1d2 Con damage; //cure// 1 save
!Pony - CR 1/2
XP 200
N Medium animal
''Init'' +1; ''Senses'' low-light vision, scent; Perception +5
!!Defense
''AC'' 11, touch 11, flat-footed 10 (+1 Dex)
''hp'' 13 [17] (2d8+4) [2d8+8]
''Fort'' +5 [+7], ''Ref'' +4, ''Will'' +0
!!Offense
''Speed'' 40 ft.
''Melee'' 2 hooves –3 [-1] (1d3) [1d3+2]
!!Statistics
''Str'' 13 [17], ''Dex'' 13, ''Con'' 14 [18], ''Int'' 2, ''Wis'' 11, ''Cha'' 4
''Base Atk'' +1; ''CMB'' +2 [+4]''CMD'' 13 [15] (17 [19] vs. trip)
''Feats'' [[Endurance]], [[Run]]^^B^^
''Skills'' Perception +5
''SQ'' docile (see horse)
!!Special Abilities
*''Docile (Ex)'' 
**Unless specifically trained for combat (see the Handle Animal skill, a horse's hooves are treated as secondary attacks.
Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild.

''Benefit:'' You gain a +1 bonus to Survival checks, and Survival is always a class skill for you.
''Prerequisites:'' Str 13, base attack bonus +1.

''Benefit:'' You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Magic Trait

While some figure out how to use magical devices with stubborn resolve, your approach is pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Source: Ultimate Campaign
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' cleric/oracle 3, inquisitor 3, paladin 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' 40 ft.
''Area'' all allies and foes within a 40-ft.-radius burst centered on you
''Duration'' 1 round/level
''Saving Throw'' none; ''Spell Resistance'' yes
!!DESCRIPTION

You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
''Prerequisite:'' ~Point-Blank Shot.

''Benefit:'' You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

''Note:'' Two characters are engaged in melee if they are enemies of each other and either threatens the other.
''Prerequisites:'' Dex 13, base attack bonus +1.

''Benefit:'' Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
''School'' universal; ''Level'' bard 0, sorcerer/wizard 0
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' 10 ft.
''Target, Effect, or Area'' see text
''Duration'' 1 hour
''Saving Throw'' see text
''Spell Resistance'' no
!DESCRIPTION
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
''Advanced Player's Guide:'' Cavalier, Weapon Master Fighter
''Advanced Race Guide:'' grippli
''Animal Archive:'' Extra Item Slot, Jumper
''Pathfinder Adventure Path #27:'' dream journal of the pallid seer
''Pathfinder Society Field Guide:'' pathfinder's kit
''Ultimate Combat:'' Gendarme, Horse Master, piecemeal armor
!!Prig
|!Charge|!Challenge|!Solo|!Power Attack|!Attacks|
|bgcolor(#f9b6b6):   |bgcolor(#f9b6b6):   |bgcolor(#f9b6b6):   |bgcolor(#f9b6b6):   |Lance to hit: {{{[[1d20+10]]}}} <br> Damage: {{{[[1d6+4]]}}}|
|bgcolor(#f9b6b6):   |bgcolor(#f9b6b6):   |bgcolor(#f9b6b6):   |bgcolor(#b6f9b6): X |Lance to hit: {{{[[1d20+8]]}}} <br> Damage: {{{[[1d6+10]]}}}|
|bgcolor(#f9b6b6):   |bgcolor(#b6f9b6): X |bgcolor(#f9b6b6):   |bgcolor(#f9b6b6):   |Lance to hit: {{{[[1d20+10]]}}} <br> Damage: {{{[[1d6+8]]}}}|
|bgcolor(#f9b6b6):   |bgcolor(#b6f9b6): X |bgcolor(#f9b6b6):   |bgcolor(#b6f9b6): X |Lance to hit: {{{[[1d20+8]]}}} <br> Damage: {{{[[1d6+14]]}}}|
|bgcolor(#f9b6b6):   |bgcolor(#b6f9b6): X |bgcolor(#b6f9b6): X |bgcolor(#f9b6b6):   |Lance to hit: {{{[[1d20+10]]}}} <br> Damage: {{{[[1d6+10]]}}}|
|bgcolor(#f9b6b6):   |bgcolor(#b6f9b6): X |bgcolor(#b6f9b6): X |bgcolor(#b6f9b6): X |Lance to hit: {{{[[1d20+8]]}}} <br> Damage: {{{[[1d6+16]]}}}|
|bgcolor(#b6f9b6): X |bgcolor(#f9b6b6):   |bgcolor(#f9b6b6):   |bgcolor(#f9b6b6):   |Lance to hit: {{{[[1d20+14]]}}} <br> Damage: {{{[[3d6+12]]}}}|
|bgcolor(#b6f9b6): X |bgcolor(#f9b6b6):   |bgcolor(#f9b6b6):   |bgcolor(#b6f9b6): X |Lance to hit: {{{[[1d20+12]]}}} <br> Damage: {{{[[3d6+30]]}}}|
|bgcolor(#b6f9b6): X |bgcolor(#b6f9b6): X |bgcolor(#f9b6b6):   |bgcolor(#f9b6b6):   |Lance to hit: {{{[[1d20+14]]}}} <br> Damage: {{{[[3d6+24]]}}}|
|bgcolor(#b6f9b6): X |bgcolor(#b6f9b6): X |bgcolor(#f9b6b6):   |bgcolor(#b6f9b6): X |Lance to hit: {{{[[1d20+12]]}}} <br> Damage: {{{[[3d6+42]]}}}|
|bgcolor(#b6f9b6): X |bgcolor(#b6f9b6): X |bgcolor(#b6f9b6): X |bgcolor(#f9b6b6):   |Lance to hit: {{{[[1d20+14]]}}} <br> Damage: {{{[[3d6+30]]}}}|
|bgcolor(#b6f9b6): X |bgcolor(#b6f9b6): X |bgcolor(#b6f9b6): X |bgcolor(#b6f9b6): X |Lance to hit: {{{[[1d20+12]]}}} <br> Damage: {{{[[3d6+48]]}}}|

!!Sir ~Hops-a-Lot
Bite to hit: {{{[[1d20+7]]}}}
Damage: {{{[[1d6+6]]}}}

Tongue to hit: {{{[[1d20+7]]}}}
Grapple: {{{[[1d20+11]]}}}





!!Prig
|!Charge|!Challenge|!Solo|!Power Attack|!Attacks|
|bgcolor(#f9b6b6):   |bgcolor(#f9b6b6):   |bgcolor(#f9b6b6):   |bgcolor(#f9b6b6):   |Lance to hit: {{{[dice]1d20+11[/dice]}}} <br> Damage: {{{[dice]1d6+4[/dice]}}} <br> Lance to hit: {{{[dice]1d20+6[/dice]}}} <br> Damage: {{{[dice]1d6+4[/dice]}}}|
|bgcolor(#f9b6b6):   |bgcolor(#f9b6b6):   |bgcolor(#f9b6b6):   |bgcolor(#b6f9b6): X |Lance to hit: {{{[dice]1d20+9[/dice]}}} <br> Damage: {{{[dice]1d6+10[/dice]}}} <br> Lance to hit: {{{[dice]1d20+4[/dice]}}} <br> Damage: {{{[dice]1d6+10[/dice]}}}|
|bgcolor(#f9b6b6):   |bgcolor(#b6f9b6): X |bgcolor(#f9b6b6):   |bgcolor(#f9b6b6):   |Lance to hit: {{{[dice]1d20+11[/dice]}}} <br> Damage: {{{[dice]1d6+8[/dice]}}} <br> Lance to hit: {{{[dice]1d20+6[/dice]}}} <br> Damage: {{{[dice]1d6+8[/dice]}}}|
|bgcolor(#f9b6b6):   |bgcolor(#b6f9b6): X |bgcolor(#f9b6b6):   |bgcolor(#b6f9b6): X |Lance to hit: {{{[dice]1d20+9[/dice]}}} <br> Damage: {{{[dice]1d6+14[/dice]}}} <br> Lance to hit: {{{[dice]1d20+4[/dice]}}} <br> Damage: {{{[dice]1d6+14[/dice]}}}|
|bgcolor(#f9b6b6):   |bgcolor(#b6f9b6): X |bgcolor(#b6f9b6): X |bgcolor(#f9b6b6):   |Lance to hit: {{{[dice]1d20+11[/dice]}}} <br> Damage: {{{[dice]1d6+10[/dice]}}} <br> Lance to hit: {{{[dice]1d20+6[/dice]}}} <br> Damage: {{{[dice]1d6+10[/dice]}}}|
|bgcolor(#f9b6b6):   |bgcolor(#b6f9b6): X |bgcolor(#b6f9b6): X |bgcolor(#b6f9b6): X |Lance to hit: {{{[dice]1d20+9[/dice]}}} <br> Damage: {{{[dice]1d6+16[/dice]}}} <br> Lance to hit: {{{[dice]1d20+4[/dice]}}} <br> Damage: {{{[dice]1d6+16[/dice]}}}|
|bgcolor(#b6f9b6): X |bgcolor(#f9b6b6):   |bgcolor(#f9b6b6):   |bgcolor(#f9b6b6):   |Lance to hit: {{{[dice]1d20+15[/dice]}}} <br> Damage: {{{[dice]3d6+12[/dice]}}}|
|bgcolor(#b6f9b6): X |bgcolor(#f9b6b6):   |bgcolor(#f9b6b6):   |bgcolor(#b6f9b6): X |Lance to hit: {{{[dice]1d20+13[/dice]}}} <br> Damage: {{{[dice]3d6+30[/dice]}}}|
|bgcolor(#b6f9b6): X |bgcolor(#b6f9b6): X |bgcolor(#f9b6b6):   |bgcolor(#f9b6b6):   |Lance to hit: {{{[dice]1d20+15[/dice]}}} <br> Damage: {{{[dice]3d6+24[/dice]}}}|
|bgcolor(#b6f9b6): X |bgcolor(#b6f9b6): X |bgcolor(#f9b6b6):   |bgcolor(#b6f9b6): X |Lance to hit: {{{[dice]1d20+13[/dice]}}} <br> Damage: {{{[dice]3d6+42[/dice]}}}|
|bgcolor(#b6f9b6): X |bgcolor(#b6f9b6): X |bgcolor(#b6f9b6): X |bgcolor(#f9b6b6):   |Lance to hit: {{{[dice]1d20+15[/dice]}}} <br> Damage: {{{[dice]3d6+30[/dice]}}}|
|bgcolor(#b6f9b6): X |bgcolor(#b6f9b6): X |bgcolor(#b6f9b6): X |bgcolor(#b6f9b6): X |Lance to hit: {{{[dice]1d20+13[/dice]}}} <br> Damage: {{{[dice]3d6+48[/dice]}}}|

!!Sir ~Hops-a-Lot
Bite to hit: {{{[dice]1d20+9[/dice]}}}
Damage: {{{[dice]1d6+7[/dice]}}}

Tongue to hit: {{{[dice]1d20+9[/dice]}}}
Grapple: {{{[dice]1d20+12[/dice]}}}

| !Skill       | !Ability | !Ranks | !Class Skill | !Other             | !Total |
|Climb         | 2        | 4      | 3            | +8 climb speed     | +17    |
|Diplomacy     | 2        | 4      | 3            | +2 racial          | +11    |
|Handle Animal | 2        | 7      | 3            | +3 skill focus     | +15    |
|Intimidate    | 2        | 7      | 3            | +2 racial          | +14    |
|Ride          | 1        | 7      | 3            |                    | +11    |
|Stealth       | 1        | 4      | 3            |                    | +8     |
!Prig Lil
Male Grippli Cavalier (Gendarme) 4/Fighter (Weapon Master (Lance)) 3
LN Small humanoid (grippli)
''Init'' +3; ''Senses'' Perception: +0, darkvision 60ft.

!Defenses
''AC'' 24, touch 13, flat-footed 23 (+8 armor, +1 deflection, +1 Dex, +1 natural, +2 shield, +1 size)
''hp'' 60 (4d10+3d10+14)
''Fort'' +11, ''Ref'' +5, ''Will'' +7; +1 vs. fear, effects that target my weapon
''Resist'' acid 2, electricity 4, fire 2

!Offense
''Speed'' 30 ft., climb 20 ft.
''Melee'' //+1 smine lance// +14/+9 (1d6+6/x3)
''Special Attacks'' challenge (2/day, +4 damage), weapon training (lance +1)
''Space'' 5 ft.; ''Reach'' 5 ft. (10ft. w/ lance)

!Statistics
''Str'' 17, ''Dex'' 12, ''Con'' 14, ''Int'' 12, ''Wis'' 10, ''Cha'' 14
''Base Atk'' +7; ''CMB'' +9; ''CMD'' 21 (+1 vs. disarm, sunder)
''Feats'' [[Dazzling Display]]^^O^^, [[Horse Master]]^^F^^, [[Iron Will]], [[Mounted Combat]], [[Power Attack]]^^C^^, [[Ride-By Attack]], [[Skill Focus (Handle Animal)|Skill Focus]]^^B^^, [[Spirited Charge]], [[Weapon Focus (lance)|Weapon Focus]]^^F^^
''Traits'' [[Reactionary]], [[Unflappable]]
[[Skills|Prig's Skills]]'':'' Climb +18, Diplomacy +11, Handle Animal +15, Intimidate +14, Ride +11, Stealth +8; ''ACP'' -2 (-4 w/ shield)
''Languages'' Common, Grippli
''SQ'' cavalier's charge, mount, order (cockatrice)
''Combat Gear'' //wand of [[cure light wounds|Cure Light Wounds]]// (25 charges)
''Other Gear'' //[[amulet of natural armor +1|amulet of natural armor]]//, //[[belt of giant strength +2|belt of giant strength]]//, //[[cloak of resistance +2|cloak of resistance]]//, cold iron lance, //[[dream journal of the pallid seer]]// (read), //[[handy haversack]]//, masterwork heavy steel shield, //+1 [[smine]] lance//, [[pathfinder's kit]], //+1 [[piecemeal armor|piecemeal armor (you have what you hold)]]//, //[[ring of protection +1|ring of protection]]//, masterwork scimitar, 50 ft. silk rope, silver light hammer

[[Roll20 Macros|Prig's Macros]]
[[Play by Post Copy/Paste|Prig's PbP]]
[[Sir Hops-a-Lot's Stat Block]]

!Special Abilities
*''Bonus Feats''
**A gendarme trains to be a mounted terror, almost to the exclusion of all other abilities. He gains bonus feats at 1st level, 5th level, and then every three levels thereafter, but must select these bonus feats from the following list: Improved Bull Rush, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Spring Attack, and Unseat. If the gendarme has already selected all of the listed feats, then he may select his bonus feats from those feats listed as Combat Feats. 
**This ability replaces tactician, greater tactician, master tactician, and the standard cavalier’s selection of bonus feats.
*''Braggart (Ex)''
**At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.
*''Camouflage:''
**Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.
*''Cavalier's Charge (Ex)''
**At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.
*''Challenge (Ex)''
**Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
**Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
**The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
*''Mount (Ex)''
**A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.
**A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.
**A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
*''Order (Ex)''
**At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.
**''Edicts:''
***The cavalier must keep his own interests and aims above those of all others. He must always accept payment when it is due, rewards when earned, and an even (or greater) share of loot. The cavalier must take every opportunity to increase his own stature, prestige, and power.
**''Challenge:''
***Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target (not counting his mount). This bonus increases by +1 for every four levels the cavalier possesses.
**''Skills:''
***An order of the cockatrice cavalier adds Appraise (Int) and Perform (Cha) to his list of class skills. In addition, an order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature’s attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).
*''Princely''
**The grippli gains proficiency with rapiers and a +2 racial bonus on Diplomacy and Intimidate checks. This racial trait replaces swamp stride and weapon familiarity.
*''Weapon Guard (Ex)''
**At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd. 
*''Weapon Training (Ex)''
**At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.

!Faction Card
*Season 7 Sovereign Court
**Rewards - 3 goals
***''CONFIDANTE'' (2+ goals): Twice per adventure, you can call upon your contacts, either allowing you to attempt a Knowledge check as though you had a number of ranks in that skill equal to your number of ranks in Diplomacy or gain you a +2 bonus on the check. Calling in a favor takes 1 minute, and when not in an urban environment requires two uses of this ability.
***ADVOCATE (4+ goals): When purchasing a spellcasting service, vanity, or other prestige award that costs 5 or more Prestige Points, the power of your reputation reduces the final cost by 1. If you have completed seven or more goals, you instead reduce the cost of awards that cost 4 or more Prestige Points by 1.
***SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a +4 competence bonus on checks using that skill and halve their armor check penalty when using the skill.
**Goals
***(0/3) - Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
***(0/1) - Recruit a servant of a named NPC aristocrat, noble, ambassador, or similar figure who is not a member of the Sovereign Court. Doing so requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 plus your character level.
***(0/1) - Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.
***(0/3) - Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.
***(0/2) - Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check equal to 15 plus your character level.
***--(1/1) - Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.--
***(0/1) - Complete a mission (by completing both the primary and secondary success conditions) tied directly to enhancing or preserving the reputation of the Pathfinder Society in the eyes of another nation or organization.
***--(5/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.--

!Boons
*''Attuned to the Citysong''
**Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
*''Averted Mauling''
**By saving the half-elf courtesan Markov Rutowski in Ardis, you gain a political favor you can trade in while in Ustalav. Within the Immortal Principality, you may trade this political favor for any non-magical item worth up to 400 gp, including but not limited to masterwork weapons and armor and courtier clothing and jewelry.
*''--Back to the Grave--''
**--While exploring the tomb of Pharaoh ~Sekh-pa-Mefer III, you encountered many undead creatures, and with each one you and your companions vanquished, you learned another trick to destroy them even more quickly. You can use this boon as a swift action to gain a +1 insight bonus on attack rolls made against undead creatures. Each time you successfully hit an undead creature, this bonus increases by 1 (maximum +3). The boon lasts for 5 rounds. When you use this boon, cross it off your Chronicle sheet.--
*''Bound for Brevoy (Taldor Faction)''
**The key to uniting an army lies in Brevoy, and to prepare, you have begun training to deal with the locals. You gain a +2 bonus on Charisma-based skill checks made to influence residents of Brevoy, and you reduce the non-proficient penalty for the Aldori dueling sword to –2.
*''Debt to the Society''
**Your constant dedication and service to the Pathfinder Society has earned you considerable recognition and trust. If you have at least 20 Fame and at least 4 Prestige Points, you may spend all of your remaining Prestige Points to pay for a single casting of //raise dead// on any ally's remains including your own while in a settlement of at least 5,000 residents. In each successive scenario you must spend all Prestige Points earned to repay your debt to the society until you spend a total of 20 Prestige Points, including those you initially spent for the spell.
*''Distrust of Witches''
**Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
*''Dragon Empires Expert''
**Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle. 
*''Elemental Awakening''
**The Society has cast its gaze upon the Elemental Planes, and as you and your colleagues explore these wondrous realms, you develop a nuanced command of elemental forces and the ability to withstand a fraction of the local hazards. Whenever any of your characters earns a Chronicle sheet that grants the Air Affinity, Earth Affinity, Fire Affinity, or Water Affinity boon, you can include a copy of that sheet with this character’s records and check a box below corresponding to that boon’s element; Chronicle sheets applied to a different character do not grant you any benefit or rewards beyond serving as a record for this boon. So long as you have checked at least one box associated with an element, you gain an ongoing benefit and can cross the entire element’s entry off the Chronicle sheet in order to cast a spell-like ability, treating your caster level as 3 times the number of checked boxes.
***//Air (4 boxes checked)// 
****You gain electricity resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the air subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast feather fall as a spell-like ability. If you have two or more boxes checked, you can instead cast fly. If you have all four boxes checked, you can cast mass fly (Pathfinder RPG Advanced Player’s Guide 223).
***//Earth (2 boxes checked)// 
****You gain acid resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the earth subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast stone shield (Pathfinder RPG Advanced Race Guide 149) as a spell-like ability. If you have two or more boxes checked, you can instead cast stone shape. If you have all four boxes checked, you can instead cast either stone to flesh or stoneskin.
***//Fire (2 boxes checked)// 
****You gain fire resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the fire subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast burning hands (DC 16) as a spell-like ability. If you have two or more boxes checked, you can instead cast fireball (DC 18). If you have all four boxes checked, you can instead cast either fire shield or fire snake (Pathfinder RPG Advanced Player’s Guide 222, DC 20).
***//Water (0 boxes checked)// 
****You gain cold resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the water subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast touch of the sea (Pathfinder RPG Advanced Player’s Guide 250) as a spell-like ability. If you have two or more boxes checked, you can instead cast quench (DC 18) or water breathing. If you have all four boxes checked, you can instead cast either cone of cold (DC 20) or solid fog.
*''Enemies of the North''
**Your repeat encounters with the ice trolls and goblins of Irrisen have trained you to handle these foes efficiently in combat. You gain a one-time +4 bonus on a damage roll against an ice troll or snow goblin. When the boon is used, cross it off your Chronicle.
*''Exotic Heritage''
**(This unlocks grippli as a race.)
*''Faithless''
**Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
*''Frozen Fingers of Midnight''
**The Yagevna family in Irrisen recognizes you as a close associate for freeing their daughter, Natalya, from her icy prison. When in Irrisen, you gain a +2 circumstance bonus on all diplomacy rolls when you mention the Yagevna family and how you assisted them.
*''Fugitive from Numeria''
**You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
*''Insights of the Shadowless Sword''
**Your exposure to the Shadowless Sword grants you a moment of peerless perception or incredible alacrity when you most need it. As an immediate action, you gain a +4 bonus on Perception checks to see through a disguise and a +2 bonus on Will saving throws to disbelieve illusions, both lasting 2 rounds. Alternatively, as a swift action, you gain the benefits of haste for 2 rounds (CL 10th). When you use either of these abilities, cross this boon off the Chronicle sheet.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
*''Koboldfriend'' 
**You negotiated a truce between the Pathfinder Society and Yiddlepode of the Sewer Dragon tribe. As part of the bargain, she gave you a token of kobold. When worn about your neck (occupying the neck magic item slot), the token grants you a +2 bonus on all Diplomacy checks with humanoids of the reptilian subtype.
*''Lifetimes of Experience''
**You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
*''Master of Blades Saved''
**By saving the life of famed adventurer and former Master of Blades Vonran Vilk, you have earned a permanent place in the Pathfinder Chronicles. You gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level or lower when you mention this boon.
*''Mounted Tradition''
**(This unlocks the giant frog mount for gripplis.)
*''Nidalese Apostate''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
*''Opportunistic Strike'' 
**Your experience fighting demons in the Worldwound and your patience carrying out a long con has granted you insight into when and where demons are the most vulnerable. At any time in the future, when fighting a creature of the demon subtype, you may recognize an opening for an opportunistic strike. As an immediate action, you may declare a single attack roll to be an opportunistic strike, allowing you to bypass the demon’s damage reduction of a value equal to your base attack bonus on a single attack. Once this attack has been made, the GM should cross off this boon.
*''Pathfinder’s Excellence (Combat)'' //(2 boxes remaining)//
**Before making an attack, you may check one of the boxes preceding this boon in order to roll the attack twice and take the better result. If the attack is against a member of the Aspis Consortium or someone directly in the Consortium’s employ, the critical threat range of the attack doubles; this benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the Improved Critical feat). Once you check the last box, cross this entire boon off your Chronicle sheet.
*''Pathfinder’s Excellence (Resilience)'' //(2 boxes remaining)//
**As a swift action, you can check one of the boxes preceding this boon to gain a number of temporary hit points equal to 1d8 plus twice your character level. These temporary hit points last for 10 minutes and do not stack with any other temporary hit points. So long as you have at least 1 of these temporary hit points remaining, you also have DR 2/— against attacks made by members of the Aspis Consortium and anyone in their direct employ. Alternatively, as a standard action you can check a box in order to heal 1d2 points of ability damage to one ability score. Once you check the last box, cross this entire boon off your Chronicle sheet.
*''Prince of Wolves''
**Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
*''Revolutionary Bluster''
**You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''Savior of Wati''
**The people and priesthood of Wati recognize your efforts in ridding their city of rampaging undead, and they offer you subsidized spellcasting services. You gain a 25% discount when using gp to purchase the following spellcasting services in Osirion: break enchantment, lesser restoration, remove blindness/deafness, remove curse, or remove disease. While in Osirion, you may cross this boon off your Chronicle sheet when purchasing such a spellcasting service to increase the spell’s caster level by 5 at no additional cost.
*''Shameless Opportunist''
**Years of practice with a blade, a brick, or any other weapon at hand have taught you what matters most in a fight—striking quickly and striking hard. When you hit with an attack against a flat-footed target, as a free action you may increase the damage dealt by 4. When this boon is used, cross it off your Chronicle sheet.
*''~Strix-Slayer''
**Through fighting the strix, you have learned a few tricks for dealing with aerial foes. As a free action, you gain a +2 circumstance bonus to hit on a single melee or ranged attack against a flying creature. If the attack hits, it deals an additional 1d6 points of damage and increases the Fly check DC needed for the creature to avoid losing altitude by +10. Creatures immune to critical hits are immune to this extra damage. This damage is not multiplied on a critical hit. When this boon is used, cross it off this Chronicle sheet.
*''Temple Trained''
**Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
*''Urban Tenacity''
**Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.

[[Prig's Additional Resources]]
''Advanced Class Guide'' - War Blessing
''Advanced Player's Guide'' - drunken monk, gift of tongues, Lingering Performance, magical linguist, mistmail, oracle, protean bloodline
''Faiths of Purity'' - Enhance Water
''Gnomes of Golarion'' - Bewildering Koan
''Seekers of Secrets'' - ioun stones
''Taldor, Echoes of Glory'' - Enhanced Diplomacy
''Ultimate Combat'' - sensei
''Ultimate Equipment'' - jingasa of the fortunate soldier
''Ultimate Magic'' - Antagonize, Deny Death, qinggong monk
!Prisencolinensinainciusol
Male Gnome Drunken Qinggong Sensei 7/Loracle 1/Sorcerer 1
LN Small humanoid (gnome)
''Init:'' +0; ''Senses:'' Perception: +21, low-light vision
!Defenses
''AC:'' 24, touch 23, flat-footed 19 (+5 Cha, +2 deflection, +1 luck, +4 monk, +1 natural, +1 size)
''hp:'' 83 (8d8+1d6+36)
''Fort'' +12, ''Ref'' +13, ''Will'' +15; -2 vs. disease, +1 vs. enchantment, +2 vs. language-dependent or magical writing
''Defensive Abilities'' loyalty, magical linguist
!Offense
''Speed'' 15 ft.
''Melee:'' unarmed strike +8 (1d6-1)
''Special Attacks:'' advice (10 rds/day, inspire competence +3, inspire courage +2, move action), antagonize, drunken strength, protoplasm (8/day), stunning fist (DC 17, 6/day)
''Gnome ~Spell-Like Abilities''
*1/day - [[Arcane Mark]], [[Comprehend Languages]], [[Message]], [[Read Magic]]
''Oracle Spells'' (CL 1st, concentration +6):
*1st level (5/day) - [[Bless]], [[Cure Light Wounds]], [[Enhance Water]]
*0th level (at-will) - [[Create Water]], [[Enhanced Diplomacy]], [[Light]], [[Purify Food and Drink]]
''Mystery'' lore
''Sorcerer Spells'' (CL 1st, concentration +6):
*1st level (5/day) - [[Mage Armor]], [[Shield]]
*0th level (at-will) - [[Mage Hand]], [[Mending]], [[Prestidigitation]], [[Ray of Frost]]
''Bloodline'' protean
!Statistics
''Str:'' 8, ''Dex:'' 10, ''Con:'' 18, ''Int:'' 10, ''Wis:'' 16, ''Cha:'' 20
''Base Atk:'' +5; ''CMB:'' +3; ''CMD:'' 19
''Feats:'' [[Antagonize]], [[Bewildering Koan]], [[Deflect Arrows]], [[Eschew Materials]]^^B^^, [[Improved Unarmed Strike]]^^B^^, [[Lingering Performance]], [[Sorcerous Strike]], [[Stunning Fist]]^^B^^, [[War Blessing (Knowledge, Trickery)|War Blessing]]
''Traits:'' [[Fast-Talker]], [[Loyalty]]
''Skills:'' Bluff +18, Diplomacy +17, Intimidate +16, Linguistics +12, Perception +21
''Languages:'' Abyssal, Aklo, Auran, Azlanti, Celestial, Common, Draconic, Gnome, Ignan, Kelish, Ancient Osiriani, Sylvan, Terran, Thassilonian, Tien, Undercommon, Varisian
''SQ:'' drunken ki, high jump, ki pool (6/day+3 drunken ki, magic, cold iron, silver), ki powers (Deny Death, Scorching Ray), insightful strike, maneuver training, oracle's curse (lame)
''Combat Gear:'' //wand of [[Cure Light Wounds]] (24, 50 charges)//, //wand of [[Lesser Restoration]] (14 charges)//, //wand of [[Magic Missile]] (CL 5th, 7 charges)//
''Other Gear:'' [[amulet of natural armor +1|amulet of natural armor]], [[belt of mighty constitution +2|belt of mighty constitution]], [[cloak of resistance +2|cloak of resistance]], [[eyes of the eagle]], [[gloves of reconnaissance]], [[handy haversack]], [[headband of alluring charisma +2|headband of alluring charisma]], [[jingasa of the fortunate soldier]], [[mistmail]], [[cracked pale green prism ioun stone (saves|ioun stone]], [[ring of protection +2|ring of protection]], [[cracked vibrant purple prism ioun stone|ioun stone]] x2 (one with [[Grease]], one with [[Veil of Positive Energy]])

!Special Abilities
* ''AC Bonus (Ex)'': When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
* ''Advice (Ex):'' A sensei’s advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei’s level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1).
* ''Bloodline Arcana:'' Your magic of creation and changing is hard to unravel. The DC to dispel transmutation or conjuration (creation) spells that you cast is increased by +4. 
* ''Drunken Ki (Su)'': At 3rd level, a drunken master can drink a tankard of ale or strong alcohol and gain one temporary ki point. The act of drinking is a standard action that does not provoke attacks of opportunity. The monk can have a maximum number of drunken ki points equal to 1 plus one additional point for every two levels thereafter (5th, 7th, and so on). The monk can gain this temporary ki even before he gains a ki pool at 4th level. These drunken ki points last for 1 hour or until spent, whichever is shorter. As long as he has at least 1 drunken ki point, the monk can spend 1 ki point as a swift action to move 5 feet without provoking attacks of opportunity. 
* ''Drunken Strength (Su)'': At 5th level, a drunken master can spend 1 point of ki as a swift action to inflict 1d6 extra points of damage on a single successful melee attack. The monk can choose to apply the damage after the attack roll is made. At 10th level, the monk may spend 2 drunken ki points to increase the extra damage to 2d6. At 15th level, the monk may spend 3 drunken ki points to increase the extra damage to 3d6. At 20th level, the monk may spend 4 drunken ki points to increase the extra damage to 4d6. The monk must have at least 1 drunken ki point to use this ability. 
* ''Gift of Tongues'': Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
* ''High Jump (Ex)'': At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
* ''Insightful Strike (Ex)'': At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons. 
* ''Keen Senses'': Gnomes receive a +2 racial bonus on Perception checks.
* ''Ki Pool (Su)'': At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
**At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level.
***At 7th level, his unarmed attacks are also treated as cold iron and silver weapons for the purpose of overcoming damage reduction.
***At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
***At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
**By spending 1 point from his ki pool, a monk can do one of the following:
***Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
***Increase his speed by 20 feet for 1 round, or
***Give himself a +4 dodge bonus to AC for 1 round.
**Each of these powers is activated as a swift action.
**The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
* ''Ki Powers:'' Ki powers are abilities that draw on the power of a monk’s ki. The standard monk has several abilities that count as ki powers, such as wholeness of body, abundant step, and empty body. A qinggong monk can learn additional ki powers, which often replaces a non-ki monk ability such as purity of body. Ki powers are divided into three categories: feats, monk abilities, and spells.
** ''Feats:'' These ki powers duplicate the effects of specific feats. A monk does not need to qualify for a feat to select it as a ki power. For example, a qinggong monk can select Spring Attack as a ki power even if she doesn’t meet the prerequisites for selecting Spring Attack as a feat. Activating one of these ki powers is a free action on the monk’s turn; until the start of her next turn, the monk is treated as if she had that feat. Some of these ki powers that duplicate feats may also be activated as an immediate action; these powers are noted in the ki powers list.
** ''Monk Abilities:'' Some ki powers are standard monk abilities. Even if a qinggong monk selects a different ki power in place of a standard monk ability, she can select that monk ability later as one of her ki powers.
** ''Spells:'' These ki powers duplicate the effects of a spell, and are spell-like abilities. A qinggong monk’s class level is the caster level for these spell-like abilities, and she uses Wisdom to determine her concentration check bonus.
** Chosen Ki Powers:
*** ''Deny Death:'' As an immediate action or as a free action at the start of the monk's turn, he can choose to benefit from the [[Deny Death]] feat.
*** ''Scorching Ray:'' A monk may spend 2 ki points to cast [[Scorching Ray]] as a spell-like ability.
* ''Magical Linguist'': Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome's level. This racial trait replaces gnome magic and illusion resistance.
* ''Maneuver Training (Ex)'': At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
* ''Mystical Wisdom (Su)'': At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself. At 12th level, a sensei may affect all allies within 30 feet rather than himself (spending points from his ki pool only once, not once for each target).
**At 12th level, a sensei may instead spend 1 point from his ki pool (as a swift action) while using advice to provide a single ally within 30 feet with evasion, fast movement, high jump, purity of body, or slow fall. At 18th level, a sensei may spend 2 points to grant one of the abilities listed above to all allies within 30 feet, or diamond body, diamond soul, or improved evasion to a single ally within 30 feet. These abilities function at the sensei’s level and last 1 round. 
* ''Oracle's Curse - Lame (Ex)'': One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
** At 5th level, you are immune to the fatigued condition (but not exhaustion).
** At 10th level, your speed is never reduced by armor.
** At 15th level, you are immune to the exhausted condition.
* ''Obsessive'': Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
* ''Protoplasm (Sp):'' At 1st level, you can create a ball of entropic protoplasm and hurl it at targets within 30 feet. This protoplasm acts as a tanglefoot bag that also inflicts 1 point of acid damage per round to a creature entangled by it. The protoplasm dissolves within 1d3 rounds. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
* ''Sidestep Secret (Su)'': Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity 

!Faction Card
*Season 7 Grand Lodge
**Rewards - 0 goals
***EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.
***NEMESIS (4+ goals): Once per adventure, you gain a +2 bonus on your next attack against that agent, and if you hit, you deal additional damage equal to the number of goals you have completed. Alternatively, you impose a –1 penalty on the agent’s next saving throw against a spell you cast; the penalty increases to –2 if you have completed seven or more goals.
***EXPEDITION COORDINATOR (7+ goals) (0/3 boxes checked): You can forego your Day Job check to organize an expedition to a site you recently visited and discover things you missed before. You can check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have otherwise failed. If you do so, all other ~PCs at the table also succeed at the secondary success condition.
**Goals
***(2/8) - Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal. //(Worldwound, Qadira)//
***(2/3) - Forgo your Downtime check to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.
***(0/1) - Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
***(0/1) - Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
***(0/1) - Disrupt or sabotage a significant Aspis Consortium operation, such as by ruining an alliance, damaging its reputation in a large city, or preventing them from recovering an artifact.
***(0/1) - Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your character level.
***(0/1) - Save a venture-captain, one of the Pathfinder Society’s three masters, or a similarly high-ranking figure in the Society from harm. The NPC must be at actual risk of death unless you intercede—often denoted by a current hit point total or other conditions—and he must survive the encounter.
***(0/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.

!Boons
* ''Bonekeep Malady:'' You suffer from a lingering malady after your exploration of Bonekeep. While any diseases you contracted there (noted below) seem to have faded upon leaving the dungeon, you still seem to suffer from sporadic coughing fits and fevers. You take a –2 penalty on any Fortitude saving throws made against a disease.
* ''~Cross-Cultural Empath:'' Despite differences in language and culture, you are able to acquire allies and forge friendships. Choose a humanoid subtype other than your own. For the duration of the scenario, you gain a +1 bonus on Diplomacy and Sense Motive checks with creatures of that subtype, and you may make a DC 10 Intelligence, Wisdom, or Charisma check to communicate basic concepts with said creatures even if you do not share a language. When this boon is used, cross it off this Chronicle sheet.
** ''Diseases Contracted:'' Flesh Rot, Red Ache
* ''Crown of Spring and Summer:'' Expertly whittled from a single branch of yew, this circlet resembles a fully-drawn bow wreathed in early summer flowers. Earned for your exemplary performance in the many contests and festivities of Archerfeast, the crown allows you to relive the glories of Erastil's annual festival of skill and fertility. As a swift action, you may compliment a single ally, granting both the ally and you a +1 morale bonus on skill checks, ability checks, and saving throws for 1d4+1 rounds. If either you or your ally rolls a natural 20 on a skill check, ability check, or saving throw while this bonus is in effect, extend the duration of this effect for 1 round. After the crown has been used once, the magic fades and it becomes a mundane keepsake of Archerfeast 4712 AR.
* ''Debauchery:'' While the faithful of Erastil slept, you indulged in private parties, drinking and trysting, and nothing can ruin your mood. Until the end of the scenario, you suffer a -1 penalty on saving throws against sleep effects that would make you fatigued or exhausted. You also gain a +2 bonus on saving throws against spells with the emotion descriptor, and on spells and effects that would make you shaken, frightened, or panicked. When this boon is used, cross it off your chronicle sheet.
* ''Defender of Katheer:'' ~PCs who successfully defeat the sorcerer Raamiz Ibn-Chadli earn a small amount of renown with the people of Katheer. Whenever the ~PCs deal with humanoids from Katheer in the future, they receive a +1 circumstance bonus to all Diplomacy checks.
* ''Distrust of Witches:'' Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
* ''Duplicitous Charm:'' As a confidence artist, you are adept at earning the trust of others and bending them to your needs. Choose a creature. Until the end of the scenario you gain a +2 competence bonus on Bluff checks to lie to the creature and Diplomacy checks to improve the creature’s attitude or request favors from it. When this boon is used, cross it off your Chronicle sheet.
* ''Echoing Paradox:'' A trace of the magic of the Sanctum of Lost Ages clings to you, and against all odds and reason, a future or past version of you can appear to provide assistance in a time of need. Before you roll an attack roll, a skill check, or a saving throw, a copy of you appears either to flank with you or to grant you a +2 bonus as per the aid another action. If you have an ability that grants a higher bonus on aid another actions, you gain this as a bonus instead; the copy also shares all of your teamwork feats. After the attack, skill check, or save is resolved, the copy fades away, and you are shaken until the end of your next turn by the unsettling paradox of being at two places at once. When you use this boon, cross it off the Chronicle sheet.
* ''Faithless:'' Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
* ''Five Kings Negotiatior:'' Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
* ''Fugitive from Numeria:'' You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
* ''Ghalcor’s Spellcraft:'' Following the battle at Ghalcor’s Tower, you were able to study the dead cleric’s notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from //Pathfinder Player Companion: Demon Hunter’s Handbook// as if they appeared on the Additional Resources page: //burst with light//, //detect demon//, and //righteous blood//.
* ''Heidmarch’s Boon (Grand Lodge):'' Sheila and Canayven Heidmarch happily write a letter to the Decemvirate lauding you and your assistance over the past year. When you purchase a vanity or a Grand Lodge faction prestige award, reduce the Prestige Point cost by 2 (minimum 1). When you use this boon, cross it off of your Chronicle sheet.
* ''House Thrune’s Favor:'' Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the insignia of the House of Thrune, signifying your favor in the eyes of Cheliax’s ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.
* ''Insights of the Shadowless Sword:'' Your exposure to the Shadowless Sword grants you a moment of peerless perception or incredible alacrity when you most need it. As an immediate action, you gain a +4 bonus on Perception checks to see through a disguise and a +2 bonus on Will saving throws to disbelieve illusions, both lasting 2 rounds. Alternatively, as a swift action, you gain the benefits of haste for 2 rounds (CL 10th). When you use either of these abilities, cross this boon off the Chronicle sheet.
* ''Kalistrade Appraisal:'' You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
* ''Kobold Killer'': Anytime you face a kobold in the future, you may designate one such creature as a free action. You gain a +1 bonus on attack and damage rolls against that single target for the duration of the combat. When you have used this boon, cross it off your Chronicle sheet. This ability doesn't stack with multiple instances of itself. 
* ''Lifetimes of Experience:'' You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
* ''Magical Scrivener:'' Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
* ''Master of Shadows'': You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
* ''Mendevian Commendation:'' You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).
* ''Nidalese Apostate:'' Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
* ''Prince of Wolves:'' Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
* ''Revolutionary Bluster'': You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
* ''Savior of the Shadowblooded'': For having protected the fetchlings of Karpad from their suspicious neighbors, word has spread of your sympathies. You gain a +2 circumstance bonus on Diplomacy checks when negotiating with fetchlings.
* ''The Long Con:'' Your experiences bringing down the Tower of Yath have honed your skills at deceiving those who worship Abyssal forces. You gain a permanent +1 bonus on Bluff checks made against demonic cultists in noncombat situations.
* ''Valais’s Wisdom:'' You helped Valais overcome Laktharis’s control. In return, she taught you some of her tricks for resisting demonic influence. When you fail a saving throw against a demon’s compulsion or possession effect, you can cross this boon off your Chronicle sheet to reroll the saving throw.

[[Additional Resources Needed|Pris's ARs]]
''School'' evocation; ''Level'' sorcerer/wizard 7
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' 60 ft.
''Area'' cone-shaped burst
''Duration'' instantaneous
''Saving Throw'' see text; ''Spell Resistance'' yes
!!DESCRIPTION
This spell causes seven shimmering, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.

|!1d8 |!Color of Beam     |!Effect |
|1    |Red                |20 points fire damage (Reflex half) |
|2    |Orange             |40 points acid damage (Reflex half) |
|3    |Yellow             |80 points electricity damage (Reflex half) |
|4    |Green              |Poison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves) |
|5    |Blue               |Flesh to stone (Fortitude negates) |
|6    |Indigo             |Insane, as insanity spell (Will negates) |
|7    |Violet             |Sent to another plane (Will negates) |
|8    |Struck by two rays |Roll twice more, ignoring any "8" results |
''School'' abjuration; ''Level'' sorcerer/wizard 8
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' wall 4 ft./level wide, 2 ft./level high
''Duration'' 10 min./level (D)
''Saving Throw'' see text; ''Spell Resistance'' see text
!!DESCRIPTION
Prismatic wall creates a vertical, opaque wall- a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. Any other creature with less than 8 HD that is within 20 feet of the wall is blinded by the colors for 2d4 rounds if it looks at the wall.

The wall's maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.

Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.

The wall can be destroyed, color by color, in consecutive order, by casting the specified spells on the wall; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage's disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic can only be used on the wall once all the other colors have been destroyed. Spell Resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.

Prismatic wall can be made permanent with a permanency spell.
|!Order|!Color|!Effect of Color|!Negated by|
|1st|Red|Stops non-magical ranged weapons. Deals 20 points of fire damage (Reflex half).|Cone of cold|
|2nd|Orange|Stops magical ranged weapons. Deals 40 points of acid damage (Reflex half).|Gust of wind|
|3rd|Yellow|Stops poisons, gases, and petrification. Deals 80 points of electricity damage (Reflex half).|Disintegrate|
|4th|Green|Stops breath weapons. Poison (Frequency: 1/rd. for 6 rd.; init. effect: death, sec. effect: 1 Con/rd.; Cure 2 consecutive Fort saves). |Passwall|
|5th|Blue|Stops divination and mental attacks. Turned to stone (Fortitude negates).|Magic missile|
|6th|Indigo|Stops all spells. Will save or become insane (as insanity spell).|Daylight|
|7th|Violet|Energy field destroys all objects and effects.* Creatures sent to another plane (Will negates).|Dispel magic or greater dispel magic|
* The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and Spell Resistance might render some colors ineffective (see above).
''School'' evocation [fire]; ''Level'' druid 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' 0 ft.
''Effect'' flame in your palm
''Duration'' 1 min./level (D)
''Saving Throw'' none; ''Spell Resistance'' yes
!!DESCRIPTION
Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

This spell does not function underwater.
!Professor Zordlon
Male elf psychic 2
LN Medium humanoid (elf)
''Init'' +4; ''Senses'' low-light vision, Perception +8

!Defenses
''AC'' 12, touch 12, flat-footed 10 (+2 Dex)
''hp'' 4 (2d6-6)
''Fort'' -3, ''Ref'' +2, ''Will'' +4

!Offense
''Speed'' 30 ft.
''Special Attacks'' painful reminder (5/day), phrenic pool (3/day [+2/3])
''~Spell-Like Abilities'' (CL 2, concentration +7):
* 1/day - [[Detect Thoughts]] (DC 18)
''Spells'' (CL 2, concentration +7):
*1st level (6/day) - [[Mage Armor]], [[Mind Thrust I|Mind Thrust]] (DC 18), [[Persuasive Goad]]
*0 level (at-will) - [[Detect Magic]], [[Light]], [[Open/Close]], [[Prestidigitation]], [[Telekinetic Projectile]]
*''Discipline'' pain

!Statistics
''Str'' 8, ''Dex'' 14, ''Con'' 5, ''Int'' 20, ''Wis'' 12, ''Cha'' 14
''Base Atk'' +1; ''CMB'' +0; ''CMD'' 11
''Feats'' [[Spell Focus (divination)|Spell Focus]]^^B^^, [[Spell Specialization (mind thrust I)|Spell Specialization]]
''Traits'' [[Magical Lineage (mind thrust I)|Magical Lineage]], [[Warrior of Old]]
''Skills'' Bluff +7, Diplomacy +7, Knowledge (arcana) +10, Knowledge (planes) +10, Linguistics +10, Perception +8, Spellcraft +10
''Languages'' Ancient Osirian, Celestial, Common, Draconic, Elven, Gnome, Orc, Sylvan, Thassilonian
''SQ'' power from pain
''Combat Gear'' //oil of magic weapon//, //potion of cure light wounds//
''Other Gear'' pathfinder's kit, 50ft. of rope

!Special Abilities
*''Detect Thoughts (Sp)''
**At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. When a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one.
*''Dreamspeaker''
**A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw ~DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level). This racial trait replaces elven immunities.
*''Keen Senses''
**Elves receive a +2 racial bonus on Perception checks. 
*''Overwhelming Magic''
**Some elves obsess over the fundamentals of magic, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These elves gain Spell Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.
*''Painful Reminder (Su)'' 
**As a swift action, you can cause an enemy to take 1d6 points of nonlethal damage if you dealt damage to that enemy with a spell since the start of your previous turn. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This damage increases to 2d6 at 8th level and to 3d6 at 15th level.
*''Phrenic Pool (Su)''
**A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.
*''Power from Pain (Su)''
**If your painful reminder deals at least 5 points of damage, you regain 1 point in your phrenic pool. The maximum number of points you can regain in this way per day is equal to your Wisdom modifier.
*''Phrenic Amplifications''
**A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell’s effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification. A phrenic amplification can’t be selected more than once. Once a phrenic amplification has been selected, it can’t be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.
**''Overpowering Mind (Ex)''
***The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.

!Faction Card
*Season 8 Sovereign Court
**Rewards - 1 goal
***PRACTICED DIPLOMAT (2+ goals): Circle one of the following skills: Bluff, Diplomacy, Disguise, or Knowledge (nobility). When you roll your chosen skill, you always receive a result of at least 10 plus the number of goals you have completed.
***ADVOCATE (4+ goals): When purchasing a spellcasting service, vanity, or other prestige award that costs 5 or more Prestige Points, the power of your reputation reduces the final cost by 1. If you have completed seven or more goals, you instead reduce the cost of awards that cost 4 or more Prestige Points by 1.
***SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a +4 competence bonus on checks using that skill and halve their armor check penalty when using the skill.
**Goals
***(0/3) - Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
***--(1/1) - Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.--
***(1/2) - Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.
***(0/2) - Resolve an encounter with a genie through diplomacy, trickery, bribery, or a similar tactic. If you convince a genie to provide you with a non-corrupted wish (as detailed in a scenario), you can check both of this goal’s boxes.
***(0/2) - Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check equal to 15 plus your character level.
***(0/1) - Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
***(0/1) - Gain access to an item on your Chronicle sheet with a value of at least three times the maximum gold you could have earned for that adventure using the standard advancement track (minimum 2,000 gp).
***(0/3 & 0/2) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

!Boons
*''Attuned to the Citysong''
**Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
*''Demonic Scholar''
**You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.
*''Desperate Bargain''
**Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
*''Distrust of Witches''
**Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
*''Dragon Empires Expert''
**Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
*''Faithless''
**Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
*''Fugitive from Numeria''
**You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
*''Goblin Bane''
**By slaying Grulk, the goblin’s bugbear leader, you have removed the immediate goblin threat in the area as well as allowing safe passage deeper into The Emerald Spire. The terror you have hewn has made a resounding impact to the other goblin tribes nearby. You gain a +2 bonus on Intimidate checks against humanoids with the goblinoid subtype.
*''Infiltrator''
**Your experiences during the heist have taught you to work together more effectively with your allies to cover your tracks. Before rolling a Stealth check, choose one other ally who is also rolling Stealth for the same circumstance. After rolling the check, you and this ally both use the higher of your two results, including all bonuses and modifiers. When you use this boon, cross it off your Chronicle sheet.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
*''Lifetimes of Experience''
**You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
*''Magical Scrivener''
**Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
*''Nidalese Apostate''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
*''Practiced Artificer''
**Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.
*''Prince of Wolves''
**Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
*''Revolutionary Bluster''
**You gain a one-time +5 circumstance bonus on any Disguise or Bluff check againstsomeone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''Sun Orchid Sleuth (Sovereign Court)'' //(2 boxes remaining)//
**You recovered valuable paperwork describing Prince Zinlo’s dealings with the Aspis Consortium. In thanks for your efforts, Lady Gloriana Morilla teaches you techniques for convincing others to part with their secrets. You may check one of the boxes that precedes this boon to gain a +2 bonus on a Charisma-based skill check when attempting to convince another person to reveal sensitive information. While adventuring in Thuvia, you may use this boon once per scenario without crossing off one of the check boxes.
*''Temple Trained''
**Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
*''True Magic of the Shadowcaster''
**The purest expression of ~Zon-Kuthon’s power blends faith with mastery of the arcane. As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.
*''Urban Tenacity''
**Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.

[[Prof. Z's Sources]]
*''Advanced Race Guide'' - dreamspeaker
*''Inner Sea Races'' - overwhelming magic
*''Occult Adventures'' - Psychic, spells
*''Ultimate Magic'' - persuasive goad, Spell Specialization
Regional (Tolston Collective)

You graduated from the Menutson Academy’s adventuring program. As a part of the program, you learned about a wide variety of monsters, which makes it easier for you to recall information about them. You gain a +1 trait bonus on Knowledge checks to identify and/or learn information about monsters, and may make such checks untrained.
''School'' abjuration; ''Level'' alchemist 2, sorcerer/wizard 2, summoner 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (a piece of tortoiseshell or turtle shell)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 hour/level or until discharged
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. This spell doesn't grant you the ability to damage creatures with similar damage reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.
''School'' abjuration; ''Level'' alchemist 3, cleric/oracle 3, druid 3, inquisitor 3, ranger 2, sorcerer/wizard 3, summoner 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 10 min./level or until discharged
''Saving Throw'' Fortitude negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
//Protection from energy// grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.

//Protection from energy// overlaps (and does not stack with) resist energy. If a character is warded by //protection from energy// and //resist energy//, the protection spell absorbs damage until its power is exhausted.
* Abjuration [good]
* ''Level'' cleric/oracle 1, inquisitor 1, paladin 1, sorcerer/wizard 1, summoner 1
* ''Casting Time'' 1 standard action
* ''Components'' V, S, M/DF
* ''Range'' touch
* ''Target'' creature touched
* ''Duration'' 1 min./level (D)
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' no; see text

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
[Psionic]
You have created a psicrystal.

''Prerequisites:'' Manifester level 1st.

''Benefit:'' This feat allows you to gain a psicrystal. Should your psicrystal be destroyed, you gain a new one after 24 hours. A new psicrystal must have the same personality as the original.
[Psionic]
Your psicrystal has advanced enough that it can hold a psionic focus that you store within it.

''Prerequisites:'' Psicrystal Affinity, manifester level 3rd.

''Benefit:'' You can psionically focus your psicrystal in the same manner in which you gain psionic focus. At any time when you need to expend your psionic focus, you can expend your psicrystal’s psionic focus instead, as long as the crystal is within 5 feet of you. At any time when you need to maintain psionic focus for an effect, you can use your psicrystal’s psionic focus instead, as long as the crystal is within 5 feet of you. Psionically focusing your psicrystal works just like focusing yourself. The psicrystal cannot focus itself—only the owner can spend the time to focus the crystal.
''Discipline'' Telepathy [~Mind-Affecting]; ''Level'' Psion/Wilder 3
!!MANIFESTING
''Display'' Auditory
''Manifesting Time'' 1 standard action
!!EFFECT
''Range'' 30 ft.
''Area'' 30-ft. cone-shaped burst
''Duration'' Instantaneous
''Saving Throw'' Will negates; ''Power Resistance'' Yes
''Power Points'' 5
!!DESCRIPTION
The air ripples with the force of your mental attack, which blasts the minds of all creatures in range. Psionic blast stuns all affected creatures for 1 round.

''Augment'' For every 2 additional power points you spend, the duration of the stun effect increases by 1 round and the power’s save DC increases by 1.
You can focus your mind faster than normal, even under duress.

''Prerequisite:'' Wis 13, Autohypnosis 4 ranks.

''Benefit:'' You can take a move action to become psionically focused.

''Normal:'' A character without this feat must take a full-round action to become psionically focused.

''Special:'' This feat works on other methods of psionic focus, such as that permitted by Psicrystal Containment.
''Discipline'' Psychometabolism (Healing) [Good]
''Level'' Egoist 5
''Manifesting Time'' 1 standard action
!!EFFECT
''Range'' Touch
''Target'' Dead creature touched
''Duration'' Instantaneous
''Saving Throw'' None; ''Power Resistance'' Yes (harmless)
''Power Points'' 9
!!DESCRIPTION
Psionic revivify lets a manifester reconnect a corpse’s psyche with its body, restoring life to a recently deceased creature. The power must be manifested within 1 round of the victim’s death. Before the psyche of the deceased has completely left the body, this power halts its journey while repairing somewhat the damage to the body.

This power functions like the raise dead spell, except that the affected creature receives no permanent negative levels, no Constitution loss, and no loss of powers, but the creature does suffer one negative level that fades after twenty-four hours.

The creature has –1 hit points (but is stable) after being restored to life.

For every additional negative level that the subject suffers, the manifestation of this power can be delayed by 2 additional rounds. All of the negative levels gained in this manner fade after twenty-four hours.

''Augment:'' By spending 2 additional power points, this power may also affect outsiders.
''Prerequisite:'' Having a power point reserve.

''Benefit:'' When you take this feat for the first time, you gain 2 power points.

''Special:'' You can take this feat multiple times. Each time you take the feat after the first time, the number of power points you gain increases by 1.
You can charge your melee weapon with additional damage potential.
''Prerequisite:'' Str 13.
''Benefit:'' While you maintain psionic focus, your attacks with a melee weapon deal an extra 1 point of damage.
Additionally, if you expend your psionic focus as part of an attack with a melee weapon, that attack instead deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

Source: Ultimate Psionics
!Pteranodon 	CR 3
N Large animal
''Init'' +8; ''Senses'' low-light vision, scent; Perception +11
!!DEFENSE
''AC'' 16, touch 14, flat-footed 11 (+4 Dex, +1 dodge, +2 natural, –1 size)
''hp'' 32 [42] (5d8+10) [5d8+20]
''Fort'' +6 [+8], ''Ref'' +8, ''Will'' +3
!!OFFENSE
''Speed'' 10 ft., fly 50 ft. (clumsy)
''Melee'' bite +5 [+7] (2d6+4) [2d6+7]
''Space'' 10 ft.; ''Reach'' 10 ft.
!!STATISTICS
''Str'' 16 [20], ''Dex'' 19, ''Con'' 15 [19], ''Int'' 2, ''Wis'' 15, ''Cha'' 12
''Base Atk'' +3; ''CMB'' +7; ''CMD'' 21
''Feats'' [[Dodge]], [[Improved Initiative]], [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Fly –1, Perception +11 
''School'' transmutation; ''Level'' cleric/oracle 0, druid 0
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' 10 ft.
''Target'' 1 cu. ft./level of contaminated food and water
''Duration'' instantaneous
''Saving Throw'' Will negates (object); ''Spell Resistance'' yes (object)
!DESCRIPTION
This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
!!PUSHING INFUSION
''Element'' aether, air, earth, or water; ''Type'' substance infusion; ''Level'' 1; ''Burn'' 1
''Associated Blasts'' air, blizzard, charged water, earth, magma, metal, mud, sandstorm, steam, telekinetic, water
''Saving Throw'' none
The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.
''School'' transmutation [poison]; ''Level'' witch 0

CASTING
''Casting Time'' 1 standard action
''Components'' V, S

EFFECT
''Range'' 10 ft.
''Targets'' 1 cu. ft./level of food and water or one potion; see text
''Duration'' instantaneous
''Saving Throw'' Will negates (object); ''Spell Resistance'' yes (object)

DESCRIPTION
This spell causes otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Holy water and similar food and drink of significance are spoiled by putrefy food and drink, but the spell has no effect on creatures of any type, nor upon unholy water. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Although potions and elixirs are unaffected by the normal use of the spell, you can instead choose to target a single such object with this spell, destroying it if it fails a Saving Throw.

Source: APG 237
''School'' transmutation; ''Level'' bard 2, bloodrager 2, magus 2, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (one fire source)
!!EFFECT
''Range'' long (400 ft. + 40 ft./level)
''Target'' one fire source, up to a 20-ft. cube
''Duration'' 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text
''Saving Throw'' Will negates or Fortitude negates; see text; ''Spell Resistance'' yes or no; see text
!!DESCRIPTION
Pyrotechnics turns a fire into a burst of blinding fireworks or a thick cloud of choking smoke, depending on your choice. The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.

Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.

Smoke Cloud: A stream of smoke billows out from the fire, forming a choking cloud that spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.
''Advanced Race Guide:'' ifrit, alternate ifrit racial traits
''Inner Sea World Guide:'' infernal healing
''Occult Adventures:'' kineticist
''Psychic Anthology:'' focused blast
''Pathfinder Adventure Path #27:''  dream journal of the pallid seer
''Pathfinder Society Field Guide:'' pathfinder's kit
''Technology Guide:'' brown e-pick
''Ultimate Campaign:'' river rat
!Qari Coldtongue
Female ifrit hydrokineticist 5
CN Medium outsider (native)
''Init'' +10; ''Senses'' Perception +8, darkvision 60ft.

!Defenses
''AC'' 21, touch 15, flat-footed 17 (+5 armor, +1 deflection, +4 Dex, +1 natural)
''hp'' 48 (5d8+20)
''Fort'' +7, ''Ref'' +5, ''Will'' +4 

!Offense
''Speed'' 30 ft.
''Ranged'' water blast +8 (3d6+6 bludgeoning)
''Special Attacks'' elemental overflow +1, kinetic blast, metakinesis (empower)
''Racial ~Spell-Like Abilities'' (CL 5th)
* 1/day - [[Burning Hands]] (DC 11)
''Kineticist Wild Talents Known''
*Defense - [[Shroud of Water]]
*Infusions - [[Extended Range]], [[Focused Blast]], [[Pushing Infusion]] (+6)
*Kinetic Blasts - [[Water Blast]]
*Utility - [[Basic Hydrokinesis]], [[Kinetic Healer]], [[Slick]]

!Statistics
''Str'' 10, ''Dex'' 18, ''Con'' 17, ''Int'' 10, ''Wis'' 10, ''Cha'' 10
''Base Atk'' +3; ''CMB'' +3; ''CMD'' 17
''Feats'' [[Point-Blank Shot]], [[Precise Shot]], [[Weapon Focus (kinetic blast)|Weapon Focus]]
''Traits'' [[Reactionary]], [[River Rat]]
''Skills'' Acrobatics +12, Perception +8, Profession (scribe) +5, Swim +6, Use Magic Device +8
''Languages'' Common, Ignan, Infernal
''SQ'' burn (1 point/round, max 6), gather power, infusion specialization 1
''Combat Gear'' //potion of [[cure moderate wounds|Cure Moderate Wounds]]//
''Other Gear'' //[[amulet of natural armor +1|amulet of natural armor]]//, brown e-pick, //+1 chain shirt//, //[[cloak of resistance +1|cloak of resistance]]//, //[[dream journal of the pallid seer]]// (read), pathfinder's kit, 50ft. of rope, //[[ring of protection +1|ring of protection]]//, //wand of [[infernal healing|Infernal Healing]]//, //[[wayfinder]]//

!Special Abilities
*''Burn (Ex)''
**At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
*''Elemental Focus (Su)'' (water)
**At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent.
*''Elemental Overflow (Ex)''
**At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.
**As a kineticist’s body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores. At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.
*''Fire in the Blood''
**Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.
*''Gather Power (Su)''
**If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
*''Infusion (Su)''
**At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies. 
**The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The ~DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first. 
*''Infusion Specialization (Ex)''
**At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.
*''Kinetic Blast (Sp)''
**At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
*''Metakinesis (Su)''
**At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell. At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast. When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.
*''Wildfire Heart''
**Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
*''Wild Talents''
**A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist. 
**Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th). Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.
**In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

!Faction Card
*Season 7 Grand Lodge
**Rewards - 0 goals
***EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.
***NEMESIS (4+ goals): Once per adventure, you gain a +2 bonus on your next attack against that agent, and if you hit, you deal additional damage equal to the number of goals you have completed. Alternatively, you impose a –1 penalty on the agent’s next saving throw against a spell you cast; the penalty increases to –2 if you have completed seven or more goals.
***EXPEDITION COORDINATOR (7+ goals) (0/3 boxes checked): You can forego your Day Job check to organize an expedition to a site you recently visited and discover things you missed before. You can check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have otherwise failed. If you do so, all other ~PCs at the table also succeed at the secondary success condition.
**Goals
***(0/8) - Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.
***(1/3) - Forgo your Downtime check to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.
***(0/1) - Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
***(0/1) - Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
***(0/1) - Disrupt or sabotage a significant Aspis Consortium operation, such as by ruining an alliance, damaging its reputation in a large city, or preventing them from recovering an artifact.
***(0/1) - Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your character level.
***(0/1) - Save a venture-captain, one of the Pathfinder Society’s three masters, or a similarly high-ranking figure in the Society from harm. The NPC must be at actual risk of death unless you intercede—often denoted by a current hit point total or other conditions—and he must survive the encounter.
***(0/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
*Season 8 Grand Lodge
**Rewards - 1 goal
***EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.
***GUIDING COMPASS (4+ goals): Your wayfinder guides you to safety in all circumstances. If you fail a saving throw against an effect that allows additional saving throws to mitigate the effect (e.g. glitterdust or dominate person), you gain a bonus on subsequent saves against such effects equal to 1 for every three goals you have completed.
***EXPEDITION COORDINATOR (7+ goals) (0/3 boxes checked): You can forgo your Downtime to organize an expedition to a site you recently visited and discover things you missed before. Check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have failed. If you do so, all other ~PCs at the table also succeed at the secondary success condition.
**Goals
***(2/8) - Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal. //(Galt, Mwangi Expanse)//
***(1/2) - Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.
***(0/1) - Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
***(0/1) - Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
***(0/2) - Participate in an adventure that includes at least two encounters that do not take place on the Material Plane. 
***(0/2) - Resolve an encounter with an organization led by genies, elemental forces, or those who revere them.
***--(1/1) - Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by mounting a rescue, recovering an important object, or defending that group’s resources and reputation.--
***(1/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

!Boons
*''Attuned to the Citysong''
**Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
*''Confirmed Field Agent''
**Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
*''Demonic Scholar''
**You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.
*''Desperate Bargain''
**Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the //confusion// spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
*''Distrust of Witches''
**Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
*''Diverse Training'' (1st-Level, 1 Star)
**Kreighton Shaine’s ability to speak at length about virtually any topic is merely an extension of his years of scholarship and his limitless capacity for extemporaneous theory-crafting. You have a talent for distinguishing his facts from his hypotheses, granting you a rudimentary understanding of countless skills. Once per scenario, you may attempt a skill check as if you were trained in that skill. Your bonus on the check is equal to three plus your number of GM stars and is modified by no other modifiers (including armor check penalty, ability modifiers, etc.).
*''Dragon Empires Expert''
**Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
*''Elemental Ancestry (Fire)''
**This character can be an ifrit.
*''Explore, Report, Cooperate''
**You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
*''Faithless''
**Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
*''Fool Me Once''
**Grandmaster Torch’s sudden betrayal and subsequent escape have left you questioning the motives of everyone around you—particularly your allies. You gain a +2 bonus on Sense Motive checks against current and former Pathfinders.
*''Friend of Janira Gavix''
**The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
*''Fugitive from Numeria''
**You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
*''Horn of Aroden''
**You recovered the Horn of Aroden, a relic once used to bolster the forces of good and defeat Deskari’s minions. This instrument is powerless now, but the Pathfinder Society is certain that it may be useful in the upcoming expedition to Jormurdun and in Mendev’s fight against the Worldwound.
*''Hydra's Fang Boons''
**The Chelish Embassy of Absalom recognizes you for your outstanding service to the Empire. You are given a boon that grants you one free use of the divination spell from a Cleric of Asmodeus. You can only use this boon in Egorian, Cheliax’s diabolical capital city.
**The Andoren Embassy of Absalom regards you as an upstanding free citizen of the Republic.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
*''Lifetimes of Experience''
**You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
*''Magical Scrivener''
**Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
*''Nidalese Apostate''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
*''~Oft-Lectured'' (3rd-level, 2 Stars)
**The Master of Scrolls is known for his rambling, esoteric talks that favor the elf’s train-of-thought speech patterns. Where others might have lost interest, you have gleaned a multitude of academic knowledge from Shaine’s disjointed thoughts and theories. When you roll a Knowledge check at the beginning of an adventure (such as immediately after a receiving a mission), you gain a bonus on the check equal to your number of GM stars.
*''Practiced Artificer''
**Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.
*''Prince of Wolves''
**Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
*''Revolutionary Bluster''
**You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''Righteous Redemption'' //(1 box)//
**Thanks to your work bringing a lost hero’s legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and week of feed; a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an effective resale value of 0 gp.
*''Sky Citadel Reclaimer''
**You succeeded in reclaiming the sky citadel Jormurdun, an immense fortress city abandoned millennia ago. You were able to claim a small boon for yourself either by studying the lore left behind by the dwarves or earning a divine favor by restoring a shrine to working order. Choose one of the following rewards, and cross the other four off your Chronicle sheet.
**//Shrine Savior (Temple District)//
***Thanks to your efforts, the shrines of Jormurdun are better understood and cleansed of evil influence. You may use this boon to reduce the Prestige Point cost of a spellcasting service by 2 (minimum 0 Prestige Points). When you use this boon, cross it off your Chronicle sheet.
**//Sight of the Unseeing (Seer’s District)//
***You exposure to Jormurdun’s prophecies and ancient cults has given you exceptional insight into future events. You gain a +1 insight bonus to AC and on saving throws when flat-footed or during a surprise round. You may cross this boon off your Chronicle sheet before rolling attack roll, initiative check, ability check, skill check, or saving throw to add 1d6 to the result. Alternatively, you may cross this boon off your Chronicle sheet before rolling d% as part of a divination spell (such as augury, divination, or contact other plane) to either add or subtract 1d6 from the result.
*''Sky Key Core''
**You assisted the Pathfinder Society in the recovery of a strange relic known as the Sky Key, though it appears this is just one piece of a larger device. Each time you earn a Sky Key Component boon, you also recover one spent Prestige Point.
*''Student of the Twelve Rites:'' //(0/3 boxes checked)//
**You have recovered several of the tablets of the Twelve Rites from the monk Shinri and her agents. The blasphemous knowledge contained within these ever-shifting tablets is dangerous to ponder for too long, but you can tap into it briefly to learn Shinri’s abilities.
**You can use this knowledge to replace some of your own abilities with Shinri’s. You can check a box before this boon to retrain one of your feats into one of Shinri’s feats using the retraining rules from //Pathfinder RPG Ultimate Campaign// at a reduced cost. Retraining into one of the following feats takes 2 days, rather than 5: Combat Reflexes, Dodge, Eschew Materials, Improved Unarmed Strike, Mantis Style^^UC^^, Mantis Wisdom^^UC^^, Sorcerous Strike^^UC^^, Stunning Fist, or Weapon Focus. Feats with the superscript “UC” are from //Pathfinder RPG Ultimate Combat//. If you are a spontaneous spellcaster, you can check a box before this boon to retrain one of your spells known into one of Shinri’s spells using the retraining rules from //Pathfinder RPG Ultimate Campaign// at a reduced cost. Retraining into one of the following spells takes 1 day per spell level rather than 2: //dispel magic//, //feather fall//, //levitate//, //mirror image//, or //spider climb//.
**Alternatively, you can check a box before this boon to use //feather fall// as a spell-like ability, using your character level as your caster level. If you are at least 3rd level, you can check two boxes to cast //levitate//, //mirror image//, or //spider climb//. If you are at least 5th level, you may check all three boxes to cast //dispel magic//.
*''Temple Trained''
**Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
*''True Magic of the Shadowcaster''
**The purest expression of ~Zon-Kuthon’s power blends faith with mastery of the arcane. As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.
*''Unexpected Prestige''
**You captured or killed Grandmaster Torch in Riddleport, and though he may return one day, word of your deed has spread quickly through the Pathfinder Society. The next time you would fail to gain a Prestige Point for completing a primary or secondary mission, you instead gain the Prestige Point and cross this boon off your Chronicle sheet.
*''Urban Tenacity''
**Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.
*''Worthy Foe''
**Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks. Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn.
**//Tusks:// You gain the benefits above against magical beasts and humanoids with the orc subtype.

[[Qari's Additional Resources]]
Regional Trait (Quain)

Having grown up in Quain, you were taught under various schools of martial arts, and have used all you have learned to hone your fighting prowess. You gain a +1 trait bonus on damage rolls when using unarmed strikes.

Source: Dragon Empires Primer
You can draw weapons faster than most.
''Prerequisite:'' Base attack bonus +1.
''Benefit:'' You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

''Normal:'' Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
''Benefit:'' Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.

''Level Increase:'' +4 (a quickened spell uses up a spell slot four levels higher than the spell's actual level.)

Casting a quickened spell doesn't provoke an attack of opportunity.

''Special:'' You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's casting time.
''School'' enchantment (compulsion) [emotion, mind-affecting]; ''Level'' alchemist 3, bard 2, sorcerer/wizard 3, summoner 3, witch 3
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Targets'' one willing living creature per three levels, no two of which may be more than 30 ft. apart
''Duration'' concentration + 1 round/level (D)
''Saving Throw'' none; ''Spell Resistance'' yes
!DESCRIPTION
Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage.
''School'' illusion (pattern) [mind-affecting]; ''Level'' arcanist 4, bard 4, psychic 4, red mantis assassin 4, skald 4, sorcerer/wizard 4
!!Casting
''Casting Time'' 1 standard action
''Components'' V (bard only), S, M (a piece of phosphor), F (a crystal prism); see text
!!Effect
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' colorful lights with a 20-ft.-radius spread
''Duration'' concentration + 1 round/level (D)
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!Description
A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern.

With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area, each fascinated creature gets a second save. If the view of the lights is completely blocked, creatures who can't see them are no longer affected.

The spell does not affect sightless creatures.
''School'' conjuration (healing); ''Level'' cleric/oracle 5, witch 6
!!CASTING
''Casting Time'' 1 minute
''Components'' V, S, M (diamond worth 5,000 gp), DF
!!EFFECT
''Range'' touch
''Target'' dead creature touched
''Duration'' instantaneous
''Saving Throw'' none, see text; ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 1 day per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.

Coming back from the dead is an ordeal. The subject of the spell gains two permanent negative levels when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be raised). A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.

A raised creature has a number of hit points equal to its current HD. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by this spell.

A creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell. Constructs, elementals, outsiders, and undead creatures can't be raised. The spell cannot bring back a creature that has died of old age.
''Prerequisites:'' Dex 13, [[Point-Blank Shot]].

''Benefit:'' When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
!Rast CR 5
N Medium outsider (extraplanar, fire)
''Init'' +5; ''Senses'' darkvision 60 ft.; Perception +10
!!Defense
''AC'' 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
''hp'' 51 [63] (6d10+18) [(6d10+30)]
''Fort'' +8 [+10], ''Ref'' +6, ''Will'' +3
''Immune'' fire
''Weaknesses'' vulnerability to cold
!!Offense
''Speed'' 5 ft., fly 60 ft. (good)
''Melee'' bite +8 [+10] (1d6+2 [1d6+4] plus grab), 4 claws +9 [+11] (1d4+2) [(1d4+4)]
''Special Attacks'' blood drain (1d2 Constitution), paralyzing gaze
!!Statistics
''Str'' 14 [18], ''Dex'' 12, ''Con'' 17 [21], ''Int'' 3, ''Wis'' 13, ''Cha'' 12
''Base Atk'' +6; ''CMB'' +8 [+10] (+12 [+14] grapple); ''CMD'' 19 [21] (can't be tripped)
''Feats'' [[Flyby Attack]], [[Improved Initiative]], [[Weapon Focus (claw)|Weapon Focus]]
''Skills'' Fly +5, Perception +10, Stealth +10
''Languages'' Ignan (cannot speak)
!!Special Abilities
*''Paralyzing Gaze (Su)''
**Paralyzed for 1d6 rounds, 30 feet, Fortitude (DC 14) negates. The save DC is Charisma-based.
!Rat Swarm 	CR 2
N Tiny animal (swarm)
''Init'' +6; ''Senses'' low-light vision, scent; Perception +8
!!DEFENSE
''AC'' 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
''hp'' 16 (3d8+3)
''Fort'' +4, ''Ref'' +5, ''Will'' +2
''Defensive Abilities'' swarm traits (as a swarm of tiny creatures, a Rat Swarm takes only half damage from piercing and slashing attacks)
!!OFFENSE
''Speed'' 15 ft., climb 15 ft., swim 15 ft.
''Melee'' swarm (1d6 plus disease)
''Space'' 10 ft.; ''Reach'' 0 ft.
''Special Attacks'' disease, distraction (DC 12)
!!STATISTICS
''Str'' 2, ''Dex'' 15, ''Con'' 13, ''Int'' 2, ''Wis'' 13, ''Cha'' 2
''Base Atk'' +2; ''CMB'' —; ''CMD'' —
''Feats'' [[Improved Initiative]], [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; ''Racial Modifiers'' uses Dex to modify Climb and Swim
!!SPECIAL ABILITIES
*''Disease (Ex)''
**Filth fever: Swarm—injury; //save// Fort DC 12; //onset// 1d3 days; //frequency// 1/day; //effect// 1d3 Dex damage and 1d3 Con damage; //cure// 2 consecutive saves. The save DC is Constitution-based.
''School'' necromancy; ''Level'' magus 1, sorcerer/wizard 1, witch 1; ''Bloodline'' abyssal 1

CASTING
''Casting Time'' 1 standard action
''Components'' V, S

EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' ray
''Duration'' 1 round/level
''Saving Throw'' Fortitude half; ''Spell Resistance'' yes


DESCRIPTION
A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.

Source: CR 329
''School'' evocation [cold]; ''Level'' sorcerer/wizard 0
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' ray
''Duration'' instantaneous
''Saving Throw'' none; ''Spell Resistance'' yes
!!DESCRIPTION
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.
''School'' necromancy; ''Level'' cleric/oracle 1, druid 1, sorcerer/wizard 1, summoner 1, witch 1

DESCRIPTION
This spell functions as ray of exhaustion, except the target is sickened if it fails its save and unaffected if it makes its save.

Source: UM 234
Combat

You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus to Initiative checks. 
''School'' divination; ''Level'' antipaladin 1, bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, paladin 1, ranger 1, sorcerer/wizard 0, summoner 0, witch 0
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (a clear crystal or mineral prism)
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 10 min./level
!!DESCRIPTION
You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.

''Source:'' CR 330
''School'' transmutation; ''Level'' alchemist 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
!!CASTING
''Casting Time'' 1 round
''Components'' V, S, M (a pinch of powdered iron)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one humanoid creature
''Duration'' 1 min./level (D)
''Saving Throw'' Fortitude negates; ''Spell Resistance'' yes
!!DESCRIPTION
This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.

All equipment worn or carried by a creature is similarly reduced by the spell.

Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person.

Reduce person can be made permanent with a permanency spell.
Choose one of the following regions: Arman Protectorate, Caneus Empire, Dominion, Gavea, Imperial Alliance, Janus Horde, Reis Confederacy, or Unthara.

''Benefit:'' You may make any Knowledge check untrained, as long as it that relates to your affinity, up to ~DC15.

''Normal:'' You may only make untrained Knowledge checks up to ~DC10.

''Special:'' For the ~NeoExodus Legacies campaign, Ablis and Unthara are not available to play.
''School'' conjuration (healing); ''Level'' alchemist 3, cleric/oracle 3, paladin 3, witch 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' instantaneous
''Saving Throw'' Fortitude negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.

Remove blindness/deafness counters and dispels blindness/deafness.
''School'' conjuration (healing); ''Level'' alchemist 3, cleric/oracle 3, paladin 3, witch 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' instantaneous
''Saving Throw'' Fortitude negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION

Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.

Remove blindness/deafness counters and dispels blindness/deafness.
''School'' abjuration; ''Level'' bard 3, cleric/oracle 3, inquisitor 3, paladin 3, sorcerer/wizard 4, witch 3; ''Domain'' liberation 3

CASTING
''Casting Time'' 1 standard action
''Components'' V, S

EFFECT
''Range'' touch
''Target'' creature or object touched
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)

DESCRIPTION
Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is removed. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although a successful caster level check enables the creature afflicted with any such cursed item to remove and get rid of it.

Remove curse counters and dispels bestow curse.
''School'' conjuration (healing); ''Level'' alchemist 3, cleric/oracle 3, inquisitor 3, druid 3, ranger 3, witch 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' instantaneous
''Saving Throw'' Fortitude negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills some hazards and parasites, including green slime and others.

Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.
''School'' abjuration; ''Level'' bard 1, cleric/oracle 1, inquisitor 1
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart
''Duration'' 10 minutes; see text
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!DESCRIPTION
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.

Remove fear counters and dispels cause fear.
''School'' conjuration (healing); ''Level'' cleric/oracle 2, inquisitor 2, paladin 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' up to four creatures, no two of which can be more than 30 ft. apart
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
You can free one or more creatures from the effects of temporary paralysis or related magic, including spells and effects that cause a creature to gain the staggered condition. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another Will save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another Will save with a +2 resistance bonus.

The spell does not restore ability scores reduced by penalties, damage, or drain.
''School'' conjuration (healing); ''Level'' cleric/oracle 1, druid 1, witch 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one creature
''Duration'' 10 minutes/level; see text
''Saving Throw'' Fortitude negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. If the subject is already under the influence of one of these effects when receiving the spell, that effect is suppressed for the duration of the spell.

Source: Ultimate Combat
Combat

Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.

''Source:'' APG 328
* Abjuration
* ''Level'': Cleric 2, Druid 2, Paladin 2, Ranger 1, Sorcerer/Wizard 2
* ''Components'': V, S, DF
* ''Casting Time'': 1 standard action
* ''Range'': Touch
* ''Target'': Creature touched
* ''Duration'': 10 min./level
* ''Saving Throw'': Fortitude negates (harmless)
* ''Spell Resistance'': yes (harmless)

This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well.
Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.
Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
''School'' abjuration; ''Level'' bard 0, cleric/oracle 0, druid 0, inquisitor 0, paladin 1, sorcerer/wizard 0, summoner 0, witch 0
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (a miniature cloak)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 minute
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

Resistance can be made permanent with a permanency spell.

Source: CR 334
''School'' conjuration (healing); ''Level'' alchemist 4, cleric/oracle 4, inquisitor 4, paladin 4
!!CASTING
''Casting Time'' 3 rounds
''Components'' V, S, M (diamond dust worth 100 gp or 1,000 gp, see text)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
This spell functions like //[[lesser restoration|Lesser Restoration]]//, except that it also dispels temporary negative levels or one permanent negative level. If this spell is used to dispel a permanent negative level, it has a material component of diamond dust worth 1,000 gp. This spell cannot be used to dispel more than one permanent negative level possessed by a target in a 1-week period.

Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.
Reta - no role
!Stats
*Strength - d8
*Dexterity - d10+1
**Ranged +2
*Constitution - d8
**Fortitude +1
*Intelligence - d6
*Wisdom - d6
**Perception +3
*Charisma - d4

!Powers
HAND SIZE 5 □ 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (□ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☑ or discard pile) to (□ examine the top card of your location deck, then you may) explore your location.
 
!Deck List
|!Weapons         |!Armor       |!Item            |!Ally              |!Blessing            |
|Dogslicer        |Doghide Armor|Potion of Healing|Reformarium Servant|Blessing of Hadregash|
|Force Shortbow +1|             |Thieves' Tools   |Reta Bigbad        |Blessing of Lamashtu |
|Sickle           |             |                 |Spotol             |Blessing of Zarongel |
|                 |             |                 |Wolverine          |                     |

!Other Rewards
*''Loot:'' Horsechopper +1, Fire Sneeze, Goblin Plate +1, Sweet Dragon Costume
*''Loot:'' Goblin Pegleg, Vomit Twin, Blessing of Zarongel, Blessing of Zogmugot
*''Loot:'' Goblin Buckler Gun, Goblin Lockpick, Goblin Skull Bomb
*''Loot:'' Chuffy Lickwound, Mogmurch, Poog of Zarongel, Reta Bigbad
*''2B-1C:'' Once during Season of the Goblins, after you roll a check to defeat a bane, roll 2d4, 2d6, 2d8, 2d10, or 2d12. Add the value of 1 die to your result; you are dealt an amount of Fire damage equal to the value of the other die.

!Snapshots
*[[Tier 2.0|Reta - ACG 1012 - Tier 2-0]]
Reta - no role
!Stats
*Strength - d8
*Dexterity - d10+1
**Ranged +2
*Constitution - d8
**Fortitude +1
*Intelligence - d6
*Wisdom - d6
**Perception +3
*Charisma - d4

!Powers
HAND SIZE 5 □ 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (□ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☑ or discard pile) to (□ examine the top card of your location deck, then you may) explore your location.
 
!Deck List
|!Weapons         |!Armor       |!Item            |!Ally              |!Blessing            |
|Dogslicer        |Doghide Armor|Potion of Healing|Reformarium Servant|Blessing of Hadregash|
|Force Shortbow +1|             |Thieves' Tools   |Reta Bigbad        |Blessing of Lamashtu |
|Sickle           |             |                 |Spotol             |Blessing of Zarongel |
|                 |             |                 |Wolverine          |                     |

!Other Rewards
*''Loot:'' Horsechopper +1, Fire Sneeze, Goblin Plate +1, Sweet Dragon Costume
*''Loot:'' Goblin Pegleg, Vomit Twin, Blessing of Zarongel, Blessing of Zogmugot
*''Loot:'' Goblin Buckler Gun, Goblin Lockpick, Goblin Skull Bomb
*''Loot:'' Chuffy Lickwound, Mogmurch, Poog of Zarongel, Reta Bigbad
*''2B-1C:'' Once during Season of the Goblins, after you roll a check to defeat a bane, roll 2d4, 2d6, 2d8, 2d10, or 2d12. Add the value of 1 die to your result; you are dealt an amount of Fire damage equal to the value of the other die.
''School'' conjuration (teleportation); ''Level'' bard 2, cleric 2, inquisitor 1, magus 1, ranger 1, sorcerer/wizard 2, witch 2
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one weapon that can be thrown
''Duration'' 1 minute/level
''Saving Throw'' Will negates (harmless, object); ''Spell Resistance'' yes (harmless, object)
!DESCRIPTION
For the duration of the spell, the target weapon acts as if it had the returning weapon special ability.

This spell can be used as the prerequisite for the returning weapon special ability.

Source: UC
!Rhinoceros 	CR 4
N Large animal
''Init'' +0; ''Senses'' scent; Perception +12
!!DEFENSE
''AC'' 16, touch 9, flat-footed 16 (+7 natural, –1 size)
''hp'' 42 [52] (5d8+20) [5d8+30]
''Fort'' +10 [+12], ''Ref'' +4, ''Will'' +2
!!OFFENSE
''Speed'' 40 ft.
''Melee'' gore +8 [+10] (2d6+9) [2d6+12]
''Space'' 10 ft.; ''Reach'' 5 ft.
''Special Attacks'' powerful charge (gore, 4d6+12) [4d6+16]
!!STATISTICS
''Str'' 22 [26], ''Dex'' 10, ''Con'' 19 [23], ''Int'' 2, ''Wis'' 13, ''Cha'' 5
''Base Atk'' +3; ''CMB'' +10 [+12]; ''CMD'' 20 [22] (24 [26] vs. trip)
''Feats'' [[Endurance]], [[Great Fortitude]], [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Perception +12
''Prerequisites:'' Ride 1 rank, [[Mounted Combat]].

''Benefit:'' When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels.

''Benefit:'' You gain a +1 trait bonus to damage dealt with a dagger and a +1 trait bonus to Swim checks. Swim is always a class skill for you.
''School'' transmutation; ''Level'' sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (powdered corn and a twisted loop of parchment)
!!EFFECT
''Range'' touch
''Target'' one touched piece of rope from 5 ft. to 30 ft. long
''Duration'' 1 hour/level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extra-dimensional space that is outside the usual multiverse of extra-dimensional spaces. Creatures in the extra-dimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). The rope cannot be removed or hidden. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.

Spells cannot be cast across the extra-dimensional interface, nor can area effects cross it. Those in the extra-dimensional space can see out of it as if a 3-foot-by-5-foot window were centered on the rope. The window is invisible, and even creatures that can see the window can't see through it. Anything inside the extra-dimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extra-dimensional space.
You are swift of foot.

''Benefit:'' When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.

''Normal:'' You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
''Advanced Class Guide:'' heightened awareness
''Advanced Player's Guide:'' Spells
''Andoran, Spirit of Liberty:'' detect charm
''Bestiary 2:'' Summon Neutral Monster
''Bestiary 3:'' Summon Neutral Monster
''Bestiary 4:'' Summon Neutral Monster
''Champions of Balance:'' Summon Neutral Monster
''Curse of the Crimson Throne Player's Guide:'' Acadamae Graduate
''City of Strangers:'' Bloatmage Prestige Class, Bloatmage Initiate 
''Inner Sea Magic:'' Thassilonian Specialist Archetype
''Inner Sea World Guide:'' infernal healing
''Knights of the Inner Sea:'' serren's swift girding
''Monster Summoner's Handbook:'' Versatile Summon Monster
''People of the River:'' detect metal
''Seeker of Secrets:'' ioun stones
''Taldor, Echoes of Glory:'' soaring cathedra
''Ultimate Campaign:'' Pragmatic Activator, Tireless Logic
''Ultimate Equipment:'' wizard's kit
''Ultimate Magic:'' Feral Speech, Spells, Superior Summoning
[[Rutlius' Skills Cheat Sheet]]
[[Rutlius' Defenses Cheat Sheet]]
[[Rutlius' Summon Monster Cheat Sheet]]
*''AC/T/FF'' 9/8/9
**-1/-1/-1 when fatigued
**-3/-3/-3 when exhausted
**+2/+2/+2 vs. an activated magical item for 1d4 rounds //(Fugitive from Numeria, ~One-Time Use)//
**+2/+2/+2 insight vs. one creature //(Lifetimes of Experience, ~One-Time Use)//
*''Fort/Ref/Will'' +5/+1/+9
**+0/-1/+0 when fatigued
**+0/-3/+0 when exhausted
**+4/+4/+4 vs. a witch hex, curse effect, or spell or effect with the pain descriptor //(Distrust of Witches, ~One-Time Use)//
**+1/+1/+1 vs. divine spells for one scenario //(Faithless, ~One-Time Use)//
**+2/+2/+2 vs. an activated magical item for 1d4 rounds //(Fugitive from Numeria, ~One-Time Use)//
**+2/+2/+2 vs. an effect with the pain or shadow descriptor //(Nedalese Apostate, ~One-Time Use)//
*1st tier
** Hard to Kill, Mythic Power, Surge +1d6
** Feat - Mythic Augment Summoning
** Archmage Arcana - Wild Arcana
** Path Ability - Legendary Item
** +3 hp
*2nd tier
** Amazing Initiative
** Ability Score - Intelligence
** Path Ability - Mythic Spellcasting (Enlarge Person, Endure Elements, Dispel Magic)
** +3 hp
*3rd tier
** Recuperation
** Feat - Mythic Spell Focus (conjuration)
** Path Ability - Speedy Summons
** +3 hp
|!Skill                    |!Ability|!Ranks|!Class Skill|!Other         |!Total|
|Appraise                  | +6     | 9    | 3          |               | +18  |
|Fly                       | -2     | 8    | 3          |               | +9   |
|Knowledge (arcana)        | +6     | 9    | 3          |               | +18  |
|Knowledge (dungeoneering) | +6     | 2    | 3          |               | +11  |
|Knowledge (engineering)   | +6     | 2    | 3          |               | +11  |
|Knowledge (geography)     | +6     | 2    | 3          |               | +11  |
|Knowledge (history)       | +6     | 2    | 3          |               | +11  |
|Knowledge (local)         | +6     | 3    | 3          |               | +12  |
|Knowledge (nature)        | +6     | 3    | 3          |               | +12  |
|Knowledge (nobility)      | +6     | 2    | 3          |               | +11  |
|Knowledge (planes)        | +6     | 9    | 3          |               | +18  |
|Knowledge (religion)      | +6     | 3    | 3          |               | +12  |
|Linguistics               | +6     | 9    | 3          |               | +18  |
|Perception                | +2     |      |            | +2 competence | +4   |
|Spellcraft                | +6     | 9    | 3          |               | +18  |
|Use Magic Device          | +6     | 9    | 3          |               | +18  |
*''Acrobatics'' -5 (includes -3 ACP)
**-1 if fatigued, -3 if exhausted
**+5 on one check //(Explorer Faction Card, Once per Adventure)//
*''Appraise'' +18
*''Bluff'' +1
**+1 to influence members of the Mendevian Crusade //(Mendevian Accomodation)//
**+2 vs. someone from a Hellknight order //(Reinforced Alliance)//
**+5 vs. someone from Galt //(Revolutionary Bluster, ~One-Time Use)//
*''Climb'' -2 (includes -3 ACP)
**-1 if fatigued, -3 if exhausted
**+5 on one check //(Explorer Faction Card, Once per Adventure)//
*''Craft'' +6
*''Diplomacy'' +1
**+2 vs. dwarves //(Five Kings Negotiator)//
**+1 in Absalom //(Friend of the Family)//
**+1 to influence members of the Mendevian Crusade //(Mendevian Accomodation)//
**+2 vs. someone from a Hellknight order //(Reinforced Alliance)//
**+2 vs. lycanthropes //(Prince of Wolves)//
**+5 vs. a native of Tian Xia //(Dragon Empires Expert, ~One-Time Use)//
**+5 vs. someone from Galt //(Revolutionary Bluster, ~One-Time Use)//
*''Disguise'' +1
*''Escape Artist'' -5 (includes -3 ACP)
**-1 if fatigued, -3 if exhausted
*''Fly'' +5 (includes -3 ACP)
**-1 if fatigued, -3 if exhausted
**+8 if under the effects of the //fly// spell
*''Heal'' +2
*''Intimidate'' +1
**+1 to influence members of the Mendevian Crusade //(Mendevian Accomodation)//
**+2 vs. someone from a Hellknight order //(Reinforced Alliance)//
**+2 vs. lycanthropes //(Prince of Wolves)//
*''Knowledge (arcana)'' +18
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (dungeoneering)'' +11
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (engineering)'' +11
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (geography)'' +11
**+5 about Tian Xia or its citizens //(Dragon Empires Expert, ~One-Time Use)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (history)'' +11
**+5 about Tian Xia or its citizens //(Dragon Empires Expert, ~One-Time Use)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (local)'' +12
**+5 about Tian Xia or its citizens //(Dragon Empires Expert, ~One-Time Use)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (nature)'' +12
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (nobility)'' +11
**+1 in Absalom //(Friend of the Family)//
**+5 about Tian Xia or its citizens //(Dragon Empires Expert, ~One-Time Use)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (planes)'' +18
**+1 involving demons //(Demonic Scholar)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (religion)'' +12
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Linguistics'' +18
**+5 to decipher Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien //(Dragon Empires Expert, ~One-Time Use)//
*''Perception'' +4
*''Perform'' +1
*''Ride'' -5 (includes -3 ACP)
**-1 if fatigued, -3 if exhausted
*''Sense Motive'' +2
**+5 vs. a native of Tian Xia //(Dragon Empires Expert, ~One-Time Use)//
*''Spellcraft'' +18
**+2 circumstance bonus to learn a spell from a spellbook or scroll, prepare a spell from a borrowed spellbook, identify the properties of a magic item using //detect magic//, or decipher a scroll //(Cheat Sheath)//
*''Stealth'' -5 (includes -3 ACP)
**-1 if fatigued, -3 if exhausted
*''Survival'' +2
**+3 on one check //(Explorer Faction Card, Once per Adventure)//
*''Swim'' -2 (includes -3 ACP)
**-1 if fatigued, -3 if exhausted
**+5 on one check //(Explorer Faction Card, Once per Adventure)//
*''Use Magic Device'' +18
**+1 for one scenario, increases to +4 when activating an item blindly //(Practiced Artificer, ~One-Time Use)//
|>|>|>|!0th level spells|
|!Name|!Source|!Description|!School|
|[[Acid Splash]]|CR|Orb deals 1d3 acid damage.|Conjuration|
|[[Arcane Mark]]|CR|Inscribes a personal rune on an object or creature (visible or invisible).|Universal|
|[[Bleed]]|CR|Cause a stabilized creature to resume dying.|Necromancy|
|[[Daze]]|CR|A single humanoid creature with 4 HD or less loses its next action.|Enchantment|
|[[Detect Magic]]|CR|Detects all spells and magic items within 60 ft.|Divination|
|[[Detect Poison]]|CR|Detects poison in one creature or small object.|Divination|
|[[Disrupt Undead]]|CR|Deals 1d6 damage to one undead.|Necromancy|
|[[Mage Hand]]|CR|5-pound telekinesis.|Transmutation|
|[[Mending]]|CR|Makes minor repairs on an object.|Transmutation|
|[[Message]]|CR|Whisper conversation at distance.|Transmutation|
|[[Open/Close]]|CR|Opens or closes small or light things.|Transmutation|
|[[Prestidigitation]]|CR|Performs minor tricks.|Universal|
|[[Read Magic]]|CR|Read scrolls and spellbooks.|Divination|
|[[Resistance]]|CR|Subject gains +1 on saving throws.|Abjuration|
|[[Touch of Fatigue]]|CR|Touch attack fatigues target.|Necromancy|
|>|>|>|!1st level spells|
|!Name|!Source|!Description|!School|
|bgcolor(#b6b6f9):[[Alarm]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Wards an area for 2 hours/level.|bgcolor(#b6b6f9):Abjuration|
|bgcolor(#b6b6f9):[[Ant Haul]]|bgcolor(#b6b6f9):APG|bgcolor(#b6b6f9):Triples carrying capacity of a creature.|bgcolor(#b6b6f9):Transmutation|
|bgcolor(#b6b6f9):[[Anticipate Peril]]|bgcolor(#b6b6f9):UM|bgcolor(#b6b6f9):Target gains a bonus on one initiative check.|bgcolor(#b6b6f9):Divination|
|bgcolor(#b6b6f9):[[Chill Touch]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):One touch/level deals 1d6 damage and possibly 1 Strength damage|bgcolor(#b6b6f9):Necromancy|
|[[Comprehend Languages]]|CR|You understand all spoken and written languages.|Divination|
|bgcolor(#b6b6f9):[[Detect Charm]]|bgcolor(#b6b6f9):~ASoL|bgcolor(#b6b6f9):Detect charms, compulsions, and possessions, along with who might be affecting who else with them.|bgcolor(#b6b6f9):Divination|
|bgcolor(#b6b6f9):[[Detect Metal]]|bgcolor(#b6b6f9):~PotR|bgcolor(#b6b6f9):Detect metal objects or creatures.|bgcolor(#b6b6f9):Divination|
|bgcolor(#b6f9b6):[[Endure Elements]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Exist comfortably in hot or cold regions.|bgcolor(#b6f9b6):Abjuration|
|[[Enlarge Person]]|CR|Humanoid creature doubles in size.|Transmutation|
|bgcolor(#b6f9b6):[[Erase]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Magical or mundane writing vanishes|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6b6f9):[[Expeditious Retreat]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Your base speed increases by 30ft.|bgcolor(#b6b6f9):Transmutation|
|[[Feather Fall]]|CR|Objects or creatures fall slowly|Transmutation|
|bgcolor(#b6b6f9):[[Gravity Bow]]|bgcolor(#b6b6f9):APG|bgcolor(#b6b6f9):Arrows do damage as if one size category larger.|bgcolor(#b6b6f9):Transmutation|
|[[Grease]]|CR|Makes 10-ft. square or one object slippery.|Conjuration|
|bgcolor(#b6b6f9):[[Heightened Awareness]]|bgcolor(#b6b6f9):ACG|bgcolor(#b6b6f9):Your recall and ability to process information improve.|bgcolor(#b6b6f9):Divination|
|bgcolor(#b6b6f9):[[Icicle Dagger]]|bgcolor(#b6b6f9):UM|bgcolor(#b6b6f9):Masterwork ice dagger deals +1 cold damage.|bgcolor(#b6b6f9):Conjuration|
|bgcolor(#b6b6f9):[[Infernal Healing]]|bgcolor(#b6b6f9):ISWG|bgcolor(#b6b6f9):Give someone fast healing 1 for a minute, at the cost of a temporary evil alignment.|bgcolor(#b6b6f9):Conjuration|
|bgcolor(#b6b6f9):[[Jump]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Bonus on Acrobatics checks to jump|bgcolor(#b6b6f9):Transmutation|
|bgcolor(#b6f9b6):[[Keep Watch]]|bgcolor(#b6f9b6):~KotIS|bgcolor(#b6f9b6):Stay awake while getting a night's rest.|bgcolor(#b6f9b6):Enchantment|
|bgcolor(#b6f9b6):[[Liberating Command]]|bgcolor(#b6f9b6):UC|bgcolor(#b6f9b6):Target makes an Escape Artist check as an immediate action and gains a bonus on it.|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6b6f9):[[Mage Armor]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):+4 armor bonus|bgcolor(#b6b6f9):Conjuration|
|bgcolor(#b6f9b6):[[Mount]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Summon light horse for 2 hr/lvl|bgcolor(#b6f9b6):Conjuration|
|[[Obscuring Mist]]|CR|Fog surrounds you.|Conjuration|
|[[Protection from Evil]]|CR|+2 to AC and saves, plus additional protection against selected alignment.|Abjuration|
|bgcolor(#b6b6f9):[[Ray of Enfeeblement]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Ray causes 1d6 Strength penalty + 1 per 2 levels.|bgcolor(#b6b6f9):Necromancy|
|bgcolor(#b6f9b6):[[Reduce Person]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Humanoid creature halves in size|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6b6f9):[[Serren's Swift Girding]]|bgcolor(#b6b6f9):~KotIS|bgcolor(#b6b6f9):Targets instantly put on armor|bgcolor(#b6b6f9):Transmutation|
|bgcolor(#b6b6f9):[[Shield]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):+4 shield bonus; immune to magic missiles|bgcolor(#b6b6f9):Abjuration|
|[[Sleep]]|CR|Puts 4 HD of creatures into magical slumber.|Enchantment|
|[[Summon Monster I|Summon Monster]]|CR|Summons extraplanar creature to fight for you.|Conjuration|
|bgcolor(#b6b6f9):[[True Strike]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):+20 to your next attack roll|bgcolor(#b6b6f9):Divination|
|[[Unseen Servant]]|CR|Invisible force obeys your commands.|Conjuration|
|>|>|>|!2nd level spells|
|!Name|!Source|!Description|!School|
|bgcolor(#b6f9b6):[[Create Pit]]|bgcolor(#b6f9b6):APG|bgcolor(#b6f9b6):Creates an extradimensional pit.|bgcolor(#b6f9b6):Conjuration|
|bgcolor(#b6f9b6):[[Darkvision]]|bgcolor(#b9f6b9):CR|bgcolor(#b9f6b9):See 60 ft. in total darkness.|bgcolor(#b9f6b9):Transmutation|
|bgcolor(#f9b6b6):[[Elemental Speech]]|bgcolor(#f9b6b6):APG|bgcolor(#f9b6b6):Enables you to speak to elementals and some creatures. |bgcolor(#f9b6b6):Divination|
|[[False Life]]|CR|1d10+lvl temp hit points|Necromancy|
|[[Glitterdust]]|CR|Blinds creatures, outlines invisible creatures.|Conjuration|
|bgcolor(#b6b6f9):[[Hideous Laughter]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Subject loses actions for 1 round/level.|bgcolor(#b6b6f9):Enchantment|
|bgcolor(#b6f9b6):[[Levitate]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Subject moves up and down at your direction.|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6b6f9):[[Make Whole]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Repairs an object.|bgcolor(#b6b6f9):Transmutation|
|bgcolor(#f9b6b6):[[Resist Energy]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Ignores first 10 (or more) points of damage per attack from specified energy type. 	|bgcolor(#f9b6b6):Abjuration|
|bgcolor(#b6b6f9):[[See Invisibility]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Reveals invisible creatures or objects.|bgcolor(#b6b6f9):Divination|
|[[Stone Call]]|APG|2d6 damage to all creatures in 40ft radius|Conjuration|
|[[Summon Monster II|Summon Monster]]|CR|Summons extraplanar creature to fight for you.|Conjuration|
|bgcolor(#b6b6f9):[[Summon Swarm]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Summons swarm of bats, rats, or spiders.|bgcolor(#b6b6f9):Conjuration|
|bgcolor(#b6b6f9):[[Touch of Idiocy]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Subject takes 1d6 penalty to Int, Wis, and Cha.|bgcolor(#b6b6f9):Enchantment|
|bgcolor(#b6b6f9):[[Web]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.|bgcolor(#b6b6f9):Conjuration|
|>|>|>|!3rd level spells|
|!Name|!Source|!Description|!School|
|bgcolor(#b6b6f9):[[Aura Sight]]|bgcolor(#b6b6f9):ACG|bgcolor(#b6b6f9):Alignment auras become visible to you.|bgcolor(#b6b6f9):Divination|
|bgcolor(#b6b6f9):[[Clairaudience/Clairvoyance]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Hear or see at a distance for 1 min./level.|bgcolor(#b6b6f9):Divination|
|[[Dispel Magic]]|CR|Dispel one magic effect.|Abjuration|
|bgcolor(#b6f9b6):[[Fly]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Subject flies at speed of 60 ft.|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6b6f9):[[Gentle Repose]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Preserves one corpse.|bgcolor(#b6b6f9):Necromancy|
|bgcolor(#b6b6f9):[[Haste]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.|bgcolor(#b6b6f9):Transmutation|
|bgcolor(#b6b6f9):[[Heroism]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Gives +2 on attack rolls, saves, skill checks.|bgcolor(#b6b6f9):Enchantment|
|bgcolor(#b6b6f9):[[Hold Person]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Paralyzes one humanoid for 1 round/level.|bgcolor(#b6b6f9):Enchantment|
|bgcolor(#b6f9b6):[[Mad Monkeys]]|bgcolor(#b6f9b6):UM|bgcolor(#b6f9b6):Summon a swarm of mischievous monkeys.|bgcolor(#b6f9b6):Conjuration|
|bgcolor(#b6b6f9):[[Magic Circle Against Evil]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):As protection spells, but 10-ft. radius and 10 min./level.|bgcolor(#b6b6f9):Abjuration|
|bgcolor(#b6b6f9):[[Slow]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.|bgcolor(#b6b6f9):Transmutation|
|bgcolor(#b6b6f9):[[Spiked Pit]]|bgcolor(#b6b6f9):APG|bgcolor(#b6b6f9):As create pit, but filled with spikes.|bgcolor(#b6b6f9):Conjuration|
|bgcolor(#b6b6f9):[[Suggestion]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Compels subject to follow stated course of action.|bgcolor(#b6b6f9):Enchantment|
|[[Summon Monster III|Summon Monster]]|CR|Summons extraplanar creature to fight for you.|Conjuration|
|>|>|>|!4th level spells|
|!Name|!Source|!Description|!School|
|bgcolor(#b6b6f9):[[Acid Pit]]|bgcolor(#b6b6f9):APG|bgcolor(#b6b6f9):Creates a pit with a layer of acid on the bottom.|bgcolor(#b6b6f9):Conjuration|
|bgcolor(#b6b6f9):[[Arcane Eye]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Invisible floating eye moves 30 ft./round.|bgcolor(#b6b6f9):Divination|
|bgcolor(#b6f9b6):[[Black Tentacles]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Tentacles grapple all creatures within a 20-ft. spread.|bgcolor(#b6f9b6):Conjuration|
|bgcolor(#b6b6f9):[[Confusion]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Subjects behave oddly for 1 round/level.|bgcolor(#b6b6f9):Enchantment|
|bgcolor(#b6f9b6):[[Dimension Door]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Teleports you a short distance.|bgcolor(#b6f9b6):Conjuration|
|bgcolor(#b6b6f9):[[Stoneskin]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Grants DR 10/adamantine.|bgcolor(#b6b6f9):Abjuration|
|bgcolor(#b6f9b6):[[Summon Monster IV|Summon Monster]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Summons extraplanar creature to fight for you.|bgcolor(#b6f9b6):Conjuration|
|>|>|>|!5th level spells|
|!Name|!Source|!Description|!School|
|bgcolor(#b6b6f9):[[Acidic Spray]]|bgcolor(#b6b6f9):UM|bgcolor(#b6b6f9):1d6/level acid damage plus 1 round of acid.|bgcolor(#b6b6f9):Conjuration|
|bgcolor(#b6b6f9):[[Baleful Polymorph]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Transforms subject into harmless animal.|bgcolor(#b6b6f9):Transmutation|
|bgcolor(#b6b6f9):[[Geyser]]|bgcolor(#b6b6f9):APG|bgcolor(#b6b6f9):Creates a geyser of boiling water.|bgcolor(#b6b6f9):Conjuration|
|bgcolor(#b6b6f9):[[Hungry Pit]]|bgcolor(#b6b6f9):APG|bgcolor(#b6b6f9):As create pit, but dealing 4d6 damage to those in it as it closes.|bgcolor(#b6b6f9):Conjuration|
|bgcolor(#b6b6f9):[[Life Bubble]]|bgcolor(#b6b6f9):APG|bgcolor(#b6b6f9):Protects creatures from sustained environmental effects.|bgcolor(#b6b6f9):Abjuration|
|bgcolor(#b6b6f9):[[Overland Flight]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):You fly at a speed of 40 ft. and can hustle over long distances.|bgcolor(#b6b6f9):Transmutation|
|bgcolor(#b6b6f9):[[Summon Monster V|Summon Monster]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Summons an extraplanar creature to help you.|bgcolor(#b6b6f9):Conjuration|
|bgcolor(#b6b6f9):[[Teleport]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Instantly transports you as far as 100 miles per level.|bgcolor(#b6b6f9):Conjuration|
White = Learned for free from leveling.
Blue = Copied from a PC's spellbook
Green = Copied from Grand Lodge's spellbooks
Red = Copied from a scroll found in the adventure
!Rutlius Polmaco
Male Human (Chelish) Sloth Specialist 5/Bloatmage 4
N Medium humanoid (human)
''Init'' -3; ''Senses'' Perception: +4

!Defenses
''AC'' 9, touch 8, flat-footed 9 (-2 Dex, +1 natural)
''hp'' 70 (9d6+32)
''Fort'' +7, ''Ref'' +2, ''Will'' +10
''Weaknesses'' hemophilia

!Offense
''Speed'' 20 ft.
''Ranged'' ray +1 touch
''Special Attacks'' bloat (2/day, 1d8)
''Wizard ~Spell-Like Abilities'' (CL 5th, concentration +11):
*9/day - acid dart (1d6+2 acid)
[[Spells|Rutlius' Spellbook]] (CL 9th, concentration +15):
*5th level (DC 21) - 2/day + conjuration*2
*4th level (DC 20) - 3/day + conjuration*2
*3rd level (DC 19) - 4/day + conjuration*2
*2nd level (DC 18) - 6/day + conjuration*2
*1st level (DC 17) - 6/day + conjuration*2
*0th level (DC 16) - 4/day
''Thassilonian Specialist School'' conjuration; ''Barred Schools'' evocation, illusion

!Statistics
''Str'' 12, ''Dex'' 7, ''Con'' 16, ''Int'' 22, ''Wis'' 14, ''Cha'' 12
''Base Atk'' +4; ''CMB'' +5; ''CMD'' 13
''Feats'' [[Acadamae Graduate]], [[Augment Summoning]], [[Bloatmage Initiate]], [[Feral Speech]], [[Spell Focus (Conjuration)|Spell Focus]], [[Summon Neutral Monster]], [[Superior Summoning]], [[Versatile Summon Monster (Aerial, Aqueous)|Versatile Summon Monster]]
''Traits'' [[Pragmatic Activator]], [[Tireless Logic]]
[[Skills|Rutlius' Skills]] Appraise +18, Fly +9, Knowledge (arcana) +18, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +11, Knowledge (planes) +18, Knowledge (religion) +12, Linguistics +18, Perception +4, Spellcraft +18, Use Magic Device +18 
''Languages'' Abyssal, Ancient Osiriani, Auran, Aquan, Azlanti, Celestial, Common, Draconic, Ignan, Infernal, Terran, Thassilonian
''SQ'' arcane bond (ring), blood pool (4 points), summoner's charm (+2 rounds)
''Combat Gear'' acid flask, alchemist fire
''Other Gear'' backup spell component pouch, //[[bag of holding (type II)|bag of holding]]//, //[[belt of mighty constitution +2|belt of mighty constitution]]//, [[cheat sheath]], //[[cloak of resistance +2|cloak of resistance]]//, //[[flawed dark blue rhomboid ioun stone|ioun stone]]//, //[[headband of vast intelligence +2 (fly)|headband of vast intelligence]]//, //[[pearl of power I|pearl of power]]//, 50ft. of rope, shovel (focus for //create pit//), //[[ring of summoning affinity (angel)]]//, //[[soaring cathedra]]//, //wand of [[cure light wounds|Cure Light Wounds]]// (20 charges), [[wayfinder]], [[wizard's kit]]

[[MYTHIC RUTLIUS!|Mythic Rutlius Polmaco]]

[[Cheat Sheets|Rutlius' Cheat Sheets]]

!Special Abilities
*''Acid Dart (Sp)''
**As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
*''Arcane Bond (Ex or Sp)''
**At 1st level, wizards form a powerful bond with an ''object'' or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
**Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
**A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
**A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
**If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
*''Blood Pool''
**At 1st level, a bloatmage gains a pool of blood points, representing an overload of her system with excess blood to extend her arcane abilities beyond their normal level. A bloatmage’s normal pool of blood points is equal to her bloatmage level. Blood points can be spent at the time of casting to cast a spell without using that spell’s spell slot. The spell slot remains unused (for spontaneous casters), or the spell is recalled as if it had not been cast (for spellcasters who prepare spells). Retaining a spell or spell slot in this manner costs a number of blood points equal to the spell’s level, and these points must be spent at the time of casting. Blood points do not give spellcasters access to spells they don’t already know or have prepared.
**In addition, the bloatmage may push herself via her bloat ability in order to gain a number of extra blood points, but such exertion is a dangerous gamble. If the bloatmage’s current number of blood points is greater than her class level but less than or equal to twice her class level, she gains the sickened condition. If her exertions push her beyond twice her normal blood point level, she immediately flies into a homicidal rage, striking out randomly with her most damaging attacks and abilities at friends and foes alike for 1d6 rounds or until her blood pool is reduced to 0 (whichever comes first). At the end of the rage, her blood points drop to 0, her hit points drop to –1, and she begins dying.
**Each day, when the bloatmage rests to regain spells, she regains blood points up to her class level but not beyond (so if her bloatmage level is 5 but she currently has 8 points, she remains at 8 until she spends the extra points).
**Some bloatmages conduct constant rituals involving leeches or exsanguination in an attempt to regulate their systems. These rituals, which must be undertaken daily during spell preparation, give the bloatmage the option of subtracting 1 point from any bloating rolls (see below) after the results are known, but at the price of a non-cumulative –2 penalty to Constitution. This penalty cannot be removed, save by the bloatmage abandoning the rituals for a day (also during spell preparation), which removes it immediately.
*''Bloat''
**A bloatmage can exert herself as a free action to instantly gain extra blood points, but doing so puts her at risk of a dangerous collapse. At 1st level, the bloatmage can bloat once per day to gain 1d4 points. At 4th, she can bloat twice per day, and the die roll becomes 1d8. At 8th, she can bloat three times per day, and the roll becomes 1d12.
*''Corpulence''
**At 3rd level, a bloatmage becomes so massive that her rolls of fatty, blood-laden flesh grant her a +1 natural armor bonus. At 7th level, this bonus increases to +2 but reduces her speed by 10 feet. This penalty stacks with the penalty from the Bloatmage Initiate feat. This reduction in speed can never reduce the bloatmage’s speed below 5 feet, nor does it affect magical flying effects.
*''Hemophilia''
**Bloatmages are particularly susceptible to bleed effects, and the DC of any Heal check made to stop a bleed effect is 5 higher than normal. In addition, anytime a bleeding wound is inflicted on a bloatmage, she loses 1 blood point. This loss of blood points is cumulative for multiple bleed attacks, but not each time she takes damage from the same attack.
*''Summoner's Charm (Su)''
**Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

!Faction Card
*Season 6 Grand Lodge
**Rewards - 3 goals
***''EXPLORER'' (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.
***CHRONICLER (4+ goals): You gain one additional use of the Explorer ability per adventure. In addition, you can use the Explorer ability to modify a Linguistics, Knowledge, or Use Magic Device check and attempt the check as if trained.
***EXPEDITION COORDINATOR (7+ goals) (0/3 boxes checked): You can forego your Day Job check to organize an expedition to a site you recently visited and discover things you missed before. You can check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have otherwise failed. If you do so, all other ~PCs at the table also succeed at the secondary success condition.
**Goals
***(6/8) - Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal. //(Osirion, The Worldwound, Land of the Linnorm Kings, Nidal, Mwangi Expanse, Cheliax)//
***--(3/3) - Forgo a Day Job check to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.--
***(0/1) - Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
***--(1/1) - Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.--
***--(1/1) - Recover a piece of the Numerian device known as the Sky Key.--
***(0/1) - Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your character level.
***(0/1) - Sponsor another PC to join your faction. To fulfill this goal, that PC must then join the Grand Lodge by spending only 1 Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in any combination of the following skills: Knowledge (any), Linguistics, or Perception.
***(0/4) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
*Season 7 Grand Lodge
**Rewards - 2 goals
***''EXPLORER'' (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.
***NEMESIS (4+ goals): Once per adventure, you gain a +2 bonus on your next attack against that agent, and if you hit, you deal additional damage equal to the number of goals you have completed. Alternatively, you impose a –1 penalty on the agent’s next saving throw against a spell you cast; the penalty increases to –2 if you have completed seven or more goals.
***EXPEDITION COORDINATOR (7+ goals) (0/3 boxes checked): You can forego your Day Job check to organize an expedition to a site you recently visited and discover things you missed before. You can check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have otherwise failed. If you do so, all other ~PCs at the table also succeed at the secondary success condition.
**Goals
***(1/8) - Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal. //(Varisia)//
***(0/3) - Forgo your Downtime check to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.
***(0/1) - Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
***--(1/1) - Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.--
***(0/1) - Disrupt or sabotage a significant Aspis Consortium operation, such as by ruining an alliance, damaging its reputation in a large city, or preventing them from recovering an artifact.
***(0/1) - Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your character level.
***--(1/1) - Save a venture-captain, one of the Pathfinder Society’s three masters, or a similarly high-ranking figure in the Society from harm. The NPC must be at actual risk of death unless you intercede—often denoted by a current hit point total or other conditions—and he must survive the encounter.--
***(0/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.

!Boons
*''A Friend Indeed'' (Grand Lodge) 
**You have rescued Arvellos Rand, a Pathfinder who has operated in the Mwangi Expanse for several years. In gratitude for your timely assistance, he offers to accompany you on future ventures and lend what help he can. You can use this boon when purchasing a follower vanity (//Pathfinder Campaign Setting: Pathfinder Society Field Guide// 60) to reduce the cost of that vanity by 2 Prestige Points (minimum 0). The follower must be Arvellos to gain this benefit. When you use this boon, cross it off your Chronicle sheet.
*''Attuned to the Citysong''
**Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
*''~Averaka-Trained''
**By cooperating closely with the half-orcs of Averaka, you have forged a close partnership and opened up new avenues for training. So long as you possess this boon, all of your Pathfinder Society Roleplaying Guild characters have access to the Averaka Arbiter archetype on page 15 of Pathfinder Player Companion: Bastards of Golarion as if it appeared on the Additional Resources page. If one of your characters is a half-orc bard, you may check the box that precedes this boon in order to retrain any of that character’s bard class archetypes and replace them with the Averaka Arbiter archetype at no cost.
*''Crisis Averted''
**You rescued the dwarven emissaries and helped to mitigate a developing crisis. When the Pathfinders’ expedition pays off, certainly the society will remember your contribution.
*''Demonic Scholar''
**You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.
*''Desperate Bargain''
**Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
*''Distrust of Witches''
**Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
*''Dragon Empires Expert''
**Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
*''Faithless''
**Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
*''Friend of the Family''
**You have not only saved the Blakros Museum, but you have also saved Pendleton Blakros, son of the fabulously well-connected Dhrami Blakros. The family celebrates your accomplishments with a grand dinner held in your honor, introducing you Absalom’s most noteworthy nobles, and granting you a permanent +1 bonus on Diplomacy and Knowledge (nobility) checks made within Absalom. You have also proven yourself clever and resourceful enough to marry or be adopted into the Blakros Family, allowing you to purchase the following Vanity:
**//Blakros Family Member (20 PP):// You are a member of the well-established Blakros noble family, granting you a comfortable townhouse in Absalom’s fashionable Petal or Ivy districts and a small staff of servants to care for it. You gain a +1 bonus on Knowledge (nobility) checks and may use that skill to make Day Job rolls. In addition, while in Absalom, your family connections grant you a +2 circumstance bonus on Bluff, Diplomacy, and Intimidate when dealing with other members of high society. //(Not bought yet)//
*''Fugitive from Numeria''
**You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
*''Ghalcor’s Spellcraft''
**Following the battle at Ghalcor’s Tower, you were able to study the dead cleric’s notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Hunter’s Handbook as if they appeared on the Additional Resources page: //burst with light//, //detect demon//, and //righteous blood//.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
*''Lifetimes of Experience''
**You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
*''Magical Scrivener''
**Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
*''Mask of Goblin Seeming''
**This stretchy, leathery mask is decorated to resemble a goblin's face, complete with a pair of ears sticking out to either side. By speaking the command word as a standard action, the wearer can transform into a real goblin for 5 minutes, as per the spell //alter self// (caster level 5th). Once during the duration of the effect, the wearer can use a move action to conjure a lit torch into his open hand. When the effect ends, the torch disappears, and the mask loses its magic. Cross this boon off your chronicle sheet.
**If you wear the physical goblin mask distributed at Gen Con 2013 when you activate this ability, double the boon's duration and caster level, as well as the number of torches that you may conjure.
*''Master of Shadows''
**You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
*''Master Smith’s Service''
**The slag giant Valsog is a master craftsman, and he offers to repair a broken item free of charge. You can cross this boon off your Chronicle sheet at the end of an adventure to repair one item as though you had cast //make whole// (CL 10th). Alternatively, if you also own the sword Gamin the Misforged, you may cross this boon off your Chronicle sheet and spend 5 Prestige Points to permanently remove the broken condition from that weapon. If you instead spend 25 Prestige Points, you can also increase Gamin the Misforged’s weapon enhancement bonus to +2. Neither of these improvements modify the sword’s market price or resale value.
*''Mendevian Commendation''
**You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).
*--''Mythic Legacy''--
**--Although your mythic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat), you gain the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it off your Chronicle sheet.--
*''Nidalese Apostate''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
*''Oread’s Favor''
**You have earned the recognition of a large group oread geniekin. This boon may be used in conjunction with other boons to grant one or more of your characters access to oread-related options.
*''Practiced Artificer''
**Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.
*''Prediction of Future Peril''
**Your glance into the Pool of Seeing granted you a vision of another level of the dungeons beneath Thornkeep, giving you a unique insight into a future encounter. When adventuring in Thornkeep, you may use this boon to gain the following bonuses, each applied before the associated die is rolled. You may use this boon once per dungeon level in Thornkeep, crossing the associated bonus off the Chronicle sheet once applied.
***You gain a +5 bonus on a Knowledge check to identify a creature.
***You gain a +2 bonus on any single saving throw.
***You gain a +2 bonus to AC against any single opponent.
*''Prince of Wolves''
**Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
*''Reading the Threads''
**You have had additional time in which to study A Thread of Silver, an incomplete guide to crash sites near Starfall in Numeria. When using the book as a dungeon guide, you increase its accuracy bonus by 1 and gain a +2 competence bonus on optional skill checks made to increase its accuracy further.
*''Reinforced Alliance''
**You sided with the Order of the Gate Hellknights. Word of your deeds spreads among Hellknights, granting you a +2 bonus on all Diplomacy, Bluff, and Intimidate checks against members of a Hellknight order.
*''Return the Favor''
**You have gone into the dark and dangerous lands of Nidal, learned about the horselords, and thwarted the enemies of the Lodge. You may use this boon to have your body and possessions recovered by a Pathfinder rescue team (//Guide to Pathfinder Society Organized Play// 26) at no cost. When you use this boon, cross it off your Chronicle sheet.
*''Revolutionary Bluster''
**You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''Scrutiny of the Stars''
**Performing an eldritch ritual temporarily granted you power, but it also attracted the attention of some creature from beyond the stars. The haunting certainty that the someone is watching you leaves you paranoid, and whenever you are confused and roll to determine your behavior in a given round, add 5 to the result. In addition, whenever you sleep, there is a 20% chance that the alien entity attempts to contact you and torments your dreams with terrifying visions, as per the spell nightmare (DC 17). If you are a sorcerer with the aberrant bloodline, you ignore these effects and instead gain an additional daily use of your acidic ray bloodline ability. You may cross this boon off your Chronicle sheet if you are the target of a heal spell while under the effects of nondetection.
*''Snowmask Induction''
**You allied with the Snowmask Clan and returned Jedrek’s Shard to its place of honor beside Ranulf’s body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability.
*''Temple Trained''
**Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
*--''True Magic of the Shadowcaster''--
**--The purest expression of ~Zon-Kuthon’s power blends faith with mastery of the arcane. As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.--
*''Unidentified Unguent''
**You laid claim to one of the few intact flasks of mysterious alchemical origin in the laboratory. As a move action that does not provoke attacks of opportunity, you may apply or consume the substance to gain a random, short-lived mutation for 1d4+3 rounds. All mutations are supernatural abilities. Roll a d6 to determine the effects of the mutagen. On a result of 1 or 2, you rage as per the rage spell, but are sickened for 1 round after the effect ends. On a result of 3 or 4, your natural reach increases by 5 feet but you take 1d2 points of Dexterity damage when the effect ends. On a result of 5 or 6, you gain the ability to, as a standard action, breathe a single 15-foot line of acid dealing 4d6 points of acid damage (Reflex DC 15 for half damage) but dealing 2d6 points of acid damage to you when the effect ends. When you use this mutagen, cross the boon off the Chronicle sheet.
*''Urban Tenacity''
**Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.

[[Additional Resources Necessary|Rutlius' ARs]]
Faith Trait

''Sacred Conduit:'' Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Source: Ultimate Campaign
Faith

You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it. 
!Salamander CR 6
CE Medium outsider (extraplanar, fire)
''Init'' +1; ''Senses'' darkvision 60 ft.; Perception +16
!!Defense
''AC'' 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
''hp'' 76 [92] (8d10+32) [(8d10+48)]
''Fort'' +10 [+12], ''Ref'' +7, ''Will'' +6
''DR'' 10/magic; ''Immune'' fire
''Weaknesses'' vulnerability to cold
!!Offense
''Speed'' 20 ft.
''Melee'' spear +11/+6 [+13/+8] (1d8+4 [1d8+7]/×3 plus 1d6 fire), tail slap +6 [+8] (2d6+1 [2d6+2] plus 1d6 fire and grab)
''w/ Power Attack'' spear +8/+3 [+10/+5] (1d8+13 [1d8+16]/×3 plus 1d6 fire), tail slap +3 [+5] (2d6+4 [2d6+5] plus 1d6 fire and grab)
''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with tail)
''Special Attacks'' constrict (2d6+4 [2d6+7] plus 1d6 fire, w/ Power Attack 2d6+13 [2d6+16] plus 1d6 fire), heat
!!Statistics
''Str'' 16 [20], ''Dex'' 13, ''Con'' 18 [22], ''Int'' 14, ''Wis'' 15, ''Cha'' 13
''Base Atk'' +8; ''CMB'' +11 [+13] (+15 [+17] grapple); ''CMD'' 22 [24] (can't be tripped)
''Feats'' [[Cleave]], [[Iron Will]], [[Power Attack]], [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Acrobatics +12, Bluff +12, Craft (weaponsmithing) +17, Intimidate +12, Knowledge (planes) +13, Perception +16, Sense Motive +13, Stealth +12; ''Racial Modifiers'' +4 Craft (armorsmithing, blacksmithing, and weaponsmithing)
''Languages'' Common, Ignan
!!Special Abilities
*''Heat (Ex)''
**A salamander generates so much heat that its mere touch deals an additional 1d6 points of fire damage. A salamander's metallic weapons also conduct this heat.
Salim - Death's Heretic
!Stats
*Strength - d6
*Dexterity - d8+4
*Constitution - d8+3
*Intelligence - d6
**Knowledge +2
*Wisdom - d6
**Divine +0
*Charisma - d8
**Diplomacy +2

!Powers
HAND SIZE 5 ☑ 6
PROFICIENT WITH Light Armors Weapons
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2 (☑+4).
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead.)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane.
☑ When you would discard a weapon for its power, you may recharge it instead. (☑ If the weapon is The Melted Blade, you may reveal it instead.)
□ At the start of your turn, if you do not have a weapon in your hand, you may draw a card. (□ If the weapon The Melted Blade is in your discard pile, you may shuffle it into your deck first.)
□ Add 1d4 (□ +1) to a combat check by another character at your location.
☑ If the top card of the blessings discard pile has the Basic or Pharasma trait, add 1 die to your check to defeat.
//(Adventure 2-4 Reward)// For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
//(Adventure 2-5 Reward)// For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck.

 
!Deck List
|!Weapon               |!Armor         |!Item                 |!Allies           |!Blessings                  |
|Dancing Scimitar +2   |Celestial Armor|Belt of Physical Might|Court Knight      |Blessing of Abadar          |
|Invigorating Kukri    |               |Blood Periapt         |Fortune Teller    |Blessing of Erastil         |
|Striking Wing Scimitar|               |Magic Spyglass        |Harbinger Disciple|Blessing of Pharasma        |
|The Melted Blade      |               |Mysterious Disk       |Phoenix Tail      |Blessing of Shelyn          |
|                      |               |Sage's Journal        |Quartermaster     |Blessing of the Eternal Rose|
|                      |               |                      |Surgeon           |                            |
~RotR Loot Available: Emerald Codex, Fanged Falchion, Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Mokmurian's Club, Morgiv, Robe of Runes, Robe of ~Xin-Shalast, Sihedron Medallion (1), Snakeskin Tunic, Staff of Hungry Shadows, Wand of Enervation

!Snapshots
*[[Tier 2.0|Salim - ACG 1010 - Tier 2-0]]
*[[Tier 3.0|Salim - ACG 1010 - Tier 3-0]]
*[[Tier 4.0|Salim - ACG 1010 - Tier 4-0]]
*[[Tier 5.0|Salim - ACG 1010 - Tier 5-0]]
*[[Tier 6.0|Salim - ACG 1010 - Tier 6-0]]
*[[Tier 7.0|Salim - ACG 1010 - Tier 7-0]]




Salim - no role
!Stats
*Strength - d6
*Dexterity - d8+1
*Constitution - d8
*Intelligence - d6
**Knowledge +2
*Wisdom - d6
**Divine +0
*Charisma - d8
**Diplomacy +2

!Powers
HAND SIZE 5 □ 6
PROFICIENT WITH Light Armors Weapons
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead.)
☑ Add 1d4 (□ 1d8) to your non-combat check against a bane.

 
!Deck List
|!Weapon          |!Armor                 |!Item                 |!Allies      |!Blessings          |
|Cat-o'-~Nine-Tails|Fortified Leather Armor|Blood Periapt         |Athlete      |Blessing of Erastil |
|Cutlass          |                       |Sage's Journal        |Court Knight |Blessing of Shelyn  |
|Rapier           |                       |Shackles of Compliance|Quartermaster|Blessing of the Gods|
|The Melted Blade |                       |                      |Recruit      |                    |
|                 |                       |                      |Troubador    |                    |
~RotR Loot Available: Holy Candle (one-shot), Sihedron Medallion (1)
Salim - no role
!Stats
*Strength - d6
*Dexterity - d8+2
*Constitution - d8
*Intelligence - d6
**Knowledge +2
*Wisdom - d6
**Divine +0
*Charisma - d8
**Diplomacy +2

!Powers
HAND SIZE 5 ☑ 6
PROFICIENT WITH Light Armors Weapons
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead.)
☑ Add 1d4 (□ 1d8) to your non-combat check against a bane.

 
!Deck List
|!Weapon          |!Armor          |!Item                 |!Allies      |!Blessings          |
|Cat-o'-~Nine-Tails|Shark Skin Armor|Blood Periapt         |Athlete      |Blessing of Abadar  |
|Dagger +1        |                |Mysterious Disk       |Court Knight |Blessing of Erastil |
|Rapier           |                |Sage's Journal        |Quartermaster|Blessing of Shelyn  |
|The Melted Blade |                |Shackles of Compliance|Surgeon      |                    |
|                 |                |                      |Troubador    |                    |
~RotR Loot Available: Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Sihedron Medallion (1), Snakeskin Tunic
Salim - Death's Heretic
!Stats
*Strength - d6
*Dexterity - d8+3
*Constitution - d8
*Intelligence - d6
**Knowledge +2
*Wisdom - d6
**Divine +0
*Charisma - d8
**Diplomacy +2

!Powers
HAND SIZE 5 ☑ 6
PROFICIENT WITH Light Armors Weapons
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2 (□+4).
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead.)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane.
☑ When you would discard a weapon for its power, you may recharge it instead. (□ If the weapon is The Melted Blade, you may reveal it instead.)
□ At the start of your turn, if you do not have a weapon in your hand, you may draw a card. (□ If the weapon The Melted Blade is in your discard pile, you may shuffle it into your deck first.)
□ Add 1d4 (□+1) to a combat check by another character at your location.
□ If the top card of the blessings discard pile has the Basic or Pharasma trait, add 1 die to your check to defeat.

 
!Deck List
|!Weapon               |!Armor         |!Item                 |!Allies           |!Blessings          |
|Cat-o'-~Nine-Tails     |Celestial Armor|Blood Periapt         |Athlete           |Blessing of Abadar  |
|Striking Wing Scimitar|               |Mysterious Disk       |Court Knight      |Blessing of Erastil |
|The Melted Blade      |               |Sage's Journal        |Harbinger Disciple|Blessing of Pharasma|
|Venomous Dagger       |               |Shackles of Compliance|Quartermaster     |Blessing of Shelyn  |
|                      |               |                      |Surgeon           |                    |

~RotR Loot Available: Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Sihedron Medallion (1), Snakeskin Tunic, Wand of Enervation
Salim - Death's Heretic
!Stats
*Strength - d6
*Dexterity - d8+4
*Constitution - d8
*Intelligence - d6
**Knowledge +2
*Wisdom - d6
**Divine +0
*Charisma - d8
**Diplomacy +2

!Powers
HAND SIZE 5 ☑ 6
PROFICIENT WITH Light Armors Weapons
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2 (□+4).
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead.)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane.
☑ When you would discard a weapon for its power, you may recharge it instead. (☑ If the weapon is The Melted Blade, you may reveal it instead.)
□ At the start of your turn, if you do not have a weapon in your hand, you may draw a card. (□ If the weapon The Melted Blade is in your discard pile, you may shuffle it into your deck first.)
□ Add 1d4 (□+1) to a combat check by another character at your location.
□ If the top card of the blessings discard pile has the Basic or Pharasma trait, add 1 die to your check to defeat.
//(Adventure 2-4 Reward)// For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

 
!Deck List
|!Weapon               |!Armor         |!Item                 |!Allies           |!Blessings                  |
|Striking Wing Scimitar|Celestial Armor|Blood Periapt         |Athlete           |Blessing of Abadar          |
|The Melted Blade      |               |Mysterious Disk       |Court Knight      |Blessing of Erastil         |
|Venomous Dagger       |               |Sage's Journal        |Fortune Teller    |Blessing of Pharasma        |
|War Razor +1          |               |Shackles of Compliance|Harbinger Disciple|Blessing of the Eternal Rose|
|                      |               |                      |Quartermaster     |                            |
|                      |               |                      |Surgeon           |                            |
~RotR Loot Available: Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Mokmurian's Club, Robe of Runes, Sihedron Medallion (1), Snakeskin Tunic, Wand of Enervation

Salim - Death's Heretic
!Stats
*Strength - d6
*Dexterity - d8+4
*Constitution - d8+1
*Intelligence - d6
**Knowledge +2
*Wisdom - d6
**Divine +0
*Charisma - d8
**Diplomacy +2

!Powers
HAND SIZE 5 ☑ 6
PROFICIENT WITH Light Armors Weapons
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2 (☑+4).
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead.)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane.
☑ When you would discard a weapon for its power, you may recharge it instead. (☑ If the weapon is The Melted Blade, you may reveal it instead.)
□ At the start of your turn, if you do not have a weapon in your hand, you may draw a card. (□ If the weapon The Melted Blade is in your discard pile, you may shuffle it into your deck first.)
□ Add 1d4 (□+1) to a combat check by another character at your location.
□ If the top card of the blessings discard pile has the Basic or Pharasma trait, add 1 die to your check to defeat.
//(Adventure 2-4 Reward)// For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
//(Adventure 2-5 Reward)// For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck.

 
!Deck List
|!Weapon               |!Armor         |!Item                 |!Allies           |!Blessings                  |
|Invigorating Kukri    |Celestial Armor|Blood Periapt         |Athlete           |Blessing of Abadar          |
|Striking Wing Scimitar|               |Magic Spyglass        |Court Knight      |Blessing of Erastil         |
|The Melted Blade      |               |Mysterious Disk       |Fortune Teller    |Blessing of Pharasma        |
|Venomous Dagger +2    |               |Sage's Journal        |Harbinger Disciple|Blessing of the Eternal Rose|
|                      |               |Shackles of Compliance|Quartermaster     |                            |
|                      |               |                      |Surgeon           |                            |
~RotR Loot Available: Emerald Codex, Fanged Falchion, Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Mokmurian's Club, Robe of Runes, Sihedron Medallion (1), Snakeskin Tunic, Staff of Hungry Shadows, Wand of Enervation
Salim - Death's Heretic
!Stats
*Strength - d6
*Dexterity - d8+4
*Constitution - d8+3
*Intelligence - d6
**Knowledge +2
*Wisdom - d6
**Divine +0
*Charisma - d8
**Diplomacy +2

!Powers
HAND SIZE 5 ☑ 6
PROFICIENT WITH Light Armors Weapons
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2 (☑+4).
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead.)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane.
☑ When you would discard a weapon for its power, you may recharge it instead. (☑ If the weapon is The Melted Blade, you may reveal it instead.)
□ At the start of your turn, if you do not have a weapon in your hand, you may draw a card. (□ If the weapon The Melted Blade is in your discard pile, you may shuffle it into your deck first.)
□ Add 1d4 (□ +1) to a combat check by another character at your location.
☑ If the top card of the blessings discard pile has the Basic or Pharasma trait, add 1 die to your check to defeat.
//(Adventure 2-4 Reward)// For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
//(Adventure 2-5 Reward)// For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck.

 
!Deck List
|!Weapon               |!Armor         |!Item                 |!Allies           |!Blessings                  |
|Dancing Scimitar +2   |Celestial Armor|Belt of Physical Might|Court Knight      |Blessing of Abadar          |
|Invigorating Kukri    |               |Blood Periapt         |Fortune Teller    |Blessing of Erastil         |
|Striking Wing Scimitar|               |Magic Spyglass        |Harbinger Disciple|Blessing of Pharasma        |
|The Melted Blade      |               |Mysterious Disk       |Phoenix Tail      |Blessing of Shelyn          |
|                      |               |Sage's Journal        |Quartermaster     |Blessing of the Eternal Rose|
|                      |               |                      |Surgeon           |                            |
~RotR Loot Available: Emerald Codex, Fanged Falchion, Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Mokmurian's Club, Morgiv, Robe of Runes, Robe of ~Xin-Shalast, Sihedron Medallion (1), Snakeskin Tunic, Staff of Hungry Shadows, Wand of Enervation



!Salt Mephit - CR 3
N Small outsider (earth)
''Init'' +6; ''Senses'' darkvision 60 ft.; Perception +6
!!DEFENSE
''AC'' 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
''hp'' 19 [25] (3d10+3) [3d10+9]; fast healing 2 (works only in arid environments)
''Fort'' +2 [+4], ''Ref'' +5, ''Will'' +3
''DR'' 5/magic
!!OFFENSE
''Speed'' 30 ft.
''Melee'' 2 claws +5 [+7] (1d3+1) [1d3+3]
''Special Attacks'' breath weapon (15-foot cone, 1d4 slashing and sickened, Reflex DC 13 [15] for half)
~Spell-Like Abilities (CL 6th)
*1/hour — [[Glitterdust]]
*1/day — summon (level 2, 1 mephit of the same type 25%)
!!STATISTICS
''Str'' 13 [17], ''Dex'' 15, ''Con'' 12 [16], ''Int'' 6, ''Wis'' 11, ''Cha'' 14
''Base Atk'' +3; ''CMB'' +3 [+5]; ''CMD'' 15 [17]
''Feats'' [[Dodge]], [[Improved Initiative]]
''Skills'' Bluff +8, Fly +10, Perception +6, Stealth +12
''Languages'' Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)
!!SPECIAL ABILITIES
*''Breath Weapon (Su)''
**Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
**A cone of salt crystals that deals 1d4 slashing damage. The salt also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect.
*''Dehydrate (Su)''
**Once per day a salt mephit can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude DC 14 half; caster level 6th). This effect is especially devastating to plant and aquatic creatures, which take a –2 penalty on their saving throws. This ability is the equivalent of a 2nd-level spell.
''School'' abjuration; ''Level'' cleric/oracle 1, inquisitor 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 round/level
''Saving Throw'' Will negates; ''Spell Resistance'' no
!!DESCRIPTION
Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use non-attack spells or otherwise act.
!SATYR CR 4
CN Medium fey
''Init'' +2; ''Senses'' low-light vision; Perception +18
!!DEFENSE
''AC'' 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural)
''hp'' 44 [60] (8d6+16) [8d6+32]
''Fort'' +4 [+6], ''Ref'' +8, ''Will'' +8
''DR'' 5/cold iron
!!OFFENSE
''Speed'' 40 ft.
''Melee'' dagger +6 [+8] (1d4+2/19–20) [1d4+4/19-20], horns +1 [+3] (1d6+1) [1d6+2]
''Ranged'' short bow +6 (1d6/×3)
''Special Attacks'' pipes
''~Spell-Like Abilities'' (CL 8th)
*At will—[[Charm Person]] (DC 15), [[Dancing Lights]], [[Ghost Sound]] (DC 14), [[Sleep]] (DC 15), [[Suggestion]] (DC 17)
*1/day—[[Fear]] (DC 18), [[Summon Nature’s Ally III|Summon Nature's Ally]]
!!STATISTICS
''Str'' 14 [18], ''Dex'' 15, ''Con'' 15 [19], ''Int'' 12, ''Wis'' 14, ''Cha'' 19
''Base Atk'' +4; ''CMB'' +6 [+8]; ''CMD'' 18 [20]
''Feats'' [[Dodge]], [[Mobility]], [[Skill Focus (Perception)|Skill Focus]], [[Weapon Finesse]]
''Skills'' Bluff +15, Diplomacy +15, Disguise +9, Intimidate +9, Knowledge (nature) +10, Perception +18, Perform (wind instruments) +19, Stealth +17, Survival +7; ''Racial Modifiers'' +4 Perception, +4 Perform, +4 Stealth
''Languages'' Common, Sylvan
''Gear'' dagger, short bow plus 20 arrows, masterwork panpipes
!!SPECIAL ABILITIES
*''Pipes (Su)'' 
**A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 60-foot radius must make a DC 18 Will save or be affected by //charm person//, //fear//, //sleep//, or //suggestion//, depending on what tune the satyr chooses. A creature that successfully saves against any of the pipes’ effects cannot be affected by the same set of pipes for 24 hours, but can still be affected by the satyr’s other spell-like abilities as normal. The satyr’s use of his pipes does not count toward his uses per day of his ~spell-like abilities, and if separated from them he may continue to use his standard abilities. The pipes themselves are masterwork, and a satyr can craft a replacement with 1 week of labor. The save DC is Charisma-based.
''School'' evocation [mind-affecting]; ''Level'' bard 1
!CASTING
''Casting Time'' 1 immediate action
''Components'' V, S
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one living creature
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!DESCRIPTION
You must have a bardic performance in effect to cast this spell. With a flourish, you can immediately end your bardic performance when a creature within range affected by your bardic performance fails a Saving Throw, allowing the subject to immediately reroll the failed Saving Throw.

Source: Advanced Player's Guide
Race Trait (Human)

From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.

Source: Ultimate Campaign
''School'' evocation [fire]; ''Level'' magus 2, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' one or more rays
''Duration'' instantaneous
''Saving Throw'' none; ''Spell Resistance'' yes
!!DESCRIPTION

You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.
''Prerequisites:'' Improved Unarmed Strike.

''Benefit:'' To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).
''Prerequisite:'' Caster level 1st.

''Benefit:'' You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
''School'' transmutation; ''Level'' bard 0, cleric/oracle 0, sorcerer/wizard 0
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (fine sand and a vial of ink)
!EFFECT
''Range'' 5 ft.
''Target'' one or more written objects
''Duration'' concentration, up to 1 minute/level
''Saving Throw'' Will (harmless, object); ''Spell Resistance'' yes
!DESCRIPTION
This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per minute. The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required. The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components.

Source: Seeker of Secrets
''School'' divination; ''Level'' alchemist 2, bard 3, inquisitor 2, sorcerer/wizard 2, summoner 2, witch 2; ''Bloodline'' aberrant 2 
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (talc and powdered silver)
!EFFECT
''Range'' personal
''Target'' you
''Duration'' 10 min./level (D)
!DESCRIPTION
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.

The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

See invisibility can be made permanent with a permanency spell.
Social Trait

You are always on the lookout for reward and danger.

''Benefits:'' You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Source: Ultimate Campaign
~WotR Seelah - Inheritor's Blade
!Stats
*Strength - d8+4
**Melee +3
*Dexterity - d4
*Constitution - d8
**Fortitude +1
*Intelligence - d4
*Wisdom - d8+3
**Divine +1
*Charisma - d10+4
**Diplomacy +1

!Power Feats
Hand Size +3
...add 1d6+1 to a check...if the top card has the heavy armor or...
You may be dealt 1 Combat damage to reduce any type of damage...
When you play a blessing that has the Iomedae trait...

!Deck List
|!Weapons|!Spells|!Armor|!Items|!Allies|!Blessings|
|Sunsword|Weapon of Awe|Fortified Breastplate|Knight's Pennon|Pit Gladiator|Blessing of the Gods|
|Mace of Smiting|Cure|Paladin's Helm||Clockwork Dragonling|Blessing of the Gods|
|Spellsword +2|Mass Cure|Ebon Thorn||Varisian Illusionist|Blessing of the Gods|
|Spellbreaker||||Retriever|Blessing of Iomedae|
||||||Blessing of Iomedae|
||||||Blessing of Iomedae|
||||||Blessing of the Inheritor|
''Prerequisite:'' Cha 13, channel energy class feature.

''Benefit:'' When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

''Normal:'' All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.
''Discipline:'' clairsentience; ''Level:'' psion/wilder 0, psychic warrior 0, vitalist 0
!!MANIFESTING
''Manifesting Time:'' 1 standard action
''Display'' Material, visual
!!EFFECT
''Range:'' close (25 ft. + 5 ft./2 levels)
''Target or Area:'' One creature, one object, or a 5-ft. cube
''Duration:'' instantaneous
''Saving Throw:'' None;; Power Resistance: No
''Power Points:'' Psionic Focus or 1
!!DESCRIPTION

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
''School'' transmutation; ''Level'' magus 1, paladin 1, sorcerer/ wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (the armor to be worn)
!!EFFECT
''Range'' close (25 feet + 5 feet/level)
''Target'' one willing creature/level
''Duration'' instantaneous
''Saving Throw'' none; ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
With a sweep of your hand, you select a number of targets and the same number of suits of armor.

The targets of this spell are immediately clad in the armor that you choose. The subjects of the spell must be capable of wearing the chosen armor, cannot be wearing other armor, and must be able to properly fit into the chosen armor.

The chosen armor must be empty and cannot be currently worn by another creature (thus you cannot move armor from one wearer to another with this spell). Creatures armored with this spell are considered to have donned the armor properly.

Source: Knights of the Inner Sea
Regional (Nidal)

Shamans in the shadowy kingdom of Nidal learn to speak with the spirits that live in the shadow. Add [[Silent Image]] and [[Blur]] to your shaman spell list as 1st- and 2nd-level spells, respectively.

Source: Advanced Class Origins
!!SHAE CR 4
N Medium outsider (extraplanar)
''Init'' +6; ''Senses'' darkvision 60 ft., low-light vision; Perception +8
!!DEFENSE
''AC'' 16, touch 16, flat-footed 10 (+6 Dex)
''hp'' 38 [46] (4d10+16) [4d10+24]
''Fort'' +8 [+10], ''Ref'' +7, ''Will'' +7
''Defensive Abilities'' amorphous, blur; ''Immune'' cold
!!OFFENSE
''Speed'' 30 ft.
''Melee'' mwk falchion +8 [+10] (2d4+4/18–20 plus 1d6 cold) [2d4+7/18-20 plus 1d6 cold] or touch +7 (1d6 cold)
''~Spell-Like Abilities'' (CL 4th; concentration +7)
*Constant—[[Blur]]
*At will—//lesser shadow evocation// (DC 16)
!!STATISTICS
''Str'' 16 [20], ''Dex'' 22, ''Con'' 18 [22], ''Int'' 21, ''Wis'' 13, ''Cha'' 17
''Base Atk'' +4; ''CMB'' +7 [+9]; ''CMD'' 23 [25]
''Feats'' [[Combat Expertise]], [[Iron Will]]
''Skills'' Acrobatics +13, Bluff +10, Diplomacy +10, Disguise +10, Intimidate +7, Knowledge (arcana) +9, Knowledge (planes) +12, Perception +8, Sense Motive +8, Stealth +13 (+23 in regions of low light or darkness), Use Magic Device +10; ''Racial Modifiers'' +10 Stealth in regions of low light or darkness
''Languages'' Aklo, Common, Shae
!!SPECIAL ABILITIES
*''Cold (Su)''
**A shae’s touch saps heat from living creatures, leaving patches of colorless flesh rather than physical wounds. A shae can deal 1d6 points of cold damage with a touch. It adds +1d6 points of cold damage to any melee weapon damage it deals.
*''Lesser Shadow Evocation (Sp)''
**This spell-like ability functions identically to the spell shadow evocation, but it can only create quasi-real versions of sorcerer or wizard evocation spells of 2nd level or lower. This spell-like ability is the equivalent of a 3rd-level spell.
Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).

Source: Ultimate Combat
!Shark - CR 2
N Large animal (aquatic)
''Init'' +5; ''Senses'' blindsense 30 ft., keen scent; Perception +8
!!Defense
''AC'' 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
''hp'' 22 [30] (4d8+4) [4d8+12]
''Fort'' +7 [+9], ''Ref'' +5, ''Will'' +2
!!Offense
''Speed'' swim 60 ft.
''Melee'' bite +5 [+7] (1d8+4) [1d8+7]
''Space'' 10 ft.; ''Reach'' 5 ft.
!!Statistics
''Str'' 17 [21], ''Dex'' 12, ''Con'' 13 [17], ''Int'' 1, ''Wis'' 12, ''Cha'' 2
''Base Atk'' +3; ''CMB'' +7 [+9]; ''CMD'' 18 [20]
''Feats'' [[Great Fortitude]], [[Improved Initiative]]
''Skills'' Perception +8, Swim +11 [+13]
!!Special Abilities
*''Keen Scent (Ex)'' 
**A shark can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.
''School'' evocation [sonic]; ''Level'' bard 2, cleric/oracle 2, magus 2, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (a chip of mica)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Area or Target'' 5-ft.-radius spread; or one solid object or one crystalline creature
''Duration'' instantaneous
''Saving Throw'' Will negates (object); Will negates (object) or Fortitude half; see text; ''Spell Resistance'' yes
!!DESCRIPTION
Shatter creates a loud, ringing noise that breaks brittle, non-magical objects; sunders a single solid, non-magical object; or damages a crystalline creature.

Used as an area attack, shatter destroys non-magical objects of crystal, glass, ceramic, or porcelain. All such unattended objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.

Alternatively, you can target shatter against a single solid non-magical object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.
''School'' abjuration [force]; ''Level'' alchemist 1, magus 1, sorcerer/wizard 1, summoner 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 min./level (D)
!!DESCRIPTION

Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.
You are skilled at deflecting blows with your shield.

Prerequisites: Shield Proficiency, base attack bonus +1.

Benefit: Increase the AC bonus granted by any shield you are using by 1.
''School'' abjuration; ''Level'' cleric/oracle 2, inquisitor 2, paladin 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (a pair of platinum rings worth 50 gp worn by both you and the target)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one creature
''Duration'' 1 hour/level (D)
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.

If you and the subject of the spell move out of range of each other, the spell ends.
''School'' abjuration; ''Level'' cleric/oracle 1, inquisitor 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (parchment with a holy text written on it)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 min./level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
''Advanced Race Guide:'' undine, alternate undine traits, steam caster
''Adventurer's Armory:'' sanctified shield
''Blood of the Elements:'' whiteout
''Inner Sea Gods:'' Feronia
''Pathfinder Society Field Guide:'' pathfinder's kit
''Ultimate Equipment:'' various mundane items, dweomer essence, lesser selective metamagic rod
''Ultimate Magic:'' theologian
*''Appraise''
**+1 to examine architecture, objects, or writing of dwarven origin (or substitute Perception or Sense Motive) //(Scholar of Ashkurhall)//
*''Bluff''
**+2 to influence gripplis //(Grippli's Favor)//
**+2 to influence kami //(Kami Reunited)//
*''Diplomacy'' +12
**+1 in Absalom //(Friend of the Family)//
**+2 in Irrisen //(Warm Friend in a Cold Land)//
**+2 vs. dwarves //(Five Kings Negotiator)//
**+2 to influence gripplis //(Grippli's Favor)//
**+2 to influence kami //(Kami Reunited)//
**+2 vs. lycanthropes //(Prince of Wolves)//
**+4 vs. a native of Tian Xia //(Dragon Empires Expert, ~One-Time Use))//
*''Intimidate''
**+2 vs. humanoids with the goblinoid subtype //(Goblin Bane)//
**+2 to influence gripplis //(Grippli's Favor)//
**+2 to influence kami //(Kami Reunited)//
**+2 vs. lycanthropes //(Prince of Wolves)//
*''Knowledge (arcana)''
**+5 circumstance about the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
**+1 to examine architecture, objects, or writing of dwarven origin (or substitute Perception or Sense Motive) //(Scholar of Ashkurhall)//
*''Knowledge (dungeoneering)''
**+1 to examine architecture, objects, or writing of dwarven origin (or substitute Perception or Sense Motive) //(Scholar of Ashkurhall)//
*''Knowledge (engineering)''
**+1 to examine architecture, objects, or writing of dwarven origin (or substitute Perception or Sense Motive) //(Scholar of Ashkurhall)//
*''Knowledge (geography)''
**+4 about Tian Xia or its citizens //(Dragon Empires Expert, ~One-Time Use))//
**+1 to examine architecture, objects, or writing of dwarven origin (or substitute Perception or Sense Motive) //(Scholar of Ashkurhall)//
*''Knowledge (history)''
**+4 about Tian Xia or its citizens //(Dragon Empires Expert, ~One-Time Use))//
**+1 to examine architecture, objects, or writing of dwarven origin (or substitute Perception or Sense Motive) //(Scholar of Ashkurhall)//
*''Knowledge (local)''
**+4 about Tian Xia or its citizens //(Dragon Empires Expert, ~One-Time Use))//
**+1 to examine architecture, objects, or writing of dwarven origin (or substitute Perception or Sense Motive) //(Scholar of Ashkurhall)//
*''Knowledge (nature)''
**+1 to examine architecture, objects, or writing of dwarven origin (or substitute Perception or Sense Motive) //(Scholar of Ashkurhall)//
*''Knowledge (nobility)''
**+1 in Absalom //(Friend of the Family)//
**+4 about Tian Xia or its citizens //(Dragon Empires Expert, ~One-Time Use))//
**+1 to examine architecture, objects, or writing of dwarven origin (or substitute Perception or Sense Motive) //(Scholar of Ashkurhall)//
*''Knowledge (planes)'' +12
**+1 vs. demons //(Demonic Scholar)//
**+4 about the Shadow Plane when consulting the book //(Sojourner in the Sunless Wastes)//
**+5 circumstance about the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
**+1 to examine architecture, objects, or writing of dwarven origin (or substitute Perception or Sense Motive) //(Scholar of Ashkurhall)//
*''Knowledge (religion)'' +12
**+1 to examine architecture, objects, or writing of dwarven origin (or substitute Perception or Sense Motive) //(Scholar of Ashkurhall)//
*''Linguistics''
**+4 to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. //(Dragon Empires Expert, ~One-Time Use)//
**+1 to examine architecture, objects, or writing of dwarven origin (or substitute Perception or Sense Motive) //(Scholar of Ashkurhall)//
*''Sense Motive''
**+4 vs. a native of Tian Xia //(Dragon Empires Expert, ~One-Time Use))//
*''Swim'' +18
!Shiradaz Ghaut
Male Undine Theologian Cleric of Feronia 8
N Medium outsider (aquatic, native)
''Init:'' +2; ''Senses'' Perception: +6, darkvision 60ft.

!Defenses
''AC'' 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)
''hp'' 59 (8d8+16)
''Fort'' +10, ''Ref'' +6, ''Will'' +14
''Resist'' cold 5, fire 10

!Offense
''Speed'' 30 ft.; swim 30 ft.
''Melee'' mwk bastard sword +6/+1 (1d10-1/19-20)
''Ranged'' firebolt +8 (1d6+5 fire)
''Special Attacks'' channel positive energy (4/day, 4d6, DC 15)
''~Spell-Like Abilities'' (CL 8, concentration +14)
*9/day- firebolt
''Spells'' (CL 8, concentration +14)
*4th level - 3/day + domain ([[Wall of Fire]])
*3rd level - 4/day + domain ([[Fireball]])
*2nd level - 5/day + domain ([[Produce Flame]])
*1st level - 6/day + domain (Intensified [[Burning Hands]])
*0 level- 4/day
*''Domain'' Fire

!Statistics
''Str'' 9, ''Dex'' 14, ''Con'' 14, ''Int'' 13, ''Wis'' 22, ''Cha'' 12
''Base Atk'' +6; ''CMB'' +5; ''CMD'' 17
''Feats'' [[Empower Spell]], [[Spell Focus (evocation)|Spell Focus]], [[Spell Specialization (Fireball)|Spell Specialization]], [[Steam Caster]]
''Traits'' [[Magical Lineage (Fireball)|Magical Lineage]], [[Whiteout]]
''Skills'' Diplomacy +12, Knowledge (planes) +12 (+4 about shadow plane with ~SitSW), Knowledge (religion) +12, Swim +18
''Languages'' Aquan, Common, Ignan
''SQ'' aura, amphibious, domain secrets (intensified burning hands), hydrated vitality
''Combat Gear'' alchemist's fire, //[[amulet of spirits (flame)]]//, [[basilisk extract]], 2 //[[dweomer's essence]]//, //[[lesser selective metamagic rod|selective metamagic rod]]//, //scroll of [[Magic Weapon]]//, //wand of [[Bear's Endurance]]// (16 charges), //wand of [[Cure Light Wounds]]// (50, 12 charges), //wand of [[Lesser Restoration]]// (14 charges)
''Other Gear'' bastard sword, mwk bastard sword, //[[belt of mighty constitution +2|belt of mighty constitution]]//, mwk breastplate, //+1 mithral breastplate//, //[[cloak of resistance +2|cloak of resistance]]//, //[[headband of inspired wisdom +2|headband of inspired wisdom]]//, hide armor, //+1 [[sanctified|sanctified shield]] light steel shield//, [[pathfinder's kit]], 50ft, of silk rope, Sojurner in the Sunless Wastes, spell component pouch x2, wooden holy symbol x100
!Special Abilities
*''Amphibious''
**Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
*''Channel Energy (Su)''
**Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
**A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
**Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
**A cleric must be able to present her holy symbol to use this ability.
**//Chosen to channel positive energy//
*''Fire Bolt (Sp)''
**As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
*''Fire Resistance (Ex)''
**At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.
*''Focused Domain'' (Fire)
**A theologian chooses only one domain from her deity’s portfolio rather than the normal two domains. All level-dependent effects of the granted powers from the theologian’s domain function as if she were two cleric levels higher than her actual cleric level. This does not allow her to gain domain-granted powers earlier than normal. A theologian can prepare domain spells using her non-domain slots. She cannot use her spontaneous casting ability on domain spells, even if they are prepared in non-domain slots.
**In all other respects, this works like and replaces the standard cleric domain ability.
*''Hydrated Vitality''
**An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.
*''Spontaneous Casting''
**A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
**An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
**A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

!Faction Card
*Season 6 Grand Lodge
**Rewards - 5 goals
***''EXPLORER'' (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.
***''CHRONICLER'' (4+ goals): You gain one additional use of the Explorer ability per adventure. In addition, you can use the Explorer ability to modify a Linguistics, Knowledge, or Use Magic Device check and attempt the check as if trained.
***EXPEDITION COORDINATOR (7+ goals) (0/3 boxes checked): You can forego your Day Job check to organize an expedition to a site you recently visited and discover things you missed before. You can check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have otherwise failed. If you do so, all other ~PCs at the table also succeed at the secondary success condition.
**Goals
***(4/8) - Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal. //(Irrisen, River Kingdoms, Dtang Ma, Vialesk)//
***--(3/3) - Forgo a Day Job check to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.--
***--(1/1) - Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.--
***(0/1) - Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
****//(Current consecutive secondary success conditions: 5 (#30, #29, #23, #20, #1))//
***--(1/1) - Recover a piece of the Numerian device known as the Sky Key.--
***(0/1) - Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your character level.
***(0/1) - Sponsor another PC to join your faction. To fulfill this goal, that PC must then join the Grand Lodge by spending only 1 Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in any combination of the following skills: Knowledge (any), Linguistics, or Perception.
***--(4/4) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.--
*Season 9 Grand Lodge
**Rewards - 1 goal
***PREPARED AGENT (2+ goals): You are more prepared for missions than most Pathfinders. When you attempt a Knowledge check as a part of an adventure’s mission briefing, treat all Knowledge skills as trained. Once per adventure, you can add a bonus equal to half the number of goals you have completed to one Knowledge check or Diplomacy check to gather information.
***GUIDING COMPASS (4+ goals): Your wayfinder guides you to safety in all circumstances. If you fail a saving throw against an effect that allows additional saving throws to mitigate the effect (for example, dominate person or glitterdust), you gain a bonus on subsequent saves against such effects equal to 1 for every three goals you have completed.
***EXPEDITION COORDINATOR (7+ goals) (0/3 boxes checked): You can forgo your Downtime to organize an expedition to a site you recently visited and discover things you missed before. Check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have failed. If you do so, all other PCs at the table also succeed at the secondary success condition.
**Goals
***(0/8) - Adventure in a nation other than Absalom. You can receive credit for visiting a particular nation only once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.
***(0/2) - Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.
***---(1/1) - Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt nor contribute to this goal.---
***(0/1) - Convince an NPC to work as a Pathfinder Society contact, or convince a disaffected agent to work with the Society again. This requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.
***(0/2) - Participate in an adventure that features Grandmaster Torch, Pasha Muhlia al-Jakri, or Thurl. Faction missions do not fulfill this goal.
***(0/2) - Successfully complete a scenario in Season 4 of the Pathfinder Adventure Card Guild: Season of Factions’ Favor.
***(0/1) - Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by mounting a rescue, recovering an important object, or defending that group’s resources and reputation.
***(0/3 & 0/2) - Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.


!!Boons
*''Acquainted with Aslynn''
**The entity known as Aslynn knows who you are and what you did in Thurl’s laboratory. Whether this is to your advantage or detriment is as yet unknown.
*''Aquel’s Favor'' //(2 boxes left)//
**You may check both boxes that precede this boon to surround yourself in holy radiance as a standard action, gaining the benefits similar to an angel’s protective aura for 1 round per character level you have. Against attacks made by or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of you. Otherwise, it functions as a [[magic circle against evil|Magic Circle Against Evil]] effect with a radius of 20 feet and a caster level equal to your character level. If you are an undine, if you have the Water domain, or if you are a paladin with the pearl seeker archetype, you can use this ability by checking a single box.
*''Attuned to the Citysong''
**Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
*''Coiled Companion''
**You have recovered a rare serpent’s egg, reared the reptile, and trained it as a guardian. If you have hunter’s bond, nature bond, or similar feature that allows you to select an animal companion, you may select either a cinder asp (using the viper snake statistics) or a razor-scale python (using the constrictor snake statistics) as your companion; you must be able to select a constrictor or viper as a companion in order to train its respective variant. If the companion is released or dies without your restoring it to life, cross this boon off your Chronicle sheet.
**//Cinder Asp// 
***Change the snake’s poison effect to 1d2 Constitution and its cure to 2 saves. In place of granting the snake a bonus trick, you can instead increase the snake’s effective Hit Dice by 1 for the purpose of calculating the saving throw DC of its poison.
**//~Razor-Scale Python//
***The snake’s constrict damage is (1d4 plus 1d2 bleed). In place of granting the snake a bonus trick, you can instead increase the snake’s effective druid level by 1 for the purpose of calculating its natural armor bonus according to Table 3–8 (Core Rulebook 52).
*''Confirmed Field Agent''
**Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
*''~Death-Speaker''
**When you use a spell, spell-like ability, or supernatural ability to cast commune, contact other plane, or speak with dead, treat your caster level as being two higher for all level-variable effects of the spell. When this bonus is used, cross it off your Chronicle.
*''Demonic Scholar''
**You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.
*''Desperate Bargain''
**Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
*''Distrust of Witches''
**Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
*''Dragon Empires Expert''
**Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
*''Elemental Ancestry (Water)''
**This character can be an undine.
*''Esoteric Item Research''
**After the team at Slumbersun returned from its mission, the Aspis Consortium gained access to several unusual magic items. Ratarion sold temporary access to these items to a crafter within the Consortium, who deduced their methods of creation. Several Aspis agents now carry copies of one of the crafter’s recipes. When you defeat one or more agents of the Aspis Consortium, ask your GM to initial after one of these items, granting you access to purchase it. You can gain access to all three items below, but you can only gain access to one item during a single adventure.
***//Necklace of Shattered Dreams//: No access yet
***//Scabbard of Bleeding Edges//: No access yet
***//Viridium Moonbeast//: No access yet
*''Explore, Report, Cooperate''
**You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
*''Faithless''
**Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
*''Friend of Janira Gavix''
**The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
*''Friend of the Family''
**You have not only saved the Blakros Museum, but you have also saved Pendleton Blakros, son of the fabulously well-connected Dhrami Blakros. The family celebrates your accomplishments with a grand dinner held in your honor, introducing you Absalom’s most noteworthy nobles, and granting you a permanent +1 bonus on Diplomacy and Knowledge (nobility) checks made within Absalom. You have also proven yourself clever and resourceful enough to marry or be adopted into the Blakros Family, allowing you to purchase the Blakros Family Member vanity.
*''Fugitive from Numeria''
**You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
*''Goblin Bane''
**By slaying Grulk, the goblin’s bugbear leader, you have removed the immediate goblin threat in the area as well as allowing safe passage deeper into The Emerald Spire. The terror you have hewn has made a resounding impact to the other goblin tribes nearby. You gain a +2 bonus on Intimidate checks against humanoids with the goblinoid subtype.
*''Gripplis’ Favor''
**You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options.
*''Jiraku’s Respect'' //(1 box remaining)//
**You have helped the dosojin kami Jiraku restore her faith in her stewardship of the Pilgrim’s Path. She gifts you with a portion of her power as a blessing. By checking the box that precedes this boon, you may use one of the following spell-like abilities. Use your character level as the caster level, and use either your own Charisma or 17 (whichever is higher) for determining any saving throw ~DCs.
**//Subtier 3–4:// You may cast invisibility, longstrider, stone shape, or wind wall.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
*''Kami Reunited''
**Even if their ward is forever broken in two, you have brought the two kami wardens together once more and received their blessing. You may benefit from this boon only if you have both the Jiraku’s Respect and Tanbaru’s Respect boons, and you may not select Tanbaru as a familiar unless you choose to cross out this boon. You gain a +2 bonus on Charisma-based skill checks to influence kami and oni and on saving throws to resist their spells and other abilities. Once per adventure as a swift action, you may activate one of the following abilities.
**//Jiraku’s Eternal Path//
***Until the beginning of your next turn, you may move through up to 10 feet of difficult terrain as if it were normal terrain; this effect stacks with the benefits of the Acrobatic Steps and Nimble Steps feats. During this time, you also gain a +3 bonus on saving throws against any effect that would directly impede your movement, such as entangle or slow. When this effect ends, you regain 1d8+5 hit points.
**//Tanbaru’s Insight//
***For the next 10 minutes, you gain a +2 insight bonus on Perception checks and the ability to cast //detect magic// at will as a spell-like ability. When this effect ends, you receive the answer to a single question as if you had cast //augury// (CL 6th). If you are at least 5th level, you can instead ask one question as per //divination//. At 7th level, you can instead ask one question as per //commune//.
*''Magic Boon'' //(2 boxes remaining)//
**As a standard action, you may recall a spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability twice. On using this ability, check one of the boxes. On using this ability the second time, check the final box and line through this boon.
*''Magical Scrivener''
**Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
*''Master of Shadows''
**You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
*''Nidalese Apostate''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
*''Prince of Wolves''
**Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
*''Savior of the Shadowblooded''
**For having protected the fetchlings of Karpad from their suspicious neighbors, word has spread of your sympathies. You gain a +2 circumstance bonus on Diplomacy checks when negotiating with fetchlings.
*''Scholar of Ashkurhall (Grand Lodge faction)''
**Studying the murals of Ashkurhall opened your subconscious mind to ancient dwarven secrets. Whenever you are examining architecture, objects, or writing of dwarven origin, you either gain a +1 bonus on any Appraise, Knowledge, or Linguistics check involved, or you can substitute your Perception or Sense Motive bonus for the check. You can cross this boon off your Chronicle sheet as a free action in order to apply its benefits when examining architecture, objects, or writing of any origin for the duration of the scenario.
*''Sky Key Component (Sargava)''
**You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Sigrin, who founded the now abandoned settlement of Ashkurhall in the Bandu Hills.
*''The Spells Know All Secrets'' //(9th-Level, 5 Stars)//
**Together with Aram Zey, you have studied the spellcasting secrets of another race and reverse-engineered a closely-guarded incantation. Choose one legal, race-specific spell from Chapter 1 of Pathfinder RPG Advanced Race Guide (except paragon surge). So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to this spell as if they were members of that race. //(Blend)//
*''Stinkeye’s Friend''
**Playing with a domesticated basilisk has taught you to be careful around creatures with gaze attacks. When you are subjected to a gaze attack, you can cross this boon off your Chronicle sheet to gain a +4 insight bonus on a saving throw to avoid the gaze’s effects.
*--''Tapestry Traveler (Grand Lodge)''--
**--In recognition of your detailed reports about Naldak’s descendants, the Pathfinder Society gifts you with insights that may prove useful on a future journey into the Hao Jin tapestry. You may activate this boon at any time within the Hao Jin tapestry, and its benefits apply for the rest of the scenario. You gain favored terrain +2 (Hao Jin tapestry) as per the ranger ability of the same name. A character with the favored terrain ability may instead chose to permanently change one of his favored terrains to the Hao Jin tapestry. When you use this boon, cross it off your Chronicle sheet.--
*''Temple Trained''
**Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
*''Thurl’s Bane (Grand Lodge faction)''
**You have uncovered Thurl’s secrets and now understand the threat he and his unique minions pose to the Society. You have spent your free time preparing for the inevitable confrontation by studying his constructs’ weaknesses. As a free action, you can choose one outsider within line of sight that has the extraplanar subtype but no alignment subtype. You gain two of the following five bonuses against that creature for 1 minute: a +1 bonus on attack rolls against the creature, a bonus on damage rolls against that creature equal to one-third your character level (rounded down), a +1 dodge bonus to AC against that creature’s attacks, a +1 bonus on saving throws against that creature’s spells and abilities, or a +2 bonus on caster level checks to overcome that creature’s spell resistance. If you have a familiar, animal companion, eidolon, or similar ally you acquired from a class feature, you may instead grant that ally these two bonuses using your character level. When you use this boon, cross it off your Chronicle sheet.
*''Touch of Planar Waters'' 
**Your experience with the many portals into the elemental Plane of Water in The Drowned Level have given you insight into the mysteries of the primordial plane and its inhabitants. Just being around the portals, a small amount of the plane’s magical essence has imbedded itself inside you, which manifests when you are near water. As a swift action, you may use this boon to receive the benefits of //touch of the sea// (CL 6th). When you use this boon, cross it off this Chronicle sheet.
*''True Magic of the Shadowcaster''
**The purest expression of ~Zon-Kuthon’s power blends faith with mastery of the arcane. As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.
*''Unwavering Resolve''
**The reports the Pathfinder Society has managed to piece together regarding the events at Wirholt’s Rictus paint a grisly picture. After hearing unnerving rumors about the Aspis Consortium’s recent activities, you have steeled yourself to face unspeakable horrors in the field. When you must attempt a saving throw against a fear or confusion effect, you can cross off this boon before rolling the save to gain a +2 bonus. Even if you fail the saving throw, your preparations give you some degree of protection. If you failed a saving throw against a fear effect, you experience a surge of adrenaline that grants a number of temporary hit points equal to twice your character level. These temporary hit points last as long as the fear effect persists. Alternatively, if you failed a saving throw against a confusion effect, you maintain unusual lucidity, which allows you to a roll the d100 to determine your action each round twice and take your preferred result. This benefit lasts until the confusion effect ends.
*''Urban Tenacity''
**Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.
*''Valais’s Wisdom''
**You helped Valais overcome Laktharis’s control. In return, she taught you some of her tricks for resisting demonic influence. When you fail a saving throw against a demon’s compulsion or possession effect, you can cross this boon off your Chronicle sheet to reroll the saving throw.
*''Vanei’s Friend''
**You have befriended Vanei Thaskin, who now works as an informant for the Pathfinder Society. Once per scenario, you can recall information Vanei provided in order to reroll a failed Bluff, Diplomacy, or Knowledge check pertaining to the Aspis Consortium. If the second check fails, cross this boon off your Chronicle sheet; your reckless use of Vanei’s information has compromised her cover and led to her capture.
*''Warm Friend in a Cold Land''
**You have befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of Irrisen, cross it off of your Chronicle sheet.
*''Water Affinity''
**Your connection to elemental water has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the Elemental Planes.
*''Welcome in the Boundless Sea'' //(2 boxes remaining)//
**You have a reputation in Vialesk as a reliable person in dangerous situations. You gain a +1 bonus on Diplomacy check against undines and creatures with the water subtype. You may check one of the boxes that precedes this boon to requisition an //elixir of swimming//, or two boxes to gain a //potion of water breathing// or //three elixirs of swimming//. You may also check two of the boxes to purchase a //necklace of adaptation// for 8,250 gp, a //helm of underwater action// for 23,250 gp, or a //suit of nautilus coral armor// for 6,750 gp.


[[Additional Resources Needed|Shiradaz's Additional Resources]]
[[Skill Cheat Sheet|Shiradaz's Skill Cheat Sheet]]
''School'' evocation [electricity]; ''Level'' magus 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' creature or object touched
''Duration'' instantaneous
''Saving Throw'' none; ''Spell Resistance'' yes
!!DESCRIPTION
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).
''School'' transmutation; ''Level'' sorcerer/wizard 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' one touched object of up to 2 cu. ft./level
''Duration'' 1 day/level; see text
''Saving Throw'' Will negates (object); ''Spell Resistance'' yes (object)
!!DESCRIPTION
You are able to shrink one non-magical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object's size by four categories. Optionally, you can also change its now shrunken composition to a cloth-like one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.

Shrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.
!!SHROUD OF WATER
''Element'' water; ''Type'' defense (Su); ''Level'' —; ''Burn'' 0
You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can’t be increased by more than 50% of its starting value. When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn’t apply, but it remains if you change the shroud’s bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as an immediate action.
''School'' divination; ''Level'' bard 0, inquisitor 0
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' 30 ft.
''Area'' one 10-ft. cube
''Duration'' instantaneous
''Saving Throw'' none; ''Spell Resistance'' no
!DESCRIPTION
You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a -5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.

Source: Advanced Player's Guide
*''School'' illusion (glamer)
*''Level'' antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2
*''Casting Time'' 1 round
*''Components'' V, S
*''Range'' long (400 ft. + 40 ft./level)
*''Area'' 20-ft.-radius emanation centered on a creature, object, or point in space
*''Duration'' 1 round/level (D)
*''Saving Throw'' Will negates; see text or none (object)
*''Spell Resistance'' yes; see text or no (object)

Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use Spell Resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and Spell Resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects.

''Source:'' CR 343
* Illusion (figment)
* ''Level'' bard 1, sorcerer/wizard 1
* ''Casting Time'' 1 standard action
* ''Components'' V, S, F (a bit of fleece)
* ''Range'' long (400 ft. + 40 ft./level)
* ''Effect'' visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
* ''Duration'' concentration
* ''Saving Throw'' Will disbelief (if interacted with)
* ''Spell Resistance'' no

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
''Discipline:'' psychometabolism; ''Level'': Soulthief 0
!!MANIFESTING
''Manifesting Time:'' 1 standard action
''Display:'' material, Olfactory
!!EFFECT
''Range:'' 30 ft.
''Target:'' 1 living creature
''Duration:'' instantaneous; see text
''Saving Throw:'' none; ''Power Resistance:'' yes
''Power Points:'' psionic focus or 1
!!DESCRIPTION
You direct a ray of psionic energy at a target as a ranged touch attack. If it hits, the target suffers 1d3 points of damage, and you, or a member of your collective, gain 1 temporary hit point for 1 minute.
!Sir ~Hops-a-Lot
Giant Frog Animal Companion
N Medium animal
''Init:'' +3; ''Senses:'' low-light vision, scent, Perception: -1

!Defenses
''AC:'' 23, touch 13, flat-footed 20 (+5 armor, +3 Dex, +5 natural armor)
''hp:'' 45 (6d8+18)
''Fort'' +7, ''Ref'' +7 ''Will'' +3; +4 vs. enchantment
''Defensive Abilities'' devotion, evasion

!Offense
''Speed'' 30 ft., swim 30 ft.
''Melee:'' bite +9 (1d6+7) or tongue +9 touch (grab and pull)
''Special Attacks:'' pull (tongue, 5 feet), swallow whole (1d4 bludgeoning damage, AC 10, 1 hp), tongue
''Space:'' 5 ft.; ''Reach:'' 5 ft. (15 ft. with tongue)

!Statistics
''Str:'' 19, ''Dex:'' 17, ''Con:'' 16, ''Int:'' 2, ''Wis:'' 9, ''Cha:'' 6
''Base Atk:'' +4; ''CMB:'' +8 (+12 grapple); ''CMD:'' 21
''Feats:'' [[Armor Proficiency (light)]]^^B^^, [[Combat Reflexes]], [[Extra Item Slot (shoulders)|Extra Item Slot]], [[Jumper]]
''Skills:'' Acrobatics +11, Swim +16
''Tricks:'' Attack, Attack Any Target, Down, Flank, Guard, Heel, Maneuver (pull), Stay
''SQ:'' link
''Gear:'' //[[amulet of mighty fists +1|amulet of mighty fists]]//, //[[cloak of resistance +2|cloak of resistance]]//, exotic military saddle, //+1 mithral chain shirt barding//

!Special Abilities
*''Devotion''
**An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
*''Evasion (Ex)''
**If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
*''Link (Ex)''
**A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
*''Pull (Ex)''
**A creature with this ability can choose to make a free combat maneuver check with a successful attack. If successful, this check pulls a creature closer. The distance pulled is set by this ability. The type of attack that causes the pull and the distance pulled are included in the creature’s description. This ability only works on creatures of a size equal to or smaller than the pulling creature. Creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature.
*''Swallow Whole (Ex)''
**If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category Smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature’s statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.
*''Tongue (Ex)''
**A giant frog's tongue is a primary attack with reach equal to three times the frog's normal reach (15 feet for a Medium giant frog). A giant frog's tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner.
Sorcerers and Rogues and Cavaliers, oh my!
Pathfinder Characters
''Benefit:'' You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

''Special:'' You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
''School'' enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 1, witch 1
!CASTING
''Casting Time'' 1 round
''Components'' V, S, M (fine sand, rose petals, or a live cricket)
!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Area'' one or more living creatures within a 10-ft.-radius burst
''Duration'' 1 min./level
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!DESCRIPTION
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.
!!SLICK
''Element'' water; ''Type'' utility (Sp); ''Level'' 1; ''Burn'' 0
''Saving Throw'' Reflex negates; ''Spell Resistance'' no
As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you possess.
''School'' conjuration (creation) [water]; ''Level'' druid 2, ranger 2, sorcerer/wizard 2; ''Domain'' oceans 2; ''Bloodline'' aquatic 2

CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (a few drops of oil and water)

EFFECT
''Range'' touch
''Targets'' creature touched
''Duration'' 10 minutes/level (D)
''Saving Throw'' Reflex negates (harmless); ''Spell Resistance'' no

DESCRIPTION
You create a low-cresting wave of water that carries the target along the surface of water or the ground. When moving across level ground, the target's speed increases by 10 feet.

If going downhill, speed increases by 20 feet instead, but slipstream provides no movement bonus when going uphill.

While swimming, the slipstream increases the target's swim speed by 20 feet-if the target does not have a swim speed, this spell grants a swim speed of 20 ft.
''School'' transmutation; ''Level'' bard 3, magus 3, sorcerer/wizard 3, summoner 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a drop of molasses)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one creature/level, no two of which can be more than 30 ft. apart
''Duration'' 1 round/level
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

Multiple slow effects don't stack. Slow counters and dispels haste.
!Small Air Elemental - CR 1
XP 400
N Small outsider (air, elemental, extraplanar)
''Init'' +7; ''Senses'' darkvision 60 ft.; Perception +4
!!Defense
''AC'' 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
''hp'' 13 [17] (2d10+2) [2d10+6]
''Fort'' +4 [+6], ''Ref'' +6, ''Will'' +0
''Defensive Abilities'' air mastery; ''Immune'' elemental traits
!!Offense
''Speed'' fly 100 ft. (perfect)
''Melee'' slam +6 (1d4+1) [1d4+4]
''Special Attacks'' whirlwind (DC 12) [DC 14]
!!Statistics
''Str'' 12 [16], ''Dex'' 17, ''Con'' 12 [16], ''Int'' 4, ''Wis'' 11, ''Cha'' 11
''Base Atk'' +2; ''CMB'' +2 [+4]; ''CMD'' 15 [17]
''Feats'' [[Flyby Attack]], [[Improved Initiative]]^^B^^, [[Weapon Finesse]]^^B^^
''Skills'' Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11
''Languages'' Auran
!!Special Abilities
*''Air Mastery (Ex)''
**Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
*''Whirlwind (Su)''
**Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.
**The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.
**The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.
**Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
**Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.
**If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.
!Small Earth Elemental - CR 1
XP 400
N Small outsider (earth, elemental, extraplanar)
''Init'' –1; ''Senses'' darkvision 60 ft., tremorsense 60 ft.; Perception +4
!!Defense
''AC'' 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
''hp'' 13 [17] (2d10+2) [2d10+6]
''Fort'' +4 [+6], ''Ref'' –1, ''Will'' +3
''Immune'' elemental traits
!!Offense
''Speed'' 20 ft., burrow 20 ft., earth glide
''Melee'' slam +6 [+8] (1d6+4) [1d6+7]
''w/ Power Attack'' slam +5 [+7] (1d6+7) [1d6+10]
''Special Attacks'' earth mastery
!!Statistics
''Str'' 16 [20], ''Dex'' 8, ''Con'' 13 [17], ''Int'' 4, ''Wis'' 11, ''Cha'' 11
''Base Atk'' +2; ''CMB'' +4 [+6]; ''CMD'' 13 [17]
''Feats'' [[Improved Bull Rush]]^^B^^, [[Power Attack]]
''Skills'' Appraise +1, Climb +7 [+9], Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
''Languages'' Terran
*''Earth Glide (Ex)''
**A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
*''Earth Mastery (Ex)''
**An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
!Small Fire Elemental - CR 1
XP 400
N Small outsider (elemental, extraplanar, fire)
''Init'' +5; ''Senses'' darkvision 60 ft.; Perception +4
!!Defense
''AC'' 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size)
''hp'' 11 [15] (2d10) [2d10+4]
''Fort'' +3 [+5], ''Ref'' +4, ''Will'' +0
''Immune'' elemental traits, fire
''Weaknesses'' vulnerability to cold
!!Offense
''Speed'' 50 ft.
''Melee'' slam +4 [+5] (1d4 plus burn) [1d4+3 plus burn]
''Special Attacks'' burn (1d4, DC 11) [1d4, DC 13]
!!Statistics
''Str'' 10 [14], ''Dex'' 13, ''Con'' 10 [14], ''Int'' 4, ''Wis'' 11, ''Cha'' 11
''Base Atk'' +2; ''CMB'' +1 [+3]; ''CMD'' 13 [15]
''Feats'' [[Dodge]], [[Improved Initiative]]^^B^^, [[Weapon Finesse]]^^B^^
''Skills'' Acrobatics +5, Climb +4 [+6], Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4
''Languages'' Ignan
!Small Water Elemental - CR 1
XP 400
N Small outsider (elemental, extraplanar, water)
''Init'' +0; ''Senses'' darkvision 60 ft.; Perception +4
!!Defense
''AC'' 17, touch 11, flat-footed 17 (+6 natural, +1 size)
''hp'' 13 [17] (2d10+2) [2d10+6]
''Fort'' +4 [+6], ''Ref'' +3, ''Will'' +0
''Immune'' elemental traits
!!Offense
''Speed'' 20 ft., swim 90 ft.
''Melee'' slam +5 [+7] (1d6+3) [1d6+6]
''Special Attacks'' drench, vortex (DC 13), water mastery
!!Statistics
''Str'' 14 [18], ''Dex'' 10, ''Con'' 13 [17], ''Int'' 4, ''Wis'' 11, ''Cha'' 11
''Base Atk'' +2; ''CMB'' +3 [+5]; ''CMD'' 13 [15]
''Feats'' [[Power Attack]]
''Skills'' Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14 [+16]
''Languages'' Aquan
!!Special Abilities
*''Drench (Ex)'' 
**The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
*''Vortex (Su)''
**A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.
*''Water Mastery (Ex)''
**A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.
''School'' transmutation [water]; ''Level'' cleric 2, druid 1, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (a miniature shovel)
!!EFFECT
''Range'' touch
''Target'' snow or snow-sculpted object touched, up to 5 cubic ft. + 1 cubic ft./level
''Duration'' instantaneous
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION

In frozen northern lands, where the earth may be hidden beneath heavy drifts of snow, druids have developed a variation of stone shape that other spellcasters have since learned.

You can form a mass of snow into any shape that suits your purpose, as per the spell stone shape. While it's possible to make crude objects with snow shape, most fine details aren't possible. However, a successful Craft (weapons) check allows you to create a bladed weapon from the snow. The DC of this check is equal to the DC listed with the Craft (weapons) skill. You must be the one to make the Craft check and must do so at the time of casting this spell. A failed check means that the spell is cast normally but the weapon created is malformed and useless. This spell can only be used to craft weapons and not more precise tools or elaborate armors.

Once you create the item with this spell, it solidifies into super-hard ice, gaining a hardness of 5 and 10 hit points per inch of thickness. This weapon takes double damage from fire. Anyone using an ice weapon takes a –2 penalty on attacks due to the slippery, unwieldy nature of the weapon, but the weapon deals 1 point of cold damage in addition to its normal damage. A weapon created by this spell lasts for 24 hours before melting into uselessness.

Source: Humans of Golarion
''School'' conjuration (creation) [cold, water]; ''Level'' druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' one ball of ice and snow
''Duration'' instantaneous
''Saving Throw'' Fortitude partial (see text); ''Spell Resistance'' no
!!DESCRIPTION

You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round.
''School'' transmutation [earth]; ''Level'' druid 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Area'' 10-ft. square/level; see text
''Duration'' instantaneous
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION

When this spell is cast, all natural, undressed earth or stone in the spell's area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.

A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can't run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can't run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.

While this spell does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls (treat as a cave-in with no bury zone, see Environment).

A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.
''School'' conjuration (creation); ''Level'' magus 4, sorcerer/wizard 4, witch 4
!!CASTING
''Components'' V, S, M (powdered peas and an animal hoof)
!!EFFECT
''Duration'' 1 min./level
''Spell Resistance'' no
!!DESCRIPTION
This spell functions like //fog cloud//, but in addition to obscuring sight, the //solid fog// is so thick that it impedes movement. Creatures moving through a //solid fog// move at half their normal speed and take a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into //solid fog// is slowed so that each 10 feet of vapor that it passes through reduces the falling damage by 1d6. A creature cannot take a 5-foot-step while in //solid fog//. //Solid fog//, and effects that work like //solid fog//, do not stack with each other in terms of slowed movement and attack penalties.

Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

//Solid fog// can be made permanent with a //permanency// spell. A //permanent solid fog// dispersed by wind reforms in 10 minutes.
* Conjuration (creation)
* ''Level'' bard 1
* ''Casting Time'' 1 standard action
* ''Components'' V
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Effect'' one solidified musical note
* ''Duration'' concentration + 1 round/level
* ''Saving Throw'' none 
* ''Spell Resistance'' no

You give temporary physical form to a single musical note and can hang it, suspended, wherever you wish within range, allowing you to use it as hook, pulley, door blocker, or anything else your imagination desires. The exact appearance of the solid note depends on your melody. You can make it spiked or smooth, simple or convoluted, and with any color pattern you wish, however, it always has a size approximately equal to that of your outstretched hand. Once created, the solid note resists all attempts to move it but instantly disappears if enough force or weight is brought to bear against it. The note has an effective Strength equal to 10 + your caster level. It cannot hold more weight than the equivalent of a heavy load for its Strength without disappearing. Any creature that wins an opposed Strength check against the note (by pushing open a door which the note is holding shut for example) also causes it to disappear. The note can never deal actual harm to a creature and disappears if successfully attacked (AC 10 + your Charisma modifier) or overcome with a combat maneuver such as bull rush (CMD 2 + your base attack bonus + your Charisma modifier). Any creature obstructed by the solid note simply fails to budge it and loses that action for the round.
The power flowing through your veins also flows through your unarmed strike.

''Prerequisite:'' Sorcerer bloodline class feature, Improved Unarmed Strike.

''Benefit:'' When you gain this feat, you choose one bloodline power that you can use to affect a single opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can spend a swift action to deliver the effects of the chosen bloodline power to that opponent. Doing so provokes no attacks of opportunity.

Source: Ultimate Combat
''Advanced Class Guide:'' shaman, speaker of the past, spiritual guardain
''Advanced Class Origins:'' shadow shaman, expanded spell list
''Advanced Race Guide:'' mystic past life, samsaran
''Pathfinder Adventure Path #27:''  dream journal of the pallid seer
''Pathfinder Society Field Guide:'' pathfinder's kit
''Ultimate Campaign:'' child of the temple
''Ultimate Magic:'' ancestor and time oracle mysteries (for speaker of the past)
NOTE: This by no means definitive - mostly created to see what this character could do at high levels/to figure out what spells to poach with mystic past life.

# Spirit - Heavens; Feat - Toughness; Spirit Ability - Stardust
# Hex - Heaven's Leap; Retrain Shards of the Past into Mystic Past Life
# Feat - Spiritual Guardian
# Hex - Lure of the Heavens; Revelation - Erase from Time
# Feat - Extra Hex (Healing)
# Revelation - Wisdom of the Ancestors
# Feat - Extra Revelation - Time Hop
# Hex - Aura of Purity
# Feat - Quicken Spell?
# Hex - Tongues; Greater Spirit Ability - Void Adaptation
# Feat - Divine Interference

Possible Paladin Spells (choose 5)
*Bestow Grace (Paladin 2) - Grant bonus to saves equal to Cha modifier
*Paladin's Sacrifice (Paladin 2) - Take the effects of a hit attack or a failed save from an ally
*Litany of Escape (Paladin 3) - Target teleports out of grapple as a swift
*Litany of Sight (Paladin 3) - See invisible creatures for a round as a swift
*King's Castle (Paladin 4) - Switch places with an ally in close range
|!Skill              |!Ability|!Ranks|!Class Skill|!Other  |!Total|
|Diplomacy           | 3      | 7    | 3          |        | +13  |
|Heal                | 5      | 1    | 3          |        | +9   |
|Knowledge (history) | 2      | 1    | 3          |        | +6   |
|Knowledge (local)   | 2      | 1    | 3          |        | +6   |
|Knowledge (nature)  | 2      | 1    | 3          |        | +6   |
|Knowledge (nobility)| 2      | 7    | 3          |+1 trait| +13  |
|Knowledge (planes)  | 2      | 1    | 3          |        | +6   |
|Knowledge (religion)| 2      | 1    | 3          |+1 trait| +7   |
|Perception          | 5      | 7    | 3          |        | +15  |
|Spellcraft          | 2      | 7    | 3          |        | +12  |
|Survival            | 5      | 1    | 3          |        | +9   |
|Use Magic Device    | 3      | 7    | 3          |        | +13  |
''0-Level Shaman Spells:'' [[Arcane Mark]], [[Bleed]], [[Create Water]], [[Dancing Lights]], [[Daze]], [[Detect Magic]], [[Detect Poison]], [[Guidance]], [[Know Direction]], [[Light]], [[Mending]], [[Purify Food and Drink]], [[Read Magic]], [[Resistance]], [[Stabilize]], [[Touch of Fatigue]], [[Virtue]].

''1st-Level Shaman Spells:'' [[Bane]], [[Blend]], [[Bless]], [[Burning Hands]], [[Calm Animals]], [[Cause Fear]], [[Charm Animal]], [[Charm Person]], [[Chill Touch]], [[Comprehend Languages]], [[Cure Light Wounds]], [[Dancing Lantern]], [[Detect Animals or Plants]], [[Detect Chaos/Evil/Good/Law|Detect Evil]], [[Detect Undead]], [[Discern Next of Kin]], [[Doom]], [[Endure Elements]], [[Entangle]], [[Frostbite]], [[Gentle Breeze]], [[Goodberry]], [[Heightened Awareness]], [[Hex Vulnerability]], [[Hex Ward]], [[Hide from Animals]], [[Hydraulic Push]], [[Inflict Light Wounds]], [[Magic Stone]], [[Magic Weapon]], [[Memory Lapse]]^^~SotP^^, [[Monkey Fish]], [[Obscuring Mist]], [[Pass Without Trace]], [[Produce Flame]], [[Protection from Chaos/Evil/Good/Law|Protection from Evil]], [[Remove Fear]], [[Sense Spirit Magic]], [[Silent Image]]^^SS^^, [[Sleep]], [[Stone Shield]], [[Thorn Javelin]], [[Unseen Servant]]^^~SotP^^, [[Wave Shield]].

2nd-Level Shaman Spells: [[Aid]], [[Alter Self]], [[Animal Messenger]], [[Animal Purpose Training]], [[Animate Dead (Lesser)]], [[Augury]], [[Barkskin]], [[Bear's Endurance]], [[Beastspeak]], [[Bestow Grace]]^^MPL^^, [[Blur]]^^SS^^, [[Bull's Strength]], [[Buoyancy]], [[Burning Gaze]], [[Calm Emotions]], [[Commune with Birds]], [[Cure Moderate Wounds]], [[Darkness]], [[Delay Poison]], [[Eagle Eye]], [[Eagle's Splendor]], [[Enthrall]], [[False Life]], [[Flame Blade]], [[Focused Scrutiny]], [[Fog Cloud]], [[Gentle Repose]], [[Ghostbane Dirge]], [[Glide]], [[Guiding Star]], [[Hold Person]], [[Imbue with Elemental Might]], [[Inflict Moderate Wounds]], [[Levitate]], [[Life Pact]], [[Paladin's Sacrifice]]^^MPL^^, [[Owl's Wisdom]], [[Remove Paralysis]], [[Resist Energy]], [[Restoration (Lesser)|Lesser Restoration]], [[Scare]], [[Shield Companion]], [[Sickening Entanglement]], [[Spiritual Weapon]], [[Summon Swarm]], [[Tree Shape]], [[Warp Wood]], [[Web Shelter]], [[Wood Shape]].

3rd-Level Shaman Spells: [[Anchored Step]], [[Animate Dead]], [[Aura Sight]], [[Bestow Curse]], [[Blindness/Deafness]], [[Call Lightning]], [[Clairvoyance/Clairaudience]], [[Create Food and Water]], [[Cure Serious Wounds]], [[Daylight]], [[Deep Slumber]], [[Deeper Darkness]], [[Dispel Magic]], [[Dominate Animal]], [[Fins to Feet]], [[Fly]], [[Font of Spirit Magic]], [[Heroism]]^^~SotP^^, [[Hex Glyph]], [[Inflict Serious Wounds]], [[Litany of Escape]]^^MPL^^, [[Litany of Sight]]^^MPL^^, [[Magic Circle against Chaos/Evil/Good/Law|Magic Circle Against Evil]], [[Magic Vestment]], [[Mantle of Calm]], [[Mindlocked Messenger]], [[Nauseating Trail]], [[Pierce Disguise]], [[Polymorph Familiar]], [[Protection from Energy]], [[Remove Blindness/Deafness]], [[Remove Curse]], [[Sands of Time]]^^~SotP^^, [[Sleet Storm]], [[Speak with Dead]], [[Speak with Haunt]], [[Stench of Prey]], [[Stinking Cloud]], [[Stone Shape]], [[Stricken Heart]], [[Thorny Entanglement]], [[Ward of the Season]], [[Water Breathing]], [[Water Walk]], [[Wind Wall]].

4th-Level Shaman Spells: Adjustable polymorph, air geyser, anti-incorporeal shell, ball lightning, command plants, control water, cure critical wounds, curse of burning sleep, detect scrying, dismissal, divination, divine power, earth glide, false life (greater), familiar melding, fear, giant vermin, ice storm, imbue with spell ability, inflict critical wounds, magic weapon (greater), neutralize poison, persistent vigor, planar ally (lesser), poison, rain of frogs, reincarnate, repel vermin, restoration, ride the waves, sands of time, scrying, sending, slowing mud, solid fog, spike stones, spiritual ally^^~SotP^^, spit venom, threefold aspect^^~SotP^^, thorn body, tongues, wandering star motes.

5th-Level Shaman Spells: Animal growth, baleful polymorph, blight, break enchantment, breath of life, call lightning storm, commune, commune with nature, control winds, cure light wounds (mass), curse (major), dispel chaos/evil/good/law, dominate person, feast on fear, flame strike, ghostbane dirge (mass), grove of respite, hex glyph (greater), hold monster^^~SotP^^, inflict light wounds (mass), insect plague, overland flight, rest eternal, stoneskin, telekinesis^^~SotP^^, true seeing, wall of fire, wall of thorns.

6th-Level Shaman Spells: Antilife shell, awaken, banishment, bear's endurance (mass), bull's strength (mass), cone of cold, contingency^^~SotP^^, create undead, cure moderate wounds (mass), dispel magic (greater), eagle's splendor (mass), find the path, fire seeds, flesh to stone, heroism (greater)^^~SotP^^, inflict moderate wounds (mass), owl's wisdom (mass), planar ally, raise dead, slay living, snake staff, stone to flesh, wall of stone.

7th-Level Shaman Spells: Animate plants, cloak of dreams, control weather, creeping doom, cure serious wounds (mass), disintegrate^^~SotP^^, ethereal jaunt^^~SotP^^, fairy ring retreat, harm, heal, ice body, inflict serious wounds (mass), liveoak, plane shift, regenerate, restoration (greater), scrying (greater), stone tell, sunbeam, transport via plants, vision, vortex, wind walk.

8th-Level Shaman Spells: Animal shapes, blood mist, circle of clarity, create greater undead, cure critical wounds (mass), destruction, discern location, earthquake, fire storm, horrid wilting, inflict critical wounds (mass), irresistible dance, planar ally (greater), resurrection, stormbolts, sunburst, temporal stasis^^~SotP^^, vision^^~SotP^^, whirlwind.

9th-Level Shaman Spells: Astral projection^^~SotP^^, elemental swarm, energy drain, etherealness, foresight, heal (mass), polar midnight, shambler, shapechange, soul bind, storm of vengeance, time stop^^~SotP^^, tsunami, wail of the banshee, winds of vengeance.

^^MPL^^ = Mystic Past Life
^^SS^^ = Shadow Shaman
^^~SotP^^ = Speaker of the Past
!Sorry, I'm Not Good With Names' Stat Block
Female Samsaran Shaman 7
NG Medium humanoid (samsaran)
''Init'' -2; ''Senses'' Perception +15, low-light vision

!Defenses
''AC'' 8, touch 8, flat-footed 8 (-2 Dex)
''hp'' 66 (7d8+28)
''Fort'' +5, ''Ref'' +1, ''Will'' +11
''Defensive Abilities'' lifebound

!Offense
''Speed'' 30 ft., time hop (70 ft./day)
''Samsaran ~Spell-Like Ability'' (CL 7, concentration +10):
* 1/day - [[Comprehend Languages]], [[Deathwatch]], [[Stabilize]]
''Shaman ~Spell-Like Ability'' (CL 7, concentration +10):
* 6/day - Stardust //(-2, 3 rounds)//
''Spells'' (CL 7, concentration +12):
*4th level - X, X, [[Rainbow Pattern]]
*3rd level - X, X, X, [[Daylight]]
*2nd level - X, X, X, X, [[Hypnotic Pattern]]
*1st level - X, X, X, X, X, [[Color Spray]]
*0th level (at-will) - X, X, X, X
*''Spirit'' heavens
[[Sorry's Spell List]]

!Statistics
''Str'' 7, ''Dex'' 7, ''Con'' 14, ''Int'' 15, ''Wis'' 21, ''Cha'' 16
''Base Atk'' +5; ''CMB'' +3; ''CMD'' 11
''Feats'' [[Extra Hex (Lure of the Heavens)|Extra Hex]], [[Extra Revelation (Time Hop)|Extra Revelation]], [[Spiritual Guardian]], [[Toughness]]
''Traits'' [[Child of the Temple]], [[Shadow Shaman]]
[[Skills|Sorry's Skills]] Diplomacy +13, Heal +9, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +13, Knowledge (planes) +6, Knowledge (religion) +7, Perception +15, Spellcraft +12, Survival +9, Use Magic Device +13
''Languages'' Common, Samsaran, Shoanti, Vudrani
''SQ'' mysteries of the past, spirit, spirit magic
''Combat Gear'' acid flask x4, //scroll of cure light wounds//, //scroll of entangle//, //scroll of magic weapon//, //scroll of monkey fish//, //scroll of obscuring mist//, //scroll of protection from evil// x2, //scroll of remove fear// x2, //wand of bless//, //wand of cure light wounds//, //wand of cure moderate wounds// (10 charges), //wand of magic missile// (CL 5, 8 charges)
''Other Gear'' //[[belt of mighty constitution +2|belt of mighty constitution]]//, //[[cloak of resistance +1|cloak of resistance]]//, //[[dream journal of the pallid seer]]// (read), explorer's gear, //[[headband of inspired wisdom +2|headband of inspired wisdom]]//, [[pathfinder's kit]], //[[pearl of power II|pearl of power]]//

!Special Abilities
*''Hex''
**//Healing (Su)//
***A shaman soothes the wounds of those she touches. This acts as [[Cure Light Wounds]], using the shaman’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this acts as [[Cure Moderate Wounds]].
**//Heaven’s Leap (Su)//
***The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to [[Jester's Jaunt]]^^APG^^. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.
**//Lure of the Heavens (Su)//
***The shaman’s connection to the skies above is so strong that her feet barely touch the ground. At 1st level, she no longer leaves tracks. At 5th level, she can hover up to 6 inches above the ground or liquid surfaces. At 10th level, the shaman gains the ability to fly (as the spell) for a number of minutes per day equal to her shaman level—the duration does not need to be consecutive, but it must be used in 1-minute increments.
*''Lifebound (Ex)''
**Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
*''Mysteries of the Past''
**A speaker for the past gains Linguistics, Knowledge (history), Knowledge (local), Perception, and Use Magic Device as class skills. She also adds the spells from the ancestor and time oracle mysteries to her class spell list (as the cleric level for those spells).
**This ability replaces the shaman's familiar. The speaker for the past must choose a time when she must spend 1 hour each day in quiet contemplation to regain her daily allotment of spells, but does not need to commune with a familiar during this time. Because she has no familiar, she does not gain a spirit familiar feature from any spirit she bonds with.
*''Mystic Past Life (Su)''
**You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.
*''Revelations of the Past''
**At 4th, 6th, 12th, 14th, and 20th levels, the speaker for the past can select a revelation from the ancestor or time mysteries. She uses her shaman level as her oracle level for these revelations, and uses her Wisdom modifier in place of her Charisma modifier for the purposes of the revelation. This ability replaces wandering spirit and wandering hex.
**''Erase from Time (Su)''
***As a melee touch attack, you can temporarily remove a creature from time altogether. The target creature must make a Fortitude save or vanish completely for a number of rounds equal to 1/2 your oracle level (minimum 1 round). No magic or divinations can detect the creature during this time, as it exists outside of time and space—in effect, the creature ceases to exist for the duration of this ability. At the end of the duration, the creature reappears unharmed in the space it last occupied (or the nearest possible space, if the original space is now occupied). You can use this ability once per day, plus one additional time per day at 11th level.
**''Time Hop (Su)''
***As a move action, you can teleport up to 10 feet per oracle level that you possess per day. This teleportation must be used in 5-foot increments. This movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. You must be at least 7th level to select this revelation.
**''Wisdom of the Ancestors (Su)''
***Once per day, you can enter a trance in which you commune with the spirits of your ancestors. This trance lasts for 10 minutes, which must be uninterrupted and during which you can take no other actions. When you come out of this trance, you have gained mystical insight into the future. At 1st level, this insight acts as an augury spell with 80% effectiveness. At 5th level, the insight takes the form of a divination with 90% effectiveness. At 8th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components.
*''Spirit (Su)''
**A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features.
**At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.
**At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.
**If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.
*''Spirit Magic''
**A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).
*''Stardust (Sp)''
**As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman's level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

!Faction Card
*Season 6 Sovereign Court
**Rewards - 7 goals
***''CONFIDANTE'' (2+ goals): Twice per adventure, you can call upon your contacts, either allowing you to attempt a Knowledge check as though you had a number of ranks in that skill equal to your number of ranks in Diplomacy or gain you a +2 bonus on the check. Calling in a favor takes 1 minute, and when not in an urban environment requires two uses of this ability.
***''CONSPIRATOR'' (4+ goals): Your contact can now perform any of the following services when called: pay any Prestige Point costs associated with getting you out of jail, recover your body and equipment for free if you died in an urban setting, or purchase and deliver to you any item worth up to 10 gp per faction goal you have accomplished (returned at the end of the adventure).
***''SPYMASTER'' (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a +4 competence bonus on checks using that skill and halve their armor check penalty when using the skill.
**Goals
***--(3/3) - Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).--
***--(1/1) - Recruit a servant of a named NPC aristocrat, noble, ambassador, or similar figure who is not a member of the Sovereign Court. Doing so requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 plus your character level.--
***(0/1) - Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.
***(0/1) - Sponsor another PC to join your faction. To fulfill this goal that PC must then join the Sovereign Court by spending only 1 Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in any combination of the following skills: Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
***--(3/3) - Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.--
***--(1/1) - Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.--
***--(1/1) - Complete a mission (by completing both the primary and secondary success conditions) tied directly to enhancing or preserving the reputation of the Pathfinder Society in the eyes of another nation or organization.--
***--(5/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.--
*Season 8 Sovereign Court
**Rewards - 1 goal
***PRACTICED DIPLOMAT (2+ goals): Circle one of the following skills: Bluff, Diplomacy, Disguise, or Knowledge (nobility). When you roll your chosen skill, you always receive a result of at least 10 plus the number of goals you have completed.
***ADVOCATE (4+ goals): When purchasing a spellcasting service, vanity, or other prestige award that costs 5 or more Prestige Points, the power of your reputation reduces the final cost by 1. If you have completed seven or more goals, you instead reduce the cost of awards that cost 4 or more Prestige Points by 1.
***SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a +4 competence bonus on checks using that skill and halve their armor check penalty when using the skill.
**Goals
***(0/3) - Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
***(0/1) - Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.
***(0/2) - Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.
***(0/2) - Resolve an encounter with a genie through diplomacy, trickery, bribery, or a similar tactic. If you convince a genie to provide you with a non-corrupted wish (as detailed in a scenario), you can check both of this goal’s boxes.
***(0/2) - Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check equal to 15 plus your character level.
***(0/1) - Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
***(0/1) - Gain access to an item on your Chronicle sheet with a value of at least three times the maximum gold you could have earned for that adventure using the standard advancement track (minimum 2,000 gp).
***(3/3 & 0/2) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.
*Season 9 Sovereign Court
**Rewards - 2 goal
***''PRACTICED DIPLOMAT'' (2+ goals): Circle one of the following skills: ''Bluff'', Diplomacy, Disguise, or Knowledge (nobility). When you attempt a check using your chosen skill, you always receive a final result of at least 10 + the number of goals you have completed.
***~WELL-CONNECTED (4+ goals): Your network of contacts is vast. Once per adventure, before rolling a skill check that involves concealing evidence of your presence, gathering intelligence, influencing members of high society, or other tasks directly relevant to the Sovereign Court’s goals, you can call upon the assistance of a contact to gain a +4 bonus on the check.
***SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a bonus on checks using that skill equal to half the goals you have completed (rounded down) and halve their armor check penalty when using the skill.
**Goals
***(2/3) - Recruit a named NPC ambassador, aristocrat, noble, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
***--(1/1) - Recover blackmail or incriminating evidence against a named NPC ambassador, aristocrat, noble, or similar figure.--
***(0/2) - Dissuade an NPC from working with an organization that directly opposes the Pathfinder Society or the Sovereign Court’s goals during an adventure by presenting the NPC with evidence that doing so is contrary to her interests. This requires a successful Bluff, Intimidate, Knowledge (local), or Sense Motive check with a DC equal to 15 + your character level.
***--(2/2) - Fulfill one of the three goals above without revealing your faction affiliation to anyone other than a present member of the faction or a prospective NPC recruit. Checking a box for this goal does not prevent you from checking a box for another goal.--
***(0/2) - Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check with a DC equal to 15 + your character level.
***(0/1) - Have a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
***(0/1) - Participate in an adventure that takes place in Taldor or that involves a prominent organization based in Taldor, such as the Lion Blades or the Ulfen Guard.
***(0/3 & 0/2) - Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

!Boons
*''Air Affinity'' x4
**Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the elemental planes.
*''Alkenstar Prototype'' (Sovereign Court Faction)
**Your contacts in Alkenstar have invited you to test an experimental firearm. You may cross this boon off your Chronicle sheet at the beginning of a scenario to gain a musket or pistol (Pathfinder RPG Ultimate Equipment 45–46) and 20 paper cartridges (Ultimate Equipment 42). You must relinquish this firearm (or whatever fragments of it remain, if destroyed) and any leftover ammunition at the end of the scenario. This firearm is modified by one of the following effects of your choice.
***//Increased Stopping Power:// The firearm deals damage as though it were one size category larger.
***//Intuitive:// You may use this weapon as though you were proficient in its use.
***//Rifling:// The range increment of this firearm increases by 50%.
*''Attuned to the Citysong''
**Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
*''Azlanti Wonders''
**While interviewing the Azlanti general Krahnaliara Lac Suhn, you learned the location of an Azlanti site that might have survived millennia or tragedy and looting. When you adventure in a ruin, archaeological site, or other structure that predates Earthfall (approximately 10,000 years ago, including more Azlanti and Thassilonian sites), you can cross this boon off your Chronicle sheet and choose two of the following: AC, attack rolls, saving throws, or skill checks. For the duration of the adventure while you are exploring the site, you gain a +1 insight bonus on the selected rolls or to your Armor Class.
*''Champion of Time''
**You survived the Society’s ill-advised jaunt through time and survived. You gain one of the following boons depending on your role in the victory. Each references traits that appear on pages 327–330 of Pathfinder RPG Advanced Player’s Guide. Record the number of the character who earns this trait below, and include a copy of this Chronicle sheet with that character.
**//Defender of Time:// You boldly stood against an unceasing horde of time-knitted duplicates afforded your companions the chance to defeat Lady Arodeth, and your bravery attracts members of the Harbingers of Fate with courage and reliability to join the Pathfinder Society. You may use this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: courageous, indomitable faith, or resilient.
*''~Death-Speaker''
**When you use a spell, spell-like ability, or supernatural ability to cast commune, contact other plane, or speak with dead, treat your caster level as being two higher for all level-variable effects of the spell. When this bonus is used, cross it off your Chronicle.
*''Demonic Scholar''
**You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.
*''Desperate Bargain''
**Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
*''Distrust of Witches''
**Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
*''Dragon Empires Expert''
**Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
*''Earth Affinity''
**Your connection to elemental earth has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the elemental planes.
*''Elemental Conquest''
**You have fought and fraternized with the guardians of Aucturn’s Tear, and although you triumphed, it is clear that this is not the last time you’ll clash with elemental forces. Choose one of the benefits below, and cross the other two off your Chronicle sheet. You may select an option only so long as you successfully completed at least one encounter in a region with that elemental affinity during this adventure.
**//Earth (1 box unchecked)//
***You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the earth subtype and against spells with the acid or earth descriptors. While adventuring on the Plane of Earth, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to gain DR 5/adamantine for 1 minute; once the boon has prevented an amount of damage equal to 5 times your character level, the effect ends.
*''Eliza's Insight''
** In recognition of your thorough work on the investigation, ~Venture-Captain Petulengro teaches you a few tricks of her own. You may cross this boon off your Chronicle sheet to roll twice and take the higher result on a skill check to notice or decipher a clue as a part of an investigation.
*''Exotic Heritage'' (Samsaran)
**You can play a samsaran.
*''Explore, Report, Cooperate''
**You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
*''Faithless''
**Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
*''Foe of All Winds''
**Striking into the depths of the Plane of Air, you’ve defeated the resurrected champion of Hshurha, the Duchess of All Winds. Word spreads of how you defied the will of a demigod, and as a result, you gain a +2 circumstance bonus on all Diplomacy and Intimidate checks made against natives of the Plane of Air.
**In addition, your time on the Plane of Air has granted you some means of control over its natural powers. Once per adventure, you can check a box that precedes this boon to cast //gust of wind// as a spell-like ability (CL 6th). If you have two or more Air Affinity boons, you can instead cast //wind wall// (CL 8th). If you have three or more Air Affinity boons, you can instead choose to cast //wind walk// (CL 10th).
*''Frozen Fortitude'' //(0/1 boxes checked)//
**Even the coldest wilderness could not fell you. Now you are prepared to endure freezing attacks or even draw strength from the snow. As a swift action, you can check the box that precedes this boon to gain cold resistance equal to 5 + your character level for 1 minute. You can activate this boon as an immediate action, but doing so grants you only cold resistance equal to your character level. Alternatively, if you have cold resistance as a result of a racial trait or class feature, you can check this box as a swift action to regain a number of hit points equal to your cold resistance; if you are immune to cold, you regain 30 hit points.
*''Fugitive from Numeria''
**You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
*''Genie Heritage''
**Your ifrit, oread, sylph, and undine characters have a stronger connection to their genie forbears. Characters only gain access to these options if they do not trade out the air, earth, fire, or water affinity racial traits. If you use the benefits of this boon on a different character than the one who receives this Chronicle sheet, include a copy of this Chronicle sheet with that character’s records.
**//Ifrit// 
***Ifrit bloodragers^^ACG^^ with the elemental (fire) bloodline and ifrit sorcerers with the efreeti^^UM^^ bloodline treat their Charisma score as 2 points higher for all sorcerer and bloodrager spells and class abilities.
**//Oread//
***Oread bloodragers^^ACG^^ with the elemental (earth) bloodline and oread sorcerers with the deep earth^^APG^^ or shaitan^^UM^^ bloodlines treat their Charisma score as 2 points higher for all sorcerer and bloodrager spells and class abilities.
**//Slyph//
***Sylph bloodragers^^ACG^^ with the elemental (air) bloodline and sylph sorcerers with the djinni^^UM^^ or stormborn^^APG^^ bloodlines treat their Charisma score as 2 points higher for all sorcerer and bloodrager spells and class abilities.
**//Undine//
***Undine bloodragers^^ACG^^ with the elemental (water) bloodline and undine sorcerers with the aquatic^^APG^^ or marid^^UM^^ bloodlines treat their Charisma score as 2 points higher for all sorcerer and bloodrager spells and class abilities.
*''~Hurricane-Tempered''
**Your battle with Grasping Storm has granted you knowledge about the flow of winds. You may cross this boon off your Chronicle sheet to treat wind effects as if they were one category weaker per Air Affinity boon you possess for one round per Air Affinity boon. This includes penalties on ranged attacks, whether the wind checks you or blows you away, and the penalty the wind imposes on Fly checks. Treat the effective starting wind strength of effects that make ranged attacks impossible but do not specify a strength, such as wind wall, as if they were windstorms.
*''Infiltrator''
**Your experiences during the heist have taught you to work together more effectively with your allies to cover your tracks. Before rolling a Stealth check, choose one other ally who is also rolling Stealth for the same circumstance. After rolling the check, you and this ally both use the higher of your two results, including all bonuses and modifiers. When you use this boon, cross it off your Chronicle sheet.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
*''Kissed by the Wind (Sovereign Court)'' //(2 boxes unchecked)//
**Zhalla bint Rathmozen is a resourceful and clever ally to the Sovereign Court, capable of sending resources into even the most remote locations. You may check a box that precedes this boon to order one of the following items that you could otherwise legally purchase: a //bottle of air//, a //ring of feather fall//, or a //scroll of air walk//, //fly//, or any spell with the air or electricity descriptor (or a potion or oil of any such spell of 3rd level or lower). The item arrives via one of her air elemental allies 1 hour later. You must pay the full price for the item in gold pieces at the time that you receive it.
*''Magical Scrivener''
**Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
*''Malika’s Aid'' //(0/2 boxes checked)//
**You rescued Malika Fenn in Bloodcove. Until she settles in another area to continue her work with the Society, she’s happy to coach you on tracking, wilderness medicine, and woodlore. You can check one of the boxes that precedes this boon before attempting a Heal, Knowledge (geography), Knowledge (nature), or Survival check to roll the check twice and take the better result. You are treated as trained for the purpose of that skill check, and if your modifier is lower than +5, treat it as +5 for the purpose of this check.
*''Martyr’s Shard 2'' //(0/1 boxes checked)//
**The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. If you are a paladin or lawful good character capable of casting divine spells, as a free action you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus that stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin’s divine bond ability), and grant it the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute. **Furthermore, you can check the box that precedes this boon to instead cast //dispel magic// as a spell-like ability using your character level as the spell’s caster level.
**Otherwise, as a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute.
**Future Martyr’s Shard boons may unlock additional benefits.
**Any character with this boon can purchase an //avenging dagger// (120,604 gp; functions as a //holy avenger// but is a dagger rather than a longsword) as though her effective Fame score were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 90,604 gp respectively. If you purchase an avenging dagger and later gain additional Martyr’s Shard boons that would reduce the price further, you gain additional gp equal to the difference between the two costs (as though you had purchased the dagger at the lower cost).
*''Master of Shadows'' 
**You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
*''Mendevian Commendation''
**You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).
*''Nidalese Apostate''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
*''Oread’s Favor''
**You have earned the respect of the oread researcher Qiarah. This boon may be used in conjunction with other boons to grant one or more of your characters access to oread-related options.
*''Practiced Artificer''
**Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.
*''Prince of Wolves''
**Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
*--''Prized Find''--
**--You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).--
*''Ragdya’s Blessing''
**Due to the respect you showed to the Vudran god Ragdya’s sacred animal, you have received that deity’s blessing. You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface.
*''Ranginori’s Debt'' //(2 boxes unchecked)//
**You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
**//Any Level:// You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
**//Levels 1–4:// You cast [[Cat’s Grace]], [[Cure Moderate Wounds]], [[Lesser Restoration]], or [[Shocking Grasp]] as a spell-like ability.
**//Levels 5–8:// Add [[Cure Serious Wounds]], [[Fly]], and [[Lightning Bolt]] to the list of spell-like abilities you can use.
**//Level 9–11:// Add call lightning storm and cure critical wounds to the list of spell-like abilities you can use.
**//Level 12+:// Add heal and whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.
*''Revolutionary Bluster''
**You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''Skillful Barterer''
**Your experience bartering in Pezzack prepares you to negotiate without coin. Once during a scenario, while in a settlement of at least 100 people, you may trade up to 300 gp worth of non-magical equipment for non-magical equipment of equivalent value. You may not receive coins, gems, or other money as a part of this trade. After you use this boon, cross if off your Chronicle sheet.
*''Temple Trained''
**Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
*''The Real Lofton's Aid''
** Lofton is a champion of those in need of legal defense, and he is more than willing to put his skills to help you, free of charge. If your character is sent to jail or otherwise imprisoned, you may cross this boon off your Chronicle sheet to negate the typical cost in Prestige Points or gold or securing release from imprisonment.
*''Timelost Chronicler''
**You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.
*''The Court Grows'' (Baron Bomande Rudyahm or Count Falroun Matsanda; Sovereign Court Faction)
**You have impressed an influential aristocrat from Alkenstar and taken an important step in recruiting him into the Sovereign Court. You have received a praise-laden letter of reference from your contact, and if you show this letter to an aristocrat native to the Inner Sea region, you gain a +2 bonus on any Diplomacy check made to influence him or her. You may also check the box included with this boon to use the letter in requisitioning a valuable tool while in Alkenstar; acquire any one item worth 150 gp or less (400 gp or less if you earned this boon in Subtier 4–5) for free. The item is a gift and has no resale value. The letter of reference provides no further benefits once you have checked the box, but the boon may grant other benefits in future adventures.
*''Triumph Over Scales''
**You have braved the Realm of the Mammoth Lords, not only defeating a tribe of kobolds but also slaying their white dragon overlords. You can spend 2 Prestige Points to learn Draconic as a bonus language. In addition, you can check the box that precedes this boon when you threaten a critical hit against a dragon or humanoid with the reptilian subtype to gain a +10 insight bonus on the attack roll to confirm the critical hit. Alternatively, you can check the box when a dragon or humanoid with the reptilian subtype would confirm a critical hit against you in order to gain the benefits of the heavy fortification armor special ability against that attack.
*''True Magic of the Shadowcaster''
**The purest expression of ~Zon-Kuthon’s power blends faith with mastery of the arcane. As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.
*''Uneasy Alliance''
**You have accepted Ashasar’s offer of alliance with the Concordance. This boon may play a role in future adventures.
*''Ungrounded Veteran'' //(3 boxes unchecked)//
**While your time in the Ungrounded was not easy, you rose to face the challenges that Captain Othis threw in your way. You may check a box before this boon to call upon the skills you reinforced through your training, granting you a +2 circumstance bonus on one of the following skill checks: an Acrobatics check to balance on a narrow or slippery surface, any Climb check, a Knowledge (planes) check to identify creatures or their weaknesses, or any Profession (soldier) check. If you are not trained in the skill, you may instead check a box to treat yourself as if you were trained in the skill. You must choose to apply this bonus before rolling. When you check the last box, cross this boon off your Chronicle sheet.
*''Urban Tenacity''
**Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.
*''Wary of Space'' //(0/2 boxes checked)//
**Your brush with the Dark Tapestry has made you paranoid. You can check a box that precedes this boon to add a +2 bonus on a saving throw against an any effect created by an aberration or a creature from the Dark Tapestry. You can add this bonus after rolling but before learning the result.
*''Wish Exposure (Sovereign Court)''
**The Sovereign Court is setting plans in motion to call upon the wishcraft of their genie allies. The first of these //wishes// has already impacted your life in subtle ways. If you gain the benefits of a //wish// spell again, it provides greater benefits that it normally would. Cross this boon off your Chronicle sheet when you would benefit from a //wish// whose details appear in an adventure (e.g., increasing the amount of gold you earn on a Chronicle sheet). When you do so, increase the benefits earned by 50%.

[[Additional Resources Needed|Sorry's Additional Resources]]
[[Sorry's Level Outline]]
''School'' evocation [fire]; ''level'' bard 0, cleric/oracle 0, druid 0, sorcerer/wizard 0, witch 0
!!CASTING
''Casting Time'' 1 standard action
''Components'' V or S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one fine object
''Duration'' instantaneous
''Saving Throw'' Fortitude negates (object); ''Spell Resistance'' yes (object)
!!DESCRIPTION
You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
Choose a school of magic. Any spells you cast of that school are more difficult to resist.

''Benefit:'' Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

''Special:'' You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Your spells break through spell resistance more easily than most.

''Benefit:'' You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
''Prerequisites:'' Spellcraft 15 ranks, at least three metamagic feats.

''Benefit:'' Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.

Source: APG
''Prerequisites:'' Int 13, [[Spell Focus]].

''Benefit:'' Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.

Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.

''Special:'' You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.

Source: Ultimate Magic
//Your mystical connection with your spellcasting master attunes you to helpful magical effects.//

''Prerequisites:'' Animal companion or familiar, share spells ability.

''Benefit:'' Whenever your master targets you with a spell with a target of “you,” the spell's duration is doubled as if modified by the Extend Spell metamagic feat. This does not affect spells with a duration of concentration, instantaneous, or permanent, or spells already modified by Extend Spell.

Clarification: http://paizo.com/threads/rzs2pjpo?Spell-Sponge-feat-and-allowed-spells#8

Source: Animal Archive
''School'' abjuration; ''Level'' sorcerer/wizard 7, summoner 5, unchained summoner 6
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (a small silver mirror worth 100 gp - see errata below)
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' until expended or 10 min./level
!!DESCRIPTION
Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells. From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.

When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. Subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For non-damaging spells, each of you has a proportional chance to be the one who is affected. If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created. Roll randomly to determine the result.

|!d%	|!Effect|
|01-70	|Spell drains away without effect.|
|71-80	|Spell affects both of you equally at full effect.|
|81-97	|Both turning effects are rendered nonfunctional for 1d4 minutes.|
|98-100	|Both of you go through a rift into another plane.|
You can strike at enemy spellcasters who fail to cast defensively when you threaten them.

''Prerequisites:'' Disruptive, 10th-level fighter.

''Benefit:'' Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.

''Normal:'' Enemies that fail to cast spells defensively do not provoke attacks of opportunity.
Prerequisites: Cha 13, bardic performance class ability, able to cast 1st-level spells.

Benefit: You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell's casting time.

Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.

Source: Ultimate Magic
''School'' transmutation; ''Level'' alchemist 2, druid 2, magus 2, red mantis assassin 2, sorcerer/wizard 2, summoner 2
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S, M (a live spider)
!!Effect
''Range'' touch
''Target'' creature touched
''Duration'' 10 min./level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!Description
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
!Spider Swarm	CR 1
N Diminutive vermin (swarm)
''Init'' +3; ''Senses'' darkvision 60 ft., tremorsense 30 ft.; Perception +4
!!DEFENSE
''AC'' 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
''hp'' 9 (2d8)
''Fort'' +3, ''Ref'' +3, ''Will'' +0
''Defensive Abilities'' swarm traits; ''Immune'' mind-affecting effects, weapon damage
''Weaknesses'' swarm traits
!!OFFENSE
''Speed'' 20 ft., climb 20 ft.
''Melee'' swarm (1d6 plus poison and distraction)
''Space'' 10 ft.; ''Reach'' 0 ft.
''Special Attacks'' distraction (DC 11)
!!STATISTICS
''Str'' 1, ''Dex'' 17, ''Con'' 10, ''Int'' —, ''Wis'' 10, ''Cha'' 2
''Base Atk'' +1; ''CMB'' —; ''CMD'' —
''Skills'' Climb +11, Perception +4; ''Racial Modifiers'' +4 Perception; uses Dexterity for Climb checks
!!SPECIAL ABILITIES
*''Poison (Ex)''
**Swarm—injury; //save// Fort DC 11; //frequency// 1/round for 2 rounds; //effect// 1d2 Str; //cure// 1 save. The save DC is Constitution-based.
''School'' conjuration (creation); ''Level'' arcanist 3, sorcerer/wizard 3, summoner 3, summoner (unchained) 3
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S, F (miniature shovel costing 10 gp)
!!Effect
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
''Duration'' 1 round + 1 round/level
''Saving Throw'' Reflex negates; Spell Resistance no
!!Description
This spell functions as [[Create Pit]], except that the pit is lined with wickedly sharp spikes along its bottom and walls and has a maximum depth of 50 feet. Creatures who fall into the pit take falling damage as normal, plus 2d6 points of piercing damage from the spikes. Any creature or object coming into contact with the spikes along the walls, such as a creature trying to climb out, or rope or other typical aids to climbing, takes 1d6 points of piercing damage each round they are in contact with the walls. For those willing to accept the damage incurred while climbing, the pit’s walls have a Climb DC of 20.

Source: Advanced Player's Guide
Your mounted charge attacks deal a tremendous amount of damage.
''Prerequisites:'' Ride 1 rank, Mounted Combat, ~Ride-By Attack.
''Benefit:'' When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
''Prerequisite(s):'' Ability to cast spiritual weapon or spiritual ally, spirit magic class feature.

''Benefit:'' Whenever you cast spiritual weapon, spiritual ally, or a similar spell that grants you a spiritual guardian, that guardian uses your shaman level instead of your base attack bonus to determine its base attack bonus, potentially granting it multiple attacks. Additionally, it gains a +2 bonus on caster level checks to overcome spell resistance as well as on damage rolls.

''Source:'' Advanced Class Guide
''School'' evocation [force]; ''Level'' cleric 2
''Casting Time'' 1 standard action
''Components'' V, S, DF
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' magic weapon of force
''Duration'' 1 round/level (D)
''Saving Throw'' none; ''Spell Resistance'' yes

A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.

Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action.

A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object).

If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.

The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows: chaos (battleaxe), evil (light flail), good (warhammer), law (longsword).
''School'' abjuration; ''Level'' witch 4
!!CASTING
''Casting Time'' 1 round
''Components'' V, S, M (rare inks worth 250 gp)
!!EFFECT
''Range'' personal
''Targets'' you
''Duration'' 1 hour/level (D) or until discharged
!!DESCRIPTION
Choose a single touch range spell of 4th level or lower with a casting time of 1 standard action or less. As part of the action of casting spite, you cast the associated spell and bind it into a defensive ward in the form of a tattoo, birthmark, or wart somewhere upon your body. The next time you are hit by a melee attack or a combat maneuver is used successfully against you, the stored spell is triggered against your foe. You do not need to succeed on a touch attack to affect the target, but in all other respects the spell is treated as though you had cast it normally. If the attacking creature is not a valid target for the spell, the stored spell is lost with no effect.

You can have only one spite spell in effect at a time; if you cast this spell a second time, the previous spell effect ends.

Source: APG
''Prerequisites:'' Witch level 10th.

''Benefit:'' When you use one of your hexes (not a major hex or a grand hex) that targets a single creature, you can choose another creature within 30 feet of the first target to also be targeted by the hex.

Source: Ultimate Magic
You can deftly move up to a foe, strike, and withdraw before he can react.

''Prerequisites:'' Dex 13, Dodge, Mobility, base attack bonus +4.

''Benefit:'' As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

''Normal:'' You cannot move before and after an attack.
!!Sprite 	CR 1/3
CN Diminutive fey
''Init'' +3; ''Senses'' //detect evil//, //detect good//, low-light vision; Perception +6
!!DEFENSE
''AC'' 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
''hp'' 3 [5] (1d6) [1d6+2]
''Fort'' +0 [+2], ''Ref'' +5, ''Will'' +2
''DR'' 2/cold iron
!!OFFENSE
''Speed'' 15 ft., fly 60 ft. (perfect)
''Melee'' shortsword +0 (1d2-4/19-20)
''Ranged'' shortbow +7 (1d2-4)
''Space'' 1 ft.; ''Reach'' 0 ft.
''~Spell-Like Abilities'' (CL 5th; concentration +5)
''Constant''—[[Detect Evil]], [[Detect Good]]
''At will''—[[Dancing Lights]], [[Daze]] (DC 10)
''1/day''—[[Color Spray]] (DC 11)
!!STATISTICS
''Str'' 3 [7], ''Dex'' 17, ''Con'' 10 [14], ''Int'' 6, ''Wis'' 11, ''Cha'' 10
''Base Atk'' +0; ''CMB'' -1; ''CMD'' 5
''Feats'' [[Alertness]]
''Skills'' Escape Artist +15, Fly +21, Perception +6, Sense Motive +2, Stealth +19
''Languages'' Common, Sylvan
''SQ'' luminous
!!SPECIAL ABILITIES
*''Luminous (Su)'' 
**A sprite naturally sheds light equal to that provided by a torch. A sprite can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if it wishes.
!Squid - CR 1
XP 400
N Medium animal (aquatic)
''Init'' +6; ''Senses'' low-light vision; Perception +7
!!Defense
''AC'' 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
''hp'' 13 [19] (3d8) [3d8+6]
''Fort'' +3 [+5], ''Ref'' +7, ''Will'' +2
''Defensive Ability'' ink cloud (5-ft. radius)
!!Offense
''Speed'' swim 60 ft., jet 240 ft.
''Melee'' bite +4 [+6] (1d3+2) [1d3+4], tentacles +2 [+4] (1d4+1 plus grab) [1d4+2 plus grab]
!!Statistics
''Str'' 15 [19], ''Dex'' 15, ''Con'' 11 [15], ''Int'' 2, ''Wis'' 12, ''Cha'' 2
''Base Atk'' +2; ''CMB'' +4 [+6] (+8 [+10] grapple); ''CMD'' 16 [18]
''Feats'' [[Improved Initiative]], [[Lightning Reflexes]], [[Multiattack]]^^B^^
''Skills'' Perception +7, Swim +10 [+12]
!!Special Abilities
*''Ink Cloud (Ex)''
**A squid can emit a 5-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.
*''Jet (Ex)''
**A squid can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.
!Ssylyth
Male lizardfolk aegis 3/soulknife 1
N Medium humanoid (reptilian)
''Init'' +2; ''Senses'' Perception +1

!Defenses
''AC'' 21, touch 13, flat-footed 19 (+6 armor, +1 deflection, +2 Dex, +2 natural)
''hp'' 47 (4d10+19)
''Fort'' +8, ''Ref'' +6, ''Will'' +7
''DR'' 2/-; ''Defensive Abilities'' evasion, invigorating suit

!Offense
''Speed'' 30 ft. (20 ft in armor); swim 30 ft.
''Melee'' mwk 2-handed mindblade +9 (3d6+10/19-20) or
bite +8 (1d4+5), 2 claws +8 (1d6+5)
''Ranged'' mwk composite longbow +7 (2d6+4/x3)
''Special Attacks'' reconfigure suit (1/day)
''~Psi-Like Abilities'' (ML 3rd):
*At will - astral repair

!Statistics
''Str'' 19, ''Dex'' 14, ''Con'' 18, ''Int'' 12, ''Wis'' 12, ''Cha'' 11
''Base Atk'' +4; ''CMB'' +9; ''CMD'' 21
''Feats'' [[Power Attack]]^^B^^, [[Psionic Talent]]^^B^^, [[Psionic Weapon]], [[Student of the Astral Suit]]
''Skills'' Acrobatics +9, Climb +7, Profession (soldier) +8, Spellcraft +8, Swim +15; ''Racial Modifiers'' +4 Acrobatics (ACP -4)
''Languages'' Common, Draconic
''SQ'' craftsman (traps +1), form astral suit, form mind blade, shape mind blade, throw mind blade
''Combat Gear'' 5 alchemist fire, //potion of [[cure light wounds|Cure Light Wounds]]//, //wand of [[cure light wounds|Cure Light Wounds]]// (50 charges)
''Other Gear'' climber's kit, //[[cloak of resistance +1|cloak of resistance]]//, fighter's kit, grappling hook, mwk composite longbow (+4 Str) w/ 40 cold iron arrows, //+1 longsword//^^B^^, //[[ring of protection +1|ring of protection]]//
^^B^^ = bonus item that was received for free and cannot be sold

!Astral Suit
*''Type:'' Astral Armor
**When formed into astral armor, an astral suit resembles masterwork chainmail and is treated as such for all mechanical purposes. Should the aegis be wearing armor when forming his astral suit in this fashion, the astral suit encloses the armor and the aegis gains the benefits of only his astral suit and not that from his armor, even if his armor would confer better benefits. Forming an astral suit into this form takes a move action. The aegis gains the following free customizations: brawn, improved damage. At 2nd level, the aegis gains the flexible suit customization as a free customization when the astral suit is in astral armor form. At 8th level, the astral suit resembles and is treated as a masterwork breastplate for all mechanical purposes.
*''Points:'' 7
**''Brawn'' (free): The aegis gains a +2 enhancement bonus to Strength while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Strength is increased by +2.
**''Evasion'' (1 point): As long as the aegis is wearing the astral suit, if the aegis is subjected to an attack that normally allows a Reflex save for half damage, he takes no damage if he makes a successful saving throw. The aegis must be at least 2nd level before selecting this customization.
**''Flexible Suit'' (free): The aegis’s armor check penalty is reduced by 1 (to a minimum of 0). The aegis may also sleep in his astral suit without becoming fatigued, if he was not already able to do so (such as if in astral skin form).
**''Hardy'' (2 points): The aegis gains a +2 enhancement bonus to Constitution while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Constitution is increased by +2.
**''Improved Damage'' (free): The aegis’s melee attacks deal additional damage. If wielding a two-handed weapon, the aegis deals 3 additional points of damage on a successful hit. If wielding a one-handed weapon, the aegis deals 2 additional points of damage on a successful hit. If wielding a light weapon, the aegis deals 1 additional point of damage on a successful hit. If dual-wielding, each weapon is affected separately.
**''Powerful Build'' (2 points): The aegis gains the powerful build trait while wearing his astral suit. Whenever the aegis is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the aegis is treated as one size larger if doing so is advantageous to him. The aegis is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. The aegis can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
**''Psionic Attacks'' (1 point): The aegis’s astral suit encompasses his melee attacks. All of the aegis’s melee attacks are treated as if they were magic for the purpose of overcoming damage reduction. In addition, any melee weapons wielded by the aegis are treated as masterwork if they are not already.

!Special Abilities
*''Astral Repair (Ps)''
**An aegis is capable of repairing mundane items, restoring 2 hit points of damage to the touched item as a standard action usable at will. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
*''Craftsman''
**Beginning at 2nd level, an aegis gains a +1 bonus to any one Craft skill of his choice. At 6th level and every four levels thereafter, this bonus increases by 1.
*''Damage Reduction''
**Starting at 2nd level, when an aegis is wearing his astral suit, he gains damage reduction 2/-, regardless of what type of astral suit he is wearing. At 5th level and every three levels thereafter, this damage reduction improves by 1.
*''Form Astral Suit (Su)''
**Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit— skin, armor, or juggernaut. An aegis is always considered to be proficient with his astral suit, even if he does not have the appropriate armor proficiency. The amount of time forming this astral suit takes depends on the type of suit being formed. Different astral suit forms grant different free customizations. These free customizations never count against the aegis's total number of customization points spent on his astral suit.
**The aegis chooses the appearance of his astral suit, although its shape must reflect the selections the aegis has chosen: astral skin would cover the aegis like a psychoactive skin, astral juggernaut would appear to cover the aegis like plate armor, etc.
**An astral suit can be dismissed as a free action.
**An astral suit does not function in areas where psionics do not work, such as a null psionics field. Dismiss ectoplasm can be used against an astral suit; treat the manifester level as the aegis's class level, although the aegis can simply form his astral suit again on his next turn.
*''Form Mind Blade (Su)''
**As a move action, a soulknife can form a semi-solid weapon composed of psychic energy distilled from her own mind.
**A soulknife must choose the form of her mind blade at 1st level. She can either form it into a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, her mind blade stays in this form every time the soulknife forms her mind blade. The light weapon deals 1d6 points of damage, the one-handed weapon deals 1d8 points of damage, and the two-handed weapon deals 2d6 points of damage. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, the mind blade has a critical range of 19-20/x2. A soulknife with powerful build or any similar ability forms an appropriately-sized mind blade dealing the size-appropriate amount of damage.
**If the soulknife’s chosen form is a light weapon, she may choose to form two light weapons when forming her mind blade if she so chooses, but she suffers the standard penalties for two-weapon fighting.
**Regardless of the weapon form a soulknife has chosen, her mind blade does not have a set damage type. When shaping her weapon and assigning abilities to it, the soulknife chooses whether it will deal bludgeoning, piercing, or slashing damage. The soulknife may change the damage type of an existing mind blade, or may summon a new mind blade with a different damage type, as a full-round action; otherwise, the mind blade retains the last damage type chosen every time it is summoned.
**The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon. 
**A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. She can also choose her mind blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on a mind blade. The soulknife can use feats such as Weapon Finesse that work on light weapons with her mind blade, but such feats only work on mind blades in a light weapon form.
**Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain her mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains her mind blade for a number of rounds equal to her class level before she needs to check again, although the mind blade is treated for all purposes as a non-magical, masterwork weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind blade vanishes.
**As a move action on her turn, the soulknife can attempt a new Will save to rematerialize her mind blade while she remains within the psionics-negating effect. She gains a bonus on Will saves made to maintain or form her mind blade equal to the total enhancement bonus of her mind blade (see below).
**The soulknife chooses the appearance of her mind blade, although its shape must reflect the selections the soulknife has chosen: a bludgeoning mind blade would be blunt, slashing would have an edge, etc.
*''Invigorating Suit (Su)''
**An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
*''Reconfigure''
**Starting at 3rd level, an aegis can reconfigure up to his Intelligence modifier in customization points on his astral suit once per day as a standard action. Every two levels thereafter, he can use this ability an additional time per day.
*''Shape Mind Blade''
**The soulknife’s mind blade retains the last chosen form every time it is formed until the soulknife reshapes it. If the soulknife chooses to reshape her blade, it requires a full-round action to do so. She may also re-assign the type of damage dealt as part of reshaping her mind blade if she so chooses.
**A soulknife can reassign the ability or abilities she has added to her mind blade; see below. To do so, she must first spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the soulknife does not require sleep. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.
*''Throw Mind Blade''
**All soulknives have some knowledge of how to throw their mind blades, though the range increment varies by form and the largest of blade forms cannot be thrown. Light weapon mind blades have a range increment of 20 ft. One-handed weapon mind blades have a range increment of 15 ft. Two-handed weapon mind blades cannot be thrown without the ~Two-Handed Throw blade skill. Whether or not the attack hits, a thrown mind blade then dissipates.

!Favor Tracker
*The Dominion
**Negative (#2) General Zulli-abin Zuralish - 93-~LC-05 Black Glass Valley Raid
**Positive (#2) Freed the Slaves - 93-~LC-05 Black Glass Valley Raid
*House Faremhi
*House Ougozar
*House Tioten
**Positive (#3) Lady Hellebora - ~ToS1-02 The Jet Virgin
*The ~ArchDespot
**Negative (#3) Diplomat Rekar - ~ToS1-02 The Jet Virgin
**Negative (#4) Order of the Black Hand - ~ToS1-03 Wilderness of the Mind
*Imperial Rebels
**Positive (#4) Servant's Rest - ~ToS1-03 Wilderness of the Mind
*''School'' conjuration (healing)
*''Level'' cleric/oracle 0, druid 0, inquisitor 0, witch 0
*''Casting Time'' 1 standard action 
*''Components'' V,S
*''Range'' close (25 ft. + 5 ft./2 levels) 
*''Target'' one living creature
*''Duration'' instantaneous 
*''Saving Throw'' Will negates (harmless)
*''Spell Resistance'' yes (harmless)

Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

''Source:'' CR 348
[[cracked pale green prism ioun stone (saves)|ioun stone]] - 4000gp
[[bead of newt prevention]] - 1000gp
[[dream journal of the pallid seer]] - 600gp
[[pathfinder's pouch]] - 1000gp
[[dampening ring of Laurden Iket]] (PFS only) - 1000gp
components from alchemy manual (Spellcasters only) - varies (all really cheap)
oil of [[Daylight]] (if they can't cast it) - 750gp
potion of [[Fly]] (if they can't already fly) - 750gp
[[universal solvent]] - 50gp
[[blood reservoir of physical prowess]] - 2000gp
[[haunt siphon]] - 400gp (need to buy Carrion Crown book)
!Name
Gender Race Class Level
Alignment Size Type
''Init'' #; ''Senses'' Perception #, visions

!Defenses
''AC'' ##, touch ##, flat-footed ## (+# armor, +# Dex, +# misc abilities and equipment)
''hp'' ## (#d##+#)
''Fort'' +#, ''Ref'' +#, ''Will'' +#

!Offense
''Speed'' ## ft.
''Melee'' weapon +# (#d#/threat range and multiplier)
''Ranged'' weapon +# (#d#/threat range and multiplier)
''Special Attacks'' description (bonus to hit / damage)
''Space'' ## ft.; ''Reach'' ## ft.
''Spells'' (CL Caster Level):
*0-level-
*1-level-

''~Spell-Like Abilities'' (CL Caster Level):
*Constant-
*At will-
* #/day-

!Statistics
''Str'' ##, ''Dex'' ##, ''Con'' ##, ''Int'' ##, ''Wis'' ##, ''Cha'' ##
''Base Atk'' +##; ''CMB'' +##; ''CMD'' ##
''Feats'' List all
''Skills'' List all in format Name +##
''Languages'' List all
''SQ'' List all class abilities and special abilities (short)
''Combat Gear'' potions and scrolls and such;
''Other Gear'' all other gear (weapons and armor too)

!Special Abilities
''Benefit:'' You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
You imbue your fire spells with elemental water, transforming them into powerful gouts of steam.

''Prerequisites:'' Undine.

''Benefit:'' You may increase the casting time of a fire spell to a full-round action, infusing it with elemental power (spells with a casting time of 1 full-round action or longer do not have an increased casting time). The spell is treated as if it had the water descriptor. All fire effects of the altered spell instead manifest as superheated steam. The altered spell works normally underwater without requiring a caster level check. Unlike fire, the steam cannot ignite objects or set creatures on fire. As the spell still deals fire damage, fire resistance or immunity still applies to the spell's effects.

Source: Advanced Rage Guide
!Steam Mephit - CR 3
N Small outsider (fire)
''Init'' +6; ''Senses'' darkvision 60 ft.; Perception +6
!!DEFENSE
''AC'' 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
''hp'' 19 [25] (3d10+3) [3d10+9]; fast healing 2 (works only in dusty environments)
''Fort'' +2 [+4], ''Ref'' +5, ''Will'' +3
''DR'' 5/magic; ''Immune'' fire
''Weaknesses'' vulnerability to cold
!!OFFENSE
''Speed'' 30 ft.
''Melee'' 2 claws +5 [+7] (1d3+1) [1d3+3]
''Special Attacks'' breath weapon (15-foot cone, 1d4 fire and sickened, Reflex DC 13 [15] for half)
~Spell-Like Abilities (CL 6th)
*1/hour — [[Blur]]
*1/day — summon (level 2, 1 mephit of the same type 25%)
!!STATISTICS
''Str'' 13 [17], ''Dex'' 15, ''Con'' 12 [16], ''Int'' 6, ''Wis'' 11, ''Cha'' 14
''Base Atk'' +3; ''CMB'' +3 [+5]; ''CMD'' 15 [17]
''Feats'' [[Dodge]], [[Improved Initiative]]
''Skills'' Bluff +8, Fly +10, Perception +6, Stealth +12
''Languages'' Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)
!!SPECIAL ABILITIES
*''Boiling Rain (Su)''
**Once per day a steam mephit can create a rainstorm of boiling water in a 20-foot-square area. Living creatures within the area take 2d6 points of fire damage (Fortitude DC 14 half; caster level 6th). This ability is the equivalent of a 2nd-level spell.
*''Breath Weapon (Su)''
**Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
**A cone of steam that deals 1d4 fire damage. The scalding water also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect.
You can close the distance when a foe tries to move away.
''Prerequisite:'' Base attack bonus +1.
''Benefit:'' Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
''School'' conjuration (creation) [poison]; ''Level'' magus 3, sorcerer/wizard 3, witch 3
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a rotten egg or cabbage leaves)
!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' cloud spreads in 20-ft. radius, 20 ft. high
''Duration'' 1 round/level
''Saving Throw'' Fortitude negates; see text; ''Spell Resistance'' no
!DESCRIPTION
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.

Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.
!Stirge - CR 1/2
XP 200
N Tiny magical beast
''Init'' +4; ''Senses'' darkvision 60 ft., low-light vision, scent; Perception +1
!!Defense
''AC'' 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
''hp'' 5 [7] (1d10) [1d10+2]
''Fort'' +2 [+4], ''Ref'' +6, ''Will'' +1
!!Offense
''Speed'' 10 ft., fly 40 ft. (average)
''Melee'' touch +7 (attach)
''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
''Special Attacks'' blood drain
!!Statistics
''Str'' 3 [7], ''Dex'' 19, ''Con'' 10 [14], ''Int'' 1, ''Wis'' 12, ''Cha'' 6
''Base Atk'' +1; ''CMB'' +3 (+11 grapple when attached); ''CMD'' 9 (17 vs. trip)
''Feats'' [[Weapon Finesse]]
''Skills'' Fly +8, Stealth +16
''SQ'' diseased
!!Ecology
''Environment'' temperate and warm swamps
''Organization'' solitary, colony (2–4), flock (5–8), storm (9–14), or swarm (15–40)
''Treasure'' none
!!Special Abilities
*''Attach (Ex)'' 
**When a stirge hits with a touch attack, its barbed legs latch onto the target, anchoring it in place. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity and inserts its proboscis into the grappled target's flesh. A stirge has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached stirge can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or Escape Artist check against it, the stirge is removed.
*''Blood Drain (Ex)'' 
**A stirge drains blood at the end of its turn if it is attached to a foe, inflicting 1 point of Constitution damage. Once a stirge has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge's appetite has been sated, the stirge detaches and seeks a new target.
*''Diseased (Ex)'' 
Due to the stagnant swamps in which they live and their contact with the blood of numerous creatures, stirges are harbingers of disease. Any creature subjected to a stirge's blood drain attack has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease (Pathfinder RPG Core Rulebook 557). Once this check is made, the victim can no longer be infected by this particular stirge, though attacks by different stirges are resolved normally and may result in multiple illnesses.
''School'' conjuration (creation) [earth]; ''Level'' druid 2, magus 2, ranger 2, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Area'' cylinder (40-ft. radius, 20 ft. high)
''Duration'' 1 round/level
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
A rain of dirt, gravel, and small pebbles fills the area, dealing 2d6 points of bludgeoning damage to every creature in the area. This damage only occurs once, when the spell is cast.

For the remaining duration of the spell, this debris covers the ground, making the entire area difficult terrain. At the end of the duration, the rocks disappear, leaving no aftereffects (other than the damage dealt).
''School'' abjuration; ''Level'' alchemist 4, druid 5, inquisitor 4, magus 4, sorcerer/wizard 4, summoner 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (granite and diamond dust worth 250 gp)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 10 min./level or until discharged
''Saving Throw'' Will negates (harmless); Spell Resistance yes (harmless)
!!DESCRIPTION
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains DR 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
Your studies in other areas has not hindered your skill with astral suits.

''Prerequisites:'' Invigorating suit class feature.

''Benefit:'' Treat your class level as four higher to determine your number of customization points and which customizations you can select for your astral suit, to a maximum of your character level.
''Prerequisites:'' Dex 13, Wis 13, [[Improved Unarmed Strike]], base attack bonus +8.

''Benefit:'' You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

''Special:'' A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
''School'' necromancy; ''Level'' sorcerer/wizard 5, witch 5
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a vial containing a bit of the caster's breath)
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one living creature
''Duration'' 3 rounds
''Saving Throw'' Fortitude partial; ''Spell Resistance'' yes
!DESCRIPTION
This spell extracts the air from the target's lungs, causing swift suffocation. The target can attempt to resist this spell's effects with a Fortitude save-if he succeeds, he is merely staggered for 1 round as he gasps for breath. If the target fails, he immediately begins to suffocate. On the target's next turn, he falls unconscious and is reduced to 0 hit points. One round later, the target drops to -1 hit points and is dying. One round after that, the target dies. Each round, the target can delay that round's effects from occurring by making a successful Fortitude save, but the spell continues for 3 rounds, and each time a target fails his Fortitude save, he moves one step further along the track to suffocation. This spell only affects living creatures that must breathe. It is impossible to defeat the effects of this spell by simply holding one's breath-if the victim fails the initial Saving Throw, the air in his lungs is extracted.
''School'' enchantment (compulsion) [language-dependent, mind-affecting]; ''Level'' bard 2, sorcerer/wizard 3, witch 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, M (a snake's tongue and a honeycomb)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one living creature
''Duration'' 1 hour/level or until completed
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.

The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.

A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).
''Advanced Race Guide:'' nagaji
''Cheliax, Empire of Devils:'' Osyluth Guile
''Dragon Empires Primer:'' Quain Martian Artist
''Faiths of Balance:'' bronze gong ki focus, manual of reflection
''Inner Sea Gods:'' Deific Obedience, Sentinel
''Inner Sea World Guide:'' Fey Foundling, Goz Mask
''Pathfinder Adventure Path #27:''  dream journal of the pallid seer
''Paths of Prestige:'' Champion of Irori
''Seeker of Secrets:'' ioun stones
''Ultimate Campaign:'' Fate's Favored
''Ultimate Combat:'' Crane Style, Crane Wing, Crusader Cleric
''Ultimate Equipment:'' boots of speed, deliquescent gloves, jingasa of the fortunate soldier, ring of ki mastery
|!Flurry           |!Smite            |!D. Favor         |!Enlarge          |!F. Defensive     |!Attack|
|bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |unarmed strike +19 (1d10+9 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|unarmed strike +17 (1d10+9 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |unarmed strike +19 (3d6+10 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|unarmed strike +17 (3d6+10 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |unarmed strike +21 (1d10+11 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|unarmed strike +19 (1d10+11 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |unarmed strike +21 (3d6+12 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|unarmed strike +19 (3d6+12 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |unarmed strike +23 (1d10+16 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|unarmed strike +21 (1d10+16 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |unarmed strike +23 (3d6+17 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|unarmed strike +21 (3d6+17 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |unarmed strike +25 (1d10+18 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|unarmed strike +23 (1d10+18 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |unarmed strike +25 (3d6+19 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|unarmed strike +23 (3d6+19 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |unarmed strike +18/+18/+13/+13 (1d10+9 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|unarmed strike +16/+16/+11/+11 (1d10+9 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |unarmed strike +18/+18/+13/+13 (3d6+10 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|unarmed strike +16/+16/+11/+11 (3d6+10 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |unarmed strike +20/+20/+15/+15 (1d10+11 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|unarmed strike +18/+18/+13/+13 (1d10+11 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |unarmed strike +20/+20/+15/+15 (3d6+12 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|unarmed strike +18/+18/+13/+13 (3d6+12 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |unarmed strike +22/+22/+17/+17 (1d10+16 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|unarmed strike +20/+20/+15/+15 (1d10+16 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |unarmed strike +22/+22/+17/+17 (3d6+17 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|unarmed strike +20/+20/+15/+15 (3d6+17 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#f9b6b6): |unarmed strike +24/+24/+19/+19 (1d10+18 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |bgcolor(#b6f9b6):X|unarmed strike +22/+22/+17/+17 (1d10+18 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6): |unarmed strike +24/+24/+19/+19 (3d6+19 plus 1d6 acid and 2d6 vicious)|
|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|bgcolor(#b6f9b6):X|unarmed strike +22/+22/+17/+17 (3d6+19 plus 1d6 acid and 2d6 vicious)|

Valiant Stand - +1 sacred to hit when adjacent to more than one enemy and not adjacent to any ally.
Dragon Slayer - +1 to hit against the first type of true dragon he attacks
Shameless Opportunist - +4 to damage versus a flat-footed target
!Beginning of the Scenario
*Check to see if anyone can use a wand of mage armor

!End of the Scenario
*Check faction card - especially for the new country goal & six consecutive successful secondary success conditions
** #24 (6-23), #20 (2-26), #19 (2-16), #9 (5-09), #7 (3-24) - everything else is gm credit, module, or boon

[[Sulmavat's Combat Cheat Sheet]]
[[Sulmavat's Skill Cheat Sheet]]
!Actions in Combat
*''~Full-Round Actions''
**Flurry of Blows - make 4+ attacks
*''Standard Actions''
**Single Attack - punch once
**Sweeping Smite - smite/cleave
**Cast a Spell
***Cleric Spells - //divine favor//, //enlarge person//
***Friend of the Green (CL 8) - //barkskin//, //cure serious wounds//, //remove disease//
***Scalefriend (CL 1) - //resist energy//
**Lay on Hands Someone Else - heal them for 3d6 damage
*''Move Actions''
**Move Your Speed - 40 feet, 60 feet with //haste//
**Detect Chaos/Evil - ping a target within 60 feet
*''Swift Actions''
**Activate Crane Style - fighting defensively turns into -2/+4
**Lay on Hands Yourself - heal yourself for 3d6+6
**Ki Point - gain 20ft. of movement, an extra attack on a flurry, or +4 to AC for 1 round
**Smite Evil - +4/+6 hit/damage, bypass DR, +cha to AC
*''Free Actions''
**Activate Boots of Speed - gain the benefits of //haste// for 1 round

!Defenses
*''AC/T/FF'' 18/17/16
**+4/+0/+4 armor //(Mage Armor)//
**+4/+4/+4 deflection vs. target of smite //(Smite Evil)//
**+4/+4/+0 dodge //(Fighting Defensively, Crane Style)//
**+4/+4/+0 dodge vs. melee & fighting defensively, this goes when a melee attack misses you by 4 or less //(Crane Wing)//
**+4/+4/+0 dodge vs. one target when fighting defensively //(Oslyuth Guile)//
**+4/+4/+0 dodge for 1 round after spending a ki point //(Ki Point)//
**+1/+1/+0 dodge when under the effects of haste //(Boots of Haste)//
**+2/+2/+2 sacred when adjacent to more than one opponent //(Valiant Stand)//
**+2/+2/+0 dodge vs. the next type of true dragon I encounter //(Dragon Slayer)//
**+2/+2/+2 vs. an activated magical item for 1d4 rounds //(Fugitive from Numeria, ~One-Time Use)//
**+2/+2/+2 insight vs. one creature //(Lifetimes of Experience, ~One-Time Use)//
*''Fort/Ref/Will'' +22/+15/+21
**+2/+2/+2 racial vs. mind-affecting effects and poison //(Resistant)//
**+2/+2/+2 vs. mind-affecting spells //(Manual of Calm Reflection)//
**+2/+2/+2 vs. enchantment spells and effects //(Still Mind)//
**+0/+1/+0 dodge //(Boots of Haste)//
**+4/+4/+4 vs. a witch hex, curse effect, or spell or effect with the pain descriptor //(Distrust of Witches, ~One-Time Use)//
**+0/+2/+0 vs. the breath weapon of the next type of true dragon I encounter //(Dragon Slayer)//
**+2/+2/+2 vs. an activated magical item for 1d4 rounds //(Fugitive from Numeria, ~One-Time Use)//
**+0/+0/+2 to disbelieve illusions //(Insights of the Shadowless Sword, ~One-Time Use)//
**+1/+1/+1 vs. poison and disease //(Resisting the Gossamer King)//
**Gain stalwart vs. an effect //(Sting of Serpent Magic, ~One-Time Use)//
| !Source          | !FORT | !REF | !WILL |
|Paladin           | +3    | +0   | +3    |
|Cleric            | +2    | +0   | +2    |
|Monk              | +3    | +3   | +3    |
|Champion of Irori | +3    | +3   | +3    |
|Sentinel          | +1    | +0   | +0    |
|Stat              | +2    | +1   | +2    |
|Resistance        | +3    | +3   | +3    |
|Divine Grace      | +4    | +4   | +4    |
|Competence        | +1    | +1   | +1    |
| !Total           | +22   | +15  | +21   |
*''Acrobatics'' +7
**+4 to jump //(Extra Speed from Fast Movement)//
**+8 to jump //(Extra Speed from Ki Point)//
**+8 to jump //(Extra Speed from Boots of Haste)//
**+2 //(Explorer, Once per Scenario)//
*''Bluff'' +12
**+2 in Magnimar and cities and towns allied with it //(Heroes of Magnimar)//
**+2 vs. the Red Mantis //(Your Reputation Precedes You)//
**+5 vs. someone from Galt //(Revolutionary Bluster, ~One-Time Use)//
*''Climb'' +5 //(untrained)//
**+2 //(Explorer, Once per Scenario)//
*''Diplomacy'' +8
**+2 vs. dwarves //(Five Kings Negotiator)//
**+2 in Magnimar and cities and towns allied with it //(Heroes of Magnimar)//
**+2 vs. lycanthropes //(Prince of Wolves)//
**+2 vs. the Red Mantis //(Your Reputation Precedes You)//
**+1 vs. a humanoid subtype for one scenario //(~Cross-Cultural Empath, ~One-Time Use)//
**+5 vs. a native of Tian Xia //(Dragon Empires Expert, ~One-Time Use)//
*''Disable Device'' - //(untrained)//
**Roll 1d20+16 //(Debt of Shadow,  ~Three-Time Use)//
*''Disguise'' +4 //(untrained)//
**+5 vs. someone from Galt //(Revolutionary Bluster, ~One-Time Use)//
*''Handle Animals'' +4 //(untrained)//
**+2 against reptiles //(Serpent Sense)//
**Roll 1d20+7 //(Scalefriend, ~Three-Time Use)//
*''Intimidate'' +4 //(untrained)//
**+2 in Magnimar and cities and towns allied with it //(Heroes of Magnimar)//
**+2 vs. lycanthropes //(Prince of Wolves)//
**+2 vs. the Red Mantis //(Your Reputation Precedes You)//
*''Knowledge (other)'' +5 //(untrained)//
**Can make the knowledge check untrained //(Pursuit of Knowledge)//
**(Arcana) Roll 1d20+13 //(Debt of Shadow,  ~Three-Time Use)//
**(Nature) Roll 1d20+13 //(Friend of the Green, ~Three-Time Use)//
**(Geography, History, Local, or Nobility) +5 about Tian Xia or its citizens //(Dragon Empires Expert, ~One-Time Use)//
*''Knowledge (planes)'' +13
**+1 regarding demons //(Demonic Scholar)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (religion)'' +13
*''Linguistics'' - //(untrained)//
**+5 to decipher Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien //(Dragon Empires Expert, ~One-Time Use)//
*''Perception'' +4 //(untrained)//
**+4 to see through a disguise //(Insights of the Shadowless Sword, ~One-Time Use)//
*''Sense Motive'' +2 //(untrained)//
**+1 vs. a humanoid subtype for one scenario //(~Cross-Cultural Empath, ~One-Time Use)//
**+5 vs. a native of Tian Xia //(Dragon Empires Expert, ~One-Time Use)//
*''Sleight of Hand'' - //(untrained)//
**Roll 1d20+16 //(Debt of Shadow,  ~Three-Time Use)//
*''Stealth'' +1 //(untrained)//
**+3 for 5 minutes //(Debt of Shadow, ~Three-Time Use)//
*''Survival'' +2 //(untrained)//
**Roll 1d20+10 //(Scalefriend, ~Three-Time Use)//
**+2 //(Explorer, Once per Scenario)//
*''Swim'' +5 //(untrained)//
**+2 //(Explorer, Once per Scenario)//
| !Skill                  | !Ability | !Ranks | !Class Skill | !Other                                | !Total |
|Acrobatics               | +1       | 3      | 3            |                                       | +7     |
|Bluff                    | +4       | 8      |              |                                       | +12    |
|Diplomacy                | +4       | 1      | 3            |                                       | +8     |
|Handle Animal            | +4       |        |              | (+2 vs. reptiles)                     | +4     |
|Knowledge (Planes)       | -1       | 5      | 3            | +2 pursuit of knowledge, +4 obedience | +13    |
|Knowledge (Religion)     | -1       | 5      | 3            | +2 pursuit of knowledge, +4 obedience | +13    |
|Perception               | +2       |        |              | +2 racial                             | +4     |
!Sulmavat Saran
Male Nagaji Cleric of Irori (Crusader) 1/Monk 3/Paladin 2/Champion of Irori 5/Sentinel of Irori 1
LG Medium humanoid (reptilian)
''Init'' +2; ''Senses'' Perception: +4, low-light vision

!Defenses
''AC'' 18, touch 17, flat-footed 16 (+1 Dex, +1 dodge, +1 insight, +4 monk, +1 natural armor)
''hp'' 91 (9d8+3d10+24)
''Fort'' +22, ''Ref'' +15, ''Will'' +21 ([[calc|Sulmavat's Save Calculations]]) +1 vs. disease, +2 vs. enchantments, +4 vs. mind-affecting effects, +3 vs. poison
''Defensive Abilities'' evasion, resistant, still mind

!Offense
''Speed'' 40 ft.
''Melee'' unarmed strike +19/+14 (1d10+9 plus 1d6 acid)
[[Attacks w/ modifiers|Sulmavat's Attacks]]
''Ranged'' //+1 adaptive composite longbow// +12/+7 (1d8+7/x3 plus 1d6 acid)
''Special Attacks'' channel energy (1d6, DC 14, 7/day), detect chaos/evil, smite chaos/evil (2/day, +4 to hit, +7 damage), stunning fist (7/day, DC 17), valiant stand +2
''Domain ~Spell-Like Abilities'' (CL 1st):
* 5/day - Strength Surge (+1)
''Cleric Spells'' (CL 1st, concentration +3):
*1st level - [[Divine Favor]], [[Enlarge Person]]^^D^^
*0 level - [[Guidance]], [[Stabilize]]

!Statistics
''Str'' 22, ''Dex'' 12, ''Con'' 14, ''Int'' 8, ''Wis'' 14, ''Cha'' 18
''Base Atk'' +10; ''CMB'' +17; ''CMD'' 35 (+2 vs. grapple, reposition, and trip)
''Feats'' [[Crane Style]], [[Crane Wing]], [[Deflect Arrows]]^^B^^, [[Deific Obedience (Irori)|Deific Obedience]], [[Dodge]]^^B^^, [[Fey Foundling]], [[Improved Unarmed Strike]]^^B^^, [[Osyluth Guile]], [[Step Up]], [[Stunning Fist]]^^B^^, [[Weapon Focus (unarmed strike)|Weapon Focus]]^^B^^
''Traits'' [[Fate's Favored]], [[Quain Martial Artist]]
[[Skills|Sulmavat's Skills]]'':'' Acrobatics +7, Bluff +12, Diplomacy +8, Handle Animal +4 (+6 vs. reptiles), Knowledge (planes) +13, Knowledge (religion) +13, Perception +4
''Languages'' Common, Draconic
''SQ'' aura, aura of good, divine grace, fast movement +10ft. ki pool (5/day), lay on hands (5/day, 3d6), maneuver training, martial artist, serpent sense, spontaneous casting
''Combat Gear'' alchemist fire x4, //[[bead of newt prevention]]//, cold iron arrows x17, cold iron blunt arrows x20, //oil of daylight//, //potion of [[cure serious wounds|Cure Serious Wounds]]//, //potion of fly//, //wand of [[cure light wounds|Cure Light Wounds]]//, //wand of [[divine favor|Divine Favor]]//, //wand of lesser restoration// (17 charges), //wand of [[mage armor|Mage Armor]]//
''Other Gear'' //+1 [[vicious]] [[amulet of mighty fists]]//, //+1 [[adaptive]] composite longbow//, //[[belt of giant strength +4|belt of giant strength]]//, //[[boots of speed]]//, //[[cloak of resistance +3|cloak of resistance]]//, //[[deliquescent gloves]]//, //[[dream journal of the pallid seer]]// (read), //[[dusty rose prism ioun stone|ioun stone]]//, //[[dusty rose prism ioun stone, cracked|ioun stone]]//, //[[goz mask]]//, //[[headband of alluring charisma +2|headband of alluring charisma]]//, //[[manual of calm reflection]]//, //[[pale green prism ioun stone, cracked (saves)|ioun stone]]//, pathfinder's kit + 50ft. rope, //[[pathfinder pouch]]//, //[[ring of ki mastery]]//

!Special Abilities
*''AC Bonus (Ex)''
**When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
**These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
*''Armored Scales''
**Nagaji have a +1 natural armor bonus from their scaly flesh.
*''Aura (Ex)''
**A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). //(Lawful for Irori)//
*''Aura of Good (Ex)''
**The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
*''Bonus Feat''
**A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of six at 20th level). These bonus feats must be chosen from the following list: Heavy Armor Proficiency, Improved Shield Bash, Martial Weapon Proficiency, Saving Shield, Shield Focus, Tower Shield Proficiency, and Weapon Focus*.
**At 10th level, a crusader may also choose from the following feats: Exotic Weapon Proficiency, Greater Shield Focus, Greater Weapon Focus*, Improved Critical*, Shield Slam, Shield Specialization, and Weapon Specialization*.
**At 20th level, a crusader may also choose from the following feats: Greater Shield Specialization and Greater Weapon Specialization*. Bonus feats marked with an asterisk (*) must be applied to the favored weapon of the crusader’s deity. A crusader need not meet the normal class- or level-based prerequisites for these bonus feats.
*''Channel Energy (Su)''
**Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
**A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
**Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. 
*''Detect Chaos (Sp)''
**This ability functions like a paladin’s detect evil ability, but detects chaos instead of evil.
*''Detect Evil (Sp)''
**At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
*''Diminished Spellcasting''
**A crusader chooses only one domain and gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level.
*''Divine Grace (Su)''
**At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
*''Domains''
**A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
**Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. 
*''Evasion (Ex)''
**At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
*''Fast Movement (Ex)''
**At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
*''Flurry of Blows (Ex):'' 
**Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the ~Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
**At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved ~Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
**At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater ~Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
**A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
*''Ki Pool (Su)''
**At 2nd level, a champion of Irori gains a ki pool equal to 1/2 his class level + his Wisdom modifier; this functions like the monk ability of the same name, and levels in this class stack with levels in other classes that grant a ki pool. In addition to the normal uses of this ki pool, a champion of Irori may expend 2 ki points to trigger either his lay on hands ability (if he has it) or his smite evil ability. His class levels stack with paladin levels when determining the effect of such abilities.
**At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level. At 7th level, his unarmed attacks are also treated as cold iron and silver weapons for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
**By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
**The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
*''Lay On Hands (Su)''
**Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
**Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
*''Maneuver Training (Ex)''
**At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
*''Martial Artist (Ex)''
**The class levels of a champion of Irori stack with monk levels for determining the effect of his AC bonus, flurry of blows, stunning fist, and unarmed strike class features.
*''Obedience (Ex)''
**In order to maintain the abilities granted by this prestige class, a sentinel must perform a daily obedience to his chosen deity.
*''Pursuit of Knowledge (Ex)''
**At 2nd level, a champion of Irori adds 1/2 his class level on all Knowledge checks and can make Knowledge skill checks untrained.
*''Resistant (Ex)''
**Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
*''Serpent's Sense (Ex)''
**Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks. 
*''Shield the Weak (Su)''
**At 5th level, as an immediate action once per round, a champion of Irori can shield a number of adjacent allies equal to his Wisdom modifier from a burst, cone, line, or spread effect that allows a Reflex saving throw and which he and his allies are all affected by. The champion of Irori must forgo his own saving throw, but adjacent allies gain improved cover against the effect, providing a +4 bonus on Reflex saves and improved evasion against the effect.
*''Smite Chaos (Su)''
**At 1st level, a champion of Irori gains an additional use of his paladin’s smite evil ability. In addition, he can choose to use his smite evil ability to smite chaos instead, affecting chaotic-aligned creatures and dealing 2 points of damage per class level on the first successful attack against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey. Levels in this class stack with paladin levels for the purpose of determining how much damage a paladin of Irori deals to targets of his smite. A champion of Irori cannot have both a smite evil and smite chaos effect active at the same time; using one while the other is active immediately ends the older effect. At 8th level, a champion of Irori gains an additional use of his smite evil ability.
*''Smite Evil (Su)''
**Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
**In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
**The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
*''Spontaneous Casting''
**A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
**An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
**A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy). 
*''Still Mind (Ex)''
**A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
*''Strength Surge (Sp)''
**As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
*''Stunning Fist (Ex)''
**At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
*''Sweeping Smite (Ex)''
**At 3rd level, as a standard action, a champion of Irori can make a single unarmed strike while using his smite evil or smite chaos ability. If the attack hits, he can make another attack at the same bonus against an evil or chaotic creature adjacent to the first and also within reach. He gains the benefits of smite chaos or smite evil (whichever he was already using), except for additional damage for the first attack, against that creature until the beginning of his next turn. This does not require an additional daily use of smite evil or smite chaos.
*''Symbolic Weapon (Su)''
**When wielding his deity’s favored weapon, the sentinel gains a +1 //sacred// or --profane bonus-- on attack and damage rolls. These bonuses increase by 1 for every 3 levels he has in the sentinel prestige class (maximum +4). His deity’s favored weapon also functions as a holy (or unholy) symbol when wielded by a sentinel.
*''Unarmed Strike''
**At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
**Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
**A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
*''Valiant Stand (Su)''
**At 4th level, a champion of Irori gains a sacred bonus on attack rolls and to AC equal to 1/2 his class level when adjacent to more than one opponent. He does not gain this bonus if he is also adjacent to an ally.

!Faction Card
*Season 6 Grand Lodge
**Rewards - 2 goals
***''EXPLORER'' (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.
***CHRONICLER (4+ goals): You gain one additional use of the Explorer ability per adventure. In addition, you can use the Explorer ability to modify a Linguistics, Knowledge, or Use Magic Device check and attempt the check as if trained.
***EXPEDITION COORDINATOR (7+ goals) (0/3 boxes checked): You can forego your Day Job check to organize an expedition to a site you recently visited and discover things you missed before. You can check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have otherwise failed. If you do so, all other ~PCs at the table also succeed at the secondary success condition.
**Goals
***(4/8) - Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal. //(Ustalav, River Kingdoms, Galt, Rahadoum)//
***(2/3) - Forgo a Day Job check to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.
***--(1/1) - Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.--
***--(1/1) - Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.--
***(0/1) - Recover a piece of the Numerian device known as the Sky Key.
***(0/1) - Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your character level.
***(0/1) - Sponsor another PC to join your faction. To fulfill this goal, that PC must then join the Grand Lodge by spending only 1 Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in any combination of the following skills: Knowledge (any), Linguistics, or Perception.
***(0/4) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.

!!Boons
*''Ally of Belhaim''
**The residents of Belhaim all have different ideas of what is best for their town, and by befriending (made helpful) at least three members of one of these factions, you have earned steadfast allies. If you befriended three or more members of two or more factions, you gain the boon for the faction with which you have the most friends. Cross the other two factions off your Chronicle sheet.
**Shelyn: You become specialized in one Perform skill of your choice. //(Perform (dance))//
*''Attuned to the Citysong''
**Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
*''~Cross-Cultural Empath''
**Despite differences in language and culture, you are able to acquire allies and forge friendships. Choose a humanoid subtype other than your own. For the duration of the scenario, you gain a +1 bonus on Diplomacy and Sense Motive checks with creatures of that subtype, and you may make a DC 10 Intelligence, Wisdom, or Charisma check to communicate basic concepts with said creatures even if you do not share a language. When this boon is used, cross it off this Chronicle sheet.
*--''Day at the Auction''--
**--During the auction of the Hunclay estate, you bid on and won an exceptionally rare item. When you purchase (not upgrade) one magic item, you may treat your Fame score as though it were 3 higher to determine your maximum item cost. When you use this boon, cross it off your Chronicle sheet.--
*''Debt of Shadow'' //(3 uses remaining)//
**You freed the shae Maffei from her prison, and she accompanies you always just out of sight so long as she is indebted to you. She has promised to repay your service in kind, and you may call in a favor when performing one of the skills below to use Maffei’s skill modifier instead of your own as she assists you. Using any of the skill-based favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off one box each time you ask for help. When you check the last box, Maffei’s debt has been repaid; cross this boon off your Chronicle sheet.
***Disable Device +16
***Knowledge (arcana or planes) +13
***Sleight of Hand +16
***You gain a +3 bonus on Stealth checks for 5 minutes.
*''Deep Sky Explorer (Grand Lodge)''
**You have learned something about how the artificers of the lost Jistka Imperium bound elemental energies into stone. You can recall a bit of lore as a swift action to gain Elemental Spell^^APG^^ as a bonus feat or to gain energy resistance 10 to acid, cold, electricity, or fire. The chosen benefit lasts for 1 minute for each Earth Affinity boon you have earned with this PC. When you have used either benefit, cross this boon off your Chronicle sheet.
*''Demonic Scholar''
**You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.
*''Distrust of Witches''
**Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
*''Dragon Empires Expert''
**Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
*''Dragonfoe'' 
**The Crypt of Tula held more than just dragon-slaying weapons and powerful armor; it also housed the spirit of Tula, which granted you a blessing for your imminent confrontation. You may use this boon to reroll either one attack roll against a dragon or one caster level check to overcome a dragon’s spell resistance. If you are using a weapon, spell, or item that grants a specific benefit when used against dragons (e.g. a dragonbane longsword), you gain a +2 insight bonus on the reroll. The reroll must be made before the results of the original roll are known, and you must take the second result even if it is lower. When you use this boon, cross it off your Chronicle sheet.
*''Dragon Slayer''
**With the help of your allies and bearing enchanted dragon slaying tools, you slayed the dragon Aeteperax and saved the town of Belhaim, and this has granted you the confidence to combat other scaled terrors. The next time you encounter a true dragon, you gain a permanent +2 bonus on Reflex saves against the breath weapon of dragons of that type (blue, red, silver, etc.), as well as a +1 bonus on attack rolls and a +1 dodge bonus to AC against that type of dragon. When you determine this type of dragon write its type on the line below. If you wear dragonhide armor of the associated dragon type, these bonuses against that type of dragon increase by 1.
**//(Dragon type currently not set)//
*''Earth Affinity''
**Your connection to elemental earth has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures-especially those set on the elemental planes.
*''Faithless''
**Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
*''Friend of the Green'' //(3 uses remaining)//
**Although he was initially skeptical that you could slay Aeteperax, the druid Azmur Kell has professed his gratitude to you for saving him and his family. He owes you several favors, and you may call in a favor when performing one of the skills below to use Azmur’s skill modifier instead of your own as he assists you. Alternatively, Azmur can cast a spell as though he shared your space, though any attacks of opportunity he provokes for spellcasting damage you (they still force him to make a concentration check). Using any of the skill-based or spellcasting favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off one box each time you ask for help. When you check the last box, Azmur’s debt has been repaid; cross this boon off your Chronicle sheet.
***Cast [[Barkskin]] (CL 8th; concentration +11)
***Cast [[Cure Serious Wounds]] (CL 8th; concentration +11)
***Cast [[Remove Disease]] (CL 8th; concentration +11)
***Knowledge (nature) +13
*''Fugitive from Numeria''
**You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
*''Heroes of Magnimar''
**Thanks to your actions in Ravenmoor, and the protection of Magnimar’s interest in Varisia, you have received a medal and public thanks from the authorities of the city. While displaying your medal you receive a +2 bonus to your Bluff, Diplomacy, and Intimidate checks in Magnimar and in the cities and towns allied with it.
*''Insights of the Shadowless Sword''
**Your exposure to the Shadowless Sword grants you a moment of peerless perception or incredible alacrity when you most need it. As an immediate action, you gain a +4 bonus on Perception checks to see through a disguise and a +2 bonus on Will saving throws to disbelieve illusions, both lasting 2 rounds. Alternatively, as a swift action, you gain the benefits of haste for 2 rounds (CL 10th). When you use either of these abilities, cross this boon off the Chronicle sheet.
*''Jayorass’s Ire''
**You have humiliated and angered the sage Irskin Jayorass, and he views you with contempt should you ever meet him again.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
*''The Lantern’s Secrets (Grand Lodge faction)''
**The lantern used to trap Aram Zey echoes with the lore of the dozens of souls it has trapped over many years. You have heard their secrets and can listen for their wisdom. Once per adventure you can use this boon before rolling an Intelligence-based skill check to add 1d4 to the result. If you have 10 or more ranks in that skill, you can choose to add 1d8 instead, but doing so deals 1d2 points of Wisdom damage to you.
*''Lifetimes of Experience''
**You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
*''Magical Scrivener''
**Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
*''Master of Shadows''
**You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
*''Nidalese Apostate''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
*''Prince of Wolves''
**Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
*''Resisting the Gossamer King''
**Your body was subject to a barrage of poisons and diseases in Ravenmoor. You had to either fight through those debilitating effects coursing through your veins or die. As a result your body has toughened, and you have gained a measure of immunity to diseases and poisons. You receive a +1 bonus to your saves against poisons and diseases.
*''Revolutionary Bluster'' 
**You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''Scalefriend'' //(3 uses remaining)// 
**You were fortunate to encounter and aid the kobold Nighttail, who helped you to neutralize the Blood Vow tribe. She still owes you a good turn or two, and you may call in a favor when performing one of the skills below to use Nighttail’s skill modifier instead of your own as she assists you. Alternatively, Nighttail can cast a spell as though she shared your space, though any attacks of opportunity she provokes for spellcasting damage you (they still force her to make a concentration check). Using any of the skill-based or spellcasting favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off one or more boxes each time you ask for help. When you check the last box, Nighttail’s debt has been repaid; cross this boon off your Chronicle sheet.
***Handle Animal +7
***Survival +10
***Bluff +9
***Cast [[Resist Energy]] (CL 1st, concentration +2)
***Nighttail and Hak (The Dragon’s Demand 14–15) fight alongside you for one encounter in The Dragon’s Demand module. You may use this boon at the beginning of combat or at the start of a combat round. Nighttail and Hak begin combat adjacent to you or in the closest available square, and they act on their own initiative. The pair have a starting attitude of helpful and follow your commands to the best of their abilities, but they are ~GM-controlled ~NPCs; a GM may grant you direct control at his or her discretion. If Nighttail and/or Hak die during the encounter, cross the entire boon off your Chronicle sheet. (2 boxes)
*''Shameless Opportunist''
**Years of practice with a blade, a brick, or any other weapon at hand have taught you what matters most in a fight—striking quickly and striking hard. When you hit with an attack against a flat-footed target, as a free action you may increase the damage dealt by 4. When this boon is used, cross it off your Chronicle sheet.
*''Sting of Serpent Magic''
**You have once again experienced ancient serpentfolk magic in the depths of The Circle of ~Vissk-Thar and have gained even more archaic knowledge regarding how the serpentfolk practice magic and tolerate magical effects. You may use this boon as a swift action before casting a spell or spell-like ability to increase you effective caster level for that effect by two. Alternatively, you may use this boon as an immediate action before attempting a saving throw against a spell or spell-like ability. If you succeed at the saving throw, and the spell or spell-like ability has a reduced effect on a successful save, you instead avoid the effect entirely. This functions much like the evasion rogue class feature or stalwart inquisitor class feature (Pathfinder RPG Advanced Player’s Guide 41). When you use this boon, cross it off your Chronicle sheet.
*''Temple Trained''
**Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
*''Urban Tenacity''
**Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.
*''Your Reputation Precedes You''
**Word that you completely wiped out Vashian the Needle’s Red Mantis cell spreads through the secretive organization. You gain a +2 bonus on all future Bluff, Diplomacy, and Intimidate checks against members of the Red Mantis.
*''Zey’s Gratitude''
**You have earned the grudging respect of former Master of Spells Aram Zey in return for saving his life. In addition to treating you less derisively than he does most other Pathfinders, he offers you a future spellcasting favor, allowing you to use one of the following spells as a spell-like ability. Use your character level as your caster level, and use your own Intelligence or Charisma score or 20 (whichever is higher) when determining spell ~DCs. Check the box that precedes this boon when you use the spell-like ability.
***//Subtier 10–11:// You may cast [[Chain Lightning]], [[Fireball]], [[Greater Dispel Magic]], [[Greater Heroism]], [[Greater Invisibility]], or [[Stoneskin]].

[[Sulmavat's Additional Resources]]
[[Sulmavat's Cheat Sheet]]
''School'' conjuration (summoning); ''Level'' bard 0
!!CASTING
''Casting Time'' 1 round
''Components'' V, S
!!EFFECT
''Range'' 0 ft.
''Effect'' one summoned handheld musical instrument
''Duration'' 1 min./level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can't summon an instrument too large to be held in two hands. The summoned instrument disappears at the end of this spell.
''School'' conjuration (summoning) [see text]; ''Level'' antipaladin 1, bard 1, cleric/oracle 1, sorcerer/wizard 1, summoner 1, witch 1
!!CASTING
''Casting Time'' 1 round
''Components'' V, S, F/DF (a tiny bag and a small candle)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' one summoned creature
''Duration'' 1 round/level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table: Summon Monster. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table: Summon Monster marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

|!Spell|!1st|!2nd|!3rd|!4th|!5th|!6th|!7th|!8th|!9th|
|Summon Monster I|1|||||||||
|Summon Monster II|1d3|1||||||||
|Summon Monster III|1d4+1|1d3|1|||||||
|Summon Monster IV|1d4+1|1d4+1|1d3|1||||||
|Summon Monster V|1d4+1|1d4+1|1d4+1|1d3|1|||||
|Summon Monster VI|1d4+1|1d4+1|1d4+1|1d4+1|1d3|1||||
|Summon Monster VII|1d4+1|1d4+1|1d4+1|1d4+1|1d4+1|1d3|1|||
|Summon Monster VIII|1d4+1|1d4+1|1d4+1|1d4+1|1d4+1|1d4+1|1d3|1||
|Summon Monster IX|1d4+1|1d4+1|1d4+1|1d4+1|1d4+1|1d4+1|1d4+1|1d3|1|

!!1st Level	
*[[Dire rat]]*	
*[[Dog]]*	
*[[Dolphin]]*	
*[[Eagle]]*	
*[[Fire beetle]]*	
*[[Poisonous frog]]*	
*[[Pony (horse)|Pony]]*	
*[[Viper (snake)|Viper]]*	
!!2nd Level	
*[[Ant, giant (worker)|Giant Worker Ant]]*	
*Elemental (Small)	Elemental
**[[Small Air Elemental]]
**[[Small Earth Elemental]]
**[[Small Fire Elemental]]
**[[Small Water Elemental]]
*[[Giant centipede]]*	
*[[Giant frog]]*	
*[[Giant spider]]*	
*[[Goblin dog]]*	
*[[Horse]]*	
*[[Hyena]]*	
*[[Lemure (devil)|Lemure]]	Evil, Lawful
*[[Octopus]]*	
*[[Squid]]*	
*[[Wolf]]*	
!!3rd Level	
*[[Ant, giant (soldier)|Giant Soldier Ant]]*	
*[[Ape]]*	
*[[Aurochs (herd animal)|Aurochs]]*	
*[[Boar]]*	
*[[Cheetah]]*	
*[[Constrictor snake]]*	
*[[Crocodile]]*	
*[[Dire bat]]*	
*[[Dretch (demon)|Dretch]]	Chaotic, Evil
*[[Electric eel]]*	
*[[Lantern archon]]	Good, Lawful
*[[Leopard (cat)|Leopard]]*	
*[[Monitor lizard]]*	
*[[Shark]]*	
*[[Wolverine]]*	
!!4th Level	
*[[Ant, giant (drone)|Giant Drone Ant]]*	
*[[Bison (herd animal)|Bison]]*	
*[[Deinonychus (dinosaur)|Deinonychus]]*	
*[[Dire ape]]*	
*[[Dire boar]]*	
*[[Dire wolf]]*	
*Elemental (Medium)	Elemental
**[[Medium Air Elemental]]
**[[Medium Earth Elemental]]
**[[Medium Fire Elemental]]
**[[Medium Water Elemental]]
*[[Giant scorpion]]*	
*[[Giant wasp]]*	
*[[Grizzly bear]]*	
*[[Hell hound]]	Evil, Lawful
*[[Hound archon]]	Good, Lawful
*[[Lion]]*	
*[[Mephit (any)|Mephit List]]	Elemental
*[[Pteranodon (dinosaur)|Pteranodon]]*	
*[[Rhinoceros]]*	
!!5th Level	
*[[Ankylosaurus (dinosaur)|Ankylosaurus]]*	
*[[Babau (demon)|Babau]]	Chaotic, Evil
*[[Bearded devil]]	Evil, Lawful
*[[Bralani azata]]	Chaotic, Good
*[[Dire lion]]*	
*Elemental (Large)	Elemental
**[[Large Air Elemental]]
**[[Large Earth Elemental]]
**[[Large Fire Elemental]]
**[[Large Water Elemental]]
*[[Giant moray eel]]*	
*[[Kyton|Evangelist kyton]]	Evil, Lawful
*[[Orca (dolphin)|Orca]]*	
*[[Salamander]]	Evil
*[[Woolly rhinoceros]]*	
*[[Xill]]	Evil, Lawful
!!6th Level	
*Dire bear*	
*Dire tiger*	
*Elasmosaurus (dinosaur)*	
*Elemental (Huge)	Elemental
*Elephant*	
*Erinyes (devil)	Evil, Lawful
*Giant octopus*	
*Invisible stalker	Air
*Lillend azata	Chaotic, Good
*Shadow demon	Chaotic, Evil
*Succubus (demon)	Chaotic, Evil
*Triceratops (dinosaur)*	
!!7th Level	
*Bebelith	Chaotic, Evil
*Bone devil	Evil, Lawful
*Brachiosaurus (dinosaur)*	
*Dire crocodile*	
*Dire shark*	
*Elemental (greater)	Elemental
*Giant squid*	
*Mastadon (elephant)*	
*Roc*	
*Tyrannosaurus (dinosaur)*	
*Vrock (demon)	Chaotic, Evil
!!8th Level	
*Barbed devil	Evil, Lawful
*Elemental (elder)	Elemental
*Hezrou (demon)	Chaotic, Evil
!!9th Level	
*Astral Deva (angel)	Good
*Ghaele azata	Chaotic, Good
*Glabrezu (demon)	Chaotic, Evil
*Ice devil	Evil, Lawful
*Nalfeshnee (demon)	Chaotic, Evil
*Trumpet archon	Good, Lawful

!!Celestial Template
Celestial creatures dwell in the higher planes, but can be summoned using spells such as summon monster and planar ally. A celestial creature’s CR increases by +1 only if the base creature has 5 or more HD. A celestial creature’s quick and rebuild rules are the same.
*''Rebuild Rules:'' 
**''Senses'' gains darkvision 60 ft.
**''Defensive Abilities'' gains DR and energy resistance as noted on the table; 
**''SR'' gains SR equal to new CR +5; 
**''Special Attacks'' smite evil 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against evil foes; smite persists until target is dead or the celestial creature rests).
|!Hit Dice|!Resist Acid, Cold, and Electricity|!DR|
|1–4|5|—|
|5–10|10|5/evil|
|11+|15|10/evil|
!!Fiendish Template
Creatures with the fiendish template live in the Lower Planes, such as the Abyss and Hell, but can be summoned using spells such as summon monster and planar ally. A fiendish creature’s CR increases by +1 only if the base creature has 5 or more HD. A fiendish creature’s quick and rebuild rules are the same.
*''Rebuild Rules:'' 
**''Senses'' gains darkvision 60 ft.
**''Defensive Abilities'' gains DR and energy resistance as noted on the table; 
**''SR'' gains SR equal to new CR +5; 
**''Special Attacks'' smite good 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against good foes; smite persists until target is dead or the celestial creature rests).
|!Hit Dice|!Resist Cold, and Fire|!DR|
|1–4|5|—|
|5–10|10|5/good|
|11+|15|10/good|
!Summon Nature's Ally I
''School'' conjuration (summoning); ''Level'' druid 1, ranger 1
!!CASTING
''Casting Time'' 1 round
''Components'' V, S, DF
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' one summoned creature
''Duration'' 1 round/level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish).

The spell conjures one of the creatures from the 1st Level list on Table: Nature's Ally. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

|!Spell|!1st|!2nd|!3rd|!4th|!5th|!6th|!7th|!8th|!9th|
|Summon Nature's Ally I|1|||||||||
|Summon Nature's Ally II|1d3|1||||||||
|Summon Nature's Ally III|1d4+1|1d3|1|||||||
|Summon Nature's Ally IV|1d4+1|1d4+1|1d3|1||||||
|Summon Nature's Ally V|1d4+1|1d4+1|1d4+1|1d3|1|||||
|Summon Nature's Ally VI|1d4+1|1d4+1|1d4+1|1d4+1|1d3|1||||
|Summon Nature's Ally VII|1d4+1|1d4+1|1d4+1|1d4+1|1d4+1|1d3|1|||
|Summon Nature's Ally VIII|1d4+1|1d4+1|1d4+1|1d4+1|1d4+1|1d4+1|1d3|1||
|Summon Nature's Ally IX|1d4+1|1d4+1|1d4+1|1d4+1|1d4+1|1d4+1|1d4+1|1d3|1|

!!1st Level 
*[[Dire rat]]
*[[Dog]]
*[[Dolphin]]
*[[Eagle]]
*[[Giant centipede]]
*[[Fire beetle]]
*[[Mite (gremlin)|Mite]]
*[[Poisonous frog]]
*[[Pony (horse)|Pony]]
*[[Stirge]]
*[[Viper (snake)|Viper]]
!!2nd Level 
*[[Ant, giant (worker)|Giant Worker Ant]]
*[[Elemental (small)|Small Elemental]]
*[[Giant frog]]
*[[Giant spider]]
*[[Goblin dog]]
*[[Horse]]
*[[Hyena]]
*[[Octopus]]
*[[Squid]]
*[[Wolf]]
!!3rd Level
*Ant, giant (soldier)
*Ape
*Aurochs (herd animal)
*Boar
*Cheetah
*Constrictor snake
*Crocodile
*Dire bat
*Electric eel
*Giant Crab
*Leopard (cat)
*Monitor lizard
*Shark
*Wolverine
!4th Level
*Ant, giant (drone)
*Bison (herd animal)
*Deinonychus (dinosaur)
*Dire ape
*Dire boar
*Dire wolf
*Elemental (medium)
*Giant scorpion
*Giant stag beetle
*Giant wasp
*Griffon
*Grizzly bear
*Lion
*Mephit (any)
*Owlbear
*Pteranodon (dinosaur)
*Rhinoceros
*Satyr
*Tiger
!!5th Level
*Ankylosaurus (dinosaur)
*Cyclops
*Dire lion
*Elemental (large)
*Ettin
*Giant moray eel
*Girallon
*Orca (dolphin)
*Manticore
*Woolly rhinoceros
!!6th Level
*Bulette
*Dire bear
*Dire tiger
*Elasmosaurus (dinosaur)
*Elemental (huge)
*Elephant
*Giant octopus
*Hill giant
*Stegosaurus (dinosaur)
*Stone giant
*Triceratops (dinosaur)
!!7th Level
*Brachiosaurus (dinosaur)
*Dire crocodile
*Dire shark
*Elemental (greater)
*Fire giant
*Frost giant
*Giant squid
*Mastodon (elephant)
*Roc
*Tyrannosaurus (dinosaur)
!!8th Level
*Cloud giant
*Elemental (elder)
*Purple worm
!!9th Level
*Pixie (w/irresistible dance and sleep arrows)
*Storm giant
''Prerequisite(s):'' Chaotic neutral, lawful neutral, or neutral alignment.

''Benefit(s):'' When casting a summon monster spell, you gain access to the list of neutral creatures at right. You may also summon creatures from the standard summon monster list and apply the counterpoised creature simple template to applicable creatures instead of the celestial or fiendish template.

Creatures you summon from the list and creatures you summon with the counterpoised template gain a +2 resistance bonus on Will saves.

Source: Champions of Balance

!!1st level
*[[Sprite]]
*[[Stirge]]
!!2nd level
*[[Atomie]]
*[[Brownie]]
!!3rd level
*[[Arbiter]]
*[[Nosoi]]
*[[Paracletus]]
*[[Thoqqua]]
*[[Voidworm]]
!!4th level
*[[D'ziriak]]
*[[Magmin]]
*[[Mephit|Mephit List]]
*[[Satyr]]
*[[Shae]]
*[[Viduus]]
!!5th level
*[[Catrina]]
*[[Mercane]]
*[[Rast]]
*[[Tojanida]]
!!6th level
*[[Chaos Beast]]
*[[Invisible Stalker]]
*[[Naunet]]
*[[Theletos]]
*[[Vanth]]
!!7th level
*[[Axiomite]]
*[[Jyoti]]
*[[Shoki]]
*[[Zelekhut]]
!!8th level
*[[Imentesh]]
!!9th level
*[[Akhana]]
*[[Morrigna]]
*[[Valkyrie]]
''School'' conjuration (summoning); ''Level'' bard 2, druid 2, sorcerer/wizard 2, summoner 2, witch 2
!!CASTING
''Casting Time'' 1 round
''Components'' V, S, M/DF (a square of red cloth)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' one swarm of bats, rats, or spiders
''Duration'' concentration + 2 rounds
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
You summon a swarm of [[bats|Bat swarm]], [[rats|Rat swarm]], or [[spiders|Spider swarm]] (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.
''School'' evocation [light]; ''Level'' druid 8, sorcerer/wizard 8
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (sunstone and fire source)
!!EFFECT
''Range'' long (400 ft. + 40 ft./level)
''Area'' 80-ft.-radius burst
''Duration'' instantaneous
''Saving Throw'' Reflex partial; see text; ''Spell Resistance'' yes
!!DESCRIPTION
Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.

An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fails its save.

The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.

Sunburst dispels any darkness spells of lower than 9th level within its area.
''Prerequisites:'' Augment Summoning, caster level 3rd.

''Benefit:'' Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.

''Source:'' Ultimate Magic
''Discipline:'' Telepathy [mind-affecting]; ''Level:'' Vitalist 1, telepath 1
!!MANIFESTING
''Display:'' None
''Manifestation Time:'' One swift action
!!EFFECT
''Range:'' close (25 feet + 5 feet/two levels)
''Target or Area:'' One dominated or controlled creature
''Duration:'' 1 round
''Saving Throw:'' None; ''Power Resistance:'' Yes
''Power Points:'' 1
!!DESCRIPTION
You can attempt to suppress a compulsion or charm effect on another creature by overwhelming the creature with conflicting telepathic signals, temporarily canceling the domination. When you manifest this power, make a manifester level check against the ongoing controlling power currently in effect on the creature. The manifester level check is 1d20 + your manifester level against a Difficulty Class of 11 + the manifester level of the entity that originally manifested the controlling power. On a successful check, the control is suppressed for 1 full round. Even though suppressed, the compulsion or charm is still considered to be running off its duration.

''Augment:'' You can augment this power in one or more of the following ways.
#If you spend 4 additional power points, you can attempt to permanently terminate a compulsion or charm effect on another creature, including mind control. When you manifest this power, make a manifester level check against the ongoing controlling power currently in effect on the creature against a Difficulty Class of 11 + the manifester level of the entity that originally manifested the controlling power. On a successful check, you terminate the effect.
#For every additional power point you spend, you increase your check result by +1 and extend the duration by 1 round.
''School'' divination; ''Level'' bard 1, cleric 1, inquisitor 1, sorcerer/ wizard 1, witch 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, F (a square of cloth and a needle)
!!EFFECTS
''Range'' personal
''Target'' you
''Duration'' 1 round (see text)
!!DESCRIPTION
You gain temporary insight into your enemies' magical defenses. When you next cast a spell before the end of the next round, treat your caster level as 5 higher than normal for the purpose of overcoming spell resistance. This bonus doesn't increase any other effects that depend on caster level, such as the spell's damage or range, and affects only the first spell cast after sure casting.

Source: Pathfinder Society Primer
''School'' abjuration; ''Level'' cleric/oracle 2, inquisitor 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' you
''Target'' personal
''Duration'' 1 round/level
!!DESCRIPTION
You temporarily overcome one harmful condition. This does not end the effect causing the condition; it just suspends that condition’s effect for the duration of the spell. You can surmount any one of the following conditions: blinded, confused, dazed, dazzled, deafened, fatigued, frightened, paralyzed, shaken, or sickened.

Source: Ultimate Magic
''Discipline'' Metacreativity (Creation)
''Level'' Psion/Wilder 2
!MANIFESTING
''Display'' Material
''Manifesting Time'' 1 standard action
!EFFECT
''Range'' 15 ft.
''Area'' Cone-shaped spread
''Duration'' Instantaneous
''Saving Throw'' None; ''Power Resistance'' No
''Power Points'' 3
!DESCRIPTION
Thousands of tiny crystal shards spray forth in an arc from your hand. These razor-like crystals slice everything in their path. Anyone caught in the cone takes 3d4 points of slashing damage.

''Augment'' For every additional power point you spend, this power’s damage increases by 1d4 points.
Social Trait

Benefits: You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you.

Source: Ultimate Campaign
Campaign Trait (Carrion Crown)

Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-f lung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speaking before standing-room-only lecture halls on topics as widely ranging as military strategy, planar anomalies, theology, and agriculture, Lorrimor’s time was highly valued among those ambitious to benefit from his expertise. Despite this, he still managed to provide one-on-one assistance to the most promising of his acolytes. When he saw the potential for greatness in one of his charges, he took it upon himself to nurture their spark. You were such a student. Over the course of several months, you and the late professor spent hours debating the finer points of your topic of interest, and the intellectual doors he opened for you continue to flavor your outlook on the world. You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill.
''Teaching Mistake:'' You know the consequences of failure and strive never to make the same mistake twice. Once per scenario, when you roll a natural 1 on any saving throw, you gain a +1 trait bonus on your next saving throw, which must be used before the end of the scenario.
''Benefit:'' You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.

''Normal:'' You treat all skill checks made against technology as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question.
''School'' evocation [force]; ''Level'' sorcerer/wizard 4
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one willing creature
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!DESCRIPTION
You telekinetically launch an ally across the battlefield to anywhere within this spell’s range. While moving, your ally is flying just above the ground unless you wish otherwise. Movement from this spell provokes attacks of opportunity as normal, although you can lift your ally over objects or out of enemy reach, as long as your ally remains within this spell’s range. If your ally lands adjacent to an opponent, he can spend an immediate action to make a melee attack against that opponent with a +2 bonus on the attack roll.

Source: Ultimate Combat
''School'' evocation; ''Level'' occultist 0, psychic 0, spiritualist 0
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S
!!Effect
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' N/A (not listed in spell, assumed one creature or object)
''Duration'' instantaneous
''Saving Throw'' no; ''Spell Resistance'' no
!!Description
You fling an object weighing up to 5 pounds at the target. You must succeed at a ranged attack (not a ranged touch attack) to hit your target; if you hit, you deal 1d6 points of bludgeoning damage to both the target and the object. The type of object thrown doesn’t change the damage type or any other properties of the attack, even if you throw a weapon or magic item in this way.
''School'' divination; ''Level'' inquisitor 5, sorcerer/wizard 5, witch 5
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (two eggshells from two different creatures)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' you plus one willing creature per three levels, no two of which can be more than 30 ft. apart
''Duration'' 10 min./level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.

Telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency.
''School'' conjuration (teleportation); ''Level'' sorcerer/wizard 5, summoner 4, magus 5, witch 5
!!CASTING
''Casting Time'' 1 standard action
''Components'' V
!!EFFECT
''Range'' personal and touch
''Target'' you and touched objects or other touched willing creatures
''Duration'' instantaneous
''Saving Throw'' none and Will negates (object); ''Spell Resistance'' no and yes (object)
!!DESCRIPTION
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is Spell Resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and Spell Resistance.

You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
|!Familiarity|!On Target|!Off Target|!Similar Area|!Mishap|
|Very familiar|01–97|98–99|100| — |
|Studied carefully|01–94|95–97|98–99|100|
|Seen casually|01–88|89–94|95–98|99–100|
|Viewed once|01–76|77–88|89–96|97–100|
|False destination| — | — |81–92|93–100|

To see how well the teleportation works, roll d% and consult the following table. Refer to the following information for definitions of the terms on the table.

//Familiarity:// “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently physically see it or you've been there often. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic such as scrying.

“False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.

//On Target:// You appear where you want to be.

//Off Target:// You appear safely a random distance away from the destination in a random direction. Distance off target is d% of the distance that was to be traveled. The direction off target is determined randomly.

//Similar Area:// You wind up in an area that's visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead.

//Mishap:// You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.
*''School'' enchantment (compulsion) [emotion, mind-affecting]
*''Level'' bard 3, cleric/oracle 4, inquisitor 3, sorcerer/wizard 4
*''Casting Time'' 1 standard action
*''Components'' V, S
*''Range'' close (25 ft. + 5 ft./2 levels)
*''Target'' 1 living creature
*''Duration'' 1 round/level
*''Saving Throw'' Will partial (see text)
*''Spell Resistance'' yes

You fill a target with such profound remorse that it begins to harm itself. Each round, the target must save or deal 1d8 points of damage + its Strength modifier to itself using an item held in its hand or with unarmed attacks. If the creature saves, it is instead frozen with sorrow for 1 round, during which time it can take no actions and takes a -2 penalty to Armor Class, after which the spell ends.
|!Skill                    |!Ability Mod|!Ranks|!Class Skill|!Other                    |!Total|
|Acrobatics                | +4         | 5    | +3         | +1 trait, +2 arcana      | +15  |
|Appraise                  | +2         | 1    | +3         |                          | +6   |
|Bluff                     | +3         | 1    | +3         |                          | +7   |
|Climb                     | +0         | 5    | +3         | +8 racial, +2 arcana     | +18  |
|Diplomacy                 | +3         | 5    | +3         |                          | +11  |
|Disable Device            | +4         | 3    | +3         |                          | +10  |
|Escape Artist             | +4         | 6    | +3         |                          | +13  |
|Linguistics               | +2         | 3    | +3         |                          | +8   |
|Knowledge (arcana)        | +2         | 6    | +3         |                          | +11  |
|Knowledge (dungeoneering) | +2         | 1    |            |                          | +3   |
|Knowledge (engineering)   | +2         | 1    |            |                          | +3   |
|Knowledge (local)         | +2         | 1    | +3         |                          | +6   |
|Perception                | -1         | 1    | +3         |                          | +3   |
|Perform (dance)           | +3         | 1    | +3         |                          | +7   |
|Sense Motive              | -1         | 1    | +3         |                          | +3   |
|Sleight of Hand           | +4         | 3    | +3         |                          | +10  |
|Spellcraft                | +2         | 6    | +3         |                          | +11  |
|Stealth                   | +4         | 5    | +3         | +2 arcana, +5 competence | +19  |
|Use Magic Device          | +3         | 4    | +3         |                          | +10  |
!Tesubu Belkin
Male catfolk ninja 5/sorcerer 1
CG Medium humanoid (catfolk)
''Init:'' +6; ''Senses:'' Perception: +3, low-light vision

!Defenses
''AC:'' 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
''hp:'' 44 (5d8+1d6+12)
''Fort'' +3, ''Ref'' +8, ''Will'' +2
''Defensive Abilities'' uncanny dodge; ''Resist'' acid 20

!Offense
''Speed'' 30 ft. climb 20 ft.
''Melee:'' 2 claws +9 (1d4+1), bite +8 (1d4+1 plus poison (F13)) or
hanbo +7 (1d6), claw +4 (1d4+1), bite +3 (1d4+1 plus poison (F13))
''Ranged:'' shortbow +7 (1d6/x3)
''Special Attacks:'' sneak attack +3d6
''Sorcerer Spells''
* 1st level (4/day) - [[Shield]], [[Snowball]] (F14)
* 0th level (at-will) - [[Detect Magic]], [[Mage Hand]], [[Prestidigitation]]
''Bloodline'' Envenomed

!Statistics
''Str:'' 10, ''Dex:'' 18, ''Con:'' 15, ''Int:'' 14, ''Wis:'' 8, ''Cha:'' 16
''Base Atk:'' +3; ''CMB:'' +3; ''CMD:'' 16
''Feats:'' [[Eschew Materials]]^^B^^, [[Extra Ki]], [[Weapon Finesse]], [[Weapon Focus (claws)|Weapon Focus]]
''Traits:'' [[Acrobat]], [[Reactionary]]
[[Skills|Tesubu's Skills]]'':'' Acrobatics +15, Appraise +6, Bluff +7, Climb +18, Diplomacy +11, Disable Device +10, Escape Artist +13, Knowledge (arcana) +11, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (local) +6, Linguistics +8, Perception +3, Perform (dance) +7, Sense Motive +3, Sleight of Hand +10, Spellcraft +11, Stealth +19, UMD +10
''Languages:'' Common, Catfolk, Draconic, Goblin, Infernal, Sylvan
''SQ:'' cat's luck, climber, ki pool (7/day), ninja tricks (pressure points, vanishing trick), no trace +1, poison use
''Combat Gear:'' [[alchemist's fire]], [[cloak of the bat]], potion of [[cure moderate wounds|Cure Moderate Wounds]], scroll of [[magic weapon|Magic Weapon]], wand of [[Web]] w/ 3 charges
''Other Gear:'' [[amulet of mighty fists +1|amulet of mighty fists]], [[belt of incredible dexterity +2|belt of incredibly dexterity]], hanbo, leather armor, [[ring of major energy resistance (acid)|ring of energy resistance]], rogue's kit, shortbow (w/ 40 arrows), 7gp, mwk claw blades x2

!Special Abilities
*''Bloodline Arcana''
**You gain a +2 bonus on Acrobatics, Climb, and Stealth checks.
*''Cat's Claws''
**Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
*''Cat's Luck (Ex)''
**Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
*''Climber'' 
**Catfolk hunters excel at hunting prey from trees and other high vantage points. catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
*''Ki Pool (Su)''
**At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).
**By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
**The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.
*''No Trace (Ex)''
**At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival ~DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.
*''Poison Use''
**At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
*''Pressure Points* (Su)''
**A ninja with this trick can strike at an opponent’s vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ability damage, this damage can be healed by a DC 15 Heal check. Each successful check heals 1 point of damage caused by this trick. A ninja with this trick receives a +10 insight bonus on this Heal check.
*''Serpent’s Fang (Ex):''
**At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.
*''Sneak Attack''
**If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
**The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.
**With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
**The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.
*''Uncanny Dodge (Ex)''
**Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
*''Vanishing Trick (Su)''
**As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Your performance reveals ways to cheat time itself.

''Prerequisite:'' Perform (oratory) 10 ranks or Perform (sing) 10 ranks.

''Cost:'' Feat or 3rd-level bard spell known.

''Effect:'' This piece tells the story of a mighty priest-king who seemed to defy time by snatching near-victory from an overwhelming number of enemies. When you complete the performance, you gain the ability to accelerate time once, which must be used in the next 10 minutes. When you perform this masterpiece, you gain the ability to spend a swift action to perform a nonmagical action that normally requires a move action or a standard action. For example, you could make a full attack, then spend a swift action to take a normal move, load a light crossbow, or draw a weapon in the same round. You must use this extra action within 10 minutes of performing the masterpiece; otherwise the benefit is lost.

This ability does not stack with other effects that increase your speed (such as haste) or alter time (such as time stop).

Your allies may benefit from this masterpiece, but they must listen to it intently (to the exclusion of all other activities) for the duration of the performance, and you must expend 1 round of bardic performance for each ally other than yourself whom you want to gain the ability to accelerate time (for example, affecting yourself and five others requires expending 11 rounds of bardic performance). This is a language-dependent effect.

''Use:'' 5 bardic performance rounds, +1 round per additional person affected.

''Action:'' 1 minute.

Source: Ultimate Magic
* ''Advanced Player's Guide'' - burning gaze, extra hex, geyser, guiding star, ill omen, putrefy food and drink, slipstream, spark, threefold aspect, witch, wandering star motes
* ''Animal Archive'' - extra item slot, faerie dragon item slots, spell sponge
* ''Bestiary 3'' - faerie dragon
* ''Chronicles of the Righteous'' - charitable impulse
* ''Horsemen of the Apocalypse: Book of the Damned, Vol. 3'' - death knell aura
* ''Pathfinder Adventure Path #27'' - dream journal of the pallid seer
* ''Pathfinder Society Primer'' - sure casting
* ''Taldor, Echoes of Glory'' - River Rat
* ''Ultimate Combat'' - frost fall, lock gaze, negative reaction, returning weapon
* ''Ultimate Equipment'' - blood reservoir of physical prowess, cackling hag's blouse, page of spell knowledge, stone familiar
* ''Ultimate Magic'' - Accursed Hex, delusional pride, ear-piercing scream, frostbite, icicle dagger, prehensile hair, ray of sickening, Split Hex, water lung
|>|>|!0th level spells|
|!Name|!Source|!Description|
|[[Arcane Mark]]|CR|Inscribes a personal rune on an object or creature (visible or invisible).|
|[[Bleed]]|CR|Cause a stabilized creature to resume dying.|
|[[Dancing Lights]]|CR|Creates torches or other lights.|
|[[Daze]]|CR|A single humanoid creature with 4 HD or less loses its next action.|
|[[Detect Magic]]|CR|Detects all spells and magic items within 60 ft.|
|[[Detect Poison]]|CR|Detects poison in one creature or small object.|
|[[Guidance]]|CR|+1 on one attack roll, saving throw, or skill check.|
|[[Light]]|CR|Object shines like a torch.|
|[[Mending]]|CR|Makes minor repairs on an object.|
|[[Message]]|CR|Whisper conversation at distance.|
|[[Putrefy Food and Drink]]|APG|Makes food and water inedible.|
|[[Read Magic]]|CR|Read scrolls and spellbooks.|
|[[Resistance]]|CR|Subject gains +1 on saving throws.|
|[[Spark]]|APG|Ignites flammable objects.|
|[[Stabilize]]|CR|Cause a dying creature to stabilize.|
|[[Touch of Fatigue]]|CR|Touch attack fatigues target.|
|>|>|!1st level spells|
|!Name|!Source|!Description|
|[[Bless Water]]|CR|Makes holy water.|
|[[Burning Hands]]|CR|5d4 fire damage in a 15ft. cone. REF half|
|[[Cause Fear]]|CR|Creature w/ <6HD WILL or panicked.|
|[[Charm Person]]|CR|Make one person your friend.|
|[[Comprehend Languages]]|CR|You understand all spoken and written languages.|
|[[Cure Light Wounds]]|CR|Heal 1d8 hp + 1/level (max +5).|
|[[Curse Water]]|CR|Makes unholy water.|
|[[Delusional Pride]]|UM|Target is penalized on attacks and checks but gains bonus against charms and compulsions.|
|[[Ear-Piercing Scream]]|UM|Dazed and 1d8 sonic/2lvls. FORT for half damage and no daze.|
|[[Enlarge Person]]|CR|Creature grows by 1 size category|
|[[Frostbite]]|UM|Target takes cold damage and is fatigued.|
|[[Hypnotism]]|CR|Fascinate 2d4 HD worth of creatures if they fail WILL|
|[[Icicle Dagger]]|UM|Masterwork ice dagger deals +1 cold damage.|
|[[Ill Omen]]|APG|Make target roll twice on d20 rolls and take the lowest.|
|[[Lock Gaze]]|UC|Compels the target to look only at you for the duration of the spell.|
|[[Mage Armor]]|CR|Gives subject +4 armor bonus.|
|[[Mount]]|CR|Summon a light horse or a pony to ride|
|[[Negative Reaction]]|UC|Targeted creature may not positively influence anyone.|
|[[Obscuring Mist]]|CR|20ft. fog cloud around you|
|[[Ray of Enfeeblement]]|CR|Ray causes 1d6 Str penalty + 1 per 2 levels.|
|[[Ray of Sickening]]|UM|Ray makes subject sickened.|
|[[Sleep]]|CR|WILL or 4HD of creatures go to sleep|
|[[Sure Casting]]|PSP|+5 to next SR check.|
|>|>|!2nd level spells|
|!Name|!Source|!Description|
|[[Alter Self]]|CR|Turn into a small or medium humanoid|
|[[Blindness/Deafness]]|CR|FORT or permanently blind or deaf|
|[[Burning Gaze]]|APG|Set things on fire with your eyes|
|[[Cure Moderate Wounds]]|CR|Heal 2d8 hp + 1/level (max +10).|
|[[Daze Monster]]|CR|WILL or daze a monster of up to 7HD.|
|[[Delay Poison]]|CR|Stops poison from harming target for 1 hour/level.|
|[[Enthrall]]|CR|Creatures with <5HD and <~WIS16 give their undivided attention to you|
|[[False Life]]|CR|Gain 1d10 temporary hp + 1/level (max +10).|
|[[Frost Fall]]|UC|5 ft. radius, initial creatures take 2d6 cold and Fort or staggered, entering Fort for half of 1d6 cold|
|[[Glitterdust]]|CR|Blinds creatures, outlines invisible creatures.|
|[[Hold Person]]|CR|Creature becomes paralyzed for 1 round/level.|
|[[Returning Weapon]]|UC|Weapon gains the returning special quality|
|[[See Invisibility]]|CR|You can see invisible things|
|[[Slipstream]]|APG|Wave boosts creature’s speed.|
|[[Summon Monster II|Summon Monster]]|CR|Summon an extraplanar creature to fight for you.|
|[[Touch of Idiocy]]|CR|Subject takes 1d6 penalty to Int, Wis, and Cha.|
|>|>|!3rd level spells|
|!Name|!Source|!Description|
|[[Arcane Sight]]|CR|Constant [[Detect Magic]], but without the concentration!|
|[[Bestow Curse]]|CR|–6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.|
|[[Charitable Impulse]]|~CotR|Target is compelled to do nice things for people on the battlefield.|
|[[Deep Slumber]]|CR|Like Sleep, but for 10HD of creatures|
|[[Dispel Magic]]|CR|Cancels one magical spell or effect.|
|[[Guiding Star]]|APG|As a standard action, know distance and direction to attuned area|
|[[Heroism]]|CR|+2 on attack rolls, saves and skill checks|
|[[Lightning Bolt]]|CR|1d6 electric/lvl (max 10d6) in a 60ft line|
|[[Rage]]|CR|Barb Rage w/ +2STR, +2CON, -2AC, +1WILL|
|[[Stinking Cloud]]|CR|A Fog Cloud that also nauseates people|
|[[Summon Monster III|Summon Monster]]|CR|Summon an extraplanar creature to fight for you.|
|[[Vampiric Touch]]|CR|1d6/2lvls, gain temps equal to the damage dealt.|
|[[Water Breathing]]|CR|Makes target(s) breath water freely.|
|>|>|!4th level spells|
|!Name|!Source|!Description|
|[[Black Tentacles]]|CR|Tentacles grapple everything in a 20ft. radius burst.|
|[[Control Water]]|CR|Lower or raise water in area of effect|
|[[Cure Serious Wounds]]|CR|Heal 3d8 hp + 1/level (max +15).|
|[[Death Knell Aura]]|~BotD3|Dying creatures in 20ft aura must WILL or die.|
|[[Dimension Door]]|CR|Teleports you a short distance|
|[[Phantasmal Killer]]|CR|WILL & FORT or die. no WILL and FORT = 3d6 dmg|
|[[Spite]]|APG|Inflict touch spell on creature that attacks you|
|[[Summon Monster IV|Summon Monster]]|CR|Summon an extraplanar creature to fight for you|
|[[Threefold Aspect]]|APG|Appear older or younger|
|[[Wandering Star Motes]]|APG|Outlines subject, produces light as as sunrod, and dazes target|
|>|>|!5th level spells|
|!Name|!Source|!Description|
|[[Break Enchantment]]|CR|Frees subjects from enchantments, transmutations, and curses.|
|[[Geyser]]|APG|Creates a geyser of boiling water.|
|[[Telepathic Bond]]|CR|Link lets allies communicate.|
|[[Teleport]]|CR|Transports you 100 miles/caster level|
|[[Waves of Fatigue]]|CR|Everyone in 30ft. cone becomes fatigued|
|>|>|!6th level spells|
|!Name|!Source|!Description|
|[[Eyebite]]|CR|Target becomes panicked, sickened, and/or comatose|
|[[True Seeing]]|CR|Lets you see things as they really are.|
!!Riddlywipple
Faerie Dragon (Bestiary 3)
CG Tiny dragon
''Init'' +3; ''Senses'' darkvision 60 ft., low-light vision; Perception +8
!!Defense
''AC'' 23, touch 15, flat-footed 20 (+3 Dex, +8 natural, +2 size)
''hp'' 39 (3d12+3, 10HD)
''Fort'' +5, ''Ref'' +6, ''Will'' +9 ([[calc|Theodric's Riddlywipple's Save Calc]])
''Defensive Abilities'' improved evasion; ''Immune'' paralysis, sleep; ''SR'' 16
!!Offense
''Speed'' 10 ft., fly 60 ft. (perfect), swim 30 ft.
''Melee'' bite +10 (1d3-1)
''Ranged'' touch +10
''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
''Special Attacks'' breath weapon (5-ft. cone, euphoria, Fort DC 13 negates, usable every 1d4 rounds)
''~Spell-Like Abilities'' (CL 3rd; concentration +6)
*3/day - [[Greater Invisibility]] (self only)
''Spells Known'' (CL 3rd; concentration +9)
*1st (6/day) - [[Enlarge Person]], [[Grease]] (DC 14), [[Shield]], [[Silent Image]] (DC 14), [[Sleep]] (DC 14)
*0 (at will) - [[Dancing Lights]], [[Flare]] (DC 13), [[Ghost Sound]] (DC 13), [[Mage Hand]], [[Open/Close]]
!!Statistics
''Str'' 9, ''Dex'' 17, ''Con'' 15, ''Int'' 10, ''Wis'' 14, ''Cha'' 16
''Base Atk'' +5; ''CMB'' +6; ''CMD'' 16 (20 vs. trip)
''Feats'' [[Extra Item Slot]] x2 (Head, Belt), [[Spell Sponge]]
[[Skills|Theodric's Riddlywipple's Skills]] Bluff +12, Climb +8, Diplomacy +12, Fly +29, Knowledge (arcana) +14, Knowledge (nature) +14, Linguistics +8, Perception +8, Profession (sailor) +13, Sense Motive +8, Spellcraft +14, Stealth +17, Swim +21, Use Magic Device +20
''Languages'' Common, Draconic, Elven, Sylvan; telepathy 100 ft.
''Combat Gear'' wand of //acid arrow// (20 charges), wand of //endure elements// (28 charges), wand of //enervation// (10 charges), wand of //ill omen// (41 charges), wand of //magic missile// (18 charges), wand of //prayer// (12 charges), wand of //resist energy// (CL 11, 10 charges), wand of //shield// (18 charges)
''Other Gear'' [[belt of mighty constitution +2|belt of mighty constitution]], [[circlet of persuasion]], ocher rhomboid ioun stone (Extra Item Slot), [[page of spell knowledge (enlarge person)|page of spell knowledge]], [[page of spell knowledge (shield)|page of spell knowledge]]
!!Special Abilities
*''Alertness (Ex)'' - While a familiar is within arm's reach, the master gains the [[Alertness]] feat.
*''Breath Weapon (Su)'' - 5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.
*''Deliver Touch Spells (Su)'' - If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.
*''Empathic Link (Su)'' - The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
*''Improved Evasion (Ex)'' - When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
*''Share Spells'' - The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
*''Speak with Master (Ex)'' - If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
*''Spells'' - A faerie dragon casts spells as a 3rd-level sorcerer.
*''Spell Resistance (Ex)'' - If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance. 
*''Store Spells'' - Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.
|!Source|!FORT|!REF|!WILL|
|Riddlywipple's Base Saves|bgcolor(#b6f9b6):+3|bgcolor(#b6f9b6):+3|bgcolor(#f9b6b6):+3|
|Theodric's Base Saves|bgcolor(#f9b6b6):+3|bgcolor(#f9b6b6):+3|bgcolor(#b6f9b6):+7|
|Riddlywipple's Stats|+2|+3|+2|
|Total|+5|+6|+9|
|!Skill            |!Stat|!Theodric's Ranks  |!Riddlywipple's Ranks|!Class Skill|!Other Bonuses               |!Total|
|Acrobatics        |3    |bgcolor(#f9b6b6):  |bgcolor(#b6f9b6):3   |3           |                             |+9    |
|Bluff             |3    |bgcolor(#f9b6b6):  |bgcolor(#b6f9b6):3   |3           |3 (circlet of persuasion)    |+12   |
|Climb             |-1   |bgcolor(#b6f9b6):6 |bgcolor(#f9b6b6):    |3           |                             |+8    |
|Diplomacy         |3    |bgcolor(#f9b6b6):  |bgcolor(#b6f9b6):3   |3           |3 (circlet of persuasion)    |+12   |
|Fly               |3    |bgcolor(#b6f9b6):11|bgcolor(#f9b6b6):    |3           |8 (perfect flight) + 4 (size)|+29   |
|Knowledge(arcana) |     |bgcolor(#b6f9b6):11|bgcolor(#f9b6b6):    |3           |                             |+14   |
|Knowledge(nature) |     |bgcolor(#b6f9b6):11|bgcolor(#f9b6b6):    |3           |                             |+14   |
|Linguistics       |     |bgcolor(#b6f9b6):5 |bgcolor(#f9b6b6):    |3           |                             |+8    |
|Perception        |2    |bgcolor(#f9b6b6):  |bgcolor(#b6f9b6):3   |3           |                             |+8    |
|Profession(sailor)|2    |bgcolor(#b6f9b6):11|bgcolor(#f9b6b6):    |            |                             |+13   |
|Sense Motive      |2    |bgcolor(#f9b6b6):  |bgcolor(#b6f9b6):3   |3           |                             |+8    |
|Spellcraft        |     |bgcolor(#b6f9b6):11|bgcolor(#f9b6b6):    |3           |                             |+14   |
|Stealth           |3    |bgcolor(#f9b6b6):  |bgcolor(#b6f9b6):3   |3           |8 (size)                     |+17   |
|Swim              |-1   |bgcolor(#b6f9b6):11|bgcolor(#f9b6b6):    |3           |8 (swim speed)               |+21   |
|Use Magic Device  |3    |bgcolor(#b6f9b6):11|bgcolor(#f9b6b6):    |3           |3 (circlet of persuasion)    |+20   |
|!Skill            |!Stat|!Ranks|!Class Skill|!Other Bonuses        |!Total|
|Climb             |1    |6     |            |                      |+7    |
|Fly               |2    |11    |3           |                      |+16   |
|Intimidate        |0    |      |            |2 (CH's Blouse)       |+2    |
|Knowledge(arcana) |6    |11    |3           |                      |+20   |
|Knowledge(nature) |6    |11    |3           |                      |+20   |
|Linguistics       |6    |5     |3           |                      |+14   |
|Profession(sailor)|-1   |11    |3           |2 (Ship)              |+15   |
|Spellcraft        |6    |11    |3           |                      |+20   |
|Swim              |1    |11    |3           |1 (trait) + 4 (racial)|+20   |
|Use Magic Device  |0    |11    |3           |                      |+14   |



!Baron Theodric Alspine
Male Taldan Witch 11
CG Medium humanoid (human)
''Init'' +2; ''Senses'' Perception -1

!Defenses
''AC'' 12, touch 12, flat-footed 10 (+2 Dex)
''hp'' 78 (11d6+33)
''Fort'' +7, ''Ref'' +7, ''Will'' +8

!Offense
''Speed'' 30 ft.
''Melee'' dagger +6 (1d4+2) or melee touch +6
''Ranged'' dagger +7 (1d4+2) or ranged touch +7
''Special Attacks'' hex (DC 21, cackle, evil eye, flight, healing, major healing, misfortune, prehensile hair, ward, water lung)
[[Witch Spells|Theodric's Cheat Sheet]] (CL 11th, concentration +19):
*6th level (DC 22) - 2/day
*5th level (DC 21) - 3/day
*4th level (DC 20) - 4/day ([[Spite]], [[Threefold Aspect]] + 1 other)
*3rd level (DC 19) - 4/day ([[Dispel Magic]], [[Vampiric Touch]], + 2 other)
*2nd level (DC 18) - 6/day ([[False Life]] x2 + 4 others)
*1st level (DC 17) - 6/day ([[Comprehend Languages]], [[Mage Armor]] + 4 others)
*0th level (DC 16) - 4/day ([[Detect Magic]] + 3 others)
''Patron'' water

!Statistics
''Str'' 12, ''Dex'' 14, ''Con'' 14, ''Int'' 22, ''Wis'' 8, ''Cha'' 10
''Base Atk'' +5; ''CMB'' +6; ''CMD'' 18
''Feats'' [[Accursed Hex]], [[Extra Hex]] x3, [[Improved Familiar]], [[Quicken Spell]], [[Split Hex]]
''Traits'' [[Focused Mind]], [[River Rat]]
[[Skills|Theodric's Skills]] Climb +7, Fly +16, Intimidate +2, Knowledge (arcana) +20, Knowledge (nature) +20, Linguistics +14, Profession (sailor) +15, Spellcraft +20, Swim +20, Use Magic Device +14
''Languages'' Auran, Aquan, Celestial, Ignan, Kelish, Taldane, Terran, Thassilonian, Tien
''SQ'' patron (water), witch's familiar (Riddlywipple, faerie dragon)
''Combat Gear'' [[alchemist's fire]] x3, [[cackling hag's blouse]], [[dream journal of the pallid seer]] (read), [[lesser extend metamagic rod|extend metamagic rod]], [[lesser quicken metamagic rod|quicken metamagic rod]], //scroll of [[Shrink Item]]//
''Other Gear'' [[blood reservoir of physical prowess]] (4 charges), [[+2 cloak of resistance|cloak of resistance]], [[+2 headband of vast intelligence (fly)|headband of vast intelligence]], [[pearl of power I|pearl of power]], //spite// material component x2, [[stone familiar]], //wand of [[Cure Light Wounds]]// (8, 50 charges), [[wayfinder]]

!Special Abilities
* ''Familiar'' - Available here - [[Theodric's Riddlywipple]]
* ''Hexes''
** ''Cackle (Su):'' A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
** ''Evil Eye (Su):'' The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
** ''Flight (Su):'' The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use [[feather fall|Feather Fall]] at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast [[levitate|Levitate]] once per day. At 5th level, she can [[fly|Fly]], as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
** ''Healing (Su):'' A witch can soothe the wounds of those she touches. This acts as a [[cure light wounds|Cure Light Wounds]] spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like [[cure moderate wounds|Cure Moderate Wounds]].
** ''Major Healing (Su):'' By calling upon eerie powers, the witch's touch can mend even the most terrible wounds of those she touches. This acts as [[cure serious wounds|Cure Serious Wounds]], using the witch's caster level. Once a creature has benefited from the major healing hex, it cannot benefit from it again for 24 hours. At 15th level, this hex acts like [[cure critical wounds|Cure Critical Wounds]].
** ''Misfortune (Su):'' The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
** ''Prehensile Hair (Su):'' The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.
** ''Ward (Su):'' A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.
** ''Water Lung (Su):'' An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.

!Boons
* ''Curse Removal:'' In thanks for retrieving the stolen cursed items from the Shadow Lodge, ~Venture-Captain Norden Balentiir authorizes a free casting of remove curse at Caster Level 12th at any point in your future career. This favor may only be used when in a settlement of at least 5,000 people and may only be used once. After having this spell cast on you by a Pathfinder spellcaster, cross this reward off your Chronicle sheet.
* ''~Death-Speaker:'' When you use a spell, spell-like ability, or supernatural ability to cast commune, contact other plane, or speak with dead, treat your caster level as being two higher for all level-variable effects of the spell. When this bonus is used, cross it off your Chronicle.
* ''Defender of Katheer:'' ~PCs who successfully defeat the sorcerer Raamiz ~Ibn-Chadli earn a small amount of renown with the people of Katheer. Whenever the ~PCs deal with humanoids from Katheer in the future, they receive a +1 circumstance bonus to all Diplomacy checks.
* ''Distrust of Witches:'' Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
* ''Evoking Day:'' Your participation in the feasting and flashy displays of evocation magic that mark the Nethysian holiday have left you with an affinity for magic you didn't possess before, or honed skills you already possess. You gain a +5 competence bonus on any single Knowledge (arcana) or Spellcraft check, declared before attempting the skill check. You may attempt this skill check even if you possess no ranks in the associated skill. After using this ability, cross this boon off the Chronicle sheet.
* ''Eyes of the Kirin (Sovereign Court faction):'' You have demonstrated the righteousness determination of the Sovereign Court to the Way of the Kirin, a covert organization active in Tian Xia that is dedicated to justice. As a free action, you can cross this boon off your Chronicle sheet in order to channel the infallibility of the kirin for 5 rounds, during which time you gain electricity resistance 10, spell resistance 20 against spells cast by evil creatures, and a +5 sacred bonus on any one Diplomacy check you attempt before the effect ends. Alternatively, you can cross this boon off to earn Lady Morilla’s accolades, restoring 2 Prestige Points you had already expended.
* ''Faithless:'' Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
* ''Five Kings Negotiatior:'' Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
* ''Fugitive from Numeria:'' You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
* ''Hero of Sothis:'' You have twice rescued artifacts of important significance for the nation of Osirion. The Ruby Prince himself grants you a one-use magic item known as the amulet of glory. You may call upon the powers of this amulet once when making an initiative check to receive a +10 bonus on that check. Once used, the amulet dissolves to dust and is no longer usable, and you should place a line through this entry on the chronicle sheet. You may only receive this reward if you have played all four parts of the Echoes of the Everwar arc.
* ''Insights of the Shadowless Sword:'' Your exposure to the Shadowless Sword grants you a moment of peerless perception or incredible alacrity when you most need it. As an immediate action, you gain a +4 bonus on Perception checks to see through a disguise and a +2 bonus on Will saving throws to disbelieve illusions, both lasting 2 rounds. Alternatively, as a swift action, you gain the benefits of haste for 2 rounds (CL 10th). When you use either of these abilities, cross this boon off the Chronicle sheet.
* ''Jestercap Fright Mask:'' You may use this mask to either cast //cause fear// (CL 1, DC 12) or //remove fear// (CL 1).
* ''Kalistrade Appraisal:'' You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
* ''Kassen's Boon:'' As a reward for setting his spirit to rest, Kassen offers you one last blessing. With this blessing, you may add 1d6 to a single d20 roll before the results of the roll are revealed. Alternatively, a spellcaster may recall any one spell or spell slot expended that round. Finally, the boon may be used to automatically stabilize if at negative hit points and dying. Once any one of these three abilities is used, cross this entire boon off the Chronicle sheet.
* ''Magical Scrivener:'' Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
* ''Master of Shadows'': You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
* ''Nidalese Apostate:'' Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
* ''Noble Title:'' You gain one of the following noble titles: //baron//, baroness, dame, earl, lord, marquis, marquise, visbaronet, visbaronetess, viscount, and viscountess. Among the many hereditary nobles in Taldor, your title means little and grants you few benefits other than an official writ declaring it a legitimate title in the Empire of Taldor, signed by Prince Stavian III himself. You become specialized in Knowledge (nobility).
* ''Practiced Artificer:'' Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.
* ''Prince of Wolves:'' Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
* ''Proud but Discouraged (Taldor):'' The people of Varisia stubbornly resisted Lady Gloriana Morilla’s efforts to found a new aristocracy. In that time, you have learned to rely on your fellow nobles and sympathizers. Increase the bonus of any aid another action you receive from any member of the Taldor faction by 2.
* ''Revolutionary Bluster'': You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
* ''Ship:'' You own a maritime vessel that you use for trade, transport, or military purposes. This ship comes complete with a crew and earns enough money through normal operation to be self-sustaining, but isn't necessarily profitable on its own. Whenever you require passage at sea, you may choose to take your vessel instead of an unfamiliar ship hired by the Society to deploy you and your party. You gain a +2 circumstance bonus on Profession (sailor) checks and it becomes a class skill for you. You may use Profession (sailor) checks to make Day Job rolls.
* ''The Long Con:'' Your experiences bringing down the Tower of Yath have honed your skills at deceiving those who worship Abyssal forces. You gain a permanent +1 bonus on Bluff checks made against demonic cultists in noncombat situations.
* ''True Magic of the Shadowcaster:'' The purest expression of ~Zon-Kuthon’s power blends faith with mastery of the arcane. As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.

[[Additional Resources Necessary|Theodric's ARs]]
Magic Trait

You’ve studied more magic than what you can actually perform. You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren’t a spellcaster.

Source: Cheliax, Empire of Devils
''Advanced Race Guide:'' treesinger archetype
''Pathfinder Adventure Path #27:''  dream journal of the pallid seer
''Pathfinder Society Field Guide:'' pathfinder's kit
''Ultimate Campaign:'' child of the temple, friend in every town
!Thessalia Elasha
Female Elf Treesinger Druid 3
N Medium humanoid (elf)
''Init'' +1; ''Senses'' Perception +8, low-light vision

!Defenses
''AC'' 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
''hp'' 24 (3d8+6)
''Fort'' +4, ''Ref'' +2, ''Will'' +5

!Offense
''Speed'' 30 ft. (20 ft. in armor)
''Melee'' mwk quarterstaff +6 (1d6+4)
''Ranged'' sling +3 (1d4+3)
''Spells'' (CL 3, concentration +6):
*2nd level - 2 prepared
*1st level - 3 prepared
*0 (at-will) - 4 prepared

!Statistics
''Str'' 16, ''Dex'' 12, ''Con'' 12, ''Int'' 12, ''Wis'' 14, ''Cha'' 10
''Base Atk'' +2; ''CMB'' +5; ''CMD'' 16
''Feats'' [[Power Attack]], [[Toughness]]
''Traits'' [[Child of the Temple]], [[Friend in Every Town]]
''Skills'' Diplomacy +7, Handle Animal +6, Knowledge (nature) +9, Knowledge (nobility) +8, Perception +8, Survival +10
''Languages'' Common, Druidic, Elven, Sylvan
''SQ'' green empathy, nature sense, plant bond, spontaneous casting, trackless step
''Combat Gear'' alchemist fire, acid flask x2, scroll of [[cure light wounds|Cure Light Wounds]]x4, scroll of [[faerie fire|Faerie Fire]], scroll of [[magic fang|Magic Fang]], scroll of [[obscuring mist|Obscuring Mist]], scroll of [[shillelagh|Shillelagh]]
''Other Gear'' //[[dream journal of the pallid seer]]// (read), hide armor, pathfinder's kit, mwk quarterstaff, quarterstaff, 50ft. rope, cold iron sickle, silver sickle, sling w/ 20 bullets, spear

[[Twiggy's Stat Block]]

!Special Abilities
*''Green Empathy (Ex)''
**At 1st level, a treesinger can improve the attitude of a plant creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The treesinger rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical wild plant creature has a starting attitude of indifferent.
**To use green empathy, the treesinger and the plant creature must be within 30 feet of one another under normal conditions. Generally, influencing a plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time.
**A treesinger can also use this ability to influence an animal, but she takes a –4 penalty on the check.
*''Nature Sense (Ex)''
**A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
*''Plant Bond (Ex)''
**At 1st level, a treesinger forms a mystic bond with plant life. This bond can take one of two forms.
**The first grants the treesinger one of the following domains: Plant; Growth; Jungle, Swamp. When determining the powers and bonus spells granted by this domain, the treesinger's effective cleric level is equal to her druid level. A treesinger who selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot, and this spell cannot be used to cast a spell spontaneously.
**The second option is to form a close bond with a plant companion. A treesinger may begin play with any of the plants listed below. This plant is a loyal companion that accompanies the treesinger on her adventures. Except for the companion being a creature of the plant type, drawn from the list below, this ability otherwise works like the standard druid's animal companion ability.
*''Spontaneous Casting''
**A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
*''Trackless Step (Ex)''
**Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

!Faction Card
*Season 6 Sovereign Court
**Rewards - 0 goals
***CONFIDANTE (2+ goals): Twice per adventure, you can call upon your contacts, either allowing you to attempt a Knowledge check as though you had a number of ranks in that skill equal to your number of ranks in Diplomacy or gain you a +2 bonus on the check. Calling in a favor takes 1 minute, and when not in an urban environment requires two uses of this ability.
***CONSPIRATOR (4+ goals): Your contact can now perform any of the following services when called: pay any Prestige Point costs associated with getting you out of jail, recover your body and equipment for free if you died in an urban setting, or purchase and deliver to you any item worth up to 10 gp per faction goal you have accomplished (returned at the end of the adventure).
***SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a +4 competence bonus on checks using that skill and halve their armor check penalty when using the skill.
**Goals
***(0/3) - Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
***(0/1) - Recruit a servant of a named NPC aristocrat, noble, ambassador, or similar figure who is not a member of the Sovereign Court. Doing so requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 plus your character level.
***(0/1) - Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.
***(0/1) - Sponsor another PC to join your faction. To fulfill this goal that PC must then join the Sovereign Court by spending only 1 Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in any combination of the following skills: Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
***(0/3) - Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.
***(0/1) - Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
***(0/1) - Complete a mission (by completing both the primary and secondary success conditions) tied directly to enhancing or preserving the reputation of the Pathfinder Society in the eyes of another nation or organization.
***(3/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
*Season 7 Sovereign Court
**Rewards - 0 goals
***CONFIDANTE (2+ goals): Twice per adventure, you can call upon your contacts, either allowing you to attempt a Knowledge check as though you had a number of ranks in that skill equal to your number of ranks in Diplomacy or gain you a +2 bonus on the check. Calling in a favor takes 1 minute, and when not in an urban environment requires two uses of this ability.
***ADVOCATE (4+ goals): When purchasing a spellcasting service, vanity, or other prestige award that costs 5 or more Prestige Points, the power of your reputation reduces the final cost by 1. If you have completed seven or more goals, you instead reduce the cost of awards that cost 4 or more Prestige Points by 1.
***SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a +4 competence bonus on checks using that skill and halve their armor check penalty when using the skill.
**Goals
***(1/3) - Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
***(0/1) - Recruit a servant of a named NPC aristocrat, noble, ambassador, or similar figure who is not a member of the Sovereign Court. Doing so requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 plus your character level.
***(0/1) - Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.
***(1/3) - Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.
***(1/2) - Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check equal to 15 plus your character level.
***(0/1) - Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
***(0/1) - Complete a mission (by completing both the primary and secondary success conditions) tied directly to enhancing or preserving the reputation of the Pathfinder Society in the eyes of another nation or organization.
***(0/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.

!Boons
*''Attuned to the Citysong''
**Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
*''Chalice Champion''
**You were part of the team that secured the Sargava Chalice for the Pathfinder Society's use. At the start of a chase or pursuit, you may activate this boon to grant yourself a +2 bonus on all checks made to make progress in the chase or pursuit. This bonus lasts the duration of that chase or pursuit only. When you have used this boon, cross it off the Chronicle Sheet.
*''Distrust of Witches''
**Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
*''Draconic Sidekick''
**You returned several stolen pseudodragon eggs to their clutch. Now, the pseudodragons of the Frisky Unicorn have selected you as the traveling companion and mentor for one of their hatchlings. The young pseudodragon has not yet chosen her name, and she allows you to help her decide. As long as you do not mistreat your new ally and your alignment does not become evil at any time, she agrees to travel with you. You may use this boon in one of two ways. First, you may take a pseudodragon as a familiar with the Improved Familiar feat as long as you are a spellcaster of at least 5th level (rather than 7th). This pseudodragon’s sting counts as silver for the purposes of bypassing damage reduction.
**Alternatively. you may cross this boon off your chronicle sheet to gain a pseudodragon that follows you loyally for one adventure. Its sting also bypasses DR/silver, as the pseudodragon familiar. This pseudodragon allows you to bypass the normal limit of one combat creature per player per scenario.
*''Dragon Empires Expert''
**Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
*''Draw from the Deck''
**You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). When you use this boon, cross it off your Chronicle sheet.
*''Explore, Report, Cooperate''
**You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
*''Faithless''
**Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
*''Fortune’s Return''
**Despite the ill omens of the Yellow Prophet, you saved Lady Qualstair from assassination and prevented unfortunate accidents from carrying deadly consequences. You gain up to four of the six abilities below (your GM will tell you if you did not earn all four). Cross off the ones you do not choose.
**You may activate an ability that you did not cross off by checking off the box next to it. Doing so grants you a +1 luck bonus on an attack roll, saving throw, skill check, or ability check associated with the corresponding ability score. Apply the bonus before you roll. The bonus increases to +2 if you use if for the specific use listed below.
***(0/1) - The Suit of Hammers (Strength): Sundering or otherwise breaking an object
***(0/1) - The Suit of Shields (Constitution): Fortitude saves or Constitution checks against fatigue or exhaustion
***(0/1) - The Suit of Stars (Wisdom): Avoiding getting lost or otherwise navigating
***(0/1) - The Suit of Crowns (Charisma): Speaking to a person in a position of authority
*''Fugitive from Numeria''
**You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
*''Impressive Find'' 
**A representative from the Pathfinder Society—an organization of archaeologists and explorers—has heard of your discoveries in Ustalav and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.
*''Infused Extracts''
**You claimed a number of a dead alchemist's infused extracts during the Sargava Chalice, which you can use at any time in the future. As a standard action that provokes attacks of opportunity (as drinking a potion), you gain one of the following benefits. When you have used a given benefit, check the adjacent box, indicating that the extract has been expended. Abilities that allow you to drink potions more quickly or without provoking attacks of opportunity affect this boon, though abilities that alter the effects of a consumed potion (such as the extend potion alchemist discovery or the //alchemical allocation// spell) do not.
***(0/1) - //cure light wounds// (CL 1st)
***(0/1) - //shield// (CL 1st)
*''Inside Knowledge''
**As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.
*''Insights of the Shadowless Sword''
**Your exposure to the Shadowless Sword grants you a moment of peerless perception or incredible alacrity when you most need it. As an immediate action, you gain a +4 bonus on Perception checks to see through a disguise and a +2 bonus on Will saving throws to disbelieve illusions, both lasting 2 rounds. Alternatively, as a swift action, you gain the benefits of haste for 2 rounds (CL 10th). When you use either of these abilities, cross this boon off the Chronicle sheet.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
*''Lifetimes of Experience''
**You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
*''Magical Scrivener''
**Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
*''Nidalese Apostate''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
*''Opportunistic Strike''
**Your experience fighting demons in the Worldwound and your patience carrying out a long con has granted you insight into when and where demons are the most vulnerable. At any time in the future, when fighting a creature of the demon subtype, you may recognize an opening for an opportunistic strike. As an immediate action, you may declare a single attack roll to be an opportunistic strike, allowing you to bypass the demon’s damage reduction of a value equal to your base attack bonus on a single attack. Once this attack has been made, the GM should cross off this boon.
*''Prince of Wolves''
**Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
*''Prophet’s Ally'' 
**By helping Temel Passad secure a district in Alabastrine, you have proven to him that the Pathfinder Society is still a valuable ally. If you decide to follow the Prophecies of Kalistrade yourself, he assists you in your business ventures. You may purchase the following modified version of the Prophets of Kalistrade vanity for 4 Prestige Points (Pathfinder Society Field Guide 61). If you already possess the Prophets of Kalistrade vanity from this source, it upgrades to the version below.
**//Prophets of Kalistrade (4 PP):// You adhere to the philosophy of the Prophecies of Kalistrade, made popular in the nation of Druma. As such, you follow strict sexual and dietary restrictions, and hold the amassing of vast personal wealth as your primary motivation in life. So long as you maintain these strictures, you may spend 1 PP to reroll a Day Job check. You must take the result of the reroll, even if it is lower. When you spend 1 PP to reroll a Day Job check, you may increase the cap on your earnings. A DC 45 Day Job check now earns you 200 gp, and a DC 50 Day Job check earns you 300 gp. Alternatively, you may spend 1 PP before using a reroll that you gain from another source to receive this expanded range of rewards for the Day Job check. You may not spend more than 1 PP from this vanity on a single Day Job check. Additionally, you may not purchase this vanity if you have a patron deity, and conversion to another faith negates the benefits of this vanity.
*''Prized Find''
**You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).
*''Revolutionary Bluster''
**You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''Shameless Opportunist''
**Years of practice with a blade, a brick, or any other weapon at hand have taught you what matters most in a fight—striking quickly and striking hard. When you hit with an attack against a flat-footed target, as a free action you may increase the damage dealt by 4. When this boon is used, cross it off your Chronicle sheet.
*''~Strix-Slayer''
**Through fighting the strix, you have learned a few tricks for dealing with aerial foes. As a free action, you gain a +2 circumstance bonus to hit on a single melee or ranged attack against a flying creature. If the attack hits, it deals an additional 1d6 points of damage and increases the Fly check DC needed for the creature to avoid losing altitude by +10. Creatures immune to critical hits are immune to this extra damage. This damage is not multiplied on a critical hit. When this boon is used, cross it off this Chronicle sheet.
*''Temple Trained''
**Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
*''Urban Tenacity''
**Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.
*''~Well-Earned Reward'' 
**Dr. Quolorum’s principle interest in these missions was uncovering the secret behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost as a favor to you. You may purchase any of the three treasures below at a reduced price: //gloves of swimming and climbing// (5,000 gp), //necklace of fireballs// (type I, one 3d6 bead remaining) (300 gp), and //robe of useful items// (still has one of each of the following patches: dagger, lit bullseye lantern, steel mirror, 10-foot pole, 50-foot coil of hempen rope, sack, potion of cure serious wounds, 24-foot-long ladder, scroll of glitterdust, a bouquet of roses, 3 adamantine arrows, antitoxin, cauldron containing enough hot lamb stew to serve eight Medium creatures)(2,500 gp).

[[Thessalia's Sources]]
!!THOQQUA CR 2
N Medium outsider (earth, elemental, extraplanar, fire)
''Init'' +1; ''Senses'' darkvision 60 ft., tremorsense 60 ft.; Perception +10
''Aura'' molten body
!!DEFENSE
''AC'' 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
''hp'' 22 [28] (3d10+6) [3d10+12]
''Fort'' +5 [+7], ''Ref'' +4, ''Will'' +2
''Immune'' fire, elemental traits
''Weaknesses'' vulnerable to cold
!!OFFENSE
''Speed'' 30 ft., burrow 20 ft.
''Melee'' slam +4 [+6] (1d6+1 plus burn) [1d6+3]
''Special Attacks'' burn (1d6, DC 13) [DC 15]
!!STATISTICS
''Str'' 13 [17], ''Dex'' 13, ''Con'' 15 [19], ''Int'' 6, ''Wis'' 12, ''Cha'' 10
''Base Atk'' +3; ''CMB'' +4 [+6]; ''CMD'' 15 [17] (can’t be tripped)
''Feats'' [[Nimble Moves]], [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Acrobatics +7, Perception +10, Stealth +7, Survival +7
''Languages'' Ignan (cannot speak)
!!SPECIAL ABILITIES
*''Molten Body (Su)'' 
**A thoqqua’s body is hot enough to melt stone. Anyone striking a thoqqua with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a thoqqua or is grappled by one takes 3d6 points of fire damage each round the grapple persists. A creature that strikes a thoqqua with a manufactured weapon can attempt a DC 13 [15] Reflex save to pull the weapon away from the creature’s molten body quickly enough to avoid having the weapon take 1d6 points of fire damage—damage caused to a weapon in this manner is not halved as is normal for damage caused to items, and ignores the first 5 points of hardness possessed by the item. As a result, most metal weapons can generally safely strike a thoqqua without taking much damage, but wooden weapons have a significant chance of burning away if used against one of these creatures. The save DC is Constitution-based.
''School'' transmutation; ''Level'' alchemist 3, druid 4, hunter 4, investigator 3, shaman 4
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!Effect
''Range'' personal
''Target'' you
''Duration'' 1 round/level
!!Description
This spell causes spines to grow from your exposed skin, damaging creatures that strike you. Any creature striking you with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage +1 point per caster level (maximum +15). Creatures using melee weapons with reach are unaffected by this spell. Creatures that successfully grapple you take 2d6 points of piercing damage +1 point per caster level (maximum +15). In addition, your natural attacks and unarmed strikes deal an additional 1d6 points of piercing damage.

Thorns created by this spell persist through any new physical shape or form you assume, such as via wildshape or any polymorph effect.

Source: Advanced Player's Guide
You know how to avoid a blow while still maintaining your offensive posture.
''Benefit:'' When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
''School'' transmutation; ''Level'' druid 5, witch 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' S, F (silver crescent worth 5 gp)
!!EFFECT
''Range'' personal
''Targets'' you
''Duration'' 24 hours (D)
!!DESCRIPTION
Threefold aspect allows you to shift your appearance between your natural age and three idealized age categories: young adult (youth/maiden), adulthood (father/mother), or elderly (elder/crone). In each case, your appearance is your own at the appropriate age, rather than that of a new individual.

You may change between these three aspects or your actual age as a standard action. As the young adult, you gain a +2 enhancement bonus to Dexterity and Constitution, but suffer a -2 penalty to Wisdom. In the adult aspect, you gain a +2 enhancement bonus to Wisdom and Intelligence, but take a -2 penalty to Dexterity. As the elderly aspect, you gain a +4 enhancement bonus to Wisdom and Intelligence, but take a -2 penalty to Strength and Dexterity. As enhancement bonuses, these stack with any bonuses or penalties you may have from your actual age (which are untyped bonuses)-the bonuses granted by this spell represent your idealized form in this threefold aspect rather than simply duplicating your ability scores at any one particular age.

True seeing reveals your natural appearance overlaid with that your aspect, recognizing both as part of your true self.

Individuals who study you closely and have interacted with you at another apparent age recognize a resemblance (as though family) with a successful DC 20 Perception check.

Threefold aspect does not alter your clothing or equipment, and does not heal any deformity or injury unrelated to age.

Source: Advanced Player's Guide
''Benefit:'' You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

''Normal:'' You take a –4 penalty on attack rolls made with an improvised weapon.
''Discipline ''Psychoportation; ''Level'' Psion/Wilder 3
!!MANIFESTING
''Display'' Auditory and visual
''Manifesting Time'' 1 standard action
!!EFFECT
''Range'' Close (25 ft. + 5 ft./2 levels)
''Targets'' One Medium or smaller creature, or one object weighing 300 lb. or less
''Duration'' 1 round/level; see text
''Saving Throw'' Will negates; ''Power Resistance'' Yes
''Power Points'' 5
!!DESCRIPTION
The subject of the power hops forward in time 1 round for every manifester level you have. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all.

In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.

If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.

''Augment'' You can augment this power in one or both of the following ways.
*For every 2 additional power points you spend, you can affect a creature of one size category larger, or double the weight of an object to be affected.
*For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
''School'' transmutation; ''Level'' sorcerer/wizard 9
!!CASTING
''Casting Time'' 1 standard action
''Components'' V
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1d4+1 rounds (apparent time); see text
!!DESCRIPTION
This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.

You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature's possession.

You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.
''School'' divination; ''Level'' bard 1
!CASTING
''Casting Time'' 1 immediate action
''Components'' V
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one creature
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!DESCRIPTION
A word of arcane-empowered inspiration can snatch victory from seeming defeat. Cast this spell when a creature fails an attack roll or skill check. The target gains a +1 competence bonus per five caster levels (maximum +3 bonus) on the attack roll or skill check retroactively. If the bonus is enough to make the failure a success, the roll succeeds. 

Source: Advanced Player's Guide
''School'' evocation [force]; ''Level'' bard 3, sorcerer/wizard 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a small crystal bead)
!!EFFECT
''Range'' 20 ft.
''Effect'' 20-ft.-radius sphere centered on your location
''Duration'' 2 hours/level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION

You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.

The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.

The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).
Social Trait

Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.

Source: Ultimate Campaign
!Tojanida CR 5
N Medium outsider (extraplanar, water)
''Init'' +1; ''Senses'' all-around vision, darkvision 60 ft.; Perception +14
!!Defense
''AC'' 21, touch 12, flat-footed 19 (+1 Dex, +1 dodge, +9 natural)
''hp'' 51 [63] (6d10+18) [(6d10+30)]
''Fort'' +8 [+10], ''Ref'' +6, ''Will'' +3
''Resist'' electricity 10, fire 10
!!Offense
''Speed'' 10 ft., swim 90 ft.
''Melee'' bite +9 [+11] (1d6+3) [(1d6+5)], 2 claws +9 [+11] (1d6+3) [(1d6+5)]
''w/ Power Attack'' bite +7 [+9] (1d6+7) [(1d6+9)], 2 claws +7 [+9] (1d6+7) [(1d6+9)]
''Special Attacks'' ink cloud
!!Statistics
''Str'' 16 [20], ''Dex'' 13, ''Con'' 17 [21], ''Int'' 10, ''Wis'' 12, ''Cha'' 9
''Base Atk'' +6; ''CMB'' +9 [+11]; ''CMD'' 21 [23] (29 [31] vs. trip)
''Feats'' [[Blind-Fight]], [[Dodge]], [[Power Attack]]
''Skills'' Bluff +5, Escape Artist +10, Knowledge (planes) +9, Perception +14, Perform (act) +5, Sense Motive +10, Stealth +7, Survival +7, Swim +11 [+13]; ''Racial Modifiers'' +4 Perception
''Languages'' Aquan
!!Special Abilities
*''Ink Cloud (Ex)''
**A tojanida can emit a 30-foot-radius sphere of ink once per minute as a free action. The ink provides total concealment in water, and persists for 1 minute. If used out of the water, the jet of ink is a line 30 feet long, and creatures in the area must succeed at a DC 16 [18] Reflex save or be blinded for 1 round. The save DC is Constitution-based.
''School'' divination; ''Level'' alchemist 3, bard 2, cleric/oracle 4, inquisitor 2, sorcerer/wizard 3, summoner 3, witch 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, M/DF (a clay model of a ziggurat)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 10 min./level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' no
!!DESCRIPTION
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.

Tongues can be made permanent with a permanency spell.
''School'' necromancy; ''Level'' sorcerer/wizard 0, witch 0
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a drop of sweat)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 round/level
''Saving Throw'' Fortitude negates; ''Spell Resistance'' yes
!!DESCRIPTION
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration.

This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.

Source: CR 360
* Transmutation 
* '''Level'' bard 1, sorcerer/wizard 1
* ''Casting'' Time 1 standard action
* ''Components'' V, S
* ''Range'' touch
* ''Targets'' creature touched
* ''Duration'' 1 round/level
* ''Saving Throw'' Fortitude partial 
* ''Spell Resistance'' yes

With a single touch, you reduce a creature to a fumbling clown.

The target takes a penalty to its Dexterity equal to 1d6+1 per two caster levels (maximum 1d6+5). This penalty cannot drop the target's Dexterity score below 1.

In addition, if the subject moves more than half its speed, it falls prone. If the subject flies, its maneuverability is reduced by one step (perfect maneuverability becomes good, good becomes average, and so on).

A successful Fortitude save halves the penalty to Dexterity and negates the possibility of falling prone or the reduction to fly maneuverabilities.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' sorcerer/wizard 2, witch 2; ''Domain'' lust 2, madness 2; ''Bloodline'' accursed 2

CASTING
''Casting Time'' 1 standard action
''Components'' V, S

EFFECT
''Range'' touch
''Target'' living creature touched
''Duration'' 10 min./level
''Saving Throw'' no; ''Spell Resistance'' yes

DESCRIPTION
With a touch, you reduce the target's mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of these scores below 1.

This spell's effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.
''School'' transmutation; ''Level'' alchemist 1, druid 1, sorcerer/wizard 1

CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a fish scale)

EFFECT
''Range'' touch
''Targets'' creature touched
''Duration'' 1 minute/level
''Saving Throw'' Fortitude negates (harmless); ''Spell Resistance'' yes (harmless)

DESCRIPTION
You cause webs to grow between the target's fingers and its feet to transform into flippers, granting a swim speed of 30 feet along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered. You can also use the run action while swimming, provided you swim in a straight line. This transformation causes any boots or gloves the target is wearing to meld into its form (although magic items with a continuous effect continue to function). This spell does not grant the target any ability to breathe water.

Source: APG 250
''School'' transmutation; ''Level'' alchemist 1, druid 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a fish scale)
!!EFFECT
''Range'' touch
''Targets'' creature touched
''Duration'' 1 minute/level
''Saving Throw'' Fortitude negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
You cause webs to grow between the target's fingers and its feet to transform into flippers, granting a swim speed of 30 feet along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered. You can also use the run action while swimming, provided you swim in a straight line. This transformation causes any boots or gloves the target is wearing to meld into its form (although magic items with a continuous effect continue to function). This spell does not grant the target any ability to breathe water.

Source: APG
''Discipline'' psychometabolism; ''Level'' marksman 3, psion/wilder 3
!!MANIFESTING
''Display'' Visual
''Manifesting Time'' 1 standard action
!!EFFECT
''Range'' Personal; see text
''Target'' You
''Duration'' 1 min./level (D)
''Power Points'' 5
!!DESCRIPTION

You generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings even in total darkness or when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you out to 60 feet. You ignore invisibility, darkness, and concealment, though you must have line of effect to a creature or an object to discern it. You do not need to make Perception checks to notice creatures; you can detect and pinpoint all creatures within 60 feet. In many circumstances, comparing your regular senses to what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed creatures.

''Augment'' For every 2 additional power points you spend, the radius of your touchsight field increases by 10 feet.
''Benefit:'' You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
''School'' illusion (phantasm); ''Level'' bard 2, cleric/oracle 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' S, V
!!EFFECT
''Range'' touch
''Target'' 1 rose touched
''Duration'' 1 hour/level (D)
''Saving Throw'' no; ''Spell Resistance'' no
!!DESCRIPTION
This spell creates an illusory trail in the form of a misty and visible scent coming from the rose used as this spell’s material component. When you cast this spell, the scent of the rose leaves a faint pink-tinged illusion that ripples and flows in the area. Only you and up to six creatures you designate upon casting the spell can see the illusion. To designate a creature, you must know it well. It is not enough simply to have met that creature once or heard of the creature. When you move, this illusory scent leaves a trail, though there are no telltale signs of which direction you moved if creatures designated by this spell find a middle section of the trail. This is typically used to create backtracking method for the caster’s handpicked allies, useful for navigating in and out of mazes or labyrinthine cave complexes without leaving behind an obvious trail.

Source: Inner Sea Gods
!Transmutation Implements
Transmutation implements can alter the properties of both objects and creatures.
*''Implements''
**Belt, boots, sandals, vest, weapon.
*''Resonant Powers'' 
**Each time you invest mental focus into a transmutation implement, choose one of the following resonant powers. The implement’s bearer gains the benefits of this power until you refresh your focus.
**''Legacy Weapon (Su)'' 
***You unlock a latent ability from the power of the implement’s history. When you choose this resonant power, select a weapon special ability with an equivalent enhancement bonus less than or equal to +1 for every 3 points of mental focus invested in the implement (to a maximum of 1 + 1/4 your occultist level). As long as the implement qualifies for the ability, it gains that weapon special ability as long as it contains at least 3 points of mental focus per +1 equivalent of the special ability. You can choose this ability only with a weapon.
**''Physical Enhancement (Su)''
***The implement enhances its wearer’s body to superhuman levels. When you choose this resonant power, select a physical ability score. The implement grants a +2 enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 for every 5 occultist levels you possess). You can choose this ability only with a belt.
**''Quick Steps (Su)''
***The implement increases its wearer’s speed. The wearer gains a +5 foot enhancement bonus to his base speed for every 2 points of mental focus invested in the implement (to a maximum of 5 feet + 5 feet for every 2 occultist levels you possess). You can use this ability only with boots or sandals.
*''Base Focus Power''
**All occultists that learn to use transmutation implements gain the following focus power.
*''Psychic Weapon (Sp)''
**As a swift action, you can expend 1 point of mental focus to imbue one weapon, unarmed strike, or one natural attack with psychic power. This grants the weapon a +1 enhancement bonus. This bonus stacks with any enhancement bonus the weapon might have, as long as it does not increase the total bonus to greater than +5. This effect does not stack with itself. This bonus lasts for 1 minute.
''Discipline'' clairsentience
''Level'' psion/wilder 6, tactician 6
!!MANIFESTING
''Display'' Olfactory
''Manifesting Time'' 10 minutes or longer; see text
!!EFFECT
''Range'' Personal
''Target'' You
''Duration'' One day/level (D) or until discharged
''Power Points'' 11

!!DESCRIPTION
You can place another power upon your person so that it comes into effect under some condition you dictate when manifesting trigger power. The trigger power power and the companion power are manifest at the same time. The 10-minute manifesting time is the minimum total for both manifestations; if the companion power has a manifesting time longer than 10 minutes, use that instead. The power to be brought into effect by the trigger power must be one that affects your person and be of a power level no higher than one-third your manifester level (rounded down, maximum 6th level).

The conditions needed to bring the power into effect must be clear and discernable, although they can be general. In all cases, the trigger power immediately brings into effect the companion power, the latter being “manifested” instantaneously only when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the power combination (trigger power and the companion power) may fail when called on.

You can use only one trigger power companion power at a time; if a second is manifested, the first one (if still active) is dismissed.
''Prerequisite:'' Perform (percussion) 3 ranks, Perform (string) 3 ranks, or Perform (wind) 3 ranks.

''Cost:'' Feat or 1st-level bard spell known.

''Effect:'' This bright and spritely tune mimics the sound of human feet, slowly building to a steady, ground-eating pace. When you complete this performance, you affect one ally in hearing range per bard level. This masterpiece increases the affected target’s base land speed by 10 feet for 1 hour. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see Acrobatics).

''Use:'' 1 bardic performance round.

''Action:'' 1 minute.

Source: Ultimate Magic
''School'' divination; ''Level'' alchemist 6, cleric/oracle 5, druid 7, inquisitor 5, magus 6, shaman 5, sorcerer/wizard 6, summoner 5, unchained summoner 6, witch 6
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (an eye ointment that costs 250 gp)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 min./level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.

True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.
*''School'' divination
*''Level'' alchemist 1, inquisitor 1, magus 1, sorcerer/wizard 1
*''Casting Time'' 1 standard action
*''Components'' V, F (small wooden replica of an archery target)
*''Range'' personal
*''Target'' you
*''Duration'' see text

You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

''Source:'' CR 363
!Twiggy
Sapling Treant Plant Companion
N Medium plant
''Init'' +0; ''Senses'' Perception +1, low-light vision

!Defenses
''AC'' 13, touch 10, flat-footed 13 (+3 natural)
''hp'' 19 (3d8+6)
''Fort'' +4, ''Ref'' +3, ''Will'' +2
''Defensive abilities'' evasion

!Offense
''Speed'' 30 ft., climb 30ft.
''Melee'' 2 slams +5 (1d6+3)
''Special Attacks'' double damage against objects

!Statistics
''Str'' 16, ''Dex'' 11, ''Con'' 12, ''Int'' 2, ''Wis'' 12, ''Cha'' 7
''Base Atk'' +2; ''CMB'' +4; ''CMD'' 14
''Feats'' [[Power Attack]], [[Toughness]]
''Skills'' Climb +15, Swim +8
''SQ'' link, share spells
''Gear'' none
''Tricks'' attack x2, come, defend, down, guard, heel, stay

!Special Abilities
*''Double Damage Against Objects (Ex)''
**A treant or animated tree that makes a full attack against an object or structure deals double damage.
*''Evasion (Ex)''
**If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw. 
*''Link (Ex)''
**A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. 
*''Share Spells (Ex)''
**The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. 
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 1, cleric/oracle 1, paladin 1, ranger 1, witch 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' 1 creature
''Duration'' 1 round/level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
The target creature gains a +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions (such as crushing despair, rage, or fear effects) or that would force him to harm an ally (such as confusion). If the target is already under such an effect when receiving this spell, that effect is suppressed for the duration of this spell. It does not affect mind-affecting effects based on positive emotions (such as good hope or the inspire courage bard ability). A creature can still be charmed or otherwise magically controlled while under this spell’s effects, but if such a creature ever receives a new saving throw against that effect as a result of being ordered to attempt to harm or otherwise oppose a true ally, he can roll that saving throw twice and take the better result as his actual roll.

Calm emotions counters and dispels unbreakable heart

Source: Inner Sea World Guide
Whether it is a result of your dedication to your work or just pure guts, nothing seems to shake you. You gain a +1 trait bonus on saves against fear, and the DC to demoralize you with Intimidate checks increases by 3.

Source: Guide to Society Organized Play
* Conjuration (creation)
* ''Level'' bard 1, sorcerer/wizard 1, summoner 1
* ''Casting Time'' 1 standard action
* ''Components'' V, S, M (a piece of string and a bit of wood)
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Effect'' one invisible, mindless, shapeless servant
* ''Duration'' 1 hour/level
* ''Saving Throw'' none
* ''Spell Resistance'' no

An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet.

The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.
!Race Boons
*''Dhampir''
*''~GenCon 2016 Tier 1 GM Boon''
**Changling, Vanara, Skinwalker, or complete rebuild
*''~GenCon 2017 Tier 1 GM Boon''
**Rougarou, Catfolk, Naiad, or complete rebuild
*''Ifrit''
*''Oread'' x2
*''Ratfolk'' x3
*''Samsaran''
*''Suli''
**Suli, or extra racial trait for an ifrit, oread, sylph or undine, or resistance to one element equal to half your level
*''Sylph'' x3
*''Tiefling''
**Combine with Aasimar for a Ganzi
*''Undine'' x2
*''Vishkanya''

!Player Boons
*''Adopted Weapon Training'' 
**Gain the weapon familiarity trait of a dwarf, elf, gnome, half-elf, or half-orc. Take a -1 penalty to attack with weapons not on this list unless you have Weapon Focus with that weapon or the weapon training class feature with that weapon.
*''Against the Consortium'' x2
**Defeat four named Aspis Consortium agents. Once you do, gain a small combat bonus versus Aspis agents.
*''Alchemical Versatility''  - Put on Alaxtor Higgenstrom
**Spend a move action to draw and put an alchemical weapon on a real weapon for 3 rounds. Three-time use.
*''Arcane Ammunition'' - Put on Alaxtor Higgenstrom
**Buy ammunition in sets of 10 for corrosive, flaming, frost, and shock ammunition.
*''Aspis Slayer'' x2
**Either switch one of your favored enemies to the Aspis Consortium or gain the ability to smite an Aspis agent once.
*''Custom Order'' - Put on Alaxtor Higgenstrom
**Pick a +1 or +2 weapon enhancement. You can buy ammunition with +1 that enchancement in orders of 10 instead of 50.
*''Elemental Blast'' x2
**Gain a basic kinteticist blast once. Choose from Air/Earth/Water or Cold/Electricity/Fire.
*''Elemental Slayer'' - Someone who does precision damage.
**Every time you defeat an elemental or something with an elemental subtype, check off a box of the appropriate type. Once you have three of a type crossed off, an ability of that elemental shuts off and you get a 3-time use ability vs. that elemental.
*''Elemental Voyager'' - Someone who doesn't have a Downtime action.
**6 Boxes, check off a box as a Downtime action (K(planes) DC 15 to check off two). Once all are checked off, either get a free elemental language, K(planes) as a class skill, 50% Day Job from scenarios on the elemental planes, or treat Fame as 3 higher for weapon/armor special abilities relating to elements.
*''Emotional Aura'' x2
**One time use to gain an ability based off a type of emotional aura. Notable choices include treating all skills as if you had a minimum of 1/2 your level ranks and a +2 to weapon damage versus one target for a minute.
*''Erratic Luck''
**If you roll a 1 on a saving throw before rolling a 20 on a saving throw during an adventure, note the adventure on the boon. Once five adventure are written down, you can reroll the first nat 1 on a save you roll each adventure as long as you haven't rolled a natural 20.
*''Expedition Manager'' x2
**Trade 2pp/4pp/6pp for an item of 1,000gp/2,000gp/3,500gp. You also can gain a one-time bonus to a Knowledge check equal to the pp spent.
*''Extra Hours''
**You can make Day Job checks when you take GM credit on the character.
*''Fighting Off Corruption (Hellbound)'' x2 - Put on someone who you know is going to be fighting a devil.
**Complete three tasks - defeat a devil, spend a scenario with the sickened condition, and get an atonement. During this, it costs more to raise you and you are treated as one step closer to evil. After completing the tasks, get fire resist 5 and +1 saves vs evil/lawful.
*''Fighting Off Corruption (Lycanthropy)''
**Complete three tasks - convince a named druid, shaman or witch NPC to participate in a purification ceremony, defeat a lycanthrope or shapeshifter, and consume a tincture of wolfsbane and pass two Fort saves. During this, take a -2 on Int/Cha checks and silver weapons hurt you more. After completing the taks, get +1 sacred to AC and saves vs. lycanthropes or shape-changers.
*''Freedom's Champion'' //(Liberty's Edge)// or ''Argent Knight'' //(Silver Crusade)//
**Liberty's Edge - Bonus to K(areas of freedom), specialize in Sense Motive
**Silver Crusade - Bonus to K(nonevil deities), cast spells to help bystanders
*''Genie Grudge'' - Set to fire, put on someone going through Forged in Flame
** Pick a subtype from air, cold, earth, fire, water. As an immediate action, get one of three bonuses: +4 on a save vs. creature or spell with that subtype, get +4 vs. AC from a creature of that subtype, or +4 to Int/Wis/Cha skill checks to identify, influence, or study creatures of that subtype. Three time use.
*''Horror Resistance''
**+1 Will vs. fear. +2 saves vs. haunts. If you succeed and choose to suffer the effect anyway, you get a clue as to how to put the haunt to rest.
*''Ley Line Access''
**Get to access a ley line three times. Can use for free if in the right area.
***Darkness & Death - Nation bordering Lake Encarthan
***Curse & Fire - Osirion
***~Language-Dependant & Law - Varisia
***Light & Shadow - Cheliax & Nidal
*''Ley Line Access 2''
**Get to access a ley line three times. Can use for free if in the right area.
***Pain & Sonic - Darklands & Taldor
***Force & Good - Mwangi Expanse & Sargava
***Chaotic & Emotion - Andoran, Galt & The River Kingdoms
***~Mind-Effecting & Poison - Dtang Ma, Minata, Nagajor, Xa Hoi
*''Nexavarian Steel''
**This boon looks cool, but ultimately doesn't do anything since Nexavarian Steel isn't a thing.
*''Niche Specialist''
**Gain a bonus vs. chases, darkness, or haunts.
*''~On-the-Job Training''
**Pick a skill. When you succeed at that skill on a DC 15 check or higher when another PC uses aid another with at least one rank in the skill, check a box. After 10 boxes are checked, you become specialized in the skill.
*''Personal Fixer'' 
**Gain a follower vanity that buys you stuff at the beginning of every scenario. You can spend prestige to upgrade the amount of money that the Personal Fixer has access to.
*''Personal Physician'' x2
**Gain a follower vanity that can remove disease and cast condition removal spells for free once per scenario.
*''Professional Reputation'' x2
**Notate succeeding at a Bluff/Diplo check. Once you have 10 adventures notated, get a small bonus to Bluff, Diplo, or negotiating prices.
*''Prophetic Dream'' x2
**Three times, get a prophetic dream that gives you a random bonus during that day. Either air walk for 1 round, bonus to speed, reduce some damage dealt to you, or become dazzled instead of asleep or confused.
*''Psychic Dilettant''
**Gain a psychic skill unlock.
*''Research Specialist''
**During a scenario, you can have someone else tell you a story from a previous scenario your character hasn't played. After every three scenarios, you gain a +1 bonus to a Knowledge skill. After you get all 10, you get a +1 inherent bonus to your Intelligence score.
*''Sacred Trust''
**Once per scenario, roll twice on init and take the highest.
*''Scholar of the Sages'' //(Scarab Sages)// or ''Model Pathfinder Agent'' //(Grand Lodge)//
**Scarab Sages - K(history) bonus, bonus when clearing ancient sites
**Grand Lodge - Bonus with one particular venture-captain, bonus for agents who are lower level than you
*''Seen It Once'' x2
**Crappy boon about Knowledge checks that promotes Pathfinders being dumb.
*''Share the Wealth''
**Give one character access to an item from another character's chronicle sheet.
*''Soothsayer''
**Gain a vanity that once per adventure gives you a +4 insight to a skill check, +2 insight to AC vs. an attack, or +2 insight to an attack or save. You are shaken for 1 round afterwards.
*''Spirit of the Shadow Lodge''
**You get a 20% discount on spellcasting services to help your fellow pathfinder. In addition, if you earned 6 prestige as a member of the Shadow Lodge, you can purchase Shadow Lodge vanities.
*''Student of Runes''
**You get a +1 bonus vs. writing based traps and spells, and you become specialized in Linguistics.
*''Taint of the Worldwound''
**If you take 10*your character level in damage from a demon or fail three saves, fill a line. For every three lines you fill, gain a minor bonus as your body warps.
*''Xenophile''
**For every extra race boon you apply to this boon, you become specialized in a different skill specific to that race.
*''Xenophobia''
**For every extra race boon you apply to this boon, you get bonuses to fighting creatures of that race.
''School'' necromancy; ''Level'' bard 5, inquisitor 5, sorcerer/wizard 6, witch 6
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (ruby dust worth 250 gp)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one creature
''Duration'' 1 round/level (D)
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION

Like shield other, unwilling shield creates a mystic connection between you and the target, but unlike shield other, the target shares the wounds that you receive. In addition, the link draws upon the target's life force to supplement your own defenses. You gain a +1 luck bonus to AC and on saving throws. You take only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by you is taken by the target. Forms of harm that do not involve hit points, such as charm effects, ability damage, level draining, and death effects are not affected. If you take a reduction in hit points from a lowered Constitution score, the reduction is not split with the target because it is not hit point damage.

When the spell ends, subsequent damage is no longer divided between you and the subject, but damage already split is not assigned to you.

If you and the target of the spell move out of range of each other, the spell remains active, but damage is no longer shared until you are once again within range of each other. 

Source: APG
''School'' necromancy; ''Level'' antipaladin 3, magus 3, sorcerer/wizard 3, witch 3
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' touch
''Target'' living creature touched
''Duration'' instantaneous/1 hour; see text
''Saving Throw'' none; ''Spell Resistance'' yes
!DESCRIPTION
You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can't gain more than the subject's current hit points + the subject's Constitution score (which is enough to kill the subject). The temporary hit points disappear 1 hour later.
''School'' illusion (glamer); ''Level'' bard 1, magus 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Targets'' creature touched
''Duration'' 1 round/level (up to 5 rounds) (D)
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature.
''School'' abjuration [good]; ''Level'' paladin 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' personal or 5 ft.; see text
''Targets'' you or all creatures within 5 ft.; see text
''Duration'' 10 minutes/level (D)
!!DESCRIPTION
You surround yourself with a veil of positive energy, making it harder for undead creatures to harm you. When under the effect of this spell, you gain a +2 sacred bonus to AC and a+2 sacred bonus on saves. Both of these bonuses apply only against attacks or effects created by undead creatures. You can dismiss this spell before its normal duration as a swift action on your turn to deal a number of points of positive energy damage equal to your level to all undead creatures within 5 feet of you.

Source: APG
''School'' illusion (figment); ''Level'' bard 1, sorcerer/wizard 1, summoner 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, F (parchment rolled into cone)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' intelligible sound, usually speech
''Duration'' 1 min./level (D)
''Saving Throw'' Will disbelief (if interacted with); ''Spell Resistance'' no
!!DESCRIPTION
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).
You’ve learned to summon a more diverse array of monsters.

''Prerequisites:'' Knowledge (arcana) 1 rank, Knowledge (planes) 1 rank.

''Benefit:'' Pick any two templates from the following list (see Simple Summoning Templates below for details): aerial, aqueous, chthonic, dark, fiery, or primordial. When you summon one or more creatures that would normally be available with the celestial, entropic, fiendish, or resolute template using a summon monster spell (or an effect that mimics such a spell), you can instead apply one of the chosen templates to each creature. You can apply a different template to each creature you summon.

''Special:'' You can select this feat more than once. Each time you do, you can choose an additional two templates.

Source: Monster Summoner's Handbook

!!Aerial Creature
Aerial creatures are native denizens of the Elemental Planes of Air, and they possess unique adaptations to help them survive there.

This template can be applied only to a non-outsider with none of the subtypes that follow: air, cold, earth, fire, or water. An aerial creature's CR increases by 1 only if the base creature has 5 or more HD.

''Rebuild Rules:'' ''Type'' gains the air subtype; ''Senses'' gains darkvision 60 ft.; ''Defensive Abilities'' gains DR and resistance to electricity as noted on the table below; ''Speed'' gains a fly speed equal to its highest speed with perfect maneuverability (maximum fly speed of 10 feet per HD); ''Attacks'' gains bonus electricity damage as noted on the table below on attacks with natural weapons and metal weapons.
|!Hit Dice|!DR|!Resist Electricity|!Electricity Damage|
| 1–4 | — | 10 | 1 point |
| 5–10 | 3/— | 15 | 1d6 |
| 11+ | 5/— | 20 | 2d6 |

!!Aqueous Creature
Aqueous creatures are native denizens of the Elemental Planes of Water, and they move with a unique grace underwater. This template can be applied only to a nonoutsider that has none of the following subtypes: air, cold, earth, fire, or water. An aqueous creature's CR increases by 1 only if the base creature has 5 or more HD.

''Rebuild Rules:'' ''Type'' gains the water subtype; ''Senses'' gains darkvision 60 ft.; ''Defensive Abilities'' gains DR and resistance to cold as noted on the table below; ''Speed'' gains a swim speed equal to its highest speed + 10 ft.; ''Attacks'' gains bonus cold damage as noted on the table below on attacks with natural weapons and metal weapons.
|!Hit Dice|!DR|!Resist Cold|!Cold Damage|
| 1–4 | — | 10 | 1 point |
| 5–10 | 3/— | 15 | 1d6 |
| 11+ | 5/— | 20 | 2d6 |

!!Cthonic Creatures
Chthonic creatures are native denizens of the Elemental Planes of Earth. They produce acid, which they use to help them burrow quickly through the dense rock of their homes. This template can be applied only to a nonoutsider that has none of the following subtypes: air, cold, earth, fire, or water. A chthonic creature's CR increases by 1 only if the base creature has 5 or more HD.

''Rebuild Rules:'' ''Type'' The creature gains the earth subtype; ''Senses'' gains darkvision 60 ft.; ''Defensive Abilities'' gains DR and resistance to acid as noted on the table below; ''Speed'' gains a burrow speed equal to half its highest speed (its tunnels always collapse behind it, and never leave behind a usable passage); ''Attacks'' gains bonus acid damage as noted on the table below on attacks with natural weapons.
|!Hit Dice|!DR|!Resist Acid|!Acid Damage|
| 1–4 | — | 10 | 1 point |
| 5–10 | 3/— | 15 | 1d6 |
| 11+ | 5/— | 20 | 2d6 |

!!Dark Creatures
Dark creatures are native denizens of the Plane of Shadow, and generally have a dark gray or deep purple coloration.

This template can be applied only to a non-outsider that has none of the following subtypes: air, cold, earth, fire, or water. A dark creature's CR increases by 1 only if the base creature has 5 or more HD.

''Rebuild Rules:'' ''Senses'' gain darkvision 60 ft. and low-light vision; ''Defensive Abilities'' gains DR and resistance to cold and electricity based on its Hit Dice, as noted on the table below; ''SR'' gains SR equal to its new CR + 5.
|!Hit Dice|!DR|!Resist Cold and Electricity|
| 1–4 | — | 5 |
| 5–10 | 5/magic | 10 |
| 11+ | 10/magic | 15 |
*''Shadow Blend (Su)''
**In any illumination other than bright light, a dark creature blends into the shadows, giving it concealment (20% miss chance). If it already has concealment, the miss chance gained from concealment increases to 50% (though this does not count as total concealment). A dark creature can suspend or resume this ability as a free action.

!!Fiery Creatures
Fiery creatures are native denizens of the Elemental Planes of Fire, and act as conduits to the burning energies of their home plane. This template can be applied only to a nonoutsider that has none of the following subtypes: air, cold, earth, fire, or water. Creatures with a swim speed can't be fiery creatures. A fiery creature's CR increases by 1 only if the base creature has 5 or more HD.

''Rebuild Rules:'' ''Type'' gains the fire subtype; ''Senses'' gains darkvision 60 ft.; ''Defensive Abilities'' gains DR as noted on the table below; ''Attacks'' gains bonus fire damage as noted on the table below on attacks with natural weapons and metal weapons.
|!Hit Dice|!DR|!Fire Damage|
| 1–4 | — | 1 point |
| 5–10 | 3/— | 2d6 |
| 11+ | 5/— | 3d6 |

!!Primordial Creatures
Primordial creatures are magical precursors or echoes of creatures from the Material Plane. A primordial creature's CR increases by 1 only if the base creature has 5 or more HD.

''Rebuild Rules:'' ''Defensive Abilities'' gains DR as noted on the table below; ''SR'' gains SR equal to its new CR + 6; ''Speed'' gains a +10-ft. bonus to all speeds; ''Attacks'' the damage dice for one primary natural weapon increases as if the creature were one size larger (if the creature has more than one primary attack, the increased damage is applied to the first attack type it has from this list: bite, claw, slam, gore, talon, sting); ''~Spell-Like Abilities'' gains spell-like abilities listed on the table below according to its Hit Dice (including all the spell-like abilities of lower-Hit Die primordial creatures), each available 1/day. The ~DCs of any saves against these abilities are equal to 10 + the primordial creature's Charisma bonus + spell level.
|!Hit Dice|!DR|!~Spell-Like Abilities|
| 1–4 | — | [[Dancing Lights]] |
| 5–10 | 5/cold iron | [[Faerie Fire]] |
| 11+ | 10/cold iron | [[Lesser Confusion]] |

!Viper - CR 1/2
XP 200
N Tiny animal
'''Init'' +3; ''Senses'' low-light vision, scent; Perception +9
!!Defense
''AC'' 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
''hp'' 3 [5] (1d8–1) [1d8+1]
''Fort'' +1 [+3], ''Ref'' +5, ''Will'' +1
!!Offense
''Speed'' 20 ft., climb 20 ft., swim 20 ft.
''Melee'' bite +5 (1d2–2 plus poison) [1d2 plus poison]
''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
!!Statistics
''Str'' 4 [8], ''Dex'' 17, ''Con'' 8 [12], ''Int'' 1, ''Wis'' 13, ''Cha'' 2
''Base Atk'' +0; ''CMB'' +1; ''CMD'' 8 [10] (can't be tripped)
''Feats'' [[Weapon Finesse]]
''Skills'' Climb +11, Perception +9, Stealth +15, Swim +11; ''Racial Modifiers'' +4 Perception, +4 Stealth
!!Special Abilities
*''Poison (Ex)''
**Bite—injury; //save// Fort DC 9; //frequency// 1/round for 6 rounds; //effect// 1d2 Con; //cure// 1 save.
''School'' transmutation; ''Level'' cleric/oracle 0, druid 0, inquisitor 0, paladin 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 min.
''Saving Throw'' none; ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
*''School'' transmutation
*''Level'' alchemist 1, bard 1, inquisitor 1, sorcerer/wizard 1, witch 1
*''Casting Time'' 1 standard action
*''Components'' V, S
*''Range'' close (25 ft. + 5 ft./2 levels)
*''Target'' one humanoid creature
*''Duration'' 1 minute/level
*''Saving Throw'' Fortitude negates
*''Spell Resistance'' yes

You alter the target’s voice to something else. For example, you could make the target’s voice high-pitched, husky, or nasal, or change its accent to an accent you are familiar with. If this spell is used as part of a disguise, the target gets a +10 bonus on the Disguise check when trying to fool a listener.

The target can vary the disguised voice just as it could its normal voice. For example, a halfling female given a male dwarf noble’s voice and accent could speak in falsetto, with a rural halfling accent, and so on.

''Source:'' UM 248
!VOIDWORM CR 2
CN Tiny outsider (chaotic, extraplanar, protean, shapechanger)
''Init'' +3; ''Senses'' blindsense 30 ft., darkvision 30 ft., //detect law//; Perception +8
!!DEFENSE
''AC'' 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
''hp'' 16 [22] (3d10) [3d10+6]; fast healing 2
''Fort'' +1 [+3], ''Ref'' +6, ''Will'' +2
''Defensive Abilities'' amorphous anatomy, freedom of movement; ''Immune'' acid; ''Resist'' electricity 10, sonic 10
!!OFFENSE
''Speed'' 20 ft., fly 50 ft. (perfect)
''Melee'' bite +8 (1d3–2) [1d3], tail slap +3 (1d3–2 plus confusion) [1d3 plus confusion]
''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
''~Spell-Like Abilities'' (CL 6th; concentration +7)
*Constant—[[Detect Law]]
*At will—[[Dancing Lights]], [[Ghost Sound]] (DC 11), [[Prestidigitation]]
*3/day—[[Blur]] (self only), [[Obscuring Mist]]
*1/week—[[Commune]] (CL 12th, 6 questions)
!!STATISTICS
''Str'' 7 [11], ''Dex'' 17, ''Con'' 10 [14], ''Int'' 8, ''Wis'' 8, ''Cha'' 13
''Base Atk'' +3; ''CMB'' +4 [+6]; ''CMD'' 12 (can’t be tripped)
''Feats'' [[Skill Focus (Perception)|Skill Focus]], [[Weapon Finesse]]
''Skills'' Acrobatics +9 (+5 jump), Bluff +7, Escape Artist +7, Fly +19, Knowledge (arcana) +5, Perception +8, Stealth +15
''Languages'' Common, Protean
''SQ'' change shape (2 forms, both of which must be Tiny animals; beast shape II)
!!SPECIAL ABILITIES
*''Confusion (Su)''
**A creature struck by a voidworm’s tail slap must make a DC 12 Will save or become confused for 1 round. This is a mind-affecting effect. The save DC is Charisma-based.
''School'' evocation [fire]; ''Level'' druid 5, magus 4, sorcerer/wizard 4, summoner 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (a piece of phosphor)
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft./two levels; either form 20 ft. high
''Duration'' concentration + 1 round/level
''Saving Throw'' none; ''Spell Resistance'' yes
!!DESCRIPTION

An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points or more of cold damage in 1 round, that length goes away. (Do not divide cold damage by 2, as normal for objects.)

Wall of fire can be made permanent with a permanency spell. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.
''School'' evocation [force]; ''Level'' magus 5, sorcerer/wizard 5
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (powdered quartz)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' wall whose area is up to one 10-ft. square/level
''Duration'' 1 round /level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
A //wall of force// creates an invisible wall of pure force. The wall cannot move and is not easily destroyed. A //wall of force// is immune to //dispel magic//, although a //mage's disjunction// can still dispel it. A //wall of force// can be damaged by spells as normal, except for //disintegrate//, which automatically destroys it. It can be damaged by weapons and supernatural abilities, but a wall of force has hardness 30 and a number of hit points equal to 20 per caster level. Contact with a //sphere of annihilation// or //rod of cancellation// instantly destroys a //wall of force//.

Breath weapons and spells cannot pass through a //wall of force// in either direction, although //dimension door//, //teleport//, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually circumvent the wall by going around it, through material floors and ceilings). Gaze attacks can operate through a //wall of force//.

The caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.

//Wall of force// can be made permanent with a permanency spell.
''School'' conjuration (creation) [earth]; ''Level'' cleric/oracle 5, druid 6, magus 5, sorcerer/wizard 5, summoner 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (a small block of granite)
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' stone wall whose area is up to one 5-ft. square/level (S)
''Duration'' instantaneous
''Saving Throw'' see text; ''Spell Resistance'' no
!!DESCRIPTION

This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.

Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell's area by half. The wall can be crudely shaped to allow crenelations, battlements, and so forth by likewise reducing the area.

Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has hardness 8 and 15 hit points per inch of thickness. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.

It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.
''School'' illusion (pattern) [light, mind-affecting]; ''Level'' bard 4, sorcerer/wizard 4, witch 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a sprinkle of flash powder)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one living creature and special; see text
''Duration'' 1/round per level
''Saving Throw'' Will negates; see text; ''Spell Resistance'' yes
!!DESCRIPTION
You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any concealment for the target. The target must make a successful Will save. If the target fails its save, it is dazed for 1 round and must make another save on its next turn or be dazed again for 1 round. The target must continue making Will saves each round. If a target makes its Will save, the wandering star motes jump to the nearest enemy within 30 feet, who must now make Will saves every round or be dazed. Any time a target makes its Will save, the wandering star motes jump to the next nearest enemy within 30 feet.

A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends. The spell only affects enemy creatures; your allies are not affected. 

Source: Advanced Player's Guide
''Prerequisite:'' Mystery or domains class feature.

''Benefit:'' Choose two warpriest blessings when you take this feat. Each of these blessings must be tied to a domain granted by your deity or to one of the two domains that represent your spiritual inclination and abilities. Twice per day, you can call upon the minor blessing from one or the other of your chosen blessings. This ability otherwise acts like the warpriest blessings class feature. Your effective warpriest level is the highest level that you have in the class that has the mystery or domains class feature.

''Source:'' Advanced Class Guide
Elf Racial Trait

As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks.
A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast. Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist’s Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.

!!WATER BLAST
''Element'' water; ''Type'' simple blast (Sp); ''Level'' —; ''Burn'' 0
''Blast Type'' physical; ''Damage'' bludgeoning
You slam a single foe with a stream of water.
''School'' transmutation; ''Level'' alchemist 3, cleric/oracle 3, druid 3, magus 3, sorcerer/wizard 3, summoner ; Domain water 3
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (short reed or piece of straw)
!EFFECT
''Range'' touch
''Target'' living creatures touched
''Duration'' 2 hours/level; see text
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!DESCRIPTION
The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air.
!Water Mephit - CR 3
N Small outsider (water)
''Init'' +6; ''Senses'' darkvision 60 ft.; Perception +6
!!DEFENSE
''AC'' 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
''hp'' 19 [25] (3d10+3) [3d10+9]; fast healing 2 (works only underwater)
''Fort'' +2 [+4], ''Ref'' +5, ''Will'' +3
''DR'' 5/magic
!!OFFENSE
''Speed'' 30 ft., swim 30 ft. (perfect)
''Melee'' 2 claws +5 [+7] (1d3+1) [1d3+3]
''Special Attacks'' breath weapon (15-foot cone, 1d8 acid, Reflex DC 13 [15] for half)
~Spell-Like Abilities (CL 6th)
*1/hour — [[Acid Arrow]]
*1/day — [[Stinking Cloud]], summon (level 2, 1 mephit of the same type 25%)
!!STATISTICS
''Str'' 13 [17], ''Dex'' 15, ''Con'' 12 [16], ''Int'' 6, ''Wis'' 11, ''Cha'' 14
''Base Atk'' +3; ''CMB'' +3 [+5]; ''CMD'' 15 [17]
''Feats'' [[Dodge]], [[Improved Initiative]]
''Skills'' Bluff +8, Fly +10, Perception +6, Stealth +12
''Languages'' Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)
!!SPECIAL ABILITIES
*''Breath Weapon (Su)''
**Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
**A cone of acid that deals 1d8 acid damage.
''School'' necromancy; ''Level'' sorcerer/wizard 5, witch 5
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' 30 ft.
''Area'' cone-shaped burst
''Duration'' instantaneous
''Saving Throw'' no; ''Spell Resistance'' yes
!!DESCRIPTION
Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued.
''Requirement(s)'' Minata
You grew up on one of the wayang-populated islands of Minata, and your use of magic while hunting has been a boon to you. Select a spell of 3rd level or below. When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.

Source: Dragon Empires Primer
''Benefit:'' With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

''Special:'' Natural weapons are considered light weapons.
''Prerequisites:'' Proficiency with selected weapon, base attack bonus +1.

''Benefit:'' You gain a +1 bonus on all attack rolls you make using the selected weapon.

''Special:'' You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
*''School'' transmutation [emotion]
*''Level'' cleric/oracle 2, inquisitor 2, paladin 2
*''Casting Time'' 1 standard action
*''Components'' V, S, DF
*''Range'' touch
*''Targets'' weapon touched
*''Duration'' 1 minute/level
*''Saving Throw'' Will negates (harmless, object)
*''Spell Resistance'' yes (harmless, object)

You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no Saving Throw.

This is a mind-affecting fear effect. A ranged weapon affected by this spell applies these effects to its ammunition.

You can't cast this spell on a natural weapon, but you can cast it on an unarmed strike.

''Source:'' APG 256
''School'' transmutation; ''Level'' cleric/oracle 1, inquisitor 1, paladin 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, DF
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one weapon/level, no two of which can be more than 20 ft. apart
''Duration'' 1 round/level
''Saving Throw'' Fort negates (harmless, object); ''Spell Resistance'' yes (harmless, object)
!!DESCRIPTION
Each weapon this spell affects each shines with pale light that dimly illuminates a 5-foot square. These weapons also ignore the DR of evil creatures that have DR 5 or lower, as long as the damage reduction is not DR/epic.

Source: Inner Sea Gods
Social Trait

Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.

Source: Ultimate Campaign
''School'' conjuration (creation); ''Level'' magus 2, sorcerer/wizard 2, witch 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (spider web)
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' webs in a 20-ft.-radius spread
''Duration'' 10 min./level (D)
''Saving Throw'' Reflex negates; see text; ''Spell Resistance'' no
!!DESCRIPTION
Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become grappled by the sticky fibers. Attacking a creature in a web doesn't cause you to become grappled.

Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.

If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

The strands of a web spell are flammable. A flaming weapon can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.
''Prerequisites:'' Mounted Combat, ~Ride-By Attack, Ride 5 ranks.

''Benefit:'' When you are mounted and use the charge action, your mount can make one turn of up to 90 degrees as part of the move, as long as each part of the move is at least 10 feet. You may make an attack during any part of this move. Your total movement for the round can’t exceed double your mounted speed. Allied creatures do not impede your charge, though you cannot attack from or end your move in an ally’s space.

''Normal:'' You cannot turn when making a charge.
!!Whip Mastery (Combat)
Your superior expertise with this weapon does not provoke attacks of opportunity from your enemies.

''Prerequisites:'' Weapon Focus (whip), base attack bonus +2.

''Benefit:'' You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature’s armor bonus or natural armor bonus.

''Normal:'' Attacking with a whip provokes attacks of opportunity as if you used a ranged weapon. A whip deals no damage to a creature that has an armor bonus of +1 or natural armor bonus of +3.

Source: Ultimate Combat
Race Trait (Undine)

When the air is full of water, your elemental blood allows you to blend with your surroundings and become one with the precipitation. In areas of nonmagical fog, rain, snow, or similar conditions (such as the spray of a waterfall), you gain the effects of concealment, but with a miss chance of 10%. If the precipitation would already grant you concealment, the miss chances stack.

Source: Blood of the Elements
''School'' evocation [air]; ''Level'' bloodrager 3, cleric/oracle 3, druid 3, magus 3, ranger 2, sorcerer/wizard 3, summoner 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (a tiny fan and an exotic feather)
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' wall up to 10 ft./level long and 5 ft./level high (S)
''Duration'' 1 round/level
''Saving Throw'' none; see text; ''Spell Resistance'' yes
!!DESCRIPTION

An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).

While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points. Type the text for 'Wind Wall'
''School'' universal; ''Level'' sorcerer/wizard 9
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (diamond worth 25,000 gp)
!!EFFECT
''Range'' see text
''Target, Effect, Area'' see text
''Duration'' see text
''Saving Throw'' none, see text; ''Spell Resistance'' yes
!!DESCRIPTION
Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you. Even wish, however, has its limits. A wish can produce any one of the following effects.
*Duplicate any sorcerer/wizard spell of 8th level or lower, provided the spell does not belong to one of your opposition schools.
*Duplicate any non-sorcerer/wizard spell of 7th level or lower, provided the spell does not belong to one of your opposition schools.
*Duplicate any sorcerer/wizard spell of 7th level or lower, even if it belongs to one of your opposition schools.
*Duplicate any non-sorcerer/wizard spell of 6th level or lower, even if it belongs to one of your opposition schools.
*Undo the harmful effects of many other spells, such as geas/quest or insanity.
*Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three wishes for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.
*Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish.
*Revive the dead. A wish can bring a dead creature back to life by duplicating a //resurrection/ spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes: one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from gaining a permanent negative level.
*Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
*Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent's successful save, a foe's successful critical hit (either the attack roll or the critical roll), a friend's failed save, and so on. The re-roll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and Spell Resistance (if any) applies.

You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment, at the GM's discretion.)

Duplicated spells allow saves and Spell Resistance as normal (but save ~DCs are for 9th-level spells).

When a wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component (in addition to the 25,000 gp diamond component for this spell).
!Wolf - CR 1
XP 400
N Medium animal
''Init'' +2; ''Senses'' low-light vision, scent; Perception +8
!!Defense
''AC'' 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
''hp'' 13 [17] (2d8+4) [2d8+8]
''Fort'' +5 [+7], ''Ref'' +5, ''Will'' +1
!!Offense
''Speed'' 50 ft.
''Melee'' bite +2 [+4] (1d6+1 plus trip) [1d6+4 plus trip]
!!Statistics
''Str'' 13 [17], ''Dex'' 15, ''Con'' 15 [19], ''Int'' 2, ''Wis'' 12, ''Cha'' 6
''Base Atk'' +1; ''CMB'' +2 [+4]; ''CMD'' 14 [16] (18 [20] vs. trip)
''Feats'' [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Perception +8, Stealth +6, Survival +1 (+5 scent tracking); ''Racial Modifiers'' +4 Survival when tracking by scent
!Wolverine - CR 2
N Medium animal
''Init'' +2; ''Senses'' low-light vision, scent; Perception +10
!!Defense
''AC'' 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
''hp'' 22 [28] (3d8+9) [3d8+15]
''Fort'' +5 [+7], ''Ref'' +5, ''Will'' +2
!!Offense
''Speed'' 30 ft., burrow 10 ft., climb 10 ft.
''Melee'' 2 claws +4 [+6] (1d6+2) [1d6+4], bite +4 [+6] (1d4+2) [1d6+2]
''Special Attacks'' rage
!!Statistics
''Str'' 15 [19], ''Dex'' 15, ''Con'' 15 [19], ''Int'' 2, ''Wis'' 12, ''Cha'' 10
''Base Atk'' +2; ''CMB'' +4 [+6]; ''CMD'' 16 [18] (20 [22] vs. trip)
''Feats'' [[Skill Focus (Perception)|Skill Focus]], [[Toughness]]
''Skills'' Climb +10 [+12], Perception +10
!!Special Abilities
*''Rage (Ex)''
**A wolverine that takes damage in combat flies into a rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to AC. The creature cannot end its rage voluntarily.
!Woolly Rhinoceros CR 6
N Large animal
''Init'' +0; ''Senses'' scent; Perception +15
!!Defense
''AC'' 19, touch 9, flat-footed 19 (+10 natural, –1 size)
''hp'' 76 [92] (8d8+40) [(8d8+66)]
''Fort'' +13 [+15], ''Ref'' +6, ''Will'' +3
!!Offense
''Speed'' 30 ft.
''Melee'' gore +14 [+16] (2d8+13) [(2d8+16)]
''Space'' 10 ft.; ''Reach'' 5 ft.
''Special Attacks'' powerful charge (gore, 4d8+18 [4d8+22]), trample (2d6+13, DC 23)
!!Statistics
''Str'' 28 [32], ''Dex'' 10, ''Con'' 21 [25], ''Int'' 2, ''Wis'' 13, ''Cha'' 3
''Base Atk'' +6; ''CMB'' +16 [+18]; ''CMD'' 26 [28] (30 [32] vs. trip)
''Feats'' [[Diehard]], [[Endurance]], [[Great Fortitude]], [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Perception +15
''School'' conjuration (teleportation); ''Level'' cleric/oracle 6, druid 8
!!CASTING
''Casting Time'' 1 standard action
''Components'' V
!!EFFECT
''Range'' unlimited
''Target'' you and touched objects or other willing creatures
''Duration'' instantaneous
''Saving Throw'' none or Will negates (harmless, object); ''Spell Resistance'' no or yes (harmless, object)
!!DESCRIPTION
Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.

An unwilling creature can't be teleported by word of recall. Likewise, a creature's Will save (or Spell Resistance) prevents items in its possession from being teleported. Unattended, non-magical objects receive no saving throw.
Social Trait

You have acquired an unusual breadth of life experience—more than others of your age, race, or culture. Once per day when attempting a skill check for a skill you’re untrained in, you can roll twice and take the better result.

Source: Ultimate Campaign
''Advanced Player's Guide:'' blessing of fervor, draconic reservoir, grace, oracle, life mystery
''Advanced Race Guide:'' aasimar oracle favored class bonus
''Blood of Angels:'' aasimar, blackened curse, idyllkin heritage
''Champions of Purity:'' Blessed Touch
''Chronicles of the Righteous:'' Celestial Obedience
''Dungeoneer's Handbook:'' merchant's pomander
''Healer's Handbook:'' Pei Zin Practitioner
''Inner Sea Magic:'' martyr's bargain
''Inner Sea World Guide:'' Fey Foundling, unbreakable heart
''Pathfinder Society Field Guide:'' pathfinder's kit
''Ultimate Combat:'' liberating command
''Ultimate Equipment:'' All the alchemical equipment, Gamin
|!Qt|!Carried Gear|!Cost|!Weight|
|bgcolor(#f9b6b6):1|bgcolor(#f9b6b6):[[acid flask]]|bgcolor(#f9b6b6): 10gp|bgcolor(#f9b6b6): 1lb|
|bgcolor(#f9b6b6):2|bgcolor(#f9b6b6):[[alchemist's fire]]|bgcolor(#f9b6b6): 40gp|bgcolor(#f9b6b6): 2lbs|
|bgcolor(#f9b6b6):2|bgcolor(#f9b6b6):[[alkali flask]]|bgcolor(#f9b6b6): 30gp|bgcolor(#f9b6b6): 2lbs|
|bgcolor(#f9b6b6):1|bgcolor(#f9b6b6):[[antiplague]]|bgcolor(#f9b6b6): 50gp|bgcolor(#f9b6b6): - |
|bgcolor(#f9b6b6):1|bgcolor(#f9b6b6):[[antitoxin]]|bgcolor(#f9b6b6): 50gp|bgcolor(#f9b6b6): - |
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):[[belt of mighty constitution +4|belt of mighty constitution]]|bgcolor(#b6f9b6): 16,000gp|bgcolor(#b6f9b6): 1lb|
|bgcolor(#f9b6b6):1|bgcolor(#f9b6b6):[[bottled lightning]]|bgcolor(#f9b6b6): 40gp|bgcolor(#f9b6b6): 1lb|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):breastplate|bgcolor(#b6f9b6): 200gp|bgcolor(#b6f9b6): 30lbs|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):[[cloak of resistance +3|cloak of resistance]]|bgcolor(#b6f9b6): 9,000gp|bgcolor(#b6f9b6): 1lb|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):dagger|bgcolor(#b6f9b6): 2gp|bgcolor(#b6f9b6): 1lb|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):[[gamin the misforged]]|bgcolor(#b6f9b6): 7015gp|bgcolor(#b6f9b6): 2lbs|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):[[handy haversack]]|bgcolor(#b6f9b6): 2000gp|bgcolor(#b6f9b6): 5lbs|
|bgcolor(#f9b6b6):2|bgcolor(#f9b6b6):[[holy water]]|bgcolor(#f9b6b6): 50gp|bgcolor(#f9b6b6): 2lbs|
|bgcolor(#b6f9b6):-|bgcolor(#b6f9b6):jewelry|bgcolor(#b6f9b6): 100gp|bgcolor(#b6f9b6): - |
|bgcolor(#f9b6b6):1|bgcolor(#f9b6b6):[[lesser reach metamagic rod|reach metamagic rod]]|bgcolor(#f9b6b6): 3000gp|bgcolor(#f9b6b6): 15lbs|
|bgcolor(#f9b6b6):1|bgcolor(#f9b6b6):[[liquid ice]]|bgcolor(#f9b6b6): 40gp|bgcolor(#f9b6b6): 2lbs|
|bgcolor(#b6f9b6):-|bgcolor(#b6f9b6):[[merchant's pomander|pomander]]|bgcolor(#b6f9b6): 12gp|bgcolor(#b6f9b6): .5lbs|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):[[mind crystal]]|bgcolor(#b6f9b6): - |bgcolor(#b6f9b6): .5lb|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):[[nexus crystal]]|bgcolor(#b6f9b6): - |bgcolor(#b6f9b6): .5lb|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):noble's outfit|bgcolor(#b6f9b6): 75gp|bgcolor(#b6f9b6): 10lbs|
|bgcolor(#b6f9b6):2|bgcolor(#b6f9b6):pairs of platinum rings (for shield other)|bgcolor(#b6f9b6): 100gp|bgcolor(#b6f9b6): - |
|bgcolor(#b6f9b6):2|bgcolor(#b6f9b6):[[pathfinder's pouch]]|bgcolor(#b6f9b6): 1,000gp|bgcolor(#b6f9b6): 1lb|
|bgcolor(#f9b6b6):1|bgcolor(#f9b6b6):[[pellet grenade, cold iron|pellet grenade]]|bgcolor(#f9b6b6): 100gp|bgcolor(#f9b6b6): 1lbs|
|bgcolor(#f9b6b6):2|bgcolor(#f9b6b6):[[pellet grenade, silver|pellet grenade]]|bgcolor(#f9b6b6): 140gp|bgcolor(#f9b6b6): 2lbs|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):[[phylactery of positive channeling]]|bgcolor(#b6f9b6): 11,000gp|bgcolor(#b6f9b6): - |
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6)://oil of [[daylight|Daylight]]//|bgcolor(#b6f9b6): 750gp|bgcolor(#b6f9b6): - |
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6)://potion of [[cure light wounds|Cure Light Wounds]]//|bgcolor(#b6f9b6): 50gp|bgcolor(#b6f9b6): - |
|bgcolor(#f9b6b6):1|bgcolor(#f9b6b6)://potion of [[fly|Fly]]//|bgcolor(#f9b6b6): 750gp|bgcolor(#f9b6b6): - |
|bgcolor(#f9b6b6):1|bgcolor(#f9b6b6)://scroll of [[ant haul|Ant Haul]]//|bgcolor(#f9b6b6): 25gp|bgcolor(#f9b6b6): - |
|bgcolor(#f9b6b6):2|bgcolor(#f9b6b6)://scroll of [[align of weapon|Align Weapon]]//|bgcolor(#f9b6b6): 300gp|bgcolor(#f9b6b6): - |
|bgcolor(#f9b6b6):2|bgcolor(#f9b6b6)://scroll of [[comprehend languages|Comprehend Languages]]//|bgcolor(#f9b6b6): 50gp|bgcolor(#f9b6b6): - |
|bgcolor(#f9b6b6):1|bgcolor(#f9b6b6)://scroll of [[consecrate|Consecrate]]//|bgcolor(#f9b6b6): 175gp|bgcolor(#f9b6b6): - |
|bgcolor(#f9b6b6):1|bgcolor(#f9b6b6)://scroll of [[cure light wounds|Cure Light Wounds]]//|bgcolor(#f9b6b6): 25gp|bgcolor(#f9b6b6): - |
|bgcolor(#f9b6b6):2|bgcolor(#f9b6b6)://scroll of [[delay poison|Delay Poison]]//|bgcolor(#f9b6b6): 300gp|bgcolor(#f9b6b6): - |
|bgcolor(#f9b6b6):1|bgcolor(#f9b6b6)://scroll of [[diagnose disease|Diagnose Disease]]//|bgcolor(#f9b6b6): 25gp|bgcolor(#f9b6b6): - |
|bgcolor(#f9b6b6):2|bgcolor(#f9b6b6)://scroll of [[endure elements|Endure Elements]]//|bgcolor(#f9b6b6): 50gp|bgcolor(#f9b6b6): - |
|bgcolor(#f9b6b6):1|bgcolor(#f9b6b6)://scroll of [[magic weapon|Magic Weapon]]//|bgcolor(#f9b6b6): 25gp|bgcolor(#f9b6b6): - |
|bgcolor(#f9b6b6):2|bgcolor(#f9b6b6)://scroll of [[protection from evil|Protection from Evil]]//|bgcolor(#f9b6b6): 50gp|bgcolor(#f9b6b6): - |
|bgcolor(#f9b6b6):2|bgcolor(#f9b6b6)://scroll of [[remove blindness/deafness|Remove Blindness Deafness]]//|bgcolor(#f9b6b6): 375gp|bgcolor(#f9b6b6): - |
|bgcolor(#f9b6b6):2|bgcolor(#f9b6b6)://scroll of [[remove fear|Remove Fear]]//|bgcolor(#f9b6b6): 25gp|bgcolor(#f9b6b6): - |
|bgcolor(#f9b6b6):2|bgcolor(#f9b6b6)://scroll of [[remove paralysis|Remove Paralysis]]//|bgcolor(#f9b6b6): 150gp|bgcolor(#f9b6b6): - |
|bgcolor(#f9b6b6):1|bgcolor(#f9b6b6)://scroll of [[remove sickness|Remove Sickness]]//|bgcolor(#f9b6b6): 25gp|bgcolor(#f9b6b6): - |
|bgcolor(#f9b6b6):1|bgcolor(#f9b6b6)://scroll of [[surmount affliction|Surmount Affliction]]//|bgcolor(#f9b6b6): 150gp|bgcolor(#f9b6b6): - |
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):[[unlife gem]]|bgcolor(#b6f9b6): - |bgcolor(#b6f9b6): .5lb|
|bgcolor(#f9b6b6):1|bgcolor(#f9b6b6)://wand of [[bless|Bless]]// (50 charges)|bgcolor(#f9b6b6): 750gp|bgcolor(#f9b6b6): - |
|bgcolor(#f9b6b6):1|bgcolor(#f9b6b6)://wand of [[cure light wounds|Cure Light Wounds]]// (10 charges)|bgcolor(#f9b6b6): 150gp|bgcolor(#f9b6b6): - |
|bgcolor(#f9b6b6):1|bgcolor(#f9b6b6)://wand of [[cure light wounds|Cure Light Wounds]]// (50 charges)|bgcolor(#f9b6b6): 750gp|bgcolor(#f9b6b6): - |
Red = in handy haversack
Green = on person

|!Qt|!Gear on Mule|!Cost|!Weight|
|1|[[backpack, masterwork]]| 50gp| 4lbs|
|6|feed (in days)| .3gp| 60lbs|
|1|longspear| 5gp| 9lbs|
|1|[[mule]] (Sir Reginald)| 8gp| 600lbs|
|1|pack saddle| 15gp| 20lbs|
|1|pathfinder's kit<br>&nbsp;&nbsp;backpack<br> &nbsp;&nbsp;bedroll<br>&nbsp;&nbsp;belt pouch<br> &nbsp;&nbsp;clay mug<br>&nbsp;&nbsp;dagger<br> &nbsp;&nbsp;2 fishhooks<br>&nbsp;&nbsp;flint & steel<br> &nbsp;&nbsp;sewing needle<br>&nbsp;&nbsp;signal whistle<br> &nbsp;&nbsp;50 ft. of string<br>&nbsp;&nbsp;waterskin<br> &nbsp;&nbsp;week's worth of trail rations<br>&nbsp;&nbsp;whetstone| 12gp| 22lbs^^1^^|
|1|sling| - | - |
|18|sling bullets| .2gp| 9lbs|
|!Healing Effect|>|>|!Used on Others|>|>|!Used on Myself|
|~| !Min | !Avg | !Max | !Min | !Avg | !Max |
|Cure Light Wounds|>|>| 1d8+7 |>|>| 1d8+10 |
|~| 8 | 11.5 | 15 | 11 | 14.5 | 18 |
|Cure Moderate Wounds|>|>| 2d8+12 |>|>| 2d8+17 |
|~| 14 | 21 | 28 | 19 | 26 | 33 |
|Cure Serious Wounds|>|>| 3d8+13 |>|>| 3d8+20 |
|~| 16 | 26.5 | 37 | 23 | 33.5 | 44 |
|Cure Critical Wounds|>|>| 4d8+14 |>|>| 4d8+23 |
|~| 18 | 32 | 46 | 27 | 41 | 55 |
|Channel Energy|>|>| 7d6+1 |>|>| 7d6+16 |
|~| 8 | 25.5 | 43 | 23 | 40.5 | 58 |
|Healer's Way|>|>| 4d6+1 |>|>| 4d6+10 |
|~| 5 | 15 | 25 | 14 | 24 | 34 |
| !Skill                |!Ability|!Ranks|!Class Skill| !Other         |!Total|
|!Diplomacy             |4       |9     |3           |                |!+17  |
|!Heal                  |        |4     |3           |                |!+7   |
|!Knowledge(history)    |1       |1     |3           |                |!+5   |
|!Knowledge(planes)     |1       |9     |3           |                |!+13  |
|!Knowledge(religion)   |1       |7     |3           |                |!+11  |
|!Linguistics           |1       |1     |            |                |!+2   |
|!Profession(herbalism) |4       |4     |3           |4 (compentence) |!+15  |
|!Sense Motive          |        |1     |3           |                |!+4   |
|!Spellcraft            |1       |9     |3           |                |!+13  |
!Xantrian Higgenstrom
Male Idyllkin Oracle (Pei Zin Practitioner) 9
NG Medium outsider (native)
''Init'' +0; ''Senses'' darkvision 60ft., Perception: +0

!Defenses
''AC'' 16, touch 10, flat-footed 16 (+6 armor)
''hp'' 138 (9d8+90)
''Fort'' +14, ''Ref'' +6, ''Will'' +9
''Resist'' acid 5, cold 5, electricity 5

!Offense
''Speed'' 20 ft.
''Melee'' [[Gamin the Misforged|gamin the misforged]] -4/-9 (1d8-2)
''Ranged'' sling +2 (1d4-1)
''Aasimar ~Spell-Like Abilities'' (CL 9th):
*1/day- [[Summon Nature's Ally II|Summon Nature's Ally]]
''Oracle Spells'' (CL 9th, concentration +13):
*4th level (5/day) - [[Air Walk]], [[Blessing of Fervor]], [[Cure Critical Wounds]], [[Restoration]]
*3rd level (7/day) - [[Cure Serious Wounds]], [[Daylight]], [[Dispel Magic]], [[Invisibility Purge]], [[Neutralize Poison]]
*2nd level (7/day) - [[Cure Moderate Wounds]], [[Flaming Sphere]], [[Grace]], [[Lesser Restoration]], [[Martyr's Bargain]], [[Resist Energy]], [[Scorching Ray]], [[Shield Other]]
*1st level (7/day) - [[Burning Hands]], [[Cure Light Wounds]], [[Detect Undead]], [[Liberating Command]], [[Obscuring Mist]], [[Remove Fear]], [[Sanctuary]], [[Unbreakable Heart]]
*0th level (at-will) - [[Create Water]], [[Detect Magic]], [[Guidance]], [[Mending]], [[Purify Food and Drink]], [[Read Magic]], [[Spark]], [[Stabilize]]
''Mystery'' life

!Statistics
''Str'' 8, ''Dex'' 10, ''Con'' 26, ''Int'' 12, ''Wis'' 10, ''Cha'' 18
''Base Atk'' +6; ''CMB'' +5; ''CMD'' 15
''Feats'' [[Celestial Obedience (Lymnieris)|Celestial Obedience]], [[Extra Revelation (life link)|Extra Revelation]], [[Fey Foundling]], [[Selective Channeling]], [[Toughness]]
''Traits'' [[Blessed Touch]], [[Impressive Presence]]
[[Skills|Xantrian's Skills]] Diplomacy +17, Heal +7, Knowledge (history) +5, Knowledge (planes) +13, Knowledge (religion) +11, Linguistics +2, Profession (herbalism) +15, Sense Motive +4, Spellcraft +13
''Languages'' Celestial, Ignan, Taldane, Terran
''SQ'' oracle's curse (blackened)
[[Gear List|Xantrian's Gear List]]
[[Healing Chart|Xantrian's Healing Chart]]

!Special Abilities
*''Channel Energy (Su)''
**Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
**A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
**Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 1 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
**A cleric must be able to present her holy symbol to use this ability.
*''Healer’s Way (Su)''
**A Pei Zin practitioner combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead.
*''Life Link (Su)''
**As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
*''Master Healing Technique (Su)''
**At 7th level, whenever a Pei Zin practitioner heals a living creature with her healer’s way ability, as a free action she can attempt a Profession (herbalist) check to remove a condition from the target, with each condition having an accompanying Profession (herbalist) DC (see the list below). She cannot take 10 or 20 on this check, nor can she receive aid from any creature except another Pei Zin practitioner (though the practitioner need not be an oracle). Failure by 5 or more causes the target to become sickened for 1 round (if the Pei Zin practitioner is attempting to remove the sickened condition, this extends it by 1 round). Similarly, failure by 10 or more instead causes the target to become nauseated for 1 round or to have its existing nauseated condition extended by 1 round. A creature that cannot be sickened or nauseated cannot have conditions removed by this ability.
***//Minor Conditions (DC 20):// Fatigued, shaken, and sickened.
***//Major Conditions (DC 25):// Dazed and staggered.
***//Severe Conditions (DC 30):// Confused, exhausted, frightened, and nauseated.
***//Dire Conditions (DC 35):// Blinded, deafened, paralyzed, and stunned.
*''Master Herbalist (Su)''
**A Pei Zin practitioner has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession (herbalist) checks equal to 1/2 her oracle level (minimum 1), and uses her Charisma modifier in place of her Wisdom modifier when attempting Profession (herbalist) checks. Additionally, a Pei Zin practitioner can identify potions as if via detect magic using Profession (herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round.
*''Oracle’s Curse (Ex)''
**Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
**''Blackened''
***You take a –4 penalty on weapon attack rolls, but you add [[Burning Hands]] to your list of spells known.
***At 5th level, add [[Scorching Ray]] and [[Flaming Sphere]] to your list of spells known.
***At 10th level, add [[Wall of Fire]] to your list of spells known and your penalty on weapon attack rolls is reduced to –2.
***At 15th level, add [[Delayed Blast Fireball]] to your list of spells known.

!Faction Card
*Season 6 Sovereign Court
**Rewards - 1 goal
***CONFIDANTE (2+ goals): Twice per adventure, you can call upon your contacts, either allowing you to attempt a Knowledge check as though you had a number of ranks in that skill equal to your number of ranks in Diplomacy or gain you a +2 bonus on the check. Calling in a favor takes 1 minute, and when not in an urban environment requires two uses of this ability.
***CONSPIRATOR (4+ goals): Your contact can now perform any of the following services when called: pay any Prestige Point costs associated with getting you out of jail, recover your body and equipment for free if you died in an urban setting, or purchase and deliver to you any item worth up to 10 gp per faction goal you have accomplished (returned at the end of the adventure).
***SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a +4 competence bonus on checks using that skill and halve their armor check penalty when using the skill.
**Goals
***(0/3) - Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
***(0/1) - Recruit a servant of a named NPC aristocrat, noble, ambassador, or similar figure who is not a member of the Sovereign Court. Doing so requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 plus your character level.
***(0/1) - Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.
***(0/1) - Sponsor another PC to join your faction. To fulfill this goal that PC must then join the Sovereign Court by spending only 1 Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in any combination of the following skills: Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
***(0/3) - Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.
***(0/1) - Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
***--(1/1) - Complete a mission (by completing both the primary and secondary success conditions) tied directly to enhancing or preserving the reputation of the Pathfinder Society in the eyes of another nation or organization.--
***(1/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
*Season 8 Sovereign Court
**Rewards - 1 goal
***PRACTICED DIPLOMAT (2+ goals): Circle one of the following skills: Bluff, Diplomacy, Disguise, or Knowledge (nobility). When you roll your chosen skill, you always receive a result of at least 10 plus the number of goals you have completed.
***ADVOCATE (4+ goals): When purchasing a spellcasting service, vanity, or other prestige award that costs 5 or more Prestige Points, the power of your reputation reduces the final cost by 1. If you have completed seven or more goals, you instead reduce the cost of awards that cost 4 or more Prestige Points by 1.
***SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a +4 competence bonus on checks using that skill and halve their armor check penalty when using the skill.
**Goals
***(0/3) - Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
***(0/1) - Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.
***(0/2) - Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.
***--(2/2) - Resolve an encounter with a genie through diplomacy, trickery, bribery, or a similar tactic. If you convince a genie to provide you with a non-corrupted wish (as detailed in a scenario), you can check both of this goal’s boxes.--
***(0/2) - Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check equal to 15 plus your character level.
***(0/1) - Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
***(0/1) - Gain access to an item on your Chronicle sheet with a value of at least three times the maximum gold you could have earned for that adventure using the standard advancement track (minimum 2,000 gp).
***(0/3 & 0/2) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

!Boons
*''Accumulating an Army (Riftwardens)''
**You successfully rescued a group of Riftwardens in Azir, earning the respect and promise of aid of the greater organization when the Pathfinder Society embarks to secure and explore the Sky Citadel Jormurdun. This boon is cumulative with any other Accumulating an Army boons you possess, expands your options when preparing for the expedition, and grants you additional benefits when directly commanding the Riftwardens.
*''--Attuned to the Citysong--''
**--Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.--
*''Bonekeep Cure''
**With your help, the Pathfinder Society has created a treatment for the plagues developed in Bonekeep. You may cross any Bonekeep Malady boons off any Chronicle sheets acquired by any of your characters.
*''Defender of Nerosyan (Overwhelming Victory)'' 
**The city of Nerosyan stands in part because of your actions, and Queen Galfrey herself has taken note. While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 4. You gain a 10% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts.
*''Demonic Scholar''
**You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.
*''Desperate Bargain''
**Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
*''Distrust of Witches''
**Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
*''Dragon Empires Expert''
**Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
*''Duplicitous Charm''
**As a confidence artist, you are adept at earning the trust of others and bending them to your needs. Choose a creature. Until the end of the scenario you gain a +2 competence bonus on Bluff checks to lie to the creature and Diplomacy checks to improve the creature’s attitude or request favors from it. When this boon is used, cross it off your Chronicle sheet.
*''Elemental Saturation (Earth)''
**The Lucent Archive is suffused with powerful elemental energy, and long-term exposure can transform a humanoid’s body. Before you begin an adventure, you can expend 20 Prestige Points and check the box that precedes this boon to permanently transform yourself into an oread. In doing so, you must retrain any race-related options associated with your original race (e.g. alternate favored class bonuses, race-specific archetypes, and race-specific spells) at no cost. Any of your equipment resizes to Medium size at no additional cost, and if you lost proficiency with a weapon (such as by losing the dwarven weapon training racial trait), you may sell back the weapon at full price. When creating a new 1st-level PC, you may instead spend 10 Prestige Points and check the box that precedes this boon to create an oread PC.
**If any of your ~PCs possesses the Oread’s Favor boon, halve the Prestige Point cost of using this boon. In order to use either of the above benefits, you must bring a copy of one of the following rulebooks as if the oread were a legal race permitted on the Additional Resources page: Pathfinder RPG Advanced Race Guide, Pathfinder RPG Bestiary 2, or Pathfinder Campaign Setting: Inner Sea Races. 
**If you are a kineticist, you can select the earth child utility talent (Pathfinder Campaign Setting: Occult Realms 9) as if it appears on the Additional Resources page.
*''Essential Field Agent (5th-Level, 3 Stars)''
**At Kreighton Shaine’s recommendation, the Pathfinder Society recognizes you as a particularly promising agent worth special effort to preserve for future missions. Your wayfinder is decorated with magical silver filigree that does not interfere with the wayfinder’s normal functions and acts as an aegis of recovery (Pathfinder RPG Ultimate Equipment 254) that heals you for a number of points of damage equal to 2d8 plus twice your number of GM stars the next time you fall below 0 hit points. When this ability triggers, the filigree tarnishes and loses this extra ability; cross this boon off your Chronicle sheet.
*''Evenhanded Investigator''
**By capturing a dangerous renegade guard, you demonstrated bravery and foresight, and an uncommon respect for the process of law. You gain a +2 circumstance bonus on Diplomacy checks when dealing with guards and city officials within Absalom.
*''Expert Negotiator''
**You managed to out-haggle a genie, and you can use this confidence to impress others. You can cross this boon off your Chronicle sheet to gain a +4 bonus on one Bluff, Diplomacy, or Intimidate check. If you are using that check to influence a genie or any creature with the air, earth, fire, or water subtype, you may also roll the check twice and take the better result.
*''Faithless''
**Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
*''Fool Me Once:'' 
**Grandmaster Torch’s sudden betrayal and subsequent escape have left you questioning the motives of everyone around you—particularly your allies. You gain a +2 bonus on Sense Motive checks against current and former Pathfinders.
*''Formidable Renoun''
**Word of your defeat of the cultists of Lissala and your tenacity in the face of the relentless onslaught of summoned outsiders has quickly spread through the ranks of the secretive cult. When facing a worshiper of Lissala, you gain a +2 bonus on Intimdate checks to demoralize them, and can make one such attempt per encounter as a move action instead of a standard action.
*''Fugitive from Numeria''
**You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
*''Gift of the Ghaele'' 
**Sulianna the Luminescent, an azata whom you rescued, owes you a debt and has granted you a fraction of her power. You may use one of the following as a spell-like ability once, using your character level as your caster level. After using this boon, cross it off your Chronicle sheet.
**//Subtier 1–2:// You may cast //aid//, //detect thoughts//, //lesser restoration//, or //see invisibility//.
*--''Hypnotic Therapy''-- //(Used for retraining archetype)//
**--Reduce the amount of time it takes to go through retraining by 5 days.--
*''Inubrix Ore''
**You found a cache of a skymetal called inubrex, allowing you to purchase one weapon or 50 pieces of ammunition made from this rare material. The metal’s structure allows it to pass through iron and steel without touching them, seemingly shifting in and out of phase with reality. Inubrix is the softest of the solid skymetals, being only slightly less malleable than lead. It doesn’t function well for crafting armor as a result, and the weapons tend to break easily. Inubrix has 10 hit points per inch of thickness and hardness 5.
**An inubrix weapon deals damage as if it were one size category smaller than its actual size, and is always treated as if it had the broken condition. It ignores all armor or shield bonuses granted by iron or steel armor or shields. Inubrix weapons cannot damage these materials at all (and, by extension, cannot harm iron golems or similar creatures). An inubrix weapon costs +5,000 gp. When you use this boon to purchase such a weapon, cross the boon off your Chronicle sheet.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
*''Kassen’s Blessing'' 
**You carry a small charm from the spirit of Kassen. You may reroll a single attack roll, saving throw, or skill check after the roll is made but before the results are revealed. You must take the result of the second roll, even if it is worse. Once this ability has been used, cross it off the Chronicle.
*''Lifetimes of Experience''
**You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
*''Magic Boon'' //(2 boxes remaining)//
**As a standard action, you may recall a spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability twice. On using this ability, check one of the boxes. On using this ability the second time, check the final box and line through this boon.
*''Magical Scrivener''
**Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
*''Magnimarian Debt''
**The many wealthy and influential attendees of the auction for the Runecarved Key, among them some who actively bid against the Pathfinder Society for the ancient relic, owe you a debt of gratitude for dealing with the assault on the Temple of Abadar. In thanks for saving their lives from the rampaging cultists, the citizens of Magnimar can be called upon in the future to assist you when your life needs saving—or restoring. When you would pay for the casting of a raise dead, resurrection, or true resurrection, you may call upon this favor and reduce the price of the spellcasting service by half. This discount applies to spellcasting services paid for with either coins or Prestige Points. Once you have used this boon, cross it off the Chronicle sheet.
*''Master of Shadows''
**You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
*''Nidalese Apostate''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
*''Old Loyalties''
**Your faction recognizes your tireless efforts on its behalf. You can use this boon to reduce the Prestige Point cost of a vanity or prestige award by an amount equal to your Fame divided by 10. This cannot reduce the cost of a vanity or award below 0. When you use this boon, cross it off your Chronicle sheet.
*''Positive Energy Feedback Loop''
**When you are affected by a positive energy spell or effect, increase the amount of damage healed by 1.
*''Prince of Wolves''
**Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
*''Proud but Discouraged (Taldor)''
**The people of Varisia stubbornly resisted Lady Gloriana Morilla’s efforts to found a new aristocracy. In that time, you have learned to rely on your fellow nobles and sympathizers. Increase the bonus of any aid another action you receive from any member of the Taldor faction by 2.
*''Retributive Abjuration (3rd-level, 2 Stars)''
**Accidents happen in the world of magic, and a resourceful agent of Spells knows how to turn disaster into an advantage. Once per scenario as a swift action, you siphon away harmful energy and redirect it; this is a supernatural ability that functions as the spell [[draconic reservoir|Draconic Reservoir]] //(Pathfinder RPG Advanced Player’s Guide 217)//, except the effect lasts for a number of rounds equal to your number of GM stars and can only absorb 3 points of energy damage per GM star.
*''Revolutionary Bluster''
**You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''Siege–Hardened''
**You survived the Siege of Nerosyan, and you have learned some impressive tricks for fighting demons. You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype. Before rolling a caster level check to overcome a demon’s spell resistance, you may cross this boon off your Chronicle sheet to gain a +3 bonus on the roll.
*''Spider’s Captor'' 
**Rather than simply kill the treacherous criminal mastermind and Shadow Lodge agent known as the Spider, you brought her in alive to stand trial for her crimes before the lawful authorities of Andoran. In thanks for your contribution to the process of bringing her to justice, you gain an official writ of appreciation from the People’s Council granting you a +5 bonus on any Diplomacy check made to influence a government official within the nation of Andoran.
*''Temple Trained''
**Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
*''True Magic of the Shadowcaster''
**The purest expression of ~Zon-Kuthon’s power blends faith with mastery of the arcane. As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.
*''Urban Tenacity''
**Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.


[[Additional Resources Needed|Xantrian's ARs]]
!Xial Trouma
Female Noral Vitalist 11
CE humanoid (noral)
''Init:'' -1; ''Senses:'' Perception: +28; low-light vision

!Defenses
''AC'' 9, touch 9, flat-footed 9 (-1 Dex)
''hp'' 123 (11d6+77)
''Fort'' +18, ''Ref'' +7, ''Will'' +21; +1 vs. death, +2 vs. disease and mind-affecting

!Offense
''Speed'' 30 ft.
''Melee:'' touch +6
''Ranged:'' touch +5
''Special Attacks:'' request aid (<=11pp, 12/day), soulthief's pulse (3 hp), steal wounds (20 points), swift aid (4d6, DC 24), transfer wounds (12/day, 4d6 +11 offensively)
''Noral ~Psi-Like Abilities'' (ML 5, concentration +5):
*1/day - [[Mind Thrust|DSP Mind Thrust]] (5d10, DC 13)
''Powers'' (ML 11, 166 points/day, concentration +20):
*''6th level '' (11 points, DC 25) - [[Heal Injuries]], [[Trigger Power]]
*''5th level'' (9 points, DC 24) - [[Psionic Revivify]]
*''4th level'' (7 points, DC 23) - [[Empathic Feedback]], [[Energy Ball]]^^F^^
*''3rd level'' (5 points, DC 22) - 
*''2nd level'' (3 points, DC 21) - [[Cleanse Body]], [[Empathic Condition Relief]]
*''1st level'' (1 point, DC 20) - [[Astral Construct]]^^F^^, [[Collapse]]^^F^^, [[Suppress Compulsion]]
*''Talents'' (at-will) - [[Detect Psionics]], [[Sense Poison]], [[Siphon]]
*(Note, powers marked with ^^F^^ are fixed, cannot change from day to day. Everything else is the default prep.)

!Statistics
''Str:'' 10, ''Dex:'' 8, ''Con:'' 24, ''Int:'' 14, ''Wis:'' 28, ''Cha:'' 10
''Base Atk:'' +5; ''CMB:'' +5; ''CMD:'' 14
''Feats:'' [[Boost Construct]], [[Diehard]], [[Endurance]], [[Expanded Knowledge (astral construct, energy ball)|Expanded Knowledge]], [[Overchannel]]. [[Psionic Meditation]], [[Psionic Talent]]
''Traits:'' [[Deft Dodger]], [[Indomitable Faith]]
''Skills:'' Heal +23, Linguistics +16, Perception +28, Spellcraft +16
''Languages:'' Aboleth, Abyssal, Aklo, Aquan, Auran, Boggard, Celestial, Common, Cyclops, Dark Folk, Draconic, Goblin, Giant, Ignan, Infernal, Necril, Noral, Sahuagin, Sphinx, Sylvan, Terran, Treant, Undercommon X*3
''SQ:'' X
''Combat Gear:'' 2 //potions of fly//, 2 //oils of daylight//, 4 //potions of remove blindness//
''Other Gear:'' [[amulet of spirits (flame)]], [[bag of holding type III|bag of holding]], [[bead of newt prevention]] x2, [[belt of mighty constitution +6|belt of mighty constitution]], [[boots of teleportation]], [[cloak of resistance +3|cloak of resistance]], [[cracked pale green prism ioun stone (saves)|ioun stone]], [[cracked tourmaline sphere ioun stone|ioun stone]], [[dream journal of the pallid seer]], [[headband of inspired wisdom +4|headband of inspired wisdom]], 3 [[ioun torches|ioun torch]], [[lens of detection]], [[ring of immolation]], [[ring of spell turning]], [[slippers of spider climbing]], [[tourmaline sphere ioun stone|ioun stone]], [[unfettered shirt]]

!Special Abilities
*''Ability Scores''
**Xial has read a //[[tome of understanding +4|tome of understanding]]//.
*''Collective (Su)''
**A vitalist learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a vitalist can join any number of willing targets into his collective equal (up to his limit, see below) . The vitalist must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The collective can contain up to his key ability modifier or half his vitalist level, whichever is higher. The vitalist is always considered a member of his own collective, and does not count against this limit.
**The vitalist can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective (100 ft. + 10 ft. per class level) is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A vitalist is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy and health sense, below).
**A vitalist can manifest certain powers through his collective. If a vitalist power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass vitalist), any compatible spell or power with a range greater than touch can also be used through the collective.
**If a member of the collective dies, the member is removed from the collective and the vitalist must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds.
**At 15th level, a vitalist’s collective range is limitless on the same plane as the vitalist.
**At 19th level, a vitalist’s collective reaches even across to other planes and dimensions.
*''Collective Healing (Su)'' 
**Whenever a willing member of the vitalist’s collective could regain lost hit points or ability damage, the vitalist may choose to redirect any or all of that healing to one or more other willing members of the collective as a free action. This can transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another).
**In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another. The type of healing (positive energy, negative energy, construct repair, etc.) is unchanged from the original source for determining who or what can be healed.
**A vitalist may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, powers, or other such effects. Healing from long term care or natural healing cannot be transferred in this way.
*''Gift of Tongues''
**Norals are naturally skilled at social interactions and understanding other cultures. Norals gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
*''Health Sense''
**Beginning at 2nd level, a vitalist may take a swift action to gauge the relative health level of collective members, determining the amount of damage, in hit points, that an ally has taken. In addition, the vitalist may make a Heal check as a standard action, with a DC of 15, to determine if any of the members of his collective are afflicted by a disease or poison.
**Starting at 7th level, the vitalist can make a Heal check over his collective to stabilize a dying target or treat a wound from a caltrop, spike growth, spike stones, or similar.
**This ability improves at 12th level, and the vitalist may make a Heal check over his collective to treat a poisoned creature.
**At 17th level, the vitalist is able to treat diseases in the same fashion, making a Heal check over his collective. When treating a target over a collective, the DC of the Heal check is the same as if the vitalist was treating the target normally.
*''Medic Powers''
**The vitalist gains special uses of some of his powers that are unavailable to other characters. The following powers gain the Network descriptor when manifested by a vitalist: all powers of the Healing subdiscipline, animal affinity, biofeedback, body of iron, endorphin surge*, expansion, oak body, physical acceleration*, sustenance, suspend life, timeless body, and vigor.
*''Psionic Aptitude''
**When a noral takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
*''Pulse (Su)''
**A vitalist of 6th level can project an pulse of psionic energy to all members of his collective as a free action by spending 1 power point. The effect of the pulse depends on the vitalist’s chosen method. The pulse lasts one round.
*''Request Aid (Su)''
**Starting at 5th level, members of a vitalist’s collective are able to request aid from the vitalist, should he not realize such aid is needed. As a standard action, any member of the collective can request healing from the vitalist. The vitalist can grant this request by spending up to his level in power points as a free action, even if it is not his turn. Each power point spent in this fashion heals 3 hit points to the target. A vitalist can even initiate this healing himself should he realize someone needs healing, by spending a standard action. A vitalist can do this a number of times per day equal to 3 + his Wisdom modifier.
*''Soulthief Power''
*''Soulthief’s Expertise''
**Upon achieving 11th level, anytime a soulthief manifests hostile empathic transfer, he attack can be made as a ranged touch attack with a range of 30 feet instead of as a melee touch attack. In addition, every additional power point spent augmenting hostile empathic transfer increases the additional damage transferred by 7, rather than by 5, and the maximum number of points of damage transferred increases to 85.
**In addition, any time a soulthief manifests a power or psi-like ability that deals hit point damage, it heals him for 50% of the damage dealt. If the power deals hit point damage to multiple targets, the soulthief only heals 50% of the damage to the target dealt the highest damage.
**A soulthief vitalist adds collapse to his list of powers known. This does not count against his number of powers known.
*''Soulthief’s Pulse''
**As a free action, a soulthief of 6th level may project a pulse to all members of his collective by spending one power point, which empowers the attacks of the members of the collective for one round. Any successful damaging attack made with an attack roll made by a member of the collective heals the attacker for the damage dealt, up to 2 hit points of damage. Every three vitalist levels thereafter, the maximum healing granted by this aura increases by 1.
*''Soulthief’s Touch''
**A soulthief vitalist of 2nd level who utilizes transfer wounds can choose to instead deal the amount of damage that transfer wounds would normally heal plus the soulthief’s class level to the target, healing himself a number of hit points equal to the damage dealt. A soulthief may not heal more hit points than the touched creature had prior to using this ability. This ability may only be used on creatures with a Constitution score and may not be used against creatures in the soulthief’s collective. Collective members may use this ability on creatures with a total number of hit dice less than half the vitalist’s level, but they gain no healing from it.
*''Spirit of Many (Su)'' 
**A vitalist of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power’s range or would normally be immune to the power. Whenever a vitalist manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and bypasses any power resistance, although it still provokes an attack of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws -- their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The vitalist also adds the following augment to all powers with the Network descriptor:
**''Augment:'' For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective.
*''Steal Health (Su)''
**At 3rd level, a vitalist has learned to siphon the health of a creature and use it for his own needs or the needs of his collective. As a touch attack, the vitalist may deal a number of hit points in damage to the target equal to his vitalist level + his Wisdom modifier and heal an equal amount of damage. The vitalist may share any healing from this effect over his collective, even if he himself would not be eligible for the healing. A vitalist may not heal more hit points than the touched creature had prior to using this ability.
**This ability may only be used on creatures with a Constitution score and may not be used against creatures in the vitalist’s collective. A vitalist may use this ability on creatures with a total number of hit dice less than half his vitalist level, but he gains no healing from it.
**At 7th level, a vitalist is able to use steal health as a ranged touch attack with a range of 30 feet.
*''Swift Aid''
**A soulthief of 8th level may, as an immediate action and by expending his psionic focus, transfer the wounds of a member of his collective to an enemy within 15 ft. of the ally for an amount of damage equal to the soulthief’s transfer wounds ability. A successful Fortitude save (DC 10 + 1/2 class level + Wisdom modifier) negates the effect.
*''Symbiotic Resistance''
**The symbiotic bond between the noral and the erliss grants all bonded norals a +2 racial bonus on saving throws against disease and mind-affecting effects.
*''Symbiotic Surge''
**A noral is able to tap into the power of the symbiote to gain a temporary boost. Once per day, a noral can exhaust the symbiote to add 1d6 to a single d20 roll. This decision must be made prior to the result of the roll is determined. 
*''Telepathy (Su)'' 
**When a vitalist reaches 3rd level, all willing members of his collective (including the vitalist himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a vitalist’s collective (including the vitalist himself) may manifest unknown powers from powers known by another willing psionic creature in the collective as if they were making physical contact.
**A vitalist may temporarily deactivate, and reactivate, this ability as a swift action.
*''Transfer Wounds (Su)''
**All vitalists learn how to transfer wounds with but a touch. As a standard action that does not provoke attacks of opportunity, a vitalist may touch a target and heal it for 1d6 points of damage. The vitalist suffers the same number of points of nonlethal damage (up to the amount the target is actually healed) At 4th level and every 3 levels thereafter, the damage healed to the target and non-lethal damage taken by the vitalist increases by 1d6. A vitalist may use this ability a number of times per day equal to 3 + his Wisdom modifier. A vitalist may not use this ability upon himself.
!Xill CR 6
LE Medium outsider (evil, extraplanar)
''Init'' +8; ''Senses'' darkvision 60 ft.; Perception +13
!!Defense
''AC'' 21, touch 14, flat-footed 17 (+4 Dex, +5 natural, +2 shield)
''hp'' 67 [85] (9d10+18) [(9d10+36)]
''Fort'' +8 [+10], ''Ref'' +10, ''Will'' +6
''SR'' 17
!!Offense
''Speed'' 40 ft.
''Melee'' short swords +13/+13/+8 [+15/+15/+10] (1d6+3 [1d6+5]/19–20), claw +13 [+15] (1d4+3 [1d4+5] plus grab), bite +7 [+9] (1d3+1 [1d3+2] plus paralysis), or 
4 claws +13 [+15] (1d4+3 [1d4+5] plus grab), bite +12 [+14] (1d3+3 [1d3+5] plus paralysis)
''Ranged'' 2 longbows +13 (1d8/×3)
''Special Attacks'' implant, paralysis (1d4 hours, DC 16 [18])
!!Statistics
''Str'' 17 [21], ''Dex'' 18, ''Con'' 14 [18], ''Int'' 15, ''Wis'' 12, ''Cha'' 11
''Base Atk'' +9; ''CMB'' +12 [+14] (+16 [+18] grapple); ''CMD'' 26 [28]
''Feats'' [[Combat Reflexes]], [[Improved Initiative]], [[Iron Will]], [[Weapon Focus (claw, short sword)|Weapon Focus]]
''Skills'' Acrobatics +16, Bluff +12, Intimidate +12, Knowledge (arcana) +14, Knowledge (planes) +14, Perception +13, Sense Motive +13, Stealth +14
''Languages'' Common, Infernal
''SQ'' multiweapon mastery, planewalk
!!Special Abilities
*''Implant (Ex)''
**As a standard action, a xill can lay 2d6 eggs in a helpless creature. A xill's eggs hatch in 24 hours, at which point the young consume the host from within, inflicting 1 point of Con damage per hour per young until the host dies. The young then emerge and planewalk to the Ethereal Plane, if possible, to mature. A remove disease spell (or similar effect) rids a victim of all implanted eggs or active young, or they can be cut out one at a time with DC 20 Heal checks (each attempt takes 10 minutes). If a check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
*''Multiweapon Mastery (Ex)'' 
**A xill never takes penalties to an attack roll when fighting with multiple weapons, and treats claws as primary attacks even when also wielding weapons.
*''Planewalk (Su)''
**A xill can shift from the Ethereal Plane to the Material Plane as a move action. Shifting from the Material Plane to the Ethereal Plane takes 2 consecutive full-round actions, during which time the xill is immobile. As a xill fades away, it becomes harder to hit: opponents have a 20% miss chance in the first round and a 50% miss chance in the second. A xill can take a single willing or helpless creature with it when it switches planes.
*''Occult Adventures'' - Battle Host, Occultist
*''Ultimate Campaign'' - armor expert
*''Ultimate Combat'' - liberating command
!Yalandlara Farlara
Female elf battle host occultist 2
LG medium humanoid (elf)
''Init'' +0; ''Senses'' Perception +7, low-light vision

!Defenses
''AC'' 19, touch 10, flat-footed 19 (+9 armor)
''hp'' 18 (2d8+5)
''Fort'' +4, ''Ref'' +0, ''Will'' +4; +2 vs. enchantment
''Immune'' sleep

!Offense
''Speed'' 20 ft.
''Melee'' mwk elven curve blade +5 (1d10+4/18-20)
''Ranged'' sling +1 (1d4+3)
''Implement Schools''
*''Abjuration'' (breastplate, 2 points) - //Resonant// warding talisman. //Focus// mind barrier
*''Transmutation'' (gauntlet, 4 points) - //Resonant// physical enhancement +2, //Focus// legacy weapon +1, sudden speed
''Spells'' (CL 2nd, concentration +5):
*1st level (3/day) - [[Liberating Command]]^^T^^, [[Shield]]^^A^^
*0th level (at-will) - [[Open/Close]]^^T^^, [[Resistance]]^^A^^

!Statistics
''Str'' 16, ''Dex'' 10, ''Con'' 12, ''Int'' 16, ''Wis'' 12, ''Cha'' 10
''Base Atk'' +1; ''CMB'' +4; ''CMD'' 14
''Feats'' [[Toughness]]
''Traits'' [[Armor Expert]], [[Expert Duelist]]
''Skills'' Diplomacy +5, Knowledge (arcana) +8, Knowledge (nobility) +8, Linguistics +8, Perception +8, Spellcraft +8, Use Magic Device +5
''Languages'' Celestial, Common, Draconic, Elven, Sylvan, Thassilonian
''SQ'' implements (2), magic item skill +1, mental focus (6), object reading, panoply bond
''Combat Gear'' //potion of [[cure light wounds|Cure Light Wounds]]//, //scroll of [[magic weapon|Magic Weapon]]//, //wand of [[burning hands|Burning Hands]]// (CL 3, 4 charges), //wand of [[cure light wounds|Cure Light Wounds]]// (CL 3, 8 charges)
''Other Gear'' mwk bonded full plate, mwk elven curve blade

!Special Abilities
*''Elven Immunities''
**Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
*''Elven Magic''
**Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
*''Focus Powers (Su)''
**At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.
**''Mind Barrier (Sp)'' //(Abjuration)//
***As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.
**''Legacy Weapon (Sp)'' //(Transmutation)//
***As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. This bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained from this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from the legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
**''Sudden Speed (Sp)'' //(Transmutation)//
***As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.
*''Implements (Su)''
**At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
**Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
**Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
**Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.
*''Keen Senses''
**Elves receive a +2 racial bonus on Perception checks.
*''Knacks''
**An occultist learns one knack, or 0-level psychic spell, each time he selects an implement school (including when he again selects a school that he has already learned to use). These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots because of metamagic feats applied to them, for example, consume spell slots as normal.
*''~Low-Light Vision''
**Elves can see twice as far as humans in conditions of dim light.
*''Magic Item Skill (Ex)''
**At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.
**At 2nd level, a battle host’s magic item skill ability applies only on checks with weapons, armor, and shields. This ability alters magic item skill.
*''Mental Focus (Su)''
**An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
**Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school, and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
**The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
**The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
**The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.
*''Object Reading (Su)''
**At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will.
**At 2nd level, a battle host can use object reading on only weapons, armor, and shields. This ability alters object reading.
*''Panoply Bond (Su)'' 
**At 1st level, a battle host forms a supernatural bond with a specific weapon, suit of armor, or shield. This selection is permanent and can never be changed. The bonded item is masterwork quality and the battle host begins play with it at no cost. The bonded item is immune to the broken condition for as long as the battle host lives. If a battle host dies and is restored to life, the bonded item is also restored if it was destroyed. Any magic powers associated with a battle host’s bonded item function only for the battle host; in the hands of anyone else it is only a masterwork item. The bonded item starts as an implement for any single school of magic at 1st level, and gains access to additional schools of magic at 2nd, 10th, 14th, and 18th levels, granting the battle host access to base focus powers and resonant powers accordingly. The battle host’s bonded item serves as his implement component to cast occultist spells of all the schools that he knows. However, he must split his mental focus among the schools he knows for the purpose of determining resonant powers and using focus powers, even though he possesses only one physical item as an implement. This ability alters implements, mental focus, spellcasting, and implement mastery.
*''Resonant Powers''
** ''Warding Talisman (Su)'' //(Abjuration)//
***The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
** ''Physical Enhancement (Su)'' //(Transmutation)//
***The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).
*''Weapon Familiarity''
**Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

!Faction Card
*Season 8 Sovereign Court
**Rewards - 1 goals
***PRACTICED DIPLOMAT (2+ goals): Circle one of the following skills: Bluff, Diplomacy, Disguise, or Knowledge (nobility). When you roll your chosen skill, you always receive a result of at least 10 plus the number of goals you have completed.
***ADVOCATE (4+ goals): When purchasing a spellcasting service, vanity, or other prestige award that costs 5 or more Prestige Points, the power of your reputation reduces the final cost by 1. If you have completed seven or more goals, you instead reduce the cost of awards that cost 4 or more Prestige Points by 1.
***SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a +4 competence bonus on checks using that skill and halve their armor check penalty when using the skill.
**Goals
***(0/3) - Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
***(0/1) - Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.
***(0/2) - Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.
***(0/2) - Resolve an encounter with a genie through diplomacy, trickery, bribery, or a similar tactic. If you convince a genie to provide you with a non-corrupted wish (as detailed in a scenario), you can check both of this goal’s boxes.
***(1/2) - Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check equal to 15 plus your character level.
***(0/1) - Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
***--(1/1) - Gain access to an item on your Chronicle sheet with a value of at least three times the maximum gold you could have earned for that adventure using the standard advancement track (minimum 2,000 gp).--
***(2/3 & 0/2) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

!Boons
*''Attuned to the Citysong''
**Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
*''Confirmed Field Agent''
**Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. --Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).--
*''Distrust of Witches''
**Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
*''Dragon Empires Expert''
**Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
*''Explore, Report, Cooperate'' //(2 copies of this boon)//
**You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
*''Faithless''
**Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
*''Friend of Janira Gavix''
**The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
*''Fugitive from Numeria''
**You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
*''Heaven’s Redemption'' //(1/1 boxes checked - converted to Iomedae)//
**Your experiences in Heaven have inspired you to change your philosophy. When you receive this Chronicle sheet, you can check the box that precedes this boon to change your patron deity to any legal lawful good deity, in the process changing your alignment to lawful good, lawful neutral, or neutral good. When you do so, you receive the benefits of an atonement spell without paying any associated costs. Additionally, you may freely retrain any class abilities, feats, or other features that no longer function with your new deity, as well as character abilities that are directly tied to your old deity’s favored weapon, such as the Weapon Focus feat. This boon does not affect your character’s items.
*''Heavenly Scholar''
**Your studies of sacred scripture have enhanced your knowledge about matters of faith. If you are trained in Knowledge (religion), you can check a box that precedes this boon to add 1d6 to the result of one Knowledge (religion) check after rolling but before learning the results of your roll. Alternatively, you can check a box before rolling a Knowledge (religion) check to treat that check as if you were trained in the skill. You can use both boxes on a single skill check.
*''Impressive Find''
**The Pathfinder Society is impressed with your discoveries in Tian Xia. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or be lost. When you use this boon, cross it off your Chronicle sheet.
*''Insights of the Shadowless Sword''
**Your exposure to the Shadowless Sword grants you a moment of peerless perception or incredible alacrity when you most need it. As an immediate action, you gain a +4 bonus on Perception checks to see through a disguise and a +2 bonus on Will saving throws to disbelieve illusions, both lasting 2 rounds. Alternatively, as a swift action, you gain the benefits of haste for 2 rounds (CL 10th). When you use either of these abilities, cross this boon off the Chronicle sheet.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
*''Legacy of a Princess''
**You have discovered the lost Summer Palace and interacted with the phantom of Song Rui, one of the last princesses of Imperial Lung Wa. You may call upon Song Rui’s dedication as a swift action that lasts for 1 minute. During this time, the first time you hit a creature with a melee attack each round, you gain a +2 bonus to your AC against that creature until the beginning of your next turn. When you use this boon, cross it of your Chronicle sheet.
*''Lifetimes of Experience''
**You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
*''Magical Scrivener''
**Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
*''Master of Shadows''
**You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
*''Nidalese Apostate''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
*''Opportunistic Strike''
**Your experience fighting demons in the Worldwound and your patience carrying out a long con has granted you insight into when and where demons are the most vulnerable. At any time in the future, when fighting a creature of the demon subtype, you may recognize an opening for an opportunistic strike. As an immediate action, you may declare a single attack roll to be an opportunistic strike, allowing you to bypass the demon’s damage reduction of a value equal to your base attack bonus on a single attack. Once this attack has been made, the GM should cross off this boon.
*''Prince of Wolves''
**Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
*''Prized Find''
**You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).
*''Revolutionary Bluster''
**You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''Shameless Opportunist''
**Years of practice with a blade, a brick, or any other weapon at hand have taught you what matters most in a fight—striking quickly and striking hard. When you hit with an attack against a flat-footed target, as a free action you may increase the damage dealt by 4. When this boon is used, cross it off your Chronicle sheet.
*''~Strix-Slayer''
**Through fighting the strix, you have learned a few tricks for dealing with aerial foes. As a free action, you gain a +2 circumstance bonus to hit on a single melee or ranged attack against a flying creature. If the attack hits, it deals an additional 1d6 points of damage and increases the Fly check DC needed for the creature to avoid losing altitude by +10. Creatures immune to critical hits are immune to this extra damage. This damage is not multiplied on a critical hit. When this boon is used, cross it off this Chronicle sheet.
*''Sun Shogun Talismans'' //(0/3 checked)//
**Your return of the sovereign dragon scroll case to Shokuro has impressed the Sun Shogun, and he makes available to you certain magical talismans normally available only to his trusted agents. You may purchase a //talisman of freedom//^^OA^^ (900 gp), //talisman of good fortune//^^OA^^ (1,680 gp), or //talisman of warrior’s courage//^^OA^^ (450 gp). When you purchase a talisman in this way, note that it is a Sun Shogun talisman and mark off one box. Sun Shogun talismans function as normal except that you may, as an immediate action, prevent a talisman from activating when it would otherwise do so, allowing you to save its magic for later. When you have purchased a total of 3 Sun Shogun talismans of any type, cross this boon off your Chronicle sheet.
*''Temple Trained''
**Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
*''Urban Tenacity''
**Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.


[[Yalandlara's Sources]]
Yoon - no role
!Stats
*Strength - d4
*Dexterity - d10
**Acrobatics +3
*Constitution - d10+1
**Fortitude +2
*Intelligence - d6
*Wisdom - d4
*Charisma - d8
**Arcane +0

!Powers
HAND SIZE 5 □ 6
PROFICIENT WITH Light Armors
For your combat check, reveal a spell (☑ or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may addiitonally discard that card to add another 1d6 (□ plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing (□ or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.

 
!Deck List
(Fix this later)
|!Spells|!Items|!Allies|!Blessings|
|Black Spot <br> Detect Magic <br> Eloquence <br> Enchanted Fang <br> Good Omen <br> Mirror Image|Amulet of Life <br> Sage's Journal|Apprentice <br> Bound Imp <br> Researcher <br> Troubadour|Blessing of Iomedae <br> Blessing of Lamashtu <br> Blessing of the Gods <br> Blessing of the Gods|

!Loot Available
|!Weapons|!Spells|!Armor|!Items|!Allies|!Blessings|!Loot|!Traders|
|Scorpion Whip||Filter Hood|Compass|Camel||Spear of the Watchful Guardian <br> Game of Afterlife <br> Akhentpi's Armor|Falsin Deek <br> Ghoul Market <br> Sunburst Market|

!Snapshots
*[[Tier 2.0|Reta - ACG 1016 - Tier 2-0]]
''Advanced Class Guide'' - arcane bloodrager bloodline, eldritch scion archetype, long arm, swashbuckler
''Advanced Player's Guide'' - vanish, wand of ill omen
''Advanced Race Guide'' - suli
''Cheliax, Empire of Devils'' - Threatening Defender
''Pathfinder Society Field Guide'' - pathfinder's kit
''Ultimate Equipment'' - various mundane equipment
''Ultimate Magic'' - magus, wand wielder arcana
!Zarishu Sarinda
Female suli swashbuckler 1/eldritch scion magus 3
NG Medium outsider (native)
''Init'' +0; ''Senses'' Perception +0, low-light vision

!Defenses
''AC'' 14, touch 10, flat-footed 14 (+4 armor)
''hp'' 29 (1d10+3d8+4)
''Fort'' +5, ''Ref'' +4, ''Will'' +4
''Resist'' acid 5, cold 5, electricity 5, fire 5

!Offense
''Speed'' 30 ft.
''Melee'' mwk rapier +8 (1d6+4/18-20)
''Ranged'' sling +3 (1d4+4)
''Special Attacks'' elemental assault (4 rounds)
''Magus Spells'' (CL 4, concentration +7)
*1st level (4/day) - [[Long Arm]], [[Shield]], [[True Strike]], [[Vanish]]
*0th level (at-will) - [[Acid Splash]], [[Arcane Mark]], [[Light]], [[Mage Hand]], [[Prestidigitation]], [[Read Magic]]

!Statistics
''Str'' 19, ''Dex'' 10, ''Con'' 13, ''Int'' 10, ''Wis'' 10, ''Cha'' 16
''Base Atk'' +3; ''CMB'' +7; ''CMD'' 17
''Feats'' [[Blind-Fight]]. [[Combat Expertise]]
''Traits'' [[Magical Knack (magus)|Magical Knack]], [[Threatening Defender]]
''Skills'' Bluff +7, Diplomacy +10, Profession (scribe) +5, Sense Motive +6, Use Magic Device +10; ''Racial Modifiers'' +2 Diplomacy, +2 Sense Motive
''Languages'' Common, Ignan
''SQ'' deeds (derring-do, dodging panache, opportune parry and riposte), eldritch pool (4.75/day), magus arcana (wand wielder), panache (3), spell combat, swashbuckler finesse
''Combat Gear'' 2 acid flasks, heavy pick, light flail, //oil of magic weapon//, mwk raper, rapier, sap, sling + bullets (10), wand of //[[cause fear|Cause Fear]]// (15 charges), wand of //[[cure light wounds|Cure Light Wounds]]// (50 charges),  wand of //[[ill omen|Ill Omen]]// (25 charges), wand of //[[lesser restoration|Lesser Restoration]]// (10 charges), wand of //[[protection from evil|Protection from Evil]]// (10 charges)
''Other Gear'' //[[cloak of resistance +1|cloak of resistance]]//, mwk chain shirt, pathfinder's kit, 50ft. of silk rope (w/ grappling hook), whetstone

!Special Abilities
*''Bloodline'' //(Arcane)//
**An eldritch scion gains a bloodrager bloodline. The bloodline is selected at 1st level, and this choice cannot be changed. An eldritch scion’s effective bloodrager level for his bloodline abilities is equal to his eldritch scion level. He does not gain any bonus feats, and he gains bonus spells from his bloodline at different levels (see the bonus spell class feature below). To use any ability that normally functions when in a bloodrage, an eldritch scion must spend a point from his eldritch pool (see below).
**If an eldritch scion takes levels in another class that grant a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, an eldritch scion can change his former bloodline to make them conform. This ability replaces spell recall.
**//Disruptive Bloodrage (Su)//
***At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.
*''Deeds''
**Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
**//~Derring-Do (Ex)//
***At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
**//Dodging Panache (Ex)//
***At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
**//Opportune Parry and Riposte (Ex)//
***At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. 
*''Eldritch Pool (Su)''
**An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus’s arcane pool class feature.
**Additionally, any magus’s class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion’s skills or skill points. This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool.
*''Elemental Assault (Su)''
**Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
*''Energy Resistance 5''
**Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
*''Magus Arcana''
**//Wand Wielder (Su)//
***The magus can activate a wand or staff in place of casting a spell when using spell combat.
*''Negotiator''
**Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
*''Panache (Ex)''
**More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
**//Critical Hit with a Light or ~One-Handed Piercing Melee Weapon// 
***Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
**//Killing Blow with a Light or ~One-Handed Piercing Melee Weapon//
***When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.
*''Spell Combat (Ex)''
**At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
**An eldritch scion can only use spell combat while in a state of mystic focus (see eldritch pool, above). At 8th level, an eldritch scion can use spell combat at any time. This ability alters spell combat.
*''Spellstrike (Su)''
**At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
*''Swashbuckler Finesse (Ex)''
**At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

!Faction Card
*Season 6 Grand Lodge
**Rewards - 2 goals
***''EXPLORER'' (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.
***CHRONICLER (4+ goals): You gain one additional use of the Explorer ability per adventure. In addition, you can use the Explorer ability to modify a Linguistics, Knowledge, or Use Magic Device check and attempt the check as if trained.
***EXPEDITION COORDINATOR (7+ goals) (0/3 boxes checked): You can forego your Day Job check to organize an expedition to a site you recently visited and discover things you missed before. You can check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have otherwise failed. If you do so, all other ~PCs at the table also succeed at the secondary success condition.
**Goals
***(0/8) - Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.
***(0/3) - Forgo a Day Job check to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.
***(0/1) - Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
***(0/1) - Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
***(0/1) - Recover a piece of the Numerian device known as the Sky Key.
***(0/1) - Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your character level.
***(0/1) - Sponsor another PC to join your faction. To fulfill this goal, that PC must then join the Grand Lodge by spending only 1 Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in any combination of the following skills: Knowledge (any), Linguistics, or Perception.
***--(4/4) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.--
*Season 7 Grand Lodge
**Rewards - 0 goals
***EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.
***NEMESIS (4+ goals): Once per adventure, you gain a +2 bonus on your next attack against that agent, and if you hit, you deal additional damage equal to the number of goals you have completed. Alternatively, you impose a –1 penalty on the agent’s next saving throw against a spell you cast; the penalty increases to –2 if you have completed seven or more goals.
***EXPEDITION COORDINATOR (7+ goals) (0/3 boxes checked): You can forego your Day Job check to organize an expedition to a site you recently visited and discover things you missed before. You can check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have otherwise failed. If you do so, all other ~PCs at the table also succeed at the secondary success condition.
**Goals
***(0/8) - Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.
***(0/3) - Forgo your Downtime check to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.
***(0/1) - Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
***(0/1) - Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
***(0/1) - Disrupt or sabotage a significant Aspis Consortium operation, such as by ruining an alliance, damaging its reputation in a large city, or preventing them from recovering an artifact.
***(0/1) - Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your character level.
***(0/1) - Save a venture-captain, one of the Pathfinder Society’s three masters, or a similarly high-ranking figure in the Society from harm. The NPC must be at actual risk of death unless you intercede—often denoted by a current hit point total or other conditions—and he must survive the encounter.
***(4/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.

!Boons
*''Attuned to the Citysong''
**Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
*''Desperate Bargain''
**Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
*''Distrust of Witches''
**Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
*''Dragon Empires Expert''
**Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
*''Ectoplasmic Enhancement''
**You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. If you have at least one level in the spiritualist class, the ghost touch property persists for 3 rounds and also affects her phantom’s natural attacks. When you use this boon, cross it off your Chronicle sheet.
*''Explore, Report, Cooperate''
**You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
*''Faithless''
**Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
*''Fugitive from Numeria''
**You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
*''Inner Struggle''
**Your exposure to a mindscape has given you a unique way to fight off psychic magic. When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
*''Lifetimes of Experience''
**You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
*''Magical Scrivener''
**Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
*''New Recruit (J. Dacilane)''
**Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J.’s caster level is equal to your character level – 3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle Sheet.
*''Nidalese Apostate''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
*''Nightmarish Pigments''
**You found a pot of nightmarish pigments, which you may purchase for 1,000 gp. Nightmarish pigments function as marvelous pigments, except the items they create subtly bend, warp, and discolor, and they occasionally show reflections of horrific vistas or screaming maws. As a result, they cannot be mistaken for objects made of standard valuable materials like gold. One pot of nightmarish pigments is sufficient to create a 125-cubic-foot object by depicting it two-dimensionally over a 25-square-foot surface. The pigments can create a collection of mundane items whose value does not exceed 500 gp.
*''Opportunistic Strike''
**Your experience fighting demons in the Worldwound and your patience carrying out a long con has granted you insight into when and where demons are the most vulnerable. At any time in the future, when fighting a creature of the demon subtype, you may recognize an opening for an opportunistic strike. As an immediate action, you may declare a single attack roll to be an opportunistic strike, allowing you to bypass the demon’s damage reduction of a value equal to your base attack bonus on a single attack. Once this attack has been made, the GM should cross off this boon.
*''Pathfinder’s Excellence (Combat)'' //(2 boxes)//
**Before making an attack, you may check one of the boxes preceding this boon in order to roll the attack twice and take the better result. If the attack is against a member of the Aspis Consortium or someone directly in the Consortium’s employ, the critical threat range of the attack doubles; this benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the Improved Critical feat). Once you check the last box, cross this entire boon off your Chronicle sheet.
*''Pathfinder’s Excellence (Magic)'' //(2 boxes)// 
**Before casting a spell or using a spell-like ability, you can check one of the boxes preceding this boon in order to roll twice for any caster level check to overcome spell resistance and on caster level or concentration checks made to cast a spell in an impeded area (such as a fire spell underwater or a plane with the impeded magic trait). Any members of the Aspis Consortium or foes directly in the Consortium’s employ suffer a –2 penalty on any saving throw against the spell.
**As a standard action, you can instead check two boxes in order to recall a spell that you have already cast that day. The spell is then prepared again, just as if it had not been cast. Once you check the last box, cross this entire boon off your Chronicle sheet.
*''Practiced Artificer''
**Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.
*''Prince of Wolves''
**Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
*''Prized Find''
**You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).
*''Revolutionary Bluster''
**You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''Savior of Old Flotsam''
**In thanks for retrieving her precious folding boat, Venture Captain Benarry commissions you a single token made out of a splinter of Old Flotsam herself. This special feather token functions as a feather token (swan boat), except that the boat appears stocked with a wooden chest full of useful items. The chest contains a potion of cure light wounds, a set of masterwork thieves’ tools, 100 sheets of parchment, a vial of ink with an inkpen, a fishing net, 20 days worth of trail rations, and 10 gallons of cheap ale. The chest and its items persist after the boat’s duration expires. You may purchase the feather token (Old Flotsam) for 450 gp or 1 Prestige Point.
*''~Strix-Slayer''
**Through fighting the strix, you have learned a few tricks for dealing with aerial foes. As a free action, you gain a +2 circumstance bonus to hit on a single melee or ranged attack against a flying creature. If the attack hits, it deals an additional 1d6 points of damage and increases the Fly check DC needed for the creature to avoid losing altitude by +10. Creatures immune to critical hits are immune to this extra damage. This damage is not multiplied on a critical hit. When this boon is used, cross it off this Chronicle sheet.
*''Tapestry Traveler (Grand Lodge)''
**In recognition of your detailed reports about Naldak’s descendants, the Pathfinder Society gifts you with insights that may prove useful on a future journey into the Hao Jin tapestry. You may activate this boon at any time within the Hao Jin tapestry, and its benefits apply for the rest of the scenario. You gain favored terrain +2 (Hao Jin tapestry) as per the ranger ability of the same name. A character with the favored terrain ability may instead chose to permanently change one of his favored terrains to the Hao Jin tapestry. When you use this boon, cross it off your Chronicle sheet.
*''Temple Trained''
**Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
*''Trapmaker''
**A kobold from the Sewer Dragon tribe taught you a few trap-making tricks and provided you with a few specialized supplies. You can use these supplies, together with materials that you have collected in your adventures, to assemble the swinging axe trap below with a successful Craft (traps) check. You can attempt to make the trap more deadly, at the cost of making it more difficult to craft. Before attempting the check, you may increase the DC of the Craft (traps) check by up to +1 per character level. For each point by which you increase the Craft DC, increase the trap’s Perception and Disable Device ~DCs by 1, its attack bonus by 1, and the damage it deals to each target by 2. Assembling the trap takes 5 minutes. If you fail the Craft (traps) check, you do not create a functioning trap, but you still expend the materials. Once you use this boon, cross it off your Chronicle Sheet.
*''Urban Tenacity''
**Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.
*''Warm Friend in a Cold Land''
**You have befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of Irrisen, cross it off of your Chronicle sheet.

[[Additional Resources Needed|Zarishu's Additional Resources]]
''Advanced Class Guide:'' heightened awareness
''Advanced Player's Guide:'' ill omen, wandering star motes
''Advanced Race Guide:'' alternate half-elf racial traits
''Harrow Handbook:'' Harrow Bloodline
''Inner Sea Gods:'' Divination Guide
''Inner Sea World Guide:'' Fortune Teller, Harrowed
''Knights of the Inner Sea:'' keep watch
''Monster Summoner's Handbook:'' Dispel Focus
''Pathfinder Adventure Path #27:''  dream journal of the pallid seer
''Pathfinder Society Field Guide:'' Seeker archetype
''Seeker of Secrets:'' pathfinder's pouch
''Ultimate Combat:'' liberating command, pilfering hand
''Ultimate Equipment:'' feather tokens
|>|>|!0th level spells|
|!Name|!Source|!Description|
|[[Acid Splash]]|CR|Orb deals 1d3 acid damage.|
|[[Detect Magic]]|CR|Detects all spells and magic items within 60 ft.|
|[[Light]]|CR|Object shines like a torch|
|[[Mage Hand]]|CR|5-pound telekinesis.|
|[[Message]]|CR|Whisper conversation at a distance.|
|[[Open/Close]]|CR|Opens or closes small or light things.|
|[[Prestidigitation]]|CR|Performs minor tricks.|
|[[Read Magic]]|CR|Read scrolls and spellbooks.|
|>|>|!1st level spells|
|!Name|!Source|!Description|
|[[Color Spray]]|CR|Knocks unconscious, blinds, and/or stuns weak creatures.|
|[[Grease]]|CR|Makes 10-ft. square or one object slippery.|
|[[Ill Omen]]|APG|Target rolls twice for checks and attacks and uses worst roll.|
|[[Magic Missile]]|CR|1d4+1 damage; +1 missile per two levels above 1st (max 5).|
!Zeldana Dandrae
Female ~Half-Elf Seeker Harrow Sorcerer 6/Harrower 2
LG medium humanoid (human)
''Init'' +1; ''Senses'' Perception +22 (+3 vs. traps), low light vision

!Defenses
''AC'' 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
''hp'' 50 (6d6+2d6+16)
''Fort'' +7, ''Ref'' +6, ''Will'' +8; +3 vs. enchantment
''Immune'' sleep

!Offense
''Speed'' 30 ft.
''Melee'' dagger +2 (1d4-2/19-20)
''Ranged'' dagger +5 (1d4-2/19-20)
''Bloodline ~Spell-Like Abilities'' (CL 6, concentration +15):
*8/day - Twisted Fortune (DC 19)
[[Spells|Zeldana's Cheat Sheet]] (CL 8, concentration +17):
*4th level (DC 20, 4/day) - [[Wandering Star Motes]]
*3rd level (DC 19, 6/day) - [[Dispel Magic]], [[Harrowing]]
*2nd level (DC 18, 8/day) - [[Augury]], [[Darkvision]], [[False Life]], [[Glitterdust]], [[Pilfering Hand]] (+14)
*1st level (DC 17, 8/day) - [[Feather Fall]], [[Grease]], [[Heightened Awareness]], [[Ill Omen]], [[Keep Watch]], [[Liberating Command]], [[Magic Missile]], [[Protection from Evil]]
*0th level (DC 16, at-will) - [[Acid Splash]], [[Arcane Mark]], [[Detect Magic]], [[Detect Poison]], [[Light]], [[Mage Hand]], [[Mending]], [[Message]], [[Open/Close]], [[Prestidigitation]], [[Read Magic]]
*''Bloodline'' Harrow

!Statistics
''Str'' 7, ''Dex'' 12, ''Con'' 14, ''Int'' 16, ''Wis'' 10, ''Cha'' 22
''Base Atk'' +4; ''CMB'' +2; ''CMD'' 13
''Feats'' [[Dispel Focus]], [[Divination Guide]], [[Fortune Teller (harrow deck)|Fortune Teller]], [[Harrowed]], [[Skill Focus (Perception)|Skill Focus]]
''Traits'' [[Intense Artist (Perform (dance), Perform (oratory))|Intense Artist]], [[Seeker]]
''Skills'' Bluff +20, Disable Device +17, Knowledge (arcana) +13, Perception +22 (+3 vs. traps), Perform (dance) +19, Use Magic Device +14
''Languages'' Common, Elven, Tien, Varisian
''SQ'' adaptability, arcane training (sorcerer), bloodline arcana, elf blood, elven immunities, keen senses, seeker lore, tinkering
''Combat Gear'' acid flask, alchemist fire x2, potion of //cure light wounds// x2, scroll of //comprehend languages// x4, scroll of //expeditious excavation// x4, scroll of //magic weapon//, scroll of //monkey fish//, scroll of //silent image//, scroll of //swift girding// x2, wand of //burning hands// (CL 3, 4 charges), wand of //cure light wounds// (20 charges), wand of //cure light wounds// (CL 3, 8 charges), wand of //summon monster I// (CL 3, 5 charges)
''Other Gear'' //[[belt of mighty constitution +2|belt of mighty constitution]]//, //[[circlet of persuasion]]//, //[[cloak of resistance +2|cloak of resistance]]//, dagger, //[[dampening ring of Laurden Iket]]//, //[[dream journal of the pallid seer]]// (read), //[[eyes of the eagle]]//, //[[feather token bird|feather token]]//, //[[feather token lance|feather token]]//, //[[feather token sky hook|feather token]]//, haramaki, harrow deck, //[[headband of alluring charisma +2|headband of alluring charisma]]//, mwk. thieves' tools, noble's outfit + 100gp of jewelry, //[[pathfinder's pouch]]//, 50ft. rope, spellbook (backup), spell component pouch (backup x2), wizard's kit

!Special Abilities
*''Adaptability''
**Half-elves receive Skill Focus as a bonus feat at 1st level. 
*''Arcane Training'' //(Sorcerer)//
**Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
*''Blessing of the Harrow (Su)''
**Once per day, a harrower may perform a harrowing for herself and all allies within 20 feet of her. This harrowing takes 10 minutes, and allies to be affected by it must remain within 20 feet of the harrower for the entire time. At the conclusion of the harrowing, count up the number of cards from each suit that were used in the reading. This harrowing provides a bonus based upon the suit with the most cards showing. In case of a tie, choose one suit. The bonus lasts for 24 hours. The suits grant insight bonuses as follows. Strength: +1 on attack rolls; Dexterity: +1 to AC; Constitution: +1 on weapon damage rolls; Intelligence: +1 on all skill checks; Wisdom: +1 on all saving throws; Charisma: +1 on caster level and concentration checks.
*''Bloodline Arcana''
**Whenever you cast a divination spell that requires a percentage roll, add 5 to the result of your roll. In addition, you can roll the percentage dice twice and use the result you prefer. Your maximum percentage chance of receiving a meaningful and accurate reply for divination spells is 100%, instead of the usual 90%.
*''Elf Blood''
**Half-elves count as both elves and humans for any effect related to race. 
*''Elven Immunities''
**Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. 
*''Harrow Casting (Su)''
**Beginning at 2nd level, a harrower may, as she casts a spell, draw three cards from her Harrow deck. This adds both a somatic component (if the spell does not already have one) and a focus component (the Harrow deck) to the spell, but does not increase the spell’s casting time. Depending on the harrower’s level, the cards she draws might change the parameters of her spell or grant her some other benefit, as described in each tower ability. The harrower gains all of the different tower abilities available to her. If she draws cards that she has not yet gained the use of, those cards provide no benefit. Each card the harrower draws that exactly matches her alignment counts as two cards of that suit. A spell may not be affected by both Harrow casting and a metamagic feat. The harrower may use this ability a number of times per day equal to her class level.
**//Tower of Intelligence (Su)//
***Beginning at 2nd level, whenever a harrower uses her Harrow casting ability, for each card she draws from the suit of Intelligence, she gains a +1 bonus on caster level checks made to penetrate Spell Resistance.
*''Keen Senses''
**Half-elves receive a +2 racial bonus on Perception checks. 
*''Seeker Lore (Ex)''
**By 3rd level, a seeker has already learned much about his bloodline, and is more comfortable using the bonus spells gained by that bloodline. He gains a +4 bonus on all concentration checks, on caster level checks made to overcome spell resistance, and on all Knowledge (arcana) and Spellcraft checks made on topics associated with his bonus spells.
*''Tinkering (Ex)''
**Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries or sorcerous bloodlines. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle or sorcerer level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his oracle or sorcerer levels for determining his overall bonus on these skill checks. For an oracle, this ability replaces all of the bonus class skills he would otherwise normally gain from his mystery. For a sorcerer, this ability replaces his bonus Eschew Materials feat. 
*''Twisted Fortune (Sp)''
**At 1st level, you can use your supernatural insight to hijack the fortunes of a single target within 30 feet. For 1 round, the target becomes confused and cannot directly control its actions (Will negates). Once a creature has been affected by twisted fortune, it is immune to the ability’s effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Cha modifier.

!Faction Card
*Season 6 Sovereign Court
**Rewards - 1 goal
***CONFIDANTE (2+ goals): Twice per adventure, you can call upon your contacts, either allowing you to attempt a Knowledge check as though you had a number of ranks in that skill equal to your number of ranks in Diplomacy or gain you a +2 bonus on the check. Calling in a favor takes 1 minute, and when not in an urban environment requires two uses of this ability.
***CONSPIRATOR (4+ goals): Your contact can now perform any of the following services when called: pay any Prestige Point costs associated with getting you out of jail, recover your body and equipment for free if you died in an urban setting, or purchase and deliver to you any item worth up to 10 gp per faction goal you have accomplished (returned at the end of the adventure).
***SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a +4 competence bonus on checks using that skill and halve their armor check penalty when using the skill.
**Goals
***(0/3) - Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
***(0/1) - Recruit a servant of a named NPC aristocrat, noble, ambassador, or similar figure who is not a member of the Sovereign Court. Doing so requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 plus your character level.
***(0/1) - Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.
***(0/1) - Sponsor another PC to join your faction. To fulfill this goal that PC must then join the Sovereign Court by spending only 1 Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in any combination of the following skills: Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
***(0/3) - Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.
***--(1/1) - Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.--
***(0/1) - Complete a mission (by completing both the primary and secondary success conditions) tied directly to enhancing or preserving the reputation of the Pathfinder Society in the eyes of another nation or organization.
***(0/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
*Season 7 Sovereign Court
**Rewards - 2 goals
***''CONFIDANTE'' (2+ goals): Twice per adventure, you can call upon your contacts, either allowing you to attempt a Knowledge check as though you had a number of ranks in that skill equal to your number of ranks in Diplomacy or gain you a +2 bonus on the check. Calling in a favor takes 1 minute, and when not in an urban environment requires two uses of this ability.
***ADVOCATE (4+ goals): When purchasing a spellcasting service, vanity, or other prestige award that costs 5 or more Prestige Points, the power of your reputation reduces the final cost by 1. If you have completed seven or more goals, you instead reduce the cost of awards that cost 4 or more Prestige Points by 1.
***SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a +4 competence bonus on checks using that skill and halve their armor check penalty when using the skill.
**Goals
***(0/3) - Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
***(0/1) - Recruit a servant of a named NPC aristocrat, noble, ambassador, or similar figure who is not a member of the Sovereign Court. Doing so requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 plus your character level.
***(0/1) - Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.
***(0/3) - Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.
***(0/2) - Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check equal to 15 plus your character level.
***(0/1) - Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
***(0/1) - Complete a mission (by completing both the primary and secondary success conditions) tied directly to enhancing or preserving the reputation of the Pathfinder Society in the eyes of another nation or organization.
***--(5/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.--
*Season 8 Sovereign Court
**Rewards - 1 goal
***PRACTICED DIPLOMAT (2+ goals): Circle one of the following skills: Bluff, Diplomacy, Disguise, or Knowledge (nobility). When you roll your chosen skill, you always receive a result of at least 10 plus the number of goals you have completed.
***ADVOCATE (4+ goals): When purchasing a spellcasting service, vanity, or other prestige award that costs 5 or more Prestige Points, the power of your reputation reduces the final cost by 1. If you have completed seven or more goals, you instead reduce the cost of awards that cost 4 or more Prestige Points by 1.
***SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a +4 competence bonus on checks using that skill and halve their armor check penalty when using the skill.
**Goals
***(0/3) - Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
***(0/1) - Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.
***(0/2) - Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.
***(0/2) - Resolve an encounter with a genie through diplomacy, trickery, bribery, or a similar tactic. If you convince a genie to provide you with a non-corrupted wish (as detailed in a scenario), you can check both of this goal’s boxes.
***(0/2) - Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check equal to 15 plus your character level.
***(0/1) - Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
***--(1/1) - Gain access to an item on your Chronicle sheet with a value of at least three times the maximum gold you could have earned for that adventure using the standard advancement track (minimum 2,000 gp).--
***(0/3 & 0/2) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

!Boons
*''Allies from Andoran (Taldor faction)''
**During your time in Andoran, you acquired one or more allies who will aid Lady Glorianna Morilla in creating a new Army of Exploration. Mustering such a force will require more time before you see it pay off, but you know that Lady Morilla remembers and rewards her allies well.
*''Attuned to the Citysong''
**Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
*''Comic Book''
**Before leaving the comic book store, you snatched an illustrated folio that recounts - no, predicts - one of your heroic exploits yet to come. By replicating this stunt or deed, you can be sure to succeed; it wouldn't be in the story if it weren't true! You can use this boon before rolling a d20 to instead roll two dice and take the better result. When you use this boon, cross it off your chronicle sheet.
*''Confirmed Field Agent''
**Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. --Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).--
*''Desperate Bargain''
**Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
*''Distrust of Witches''
**Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
*''Diverse Training'' //(1st-Level, 1 Star)//
**Kreighton Shaine’s ability to speak at length about virtually any topic is merely an extension of his years of scholarship and his limitless capacity for extemporaneous theory-crafting. You have a talent for distinguishing his facts from his hypotheses, granting you a rudimentary understanding of countless skills. Once per scenario, you may attempt a skill check as if you were trained in that skill. Your bonus on the check is equal to three plus your number of GM stars and is modified by no other modifiers (including armor check penalty, ability modifiers, etc.).
*''Dragon Empires Expert''
**Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
*''Duplicitous Charm''
**As a confidence artist, you are adept at earning the trust of others and bending them to your needs. Choose a creature. Until the end of the scenario you gain a +2 competence bonus on Bluff checks to lie to the creature and Diplomacy checks to improve the creature’s attitude or request favors from it. When this boon is used, cross it off your Chronicle sheet.
*''Efreeti Arcana'' //(1 box remaining)//
**You have studied powerful efreeti magic gathered over generations. Between adventures, you can check the box that precedes this boon to scribe (or teach to your familiar) two spells whose spell levels cannot exceed the highest-level spell you can cast. You can instead scribe three such spells so long as they each have the fire descriptor. This does not allow you to learn spells to which you would not otherwise have access, such as due to your class or race. Alternatively, you can check the box to cast scorching ray as a spell-like ability (CL 7th).
*''Embeth Hound''
**The Embeth Travelers gift you with a loyal Embeth hound at no cost. An Embeth hound is a riding dog who receives a +4 racial bonus on all Climb and Swim checks in place of a riding dog’s typical +4 racial bonus on Acrobatic checks while jumping. An Embeth hound is trained for combat and additionally knows the Track trick. If the Embeth hound dies, cross this boon off your Chronicle sheet.
*''Essential Field Agent'' //(5th-Level, 3 Stars)//
**At Kreighton Shaine’s recommendation, the Pathfinder Society recognizes you as a particularly promising agent worth special effort to preserve for future missions. Your wayfinder is decorated with magical silver filigree that does not interfere with the wayfinder’s normal functions and acts as an aegis of recovery that heals you for a number of points of damage equal to 2d8 plus twice your number of GM stars the next time you fall below 0 hit points. When this ability triggers, the filigree tarnishes and loses this extra ability; cross this boon off your Chronicle sheet.
*''Explore, Report, Cooperate''
**You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
*''Faithless''
**Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
*''Fire Affinity'' //(Earned twice)//
**Your connection to elemental fire has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the elemental planes.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
*''Fugitive from Numeria''
**You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
*''Goblin Bane''
**By slaying Grulk, the goblin’s bugbear leader, you have removed the immediate goblin threat in the area as well as allowing safe passage deeper into The Emerald Spire. The terror you have hewn has made a resounding impact to the other goblin tribes nearby. You gain a +2 bonus on Intimidate checks against humanoids with the goblinoid subtype.
*''Henbane’s Token''
**Inquisitor Henbane leaves you with a token of her favor. This enchanted flower from a henbane plant allows its wearer to step outside of the flow of time. As a purely mental move action action, you can destroy the flower to disappear completely one round. While you are out of time, you cannot be affected by any new spells or effects, and any ongoing durations of spells or effects affecting you do not continue to progress. You also cannot take any actions while out of time. At the beginning of your next turn after disappearing from time, you reappear in the same square you left (or the closest open space if it is occupied). Once you expend the token’s power, cross this boon off your Chronicle sheet.
*''History of the Sands''
**Thanks to your discovery of the tomb of Pharaoh ~Sekh-pa-Mefer III, scholars and researchers can begin cataloging all of the history, art, and grave goods to better understand the life and achievements of this once-forgotten Pharaoh. As recompense for your contributions, you are invited to review and copy these academics’ research. You can use this boon before attempting a Knowledge (history or religion) check to take 20 as a standard action, as if you had lore master ability of a 5th-level bard. If the check pertains to Osirian history or religion, you also gain a +5 competence bonus on the check. When you use this boon, cross it off your Chronicle sheet.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
*''Lifetimes of Experience''
**You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
*''Lore of the //Lotus Annals//''
**Your time transcribing or transporting the rare ancient Nagaji text known as the Lotus Annals has imparted upon you unique insight about nagas, the nagaji people, the nation of Nagajor, and the goddess Nalinivati. You gain a +2 circumstance bonus on any Knowledge skill check relating to these subjects, and a +1 circumstance bonus on attack rolls and Charisma-based skill checks against nagaji or nagas.
*''The Long Con''
**Your experiences bringing down the Tower of Yath have honed your skills at deceiving those who worship Abyssal forces. You gain a permanent +1 bonus on Bluff checks made against demonic cultists in noncombat situations.
*''Magical Scrivener''
**Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
*''Nidalese Apostate''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
*''~Oft-Lectured'' //(3rd-level, 2 Stars)//
**The Master of Scrolls is known for his rambling, esoteric talks that favor the elf’s train-of-thought speech patterns. Where others might have lost interest, you have gleaned a multitude of academic knowledge from Shaine’s disjointed thoughts and theories. When you roll a Knowledge check at the beginning of an adventure (such as immediately after a receiving a mission), you gain a bonus on the check equal to your number of GM stars.
*''Prince of Wolves''
**Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
*''Revolutionary Bluster''
**You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''Righteous Redemption'' //(1 Box Remaining)//
**Thanks to your work bringing a lost hero’s legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and week of feed; a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an effective resale value of 0 gp.
*''Temple Trained''
**Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
*''Touched by Time''
**You have passed through time-distorting portals in Uringen, and residual magic from that experience clings to you. You may cast either //[[haste|Haste]]// or //[[slow|Slow]]// as a spell-like ability, using your character level as your caster level and Charisma as your key ability score. When you use this boon, cross it off your Chronicle sheet.
*''True Magic of the Shadowcaster''
**The purest expression of ~Zon-Kuthon’s power blends faith with mastery of the arcane. As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.
*''Urban Tenacity''
**Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.
*''Worthy Foe'' //(3 Boxes Remaining)//
**Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks. Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn.
**//Scoundrels:// You gain the benefits above against humanoids with the human subtype.

[[Zeldana's Additional Resources]]
Zetha - no role
!Stats
*Strength - d4
*Dexterity - d10
**Stealth +3
*Constitution - d6
*Intelligence - d8
*Wisdom - d4
*Charisma - d10+1
**Arcane +2
**Diplomacy +1

!Powers
HAND SIZE 6 □ 7
PROFICIENT WITH Light Armors
After you play a spell with the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters).
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (□ or, if you're not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier).
 
!Deck List
|!Spells|!Items|!Allies|!Blessings|
|Black Spot <br> Detect Magic <br> Eloquence <br> Enchanted Fang <br> Good Omen <br> Mirror Image|Amulet of Life <br> Sage's Journal|Apprentice <br> Bound Imp <br> Researcher <br> Troubadour|Blessing of Iomedae <br> Blessing of Lamashtu <br> Blessing of the Gods <br> Blessing of the Gods|

!Loot Available
|!Weapons|!Spells|!Armor|!Items|!Allies|!Blessings|!Loot|!Traders|
|Scorpion Whip||Filter Hood|Compass|Camel||Spear of the Watchful Guardian <br> Game of Afterlife <br> Akhentpi's Armor|Falsin Deek <br> Ghoul Market <br> Sunburst Market|

!Snapshots
*[[Tier 2.0|Zetha - ACG 1016 - Tier 2-0]]
Zetha - no role
!Stats
*Strength - d4
*Dexterity - d10
**Stealth +3
*Constitution - d6
*Intelligence - d8
*Wisdom - d4
*Charisma - d10+1
**Arcane +2
**Diplomacy +1

!Powers
HAND SIZE 6 □ 7
PROFICIENT WITH Light Armors
After you play a spell with the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters).
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (□ or, if you're not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier).
 
!Deck List
|!Spells|!Items|!Allies|!Blessings|
|Black Spot <br> Detect Magic <br> Eloquence <br> Enchanted Fang <br> Good Omen <br> Mirror Image|Amulet of Life <br> Sage's Journal|Apprentice <br> Bound Imp <br> Researcher <br> Troubadour|Blessing of Iomedae <br> Blessing of Lamashtu <br> Blessing of the Gods <br> Blessing of the Gods|

!Loot Available
|!Weapons|!Spells|!Armor|!Items|!Allies|!Blessings|!Loot|!Traders|
|Scorpion Whip||Filter Hood|Compass|Camel||Spear of the Watchful Guardian <br> Game of Afterlife <br> Akhentpi's Armor|Falsin Deek <br> Ghoul Market <br> Sunburst Market|
You can throw a flask of acid as a splash weapon with a range increment of 10 feet.

A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

!!Alchemical Power Components

Source Adventurer's Armory

A common flask of acid has many uses as an alchemical power component, particularly with attack spells.
*Acid Arrow (M): The spell’s acid lasts 1 round longer than normal.
*Acid Fog (M): The fog’s radius and height increase by 5 feet.
*Acid Splash (F): The spell deals +1 point of damage.
*Acid Splash (M): The spell lasts 1 round longer than normal.
*Dispel Magic (M): Using acid as a material component while attempting to dispel or counterspell a spell or effect with the earth subtype gives you a +2 bonus on your dispel check. This bonus applies whether you are using dispel magic, greater dispel magic, or some other spell that you can use for counterspelling (for example, if you have the Improved Counterspell feat).
*Grease (M): The grease is acidic and deals 1 point of acid damage per round to any creature in the area or holding the greased object.
*Wall of Ice (M): For each flask of acid used as a power component, you may designate one 10-foot square of ice wall that, if broken through, deals 1d6 acid damage in addition to the normal cold damage.

An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell’s normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.

Spells followed by an (M) expend the alchemical item as a material component;

Spells followed by an (F) use the item as a focus and do not expend it.

In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.
This alkaline salt counteracts the properties of oozes' acid. You can apply acid neutralizer to a piece of equipment such as a weapon or shield as a move action. For 1 minute afterward, any acid damage that would be dealt to the protected equipment is reduced by 5 points. This does not reduce acid damage dealt to you or unprotected equipment.
You can apply a dose of acid neutralizer to an adjacent ooze creature by emptying the container on it. Treat this as a ranged touch attack that does not provoke an attack of opportunity. When used in this way, acid neutralizer prevents the ooze creature from dealing acid damage (assuming it is normally able to do so) for 1 round.

Source: Alchemy Manual
''Price'' +1,000 gp
''Aura'' faint transmutation; ''CL'' 1st; ''Weight'' —
!!DESCRIPTION
''Requirement:'' This ability can only be placed on composite bows.

An adaptive bow responds to the strength of its wielder, acting as a bow with a strength rating equal to its wielder's Strength bonus. The wielder can fire it with a lesser Strength bonus (and cause less damage) if desired.
!!CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, warp wood; ''Cost'' +500 gp
Each pot of this slick black goo has sufficient contents to cover one Medium or two Small creatures. If you coat yourself in alchemical grease, you gain a +5 alchemical bonus on Escape Artist checks, on combat maneuver checks made to escape a grapple, and to your CMD to avoid being grappled; this lasts 4 hours or until you wash it off.
You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.


!!Alchemical Power Components

Source Adventurer's Armory

An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell’s normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.

This dwarven favorite can make fire spells last longer.

*Burning Hands (M): One target that fails its Reflex saving throw (your choice) catches on fire as if it has been struck by alchemist’s fire.
*Fireball (M): One target per caster level that fails its Reflex saving throw (your choice) catches on fire as if it has been struck by alchemist’s fire.
*Flaming Sphere (M): Any creature damaged by a flaming sphere catches on fire as if it has been struck by alchemist's fire.
*Protection from Energy (M): If cast to ward against cold, increase the amount of cold damage absorbed by 5.
*Resist Energy (M): If cast to ward against cold, increase the cold resistance to 12. At caster level 7th, you may use two flasks of alchemist’s fire as a power component to increase the cold resistance to 24. At caster level 11th, you may use three flasks as a power component to increase the cold resistance to 36.
*Scorching Ray (F): Add a +1 circumstance bonus on your attack roll with all rays from the spell.
*Scorching Ray (M): Any target damaged by a scorching ray catches on fire as if it has been struck by alchemist's fire.

Spells followed by an (M) expend the alchemical item as a material component
Spells followed by an (F) use the item as a focus and do not expend it.
In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.
Favored by young rakes and others of means, this is a crystalline powder resembling salt. Mixed with water, it makes a fizzing cocktail that eliminates the effects of a hangover thin 10 minutes of drinking it.
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one.
Price 200 gp; Weight 40 lbs.

This lab is used for making alchemical items, and provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.
This flask of caustic liquid reacts with an ooze's natural acids. You can throw an alkali flask as a splash weapon with a range increment of 10 feet. Against non-ooze creatures, an alkali flask functions as a normal flask of acid. Against oozes and other acid-based creatures, the alkali flask inflicts double damage.
Price +1 bonus
''Aura'' faint transmutation; ''CL'' 5th; ''Weight'' —
!!DESCRIPTION
An allying weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to one weapon being used by an ally of the wielder. The wielder must have line of sight to the intended ally. As a free action, at the start of her turn before using her weapon, the wielder chooses how to allocate her weapon's enhancement bonus. The bonus to the ally's weapon lasts until the allying weapon's wielder's next turn. The enhancement bonus from the allying weapon does not stack with the enhancement bonus on the ally's weapon (if any).
!!CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, magic weapon; ''Cost'' +1 bonus

Source: APG
''Aura'' faint evocation; ''CL'' 5th
''Slot'' neck; ''Price'' 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5)*; ''Weight'' —
!!DESCRIPTION
This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.

Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet's bonus, plus any requirements of the melee weapon special abilities; ''Cost'' 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5)
''Aura'' faint transmutation; ''CL'' 5th
''Slot'' neck; ''Price'' 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), or 50,000 gp (+5); ''Weight'' —
!!DESCRIPTION
This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, barkskin, creator’s caster level must be at least three times the amulet’s bonus; Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)
''Price'' 10,000 gp; ''Slot'' neck; ''CL'' 8th; ''Weight'' 1 lb.; ''Aura'' moderate evocation

!!DESCRIPTION
Each different type of amulet of the spirit grants its wearer powers from one type of shaman spirit bond, but makes her vulnerable to attacks and effects that target creatures with that spirit bond (such as a spirit-hunting weapon). If a creature that already has the associated mystery or spirit wears the amulet, that wearer does not gain the abilities listed below; instead, the effective level of her mystery or spirit powers increases by 2. This effect does not stack with other abilities that increase the effective level of mystery or spirit powers.
//Flame:// This amulet is a single fire opal hanging from a chain of brass. Twice per day as a swift action, the wearer can activate a fire ward. The next time she is struck with a melee weapon, the creature making the attack takes 1d6+4 points of fire damage. The ward lasts for 1 minute, after which it fades away if not expended. In addition, twice per day as a swift action the wearer can cause a creature within 30 feet to become vulnerable to fire until the end of the wearer's turn. Whenever the creature takes fire damage, it takes half again as much damage (+50%). If the creature is already vulnerable to fire, this hex has no effect. Fire immunity and resistances apply as normal, and any saving throw allowed by the effect that caused the damage reduces it as normal. 

!!CONSTRUCTION REQUIREMENTS
''Cost'' 5,000 gp; ''Feats'' Craft Wondrous Item; Spells burning hands
If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.

Create: Craft (alchemy) DC 25

!!Alchemical Power Components

Source Adventurer's Armory

Certain healing spells have greater effects when used with antiplague.

*Heroes’ Feast (M): For each vial of antiplague used as a power component, one creature eating the feast gains the benefits of antiplague for 12 hours. Antiplague’s normally foul taste does not change the taste of the feast.
*Remove Disease (M): Add +2 on your caster level check to cure diseases on the target.

An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell’s normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.

Spells followed by an (M) expend the alchemical item as a material component;

Spells followed by an (F) use the item as a focus and do not expend it.

In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.
f you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
!!Alchemical Power Components

Source Adventurer's Armory

Like antiplague, antitoxin can augment certain healing spells.

*Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.

An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell’s normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.

Spells followed by an (M) expend the alchemical item as a material component;

Spells followed by an (F) use the item as a focus and do not expend it.

In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.
!!Apprentice's Cheating Gloves
''Aura'' faint transmutation; ''CL'' 3rd
''Slot'' hands; ''Price'' 2,200 gp; ''Weight'' —
!!Description
These nondescript white gloves are a boon to minor spellcasters and fakes who are limited or lacking in magical ability or versatility. The wearer of these gloves can employ mage hand and prestidigitation at will.
!!Construction
''Requirements'' Craft Wondrous Item, mage hand, prestidigitation; ''Cost'' 1,100 gp

''Source'' Ultimate Equipment
This congealed incendiary functions like alchemist's fire, but its white-hot flames deal 2d6 points of fire damage on a direct hit and 1d6 points of splash damage to adjacent creatures.

''Mythic:'' You can expend one use of mythic power while throwing Artokus's fire to cause the substance to burn hotter and longer than normal. A creature struck by a direct hit of Artokus's fire must succeed at a DC 15 Reflex save or continue to take 1d4 points of fire damage each round at the beginning og its turn. A burning creature can attempt a new save as a full-round action. This effect lasts for a number of rounds equal to the user's mythic tier, and otherwise acts as the burn universal monster rule. Artokus's fire used in this way burns even underwater, offering no relief to creatures tha ttry to extinguish the fire by dousing or immersing themselves in water.

Source: Alchemy Manual
This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.
''Aura'' moderate conjuration; ''CL'' 9th
''Slot'' —; ''Price'' see below; ''Weight'' see below
!!Description
This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions.

Regardless of what is put into the bag, it weighs a fixed Amount. This weight, and the limits in weight and volume of the bag's contents, depend on the bag's type, as shown on the table below.
|!Bag Type|!Bag Weight|!Contents Limit|!Contents Volume Limit|!Market Price|
|I|15 lbs.|250 lbs.|30 cubic ft.|2,500 gp|
|II|25 lbs.|500 lbs.|70 cubic ft.|5,000 gp|
|III|35 lbs.|1,000 lbs.|150 cubic ft.|7,400 gp|
|IV|60 lbs.|1,500 lbs.|250 cubic ft.|10,000 gp|

If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag.

If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.

!Construction Requirements
Craft Wondrous Item, secret chest; ''Cost'' 1,250 gp (type I), 2,500 gp (type II), 3,700 gp (type III), 5,000 gp (type IV)
''Price'' +1 bonus
''Aura'' moderate conjuration; ''CL'' 8th; ''Weight'' —
!!DESCRIPTION
A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. To randomly determine a weapon's designated foe, roll on the following table.
|!d%|!	Designated Foe|
|01—05 	|Aberrations|
|06—09     |Animals|
|10—16 	|Constructs|
|17—22 	|Dragons|
|23—27 	|Fey|
|28—60 	|Humanoids (pick one subtype)|
|61—65 	|Magical beasts|
|66—70 	|Monstrous humanoids|
|71—72 	|Oozes|
|73—88 	|Outsiders (pick one subtype)|
|89—90 	|Plants|
|91—98 	|Undead|
|99—100 	|Vermin|
!!CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, summon monster I; ''Cost'' +1 bonus
''Aura'' moderate abjuration; ''CL'' 8th
''Slot'' none; ''Price'' 18,000 gp; ''Weight'' 5 lbs.
!!DESCRIPTION
This tattered white canvas banner looks like an old piece of sailcloth, or perhaps a winding shroud—a 4-foot-by-6-foot rectangle with loops that can fit over a spear haft or pole running up one side. If mounted on a longspear or pole at least 8 feet in length, the banner shifts in appearance to match the heraldry or coat of arms of the person who attached it. If that person has no device, the flag instead displays a device that echoes the owner’s personality (such as a favorite animal, favored weapon, or holy symbol of the wielder’s deity).

When carried into battle, a banner of the ancient kings confers several benefits. As long as the longspear or pole to which the banner is attached is firmly wielded in two hands, its carrier gains a +4 circumstance bonus on Initiative checks. In addition, when so wielded, it grants the wielder and all allies within 30 feet a +2 resistance bonus on all saving throws against mind-affecting effects. If the carrier of the banner fails a saving throw against a mind-affecting effect, he may attempt a new saving throw against that effect every round he continues to wield the banner of the ancient kings—once he releases his firm grip on the banner’s haft, though, he no longer gets this benefit, even if he wields the banner properly at a later point while still under the effects of the mind-affecting effect.

If the banner’s carrier possesses the Flagbearer feat, the banner of the ancient kings doubles the morale bonuses granted by that feat. A bard who carries a longspear or pole to which a banner of the ancient kings has been attached is treated as four levels higher than his actual bard level for the purposes of determining the bonuses granted by his inspire courage bardic performance ability.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, heroism, resistance; ''Cost'' 9,000 gp

Source: Land of the Linnorm Kings
!Bashing
''Aura'' moderate transmutation; ''CL'' 8th;
!DESCRIPTION
A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a weapon of two size categories larger (a Medium light shield thus deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash.
Only light and heavy shields can have this ability.
!CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, bull's strength; Price +1 bonus.
When applied to a creature that has been petrified by a basilisk's gaze for no more than 1 hour, the creature is restored to flesh as though it had been coated with fresh basilisk blood.

Source: 6-16 Scions of the Sky Key: Part 3 - The Golden Guardian
''Aura'' faint abjuration; ''CL'' 5th; ''Weight'' —
''Slot'' none; ''Price'' 1,000 gp
!!DESCRIPTION
This bead is carved with a tiny pictogram representing a small, harmless animal such as a newt, rabbit, or frog. If the bearer fails a saving throw against a hostile polymorph effect such as baleful polymorph, the bead is destroyed and the effect does not affect the bearer.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, dispel magic; Cost 500 gp
!Belt of Giant Strength
''Aura'' moderate transmutation; ''CL'' 8th
''Slot'' belt; ''Weight'' 1 lb.; ''Price'' 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6)
!Description
This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
!Construction Requirements
Craft Wondrous Item, bull's strength; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)
''Aura'' moderate transmutation; ''CL'' 8th
''Slot'' belt; ''Weight'' 1 lb.; ''Price'' 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6)
!!Description
This belt has a large silver buckle, usually depicting the image of a tiger.

The belt grants the wearer an enhancement bonus to Dexterity of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
!!Construction Requirements
Craft Wondrous Item, cat's grace; ''Cost'' 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)
!Belt of Mighty Constitution
''Aura'' moderate transmutation; ''CL'' 8th
''Slot'' belt; ''Weight'' 1 lb.; ''Price'' 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6)
!Description
This belt's golden buckle depicts a bear. The belt grants the wearer an enhancement bonus to Constitution of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
!Construction Requirements
Craft Wondrous Item, bear's endurance; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

Source: Core Rulebook
''Aura'' strong transmutation; ''CL'' 12th
''Slot'' belt; ''Price'' 10,000 gp (+2), 40,000 gp (+4), 90,000 gp (+6); ''Weight'' 1 lb.
!!DESCRIPTION
This belt grants the wearer an enhancement bonus to two physical ability scores (Strength, Dexterity, or Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. These bonuses are chosen when the belt is created and cannot be changed.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, bear’s endurance, bull’s strength, and/or cat’s grace; ''Cost'' 5,000 gp (+2), 20,000 gp (+4), 45,000 gp (+6).
''Aura'' faint enchantment ''CL'' 5th
''Slot'' armor quality; ''Price'' +2,000 gp; ''Weight'' —
!!Description
This suit of armor best serves a wearer who focuses on assisting and protecting his allies. Benevolent armor is usually decorated with motifs of prosperity, plenty, and generosity, such as helping hands, cornucopias, and flourishing plants. When the wearer of a suit of benevolent armor uses the aid another action to give an ally a bonus to AC against an opponent’s next attack, he also adds the benevolent armor’s enhancement bonus to the ally’s AC.
!!Construction
''Requirements'' Craft Magic Arms and Armor, //aid//; ''Price'' +1,000 gp

Source: Ultimate Equipment
''Aura'' faint necromancy; ''CL'' 3rd; ''Weight'' —
''Slot'' none; ''Price'' 2,000 gp
!!DESCRIPTION
This blown-glass vial has a chain for attaching it to the handle of a weapon. When filled with the wearer's blood, it gains powerful magic. Filling the reservoir takes a full minute, deals 4 points of Constitution damage (which can be healed normally), and imbues the reservoir with 4 charges. Charging the reservoir changes the blood to magical fluid, which does not clot or decay with time.

The wearer can speak the first command word to draw 1 or more charges from the reservoir, curing 1 point of physical ability score damage per charge used.

The wearer can speak the second command word to imbue herself with a great burst of physical prowess, depleting all remaining charges and gaining an inherent bonus to one physical ability score equal to twice the number of charges used. This bonus lasts until the end of the wearer's next turn.

The bearer can only use the reservoir if it is held in hand or attached to a held or wielded weapon. A bearer can safely carry only one charged reservoir at a time; any others spontaneously drain their charges in 1d10 rounds, leaving only the highest-charged reservoir intact. A reservoir has no effect if not charged with the wearer's blood, and cannot be charged by bloodless creatures or those that cannot take Constitution damage.
!!CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, death knell; Cost 1,000 gp

Source: Ultimate Equipment
Swallowing this dark black-red tea pill causes your blood to heat up, granting  you a +2 alchemical bonus on initiative checks and on saving throws against cold effects for 8 hours. However, any damage you take from bleed effects during this time is multiplied by 1-1/2 (rounded up). Swallowing a blood-chilling pill while under the effects of a blood-boiling pill negates the effect of both pills.

Source: Alchemy Manual
''Aura'' faint evocation; ''CL'' 5th
''Slot'' body; ''Price'' 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5), 108,000 gp (+6), 147,000 gp (+7); ''Weight'' 1 lb.

!!DESCRIPTION

This long cloth is wrapped around the chest multiple times like a bandage.

Once per round, the wearer may add an enhancement bonus of +1 to +5 on one attack and damage roll for an unarmed strike or natural attack (for one specific attack, not all attacks made with an unarmed strike that round). The wearer may use this item an additional time per round when his BAB reaches +6, +11, and +16.

Choosing to enhance an unarmed strike is not an action and may occur when it is not the wearer’s turn (such as when making an attack of opportunity). The wearer must decide to use the item before the attack roll is made, but does not have to expend all uses at the same time. For example, if the wearer can use the item twice per round, he can use it once on his turn when making an attack and save the second for the possibility of making an attack of opportunity.

Additionally, the bodywrap can grant melee weapon special abilities to a creature’s unarmed attacks, so long as those special abilities to be added apply to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Any special abilities are set at the time of creation. A bodywrap of mighty strikes cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +7. Unlike an amulet of mighty fists, a bodywrap needs to have a +1 enhancement bonus to grant a melee weapon special ability.

!!CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the bodywrap’s bonus, plus any requirements of the melee weapon special abilities; Cost 1,500 gp (+1), 6,000 gp (+2), 13,500 gp (+3), 24,000 gp (+4), 37,500 gp (+5), 54,000 gp (+6), 73,500 gp (+7).
''Aura'' faint divination; ''CL'' 3rd
''Slot'' - ; ''Weight'' 5 lb.; ''Price'' ? gp
!Description
When this book is placed upon a wall, the pages write out a description of the room on the other side. This description doesn't contain a description of any creatures on the other side.
!Construction Requirements
Craft Wondrous Item, //clairaudience/clairvoyance//; Cost: ? gp

Source: Custom Item created by Bonsky
!Boots of Speed
''Aura'' moderate transmutation; ''CL'' 10th
''Slot'' feet; ''Price'' 12,000 gp; ''Weight'' 1 lb.
!!DESCRIPTION
As a free action, the wearer of boots of speed can click her heels together, letting her act as though affected by a haste spell for up to 10 rounds each day. The haste effect’s duration need not be consecutive rounds.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, haste; ''Cost'' 6,000 gp.
''Aura'' moderate conjuration; ''CL'' 9th
''Slot'' boots; ''Price'' 49,000 gp; ''Weight'' 3 lbs.
!!DESCRIPTION
When scrutinized closely, parts of these light gray boots appear to fade in and out of existence. Any character wearing this footwear may teleport three times per day, exactly as if she had cast the [[teleport|Teleport]] spell.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, teleport; ''Cost'' 24,500 gp.

Source: Ultimate Equipment
!BOOTS OF THE CAT
''Price'' 1,000 gp; ''Aura'' faint transmutation; ''CL'' 1st; ''Weight'' 1 lb.
These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot's wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.
!!CONSTRUCTION REQUIREMENTS
''Cost'' 500 gp; Craft Wondrous Item, feather fall
Electricity crackles along a metal filament inside this small glass bottle. You can open the bottle as a standard action, unleashing a small bolt of lightning toward an enemy within 20 feet of you. This is a ranged touch attack that deals 1d8 points of electricity damage. Any creature in a line between you and the target (including the target) takes 1 point of sonic damage from the terrific clap of thunder the bolt generates (Reflex DC 15 negates).
!Brawling
''Aura'' faint transmutation ''CL'' 5th ''Price'' +1 bonus
The wearer of brawling armor gains a +2 bonus on unarmed attack and damage rolls, including combat maneuver checks made to grapple. Her unarmed strikes count as magic weapons for the purposes of bypassing damage reduction. These bonuses do not apply to natural weapons. This special ability does not prevent the wearer's unarmed strikes from provoking attacks of opportunity or make the wearer's unarmed strikes count as armed attacks. The brawling ability can only be applied to light armor.
!Construction
Craft Magic Arms and Armor, bull's strength

Source: Ultimate Equipment
''Aura'' faint conjuration; ''CL'' 1st
''Slot'' head; ''Price'' 2,000 gp; ''Weight'' 1 lb.
!!DESCRIPTION
This cloth hat is floppy and shapeless. It offers its wearer an unusual amount of protection against particularly devastating blows.

Once per day when struck by a critical hit, the wearer can spend an immediate action to convert the bonus damage of the critical hit into nonlethal damage. The cap has no effect if the wearer is immune to nonlethal damage.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, shield; Cost 1,000 gp.
This simple clay pot has two sealed, airtight inner chambers containing alchemical liquids. The jar is thrown as a splash weapon. It shatters on impact, covering the target with a mixture of the two liquids. One round later on your turn, the liquids react and explode with concussive force. The target takes 1 point of sonic damage, is deafened for 1d4 rounds, and must make a DC 12 Fortitude save or be stunned for 1 round. Creatures within 5 feet of the explosion take 1 point of sonic damage. The target can use a full-round action to scrape or wash off the liquid before it detonates, depositing the material in its square or an adjacent square; the material detonates as normal, though the original target only takes damage as if it were within 5 feet of the explosion. Crafting this item is a DC 25 Craft (alchemy) check.

Source: Ultimate Equipment
''Aura'' faint enchantment; ''CL'' 3rd
''Slot'' chest; ''Price'' 6,000 gp; ''Weight'' 2 lbs.
!!DESCRIPTION
This loose-fitting blouse is adorned with grotesque fetishes and trophies, granting the wearer a +2 competence bonus on Intimidate checks. If the wearer is a witch, she gains the cackle hex. If the wearer already has the cackle hex, twice per day she can use her cackle ability as a swift action instead of a move action.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, hideous laughter or the cackle hex, creator must have 5 ranks in Intimidate; Cost 3,000 gp.
''Aura'' moderate transmutation; ''CL'' 10th

''Slot'' —; ''Price'' varies; ''Weight'' —
!!Description
This rug is able to fly through the air as if affected by an overland flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it—if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions.
| !Size | !Capacity | !Speed | !Weight | !Market Price |
|5 ft. by 5 ft.|200 lbs.|40 ft.|8 lbs.|20,000 gp|
|5 ft. by 10 ft.|400 lbs.|40 ft.|10 lbs.|35,000 gp|
|10 ft. by 10 ft.|800 lbs.|40 ft.|15 lbs.|60,000 gp|

A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. a carpet of flying can hover without making a Fly skill check and gives a +5 bonus to other Fly checks.
!!Construction Requirements
Craft Wondrous Item, overland flight; ''Cost'' 10,000 gp (5 ft. by 5 ft.), 17,500 gp (5 ft. by 10 ft.), 30,000 gp (10 ft. by 10 ft.)
''Aura'' moderate transmutation; ''CL'' 7th
''Slot'' none; ''Price'' 3,750 gp; ''Weight'' 1 lb.
!!Description
Once per day, a creature can pour a potion with a duration longer than instantaneous into the chalice, then drink it as a standard action that provokes attacks of opportunity. The bearer and up to two willing allies within 30 feet gain the benefits as though they had consumed the potion; however, the duration is divided evenly between all recipients (including the bearer), rounded down to the nearest round.
!!Construction
''Requirements'' Craft Wondrous Item, //alchemical allocation//^^APG^^, //amplify elixir//^^APG^^; ''Cost'' 1,875 gp

Source: Tears at Bitter Manor
!Banner, Champion's
''Aura'' faint transmutation; ''Slot'' none; ''CL'' 5th; ''Price'' 8,000 gp; ''Weight'' 3 lbs.
!DESCRIPTION
A champion's banner is a cloth flag or standard (typically 2 feet wide and 4 feet long) meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect unless it is mounted properly and a wielder is carrying the object bearing it. It depicts the insignia or heraldic symbol of its wielder; if the wielder has no such symbol, it depicts a heraldic lion.

A character with the challenge class feature carrying a champion's banner treats his class level as 4 levels higher when determining the effect of his challenge ability. This does not alter the number of times per day the wielder may use his challenge ability, only the value of the bonuses it grants when he does so.
!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, eagle's splendor, Knowledge (nobility) 5 ranks; Cost 4,000 gp

Source: Knights of the Inner Sea
''Price'' 100gp; ''Weight'' 2lbs.

This ornate leather sheath is covered in tables of magical notation and arcane formulae, as well as common spell triggers and reagents. Referring to these handy bits of notation grants you a +2 circumstance bonus of Spellcraft checks to learn a spell from a spellbook or scroll, prepare a spell from a borrowed spellbook, identify the properties of a magic item using //detect magic//, or decipher a scroll.
''Aura'' faint transmutation; ''CL'' 5th
''Slot'' head; ''Price'' 4,500 gp; ''Weight'' —
!!DESCRIPTION
This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based checks.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, eagle’s splendor; Cost 2,250 gp.
''Aura'' moderate conjuration and transmutation; ''CL'' 6th
''Slot'' shoulders; ''Price'' 14,000 gp; ''Weight'' 1 lb.
!!DESCRIPTION
This red and violet silk garment, delicately embroidered with a barely perceptible web-like pattern, gives the wearer the ability to climb as if a [[Spider Climb]] spell had been placed upon her. In addition, the cloak grants her immunity to entrapment by web spells or webs of any sort; she can move in webs at half her normal speed. Once per day, the wearer of this cloak can cast [[Web]]. She also gains a +2 luck bonus on all Fortitude saves against poison from spiders.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, //spider climb//, //web//; ''Cost'' 7,000 gp
!Cloak of Resistance
''Aura'' faint abjuration; ''CL'' 5th
''Slot'' shoulders; ''Price'' 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); ''Weight'' 1 lb.
!Description
These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
!Construction Requirements
Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonus; Cost 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), 12,500 gp (+5)
''Aura'' moderate transmutation; ''CL'' 7th
''Slot'' shoulders; ''Price'' 26,000 gp; ''Weight'' 1 lb.
!!DESCRIPTION
Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Stealth checks. The wearer is also able to hang upside down from the ceiling like a bat.

By holding the edges of the garment, the wearer is able to fly as per the spell (including a +7 bonus on Fly skill checks). If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly (as beast shape III). All possessions worn or carried are part of the transformation. Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 7 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, beast shape III, fly; ''Cost'' 13,000 gp.
''Aura'' faint transmutation; ''CL'' 5th; ''Weight'' —; ''Price'' +5,000 gp
!!DESCRIPTION
Armor of comfort sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions.

A suit of armor with this enhancement always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer’s saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing. In addition, the armor’s armor check penalty is reduced by 1 (to a minimum of 0).
!!CONSTRUCTION REQUIREMENTS
''Feats'' Craft Magic Arms and Armor; ''Spells'' endure elements, prestidigitation
This volatile liquid is usually dispensed from a spray atomizer, which disperses the liquid in a 15-foot cone. Congealer spray causes the surface of an ooze creature to stiffen into a leathery material. Ooze and plant creatures in the affected area become staggered for 1d4 rounds (Fortitude DC 15 negates). If an affected creature has the split defensive ability, it cannot benefit from that ability until the effects of the congealer spray wear off, regardless of whether or not the creature succeeded at its saving throw.

Source: Alchemy Manual
//Dampening ring of Laurdin Iket// (1,000 gp, limit 1; on a successful melee touch attack targeting a construct, this small, ring-like device attaches to the target, forcing the construct to make a DC 16 Will save of be unable to move or take any actions [as if paralyzed]. At the end of each round during which it is unable to act, the construct may attempt a new Will save to end the condition with a cumulative +1 bonus on the saving throw for each round it suffers the dampening ring’s effects. After an affected construct is destroyed or saves against the effect, the ring is destroyed.)

Source: Blood of the City Pathfinder Tales Boon
''Aura'' moderate conjuration; ''CL'' 7th
''Slot'' hands; ''Price'' 8,000 gp; ''Weight'' 1 lb.
!!DESCRIPTION
These heavy leather gloves ripple and flows at the wearer’s command, reshaping to fit any hand, claw, tentacle, or alien limb.

The wearer’s melee touch attacks with that hand deal 1d6 points of acid damage. If the wearer uses that hand to wield a weapon or make an attack with an unarmed strike or natural weapon, that attack gains the corrosive weapon special ability.

The wearer’s gloved hand is protected from the acid ability of oozes, allowing him to use that hand to attack oozes with unarmed strike or natural attack without risk of harm from contact with the ooze. These unarmed strikes and natural attacks never cause an ooze to split.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, acid arrow, summon monster V; ''Cost'' 4,000 gp.
This oily solution draws water out of living creatures (especially amorphous ones), simultaneously dehydrating them and drenching their surfaces with a slick, sickly cold sweat. Desiccating lubricant can be thrown as a splash weapon with a range of 10 feet. A living creature struck by a direct hit from desiccating lubricant takes 1d4 points of nonlethal damage; a -2 penalty on combat maneuver checks to grapple, bull rush, or disarm; and a -2 penalty to CMD against grapple, bull rush and disarm checks. These penalties last 1 minute. Against ooze creatures and creatures with the water subtype, desiccating lubricant deals 2d4 points of lethal damage and the penalties increase to -4.

Source: Alchemy Manual
''Aura'' moderate conjuration; ''CL'' 10th; ''Weight'' —; ''Price'' +30,000 gp
!!DESCRIPTION
A shield or armor with the determination special ability provides the ability to fight on even in the face of seemingly impossible odds. Once per day, when the owner reaches 0 or fewer hit points, the item automatically provides a breath of life spell.
!!CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, breath of life; Cost +15,000 gp

Source: Ultimate Equipment
Wayfinder Enhancement
''Cost'' 5 Prestige
This //wayfinder// functions as normal, except the user can cast //detect magic// at will in place of //light//. 

Source: Pathfinder Society Primer
''Aura'' no aura (or faint divination); ''CL'' 3rd
''Slot'' none; ''Price'' 600 gp; ''Weight'' 2 lbs.

!!DESCRIPTION
This battered, leather-bound book looks like an aged and heavily worn notebook. Anyone reading the journal for an hour or more has strange dreams the following night, the details of which he cannot remember. The following day the character is fatigued. Reading the journal for a total of 24 hours or more causes the reader to have a prophetic dream wherein he sees his own death — though, as before, he cannot remember the details. If a character who has had this vision comes near death at any point afterward, at the moment he is about to die he may reroll any failed saving throw made within the last round or force an opponent to reroll a killing attack. The character must accept the result of the second roll, regardless of its outcome.

Once a character has had the opportunity to avert death, regardless of its success or failure, the journal provides no more benefit and never aids the character again.

The //Dream Journal of the Pallid Seer// is affected by a permanent magic aura that makes it appear to be nonmagical.

!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, guidance, magic aura; ''Cost'' 300 gp.

Source: Pathfinder Adventure Path #27: What Lies in Dust
!Dueling (Pathfinder Society Field Guide Version)
''Aura'' moderate transformation; ''CL'' 7th; ''Price'' +1 bonus
!Description
A dueling weapon bears magical enhancements that make is particularly effective in performing certain combat maneuvers. When a dueling weapon is used to perform a combat maneuver that utilizes the weapon only (see below), it grants a luck bonus equal to twice its enhancement bonus on the CMB check made to carry out the maneuver. The dueling weapon also grants this same luck bonus to the wielder's CMD score against these types of maneuvers. These combat maneuvers include disarm and trip maneuvers, but not bull rush, grapple or overrun maneuvers. If you're using the additional combat maneuvers in the Advanced Player's Guide, this also includes any dirty trick maneuvers that utilize the weapon as well as reposition maneuvers, but not drag or steal combat maneuvers. Note that this luck bonus stacks with the weapon's enhancement bonus, which in and of itself adds to CMB checks normally.
!Construction
''Requirements'' Craft Magic Arms and Armor, cat's grace

Source: Pathfinder Society Field Guide
!Dweomer's Essence
''Aura'' Moderate abjuration; ''CL'' 9th
''Slot'' none; ''Price'' 500 gp; ''Weight'' -
!DESCRIPTION
Derived from the patient distillation of rare magical reagents, a pinch of this fine white powder can be added to the casting of any spell as an additional material component to give the spellcaster a +5 bonus on caster level checks made to overcome spell resistance. 
!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, Spell Penetration; Cost 250 gp.

Source: Pathfinder Society Field Guide
''Aura'' moderate conjuration; ''CL'' 9th
''Slot'' —; ''Price'' 1,800 gp; ''Weight'' 2 lbs.
!!Description
This appears to be a typical arrow container capable of holding about 20 arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible.

The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape As a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what's placed inside it.
!!Construction Requirements
Craft Wondrous Item, //secret chest//; ''Cost'' 900 gp
''Aura'' strong (no school); ''CL'' 17th; ''Weight'' 5 lbs.
''Price'' varies by specific type:
*Lesser elemental metamagic rod 3,000 gp
*Elemental metamagic rod 11,000 gp
*Greater elemental metamagic rod 24,500 gp

!!DESCRIPTION
Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod's energy type instead of the spell's normal damage type, as though using the Elemental Spell feat. For example, an elemental metamagic rod (cold) always makes spells deal cold damage.

!!CONSTRUCTION REQUIREMENTS
Craft Rod, Elemental Spell
''Cost'' varies by specific type:
*Lesser elemental metamagic rod 1,500 gp
*Elemental metamagic rod 5,500 gp
*Greater elemental metamagic rod 12,250 gp
''Aura'' faint illusion; ''CL'' 5th
''Slot'' —; ''Price'' 250 gp; ''Weight'' —
!!Description
A character drinking this liquid gains an intuitive ability to sneak and hide (+10 competence bonus on Stealth checks for 1 hour).
!!Construction Requirements
Craft Wondrous Item, //invisibility//; ''Cost'' 125 gp
''Aura'' faint divination and transmutation; ''CL'' 5th
''Slot'' none; ''Price'' 1,000 gp; ''Weight'' —
!!Description
This elixir seems to be made of thick vapor rather than liquid, and constantly emits soft whispers when uncorked. For 1 minute, the drinker gains the ability to see invisibility (as the spell), and his weapons and armor are treated as if they had the ghost touch special ability.
!!Construction
''Requirements'' Craft Wondrous Item, //plane shift//, //see invisibility//; ''Cost'' 500 gp

Source: Pathfinder #39
''Aura'' faint transmutation; ''CL'' 2nd
''Slot'' —; ''Price'' 250 gp; ''Weight'' —
!!Description
This elixir bestows swimming ability. An almost imperceptible magic sheath surrounds the drinker, allowing him to glide through the water easily (+10 competence bonus on Swim checks for 1 hour).
!!Construction Requirements
Craft Wondrous Item, creator must have 5 ranks in the Swim skill; ''Cost'' 125 gp
''Aura'' faint transmutation; ''CL'' 5th
''Slot'' none; ''Price'' 250 gp; ''Weight'' —
!!Description
This light gray elixir makes the user’s voice fiercer and louder, and gives it an inhuman quality that rattles those he talks to, granting the user a +10 competence bonus on Intimidate checks for 1 hour.
!!Construction
''Requirements'' Craft Wondrous Item, //sound burst//; ''Cost'' 125 gp
Removes all curses and transmutation effects from the imbiber.
Chronicle Sheet for From Shore to Sea
''Aura'' faint transmutation; ''CL'' 5th
''Slot'' —; ''Price'' 250 gp; ''Weight'' —
!!Description
This draught of liquid grants the drinker the ability to tumble about, avoiding attacks and moving carefully across nearly any surface, granting a +10 competence bonus on Acrobatics checks for 1 hour.
!!Construction Requirements
Craft Wondrous Item, cat's grace; ''Cost'' 125 gp
''Aura'' faint divination; ''CL'' 2nd
''Slot'' —; ''Price'' 250 gp; ''Weight'' —
!!Description
Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy (+10 competence bonus on Perception checks for 1 hour).
!!Construction Requirements
Craft Wondrous Item, true seeing; ''Cost'' 125 gp
!Metamagic Rod, Extend
''Aura'' strong (no school); ''CL'' 17th; ''Weight'' 5 lbs.
''Price'' varies by specific type:
    Lesser extend metamagic rod 3,000 gp
    Extend metamagic rod 11,000 gp
    Greater extend metamagic rod 24,500 gp
!DESCRIPTION
The wielder can cast up to three spells per day that are extended as though using the [[Extend Spell]] feat.
!CONSTRUCTION REQUIREMENTS
Craft Rod, Extend Spell
Cost varies by specific type:
    Lesser extend metamagic rod 1,500 gp
    Extend metamagic rod 5,500 gp
    Greater extend metamagic rod 12,250 gp

!Eyes of the Eagle
''Aura'' faint divination; ''CL'' 3rd
''Slot'' eyes; ''Price'' 2,500 gp; ''Weight'' —
!Description
These items are made of special crystal and fit over the eyes of the wearer. These lenses grant a +5 competence bonus on Perception checks. Wearing only one of the pair causes a character to become dizzy and stunned for 1 round. Both lenses must be worn for the magic item to take effect.
!Construction Requirements
Craft Wondrous Item, clairaudience/clairvoyance; Cost 1,250 gp
''Aura'' varies; ''CL'' varies
''Slot'' —; ''Price'' 50 gp (Anchor), 150 gp (Lance), 200 gp (Fan), 200 gp (Sky Hook), 300 gp (Bird), 400 gp (Catapult), 400 gp (Tree), 450 gp (Floating Feather), 450 gp (Swan Boat), 500 gp (Campsite), 500 gp (Ram), 500 gp (Whip), 600 gp (Tar and Feathers), 1,000 gp (Siege Tower); ''Weight'' 1 lb.
!!Description
Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. A particular feather token has no specific features to identify it unless its magic aura is viewed—even tokens with identical powers can be wildly different in appearance.

//Anchor:// A token that creates an anchor that moors a craft in water so as to render it immobile for up to 1 day.

//Lance:// This token turns into a white-plumed +1 lance for 1 minute. This token is often used when carrying a large weapon is illegal or impractical.

//Fan:// A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (but wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land.

//Sky Hook:// This token transforms into a huge disembodied eagle’s talon (hardness 5, hp 25) anchored wherever you activate it. The talon can support up to 1,000 pounds and persists for 1 day. The talon can be moved up to 10 feet with a DC 20 Strength check.

//Bird:// A token that creates a small bird that can be used to deliver a small written message unerringly to a designated target. The token lasts as long as it takes to carry the message.

//Catapult:// This token creates a standard catapult (Ultimate Combat 161). The catapult disappears after 12 hours.

//Tree:// A token that causes a great oak to spring into being (5-foot-diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.

//Floating Feather:// This token can be attached to any creature up to 200 pounds, causing a pair of large wings to grow from the target and allowing her to fly (speed 30, average maneuverability) for 1 minute. The token can be attached to an object of up to 200 pounds, which flies straight in a direction indicated by the creature who activates the feather unless the activator uses a move action to redirect its movement. The wings persist for 1 minute.

//Swan Boat:// A token that forms a swan-like boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear, 32 Medium characters, or any equivalent combination. The boat lasts for 1 day.

//Old Floatsam:// This special feather token functions as a feather token (swan boat), except that the boat appears stocked with a wooden chest full of useful items. The chest contains a potion of cure light wounds, a set of masterwork thieves’ tools, 100 sheets of parchment, a vial of ink with an inkpen, a fishing net, 20 days worth of trail rations, and 10 gallons of cheap ale. The chest and its items persist after the boat’s duration expires. //(Source: Boon on PFS #7-19)//

//Campsite:// This feather token can be used only once. It creates a fully functional campsite, including a tent suitable to house six Medium creatures, a campfire with enough dry wood to burn for 24 hours, a modest wooden table with two benches suitable to seat three people each, and a hitching post for up to six steeds. The campsite remains for up to 24 hours before disappearing, leaving no trace except footsteps and refuse left behind by those using the site.

//Ram:// This token creates a Huge ram (Ultimate Combat 165). The ram disappears after 24 hours.

//Whip:// A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base attack bonus, does 1d6+1 points of nonlethal damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 bonus on its combat maneuver checks) if it hits. The whip lasts no longer than 1 hour.

//Tar and Feathers:// This token can be directed to float to any point within 60 feet and then burst into a mass of sticky white feathers that adheres to all creatures in a 10-foot radius. The clinging feathers affect creatures in the area as a glitterdust spell.

//Siege Tower:// This token creates a Huge siege tower (Ultimate Combat 165). The tower disappears after 1 hour.
!!Construction
''Requirements'' Craft Wondrous Item, //major creation//; ''Cost'' 25 gp (Anchor), 75 gp (Lance), 100 gp (Fan), 100 gp (Sky Hook), 150 gp (Bird), 200 gp (Catapult), 200 gp (Tree), 225 gp (Floating Feather), 225 gp (Swan Boat), 250 gp (Campsite), 250 gp (Ram), 250 gp (Whip), 300 gp (Tar and Feathers), 500 gp (Siege Tower)
''Aura'' varies; ''CL'' varies; ''Slot'' —; ''Price'' 10,000 gp (bronze griffon), 10,000 gp (ebony fly), 16,500 gp (golden lions), 21,000 gp (ivory goats), 7,500 gp (lapis camel), 17,000 gp (marble elephant), 28,500 gp (obsidian steed), 15,500 gp (onyx dog), 9,100 gp (serpentine eagle), 9,100 gp (serpentine owl), 3,800 gp (silver raven); ''Weight'' 1 lb.
!!Description
Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak.

If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time.
!!Construction Requirements
Craft Wondrous Item, //animate objects//, additional spells, see text; ''Cost'' 5,000 gp (bronze griffon), 5,000 gp (ebony fly), 8,250 gp (golden lions), 10,500 gp (ivory goats), 3,750 gp (lapis camel), 8,500 gp (marble elephant), 14,250 gp (obsidian steed), 7,750 gp (onyx dog), 4,550 (serpentine eagle), 4,550 gp (serpentine owl), 1,900 gp (silver raven)

!Golden Lions
These figurines come in pairs. They become normal adult male [[lions|Lion]]. If slain in combat, the lions cannot be brought back from statuette form for 1 full week. Otherwise, they can be used once per day for up to 1 hour. They enlarge and shrink upon speaking the command word. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects.
''Aura'' moderate evocation; ''CL'' 7th
''Slot'' none; ''Price'' 1,000 gp; ''Weight'' -
!!DESCRIPTION
On command, this semiprecious stone adheres to an object weighing not more than 100 pounds. As long as it is attached, the stone increases the object’s hardness by 5, its break DC by 5, and its hit points by 20. Like temporary hit points, these additional hit points are lost first when the object the stone is protecting is damaged, and once they are exhausted, the fortifying stone is destroyed. However, unlike temporary hit points, they can be completely restored by repairing the fortifying stone via a single casting of a make whole spell. Any effect that breaks or destroys the protected object also destroys any attached fortifying stones.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, //stoneskin//; Cost 500 gp.

Source: Pathfinder Society Field Guide
''Aura'' faint evocation; ''CL'' 5th
''Slot'' neck; ''Price'' 3,000 gp; ''Weight'' -
!!DESCRIPTION
Once per day, this good luck charm allows the wearer to reroll a single skill check or concentration check after the success or failure of the original roll is known. The result of the reroll must be kept, even if it is worse than the original roll. The charm may not be used on a skill check that’s already been rerolled by some other means.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, divine favor; ''Cost'' 1,500 gp.
!GAMIN THE MISFORGED
''Aura'' faint transmutation; ''CL'' 5th
''Slot'' none; ''Price'' 7,015 gp; ''Weight'' 2 lbs.
''Alignment'' neutral good; ''Senses'' 30 ft.
''Intelligence'' 10, ''Wisdom'' 11, ''Charisma'' 10; ''Ego'' 2; ''Language'' speech (Common)
!!DESCRIPTION
This glittering blade is clearly defective, and a rippling break runs from its tip to its hilt like a crack in a broken window. Gamin is a +1 [[allying]] mithral longsword^^APG^^ with the permanent broken condition, and when held he can cast guidance on his wielder at will. Only a master swordsmith might repair Gamin’s imperfections, and the Pathfinder Society does not have access to such a resource at this time.
!!CONSTRUCTION
Requirements Craft Magical Arms and Armor, guidance, magic weapon

Source: 4-19 The Night March of Kalkamedes
''Aura'' moderate evocation; ''CL'' 6th
''Slot'' —; ''Price'' 13,000 gp; ''Weight'' —
!!Description
This crystal appears to be a long, rough prism. Upon utterance of a command word, though, the gem's facets suddenly grow highly polished as the crystal emits bright light of one of three sorts.

*One command word causes the gem to shed light as a hooded lantern. This use of the gem does not expend any charges, and it continues to emit light until this command word is spoken a second time to extinguish the illumination.
*Another command word causes the gem of brightness to send out a bright ray 1 foot in diameter and 50 feet long. This strikes as a ranged touch attack, and any creature struck by this beam is blinded for 1d4 rounds unless it makes a DC 14 Fortitude save. This use of the gem expends 1 charge.
*The third command word causes the gem to flare in a blinding flash of light that fills a 30-foot cone. Although this glare lasts but a moment, any creature within the cone must make a DC 14 Fortitude save or be blinded for 1d4 rounds. This use expends 5 charges.

A newly created gem of brightness has 50 charges. When all its charges are expended, the gem becomes nonmagical and its facets grow cloudy with a fine network of cracks.
!!Construction Requirements
Craft Wondrous Item, //daylight//; ''Cost'' 6,500 gp
''Aura'' moderate illusion; ''CL'' 10th; ''Weight'' —; ''Price'' +2,700 gp
!!DESCRIPTION
Upon command, a suit of glamered armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a true seeing spell or similar magic reveals the true nature of the armor when it is disguised.
!!CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, disguise self; ''Cost'' +1,350 gp
''Aura'' moderate transmutation; ''CL'' 6th
''Slot'' hands; ''Price'' 10,000 gp; ''Weight'' —
!!DESCRIPTION
This device is a single leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If the glove’s effect is suppressed or dispelled, the stored item appears instantly. A glove of storing uses up the wearer’s entire hands slot. The wearer may not use another item (even another glove of storing) that also uses the hands slot.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, shrink item; ''Cost'' 5,000 gp.
''Aura'' faint transmutation; ''CL'' 5th
''Slot'' hands; ''Price'' 15,000 gp; ''Weight'' —
!!DESCRIPTION
These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn’t drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, greater magic weapon; ''Cost'' 7,500 gp.
!Gloves of Elvenkind
''Aura'' moderate transmutation; ''CL'' 8th
''Slot'' hands; ''Price'' 7,500 gp; ''Weight'' —
!DESCRIPTION
These plain gray leather gloves grant a +5 competence bonus on Spellcraft checks and concentration checks made to cast a spell defensively. Both gloves must be worn for the magic to be effective.
!CONSTRUCTION REQUIREMENTS
Combat Casting, Craft Wondrous Item, creator must be an elf; Cost 3,500 gp

Source: Advanced Race Guide
''Aura'' faint divination; ''CL'' 3rd
''Slot'' hands; ''Price'' 2,000 gp; ''Weight'' —
!!DESCRIPTION
Each of these fingerless worked leather gloves look as though they have seen heavy use, and often bear the stains or scent of grass or wet mud.

On command, the wearer can use the gloves to see and hear though solid material no more than 15 feet thick by placing both hands on that material. The gloves can be used for 10 rounds each day. The rounds need not be consecutive.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, clairaudience/clairvoyance; ''Cost'' 1,000 gp.
''Aura'' faint transmutation; ''CL'' 3rd
''Slot'' eyes; ''Price'' 12,000 gp; ''Weight'' —
!!DESCRIPTION
The lenses of this item are made of violet crystal.

Even though the lenses are opaque, when placed over the eyes of the wearer, they enable him to see normally and also grant him 60-foot darkvision.

Both lenses must be worn for the magic to be effective.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, darkvision; ''Cost'' 6,000 gp.
''Aura'' moderate transmutation; ''CL'' 8th
''Slot'' head; ''Price'' 8,000 gp; ''Weight'' 1 lb.
!!Description
Shortly after the Eye of Abendego began, a fanatical splinter-cult of Gozreh known as the Storm Kindlers flocked to the region, convinced the Eye was a manifestation of the Storm Lord himself. The upper tier of this group created enchanted masks to aid in the navigation of the often storm-lashed swamps. The Storm Kindlers, however, were unprepared for the savagery and evil that had claimed the Sodden Lands, and they and their home were quickly wiped out. Today, many of these distinctive masks remain, now worn by humanoid chieftains and Koboto witch doctors. The masks are often defaced, with the original appearance twisted into a monstrous or demonic visage. Their new owners refer to them as goz masks.

A goz mask allows you to see through fog, smoke, and other obscuring vapors as if they did not exist (this ability functions underwater as well, allowing the wearer to see through thick silt and other aquatic precipitates). Additionally, you are treated as one size category larger than you are and gain a +4 bonus on all saving throws made to resist the effects of wind while wearing a goz mask. A goz mask allows its wearer to breathe water for 1 hour per day—these minutes need not be consecutive, but must be expended in minimum increments of 10 minutes each.
!!Construction
''Requirements'' Craft Wondrous Item, control winds, water breathing; ''Cost'' 4,000 gp

Source: Inner Sea World Guide
!Handy Haversack
''Aura'' moderate conjuration; ''CL'' 9th
''Slot'' —; ''Price'' 2,000 gp; ''Weight'' 5 lbs.
!Description
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Editor's Note: Handy Haversack does not indicate the sort of space inside it other than to say it is "like a bag of holding" which is described as opening to a "non-dimensional space" whereas the rules on extradimensional spaces explicitly refer to bags of holding and handy haversacks as examples of extradimensional spaces.
!Construction Requirements
Craft Wondrous Item, secret chest; Cost 1,000 gp

Source: Core Rulebook
''Aura'' faint illusion; ''CL'' 1st
''Slot'' head; ''Price'' 1,800 gp; ''Weight'' —
!!DESCRIPTION
This apparently normal hat allows its wearer to alter her appearance as with a //[[disguise self|Disguise Self]]// spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, //disguise self//; ''Cost'' 900 gp.
!Headband of Alluring Charisma
''Aura'' moderate transmutation; ''CL'' 8th
''Slot'' headband; ''Price'' 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); ''Weight'' 1 lb.
!Description
This attractive silver headband is decorated with a number of small red and orange gemstones. The headband grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.
!Construction Requirements
Craft Wondrous Item, eagle's splendor; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)
''Aura'' moderate transmutation; ''CL'' 8th
''Slot'' headband; ''Price'' 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); ''Weight'' 1 lb.
!!DESCRIPTION
This simple bronze headband is decorated with an intricate pattern of fine green etchings.

The headband grants the wearer an enhancement bonus to Wisdom of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, owl's wisdom; ''Cost'' 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)
''Aura'' strong transmutation; ''CL'' 12th
''Slot'' headband; ''Price'' 10,000 gp (+2), 40,000 gp (+4), 90,000 gp (+6); ''Weight'' 1 lb.
!!DESCRIPTION
This simple copper headband has a small yellow gem set so that when it rests upon the forehead of the wearer, the yellow gem sits perched on the wearer's brow as if it were a third eye in the middle of his forehead. Often, the headband contains additional designs to further accentuate the appearance of a third, crystal eye.

The headband grants the wearer an enhancement bonus to two mental ability scores (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. These bonuses are chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a //headband of vast intelligence//.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, //eagle's splendor//, //fox's cunning//, //owl's wisdom// (any two); ''Cost'' 5,000 gp (+2), 20,000 gp (+4), 45,000 gp (+6)
!Headband of Vast Intelligence
''Aura'' moderate transmutation; ''CL'' 8th
''Slot'' headband; ''Price'' 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); ''Weight'' 1 lb.
!Description
This intricate gold headband is decorated with several small blue and deep purple gemstones. The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. a headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer's total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.
!Construction Requirements
Craft Wondrous Item, fox's cunning; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)
''Aura'' faint conjuration; ''CL'' 3rd
''Slot'' belt; ''Weight'' 1 lb.; ''Price'' 750 gp
!Description
This broad leather belt is studded with three moonstones.

While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation.

In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)
*1 charge: Heals 2d8 points of damage.
*2 charges: Heals 3d8 points of damage.
*3 charges: Heals 4d8 points of damage.
!Construction Requirements
Craft Wondrous Item, //cure moderate wounds//; Cost: 375 gp

Source: Magic Item Compendium
Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.

Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Temples to good deities sell holy water at cost (making no profit).
This violet balm comes in a small ceramic pot. When applied to a weapon as a standard action, it forms a transparent coating. Weapons coated in this balm deal an additional 2d4 points of damage to undead or evil outsiders. A creature affected by the balm must succeed at a DC 10 Reflex save or take an additional 1d4 points of damage the following round. Any nonmagical weapon coated with the balm affects incorporeal undead or evil outsiders as if it were a magic weapon. Any magic weapon coated with the balm affects incorporeal undead or evil outsiders as if the weapon had the ghost touch special ability. The balm remains effective until you make a successful attack with the weapon or until 1 minute has passed, whichever is sooner. Each dose of balm can coat one weapon or 10 pieces of ammunition.

Source: Advanced Class Guide
''Aura'' faint transmutation; ''CL'' 3rd; ''Weight'' 2 lbs.
''Slot'' none; ''Price'' 200 gp
!!DESCRIPTION
This two-spouted funnel is used to safely mix two alchemical splash weapons into a single flask. Using the vial requires 10 minutes and a DC 25 Craft (alchemy) check; a half-elf has a +5 bonus on this check. Failing the check means both splash weapon are destroyed. Success means the two materials are safely mixed into one vial that is the same volume as a normal splash weapon vial; when thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both. The mixture becomes inert after 24 hours. Only liquids may be mixed with the funnel. The bearer can use it to mix an alchemical splash weapon with either holy water or unholy water, but the Craft (alchemy) DC increases to 30; half-elves still get the +5 bonus on this check. The funnel does not work on potions, elixirs, extracts, or other materials. Mixing a substance with a similar or identical substance (such as alchemist's fire with alchemist's fire) has no effect. A mixture cannot be combined with another mixture.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, fabricate or combine extracts discovery; ''Cost'' 100 gp
Price 25 gp; Weight 1 lb.

This milky white liquid bubbles into a 1-foot-thick semisolid sheet of foam when splashed across the ground. You can spend a minute to apply a flask of impact foam to a 10-foot-radius area, or you can throw the flask as a splash weapon. The foam does not interfere with movement, but reacts strongly to sudden force. A creature that falls onto a sheet of impact foam ignores the first 1d6 points of falling damage and converts the second 1d6 points of falling damage into nonlethal damage. A sheet of impact foam dissolves after 10 minutes or when exposed to at least a gallon of water.
!Ioun Stones
''Aura'' strong varied; ''CL'' 12th
''Slot'' —; ''Price'' varies; ''Weight'' —
!Description
These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. The powers of each stone vary depending on its color and shape (see the table).
Regeneration from the pearly white ioun stone works like a ring of regeneration. It only cures damage taken while the character is using the stone. The pale lavender and lavender-and-green stones work like a rod of absorption, but absorbing a spell requires a readied action, and these stones cannot be used to empower spells. Stored spells in the vibrant purple stone must be placed by a spellcaster but can be used by anyone (see ring of minor spell storing).
!Construction Requirements
Craft Wondrous Item, creator must be 12th level; Cost half the market price

|!Color |!Shape |!Effect |!Market Price|
|Amber |Spindle |+1 resistance bonus on saves (stacks) |10,000 gp|
|cracked ||+1 resistance bonus on one save (stacks) |3,400 gp|
|flawed ||+1 resistance bonus on saves per stone (stacks) |6,000 gp|
|Clear |Spindle |Sustains creature without food or water |4,000 gp|
|cracked ||Sustains creature on half normal food |1,000 gp|
|flawed ||Sustains creature without food, but it must consume twice the normal amount of water|2,000 gp|
|Crimson |Sphere |+2 enhancement bonus to Intelligence (stacks) |24,000 gp|
|cracked ||In pairs, +2 enhancement bonus to Intelligence (stacks) |12,000 gp|
|flawed ||+2 enhancement bonus to Intelligence (stacks/doesn't stack) |16,000 gp|
|Dark Blue |Rhomboid |Alertness (as the feat) |10,000 gp|
|cracked ||+1 competence bonus on Perception and Sense Motive checks |400 gp|
|flawed ||+2 competence bonus on Perception checks and a –1 penalty to initiative checks|300 gp|
|Deep Red |Sphere |+2 enhancement bonus to Dexterity |8,000 gp|
|cracked ||+1 competence bonus on one Dexterity-based skill |200 gp|
|flawed ||+2 enhancement bonus to Dexterity, –2 penalty to Constitution |6,000 gp|
|Dull Gray |Any |None |25 gp|
|cracked ||None |25 gp|
|flawed ||None |25 gp|
|Dusty Rose |Prism |+1 insight bonus to AC |5,000 gp|
|cracked ||+1 competence bonus on initiative checks |500 gp|
|flawed ||+1 insight bonus to AC, –2 penalty to Constitution |4,000 gp|
|Emerald |Ellipsoid |5 temporary hit points (stacks) |20,000 gp|
|cracked ||1 temporary hit point (stacks) |2,000 gp|
|flawed ||5 temporary hit points (stacks), 1 negative level (stacks) |10,000 gp|
|Gamboge |Nodule |Immunity to poison |54,000 gp|
|cracked ||Immunity to one kind of poison |1,500 gp|
|flawed ||Immunity to poison, –4 penalty against curses and diseases |40,000 gp|
|Incandescent Blue |Sphere |+2 enhancement bonus to Wisdom |8,000 gp|
|cracked ||+1 competence bonus on one Wisdom-based skill |200 gp|
|flawed ||+2 enhancement bonus to Wisdom, –2 penalty on Perception checks |7,200 gp|
|Iridescent |Spindle |Sustains creature without air |18,000 gp|
|cracked ||+4 competence bonus on Constitution checks to hold breath |500 gp|
|flawed ||Sustains creature without air, but creature is always staggered |12,000 gp|
|Lavender and Green |Ellipsoid |Absorbs spells of 8th level or lower^^1^^ |40,000 gp|
|cracked ||Absorbs spells of 2nd level or lower^^2^^ |10,000 gp|
|flawed ||Absorbs spells of 6th level or lower, deals damage to user^^3^^ |36,000 gp|
|Mossy |Disk |+5 competence bonus on one Knowledge skill |2,500 gp|
|cracked ||+1 competence bonus on one Knowledge skill |200 gp|
|flawed ||+5 competence bonus on one Knowledge skill, –2 penalty to Constitution |1,600 gp|
|Mulberry |Pentacle |+5 competence bonus on Bluff and Diplomacy checks |10,000 gp|
|cracked ||+1 competence bonus on Bluff and Diplomacy checks |400 gp|
|flawed ||+5 competence bonus on Bluff and Diplomacy checks, –2 penalty to Will saves|8,700 gp|
|Nacreous Gray |Sphere |Protects against aging |10,000 gp|
|cracked ||Protects against one type of ability damage from aging |3,400 gp|
|flawed ||Protects against the appearance of aging |1,000 gp|
|Onyx |Rhomboid |+2 enhancement bonus to Constitution (stacks) |24,000 gp|
|cracked ||In pairs, +2 enhancement bonus to Constitution (stacks) |12,000 gp|
|flawed ||+2 enhancement bonus to Constitution (stacks/doesn't stack) |16,000 gp|
|Opalescent White |Pyramid |Proficiency with one weapon |10,000 gp|
|cracked ||Weapon familiarity with one weapon |1,500 gp|
|flawed ||Proficiency with one weapon, –2 penalty to Dexterity |3,000 gp|
|Orange |Prism |+1 caster level |30,000 gp|
|cracked ||Add one 0-level spell to user’s spells known or prepared |1,000 gp|
|flawed ||+1 caster level, –2 to primary casting ability score |25,000 gp|
|Pale Blue |Rhomboid |+2 enhancement bonus to Strength |8,000 gp|
|cracked ||+1 competence bonus on one Strength-based skill |200 gp|
|flawed ||+2 enhancement bonus to Strength, –2 penalty to Constitution |6,000 gp|
|Pale Green |Prism |+1 competence bonus on attack rolls, saves, skill checks, and ability checks|30,000 gp|
|cracked ||+1 competence bonus on attack rolls or saving throws |4,000 gp|
|flawed ||+1 morale bonus on attack rolls, saves, skill checks, and ability checks |28,000 gp|
|Pale Lavender |Ellipsoid |Absorbs spells of 4th level or lower^^4^^ |20,000 gp|
|cracked ||Absorbs spells of 1st level or lower^^5^^ |2,500 gp|
|flawed ||Absorbs spells of 3rd level or lower, deals user damage^^6^^ |18,000 gp|
|Pale Ruby |Trillian |+5 competence bonus on Stealth checks |5,000 gp|
|cracked ||+1 competence bonus on Stealth checks |200 gp|
|flawed ||+5 competence bonus on Stealth checks, –2 penalty to Dexterity |1,600 gp|
|Pearly White |Spindle |Regenerate 1 point of damage per 10 minutes |20,000 gp|
|cracked ||Regenerate 1 point of damage per hour |3,400 gp|
|flawed ||Regenerate 4 points of damage per hour |18,000 gp|
|Pink and Green |Sphere |+2 enhancement bonus to Charisma |8,000 gp|
|cracked ||+1 competence bonus on one Charisma-based skill |200 gp|
|flawed ||+2 enhancement bonus to Charisma, –2 penalty to Constitution |6,000 gp|
|Pink |Rhomboid |+2 enhancement bonus to Constitution |8,000 gp|
|cracked ||+4 competence bonus on one type of check affected by Endurance |1,400 gp|
|flawed ||+2 enhancement bonus to Constitution, –2 penalty to Dexterity |6,000 gp|
|Scarlet and Blue |Sphere |+2 enhancement bonus to Intelligence |8,000 gp|
|cracked ||+1 competence bonus on one Intelligence-based skill |200 gp|
|flawed ||+2 enhancement bonus to Intelligence, –2 penalty to Constitution |6,000 gp|
|Scarlet and Green |Cabochon |Endurance (as the feat) |10,000 gp|
|cracked ||+4 competence bonus on one type of check affected by Endurance |1,400 gp|
|flawed ||Endurance (as the feat), extra penalties for fatigue and exhaustion |8,000 gp|
|Turquoise |Sphere |+5 competence bonus on Ride checks and Fleet (as the feat) for your mount|6,000 gp|
|cracked ||+1 competence bonus on Ride checks |200 gp|
|flawed ||+5 competence bonus on Ride checks |5,000 gp|
|Vermilion |Rhomboid |+5 competence bonus on Acrobatics and Swim checks |10,000 gp|
|cracked ||+1 competence bonus on Acrobatics and Swim checks |400 gp|
|flawed ||+5 competence bonus on Acrobatics and Swim checks, –2 to Constitution |8,000 gp|
|Vibrant Purple |Prism |Stores three levels of spells, as a ring of spell storing (minor) |36,000 gp|
|cracked ||Stores one spell level, as a ring of spell storing (minor) |2,000 gp|
|flawed ||Stores three levels of spells, as a ring of spell storing (minor), casting time increased|36,000 gp|
^^1^^After absorbing 50 spell levels, the stone burns out and turns dull gray.
^^2^^After absorbing 10 spell levels, the stone burns out and turns dull gray.
^^3^^After absorbing 50 spell levels, the stone burns out and turns dull gray.
^^4^^After absorbing 20 spell levels, the stone burns out and turns dull gray.
^^5^^After absorbing 5 spell levels, the stone burns out and turns dull gray.
^^6^^After absorbing 20 spell levels, the stone burns out and turns dull gray.

!Resonance
*''Amber spindle'': 5% chance per Reflex saving throw of granting the wearer evasion against that effect; bonuses from multiple amber spindles stack.
*''Clear spindle'': Protection from possession and mental control (as protection from evil).
*''Crimson sphere'': +1 competence bonus on single Knowledge skill (chosen by the stone’s creator).
*''Dark blue rhomboid'': The wearer no longer suffer penalties on Perception checks for being distracted or asleep; during sleep the wearer may remain open-eyed and fully aware of his environment, though he is still helpless against undetected threats until he actually wakes up.
*''Deep red sphere'': Improved Unarmed Strike.
*''Dull gray stone'': Read magic 1/day day for 10 minutes.
*''Dusty rose prism'': +2 insight bonus on CMB and to CMD.
*''Emerald ellipsoid'': 5 additional temporary hit points.
*''Gamboge nodule'': +2 resistance bonus on saving throws against disease.
*''Incandescent blue sphere'': ~Blind-Fight.
*''Iridescent spindle'': Endure elements, as the spell, as well as protection against exposure to vacuum and underwater pressure.
*''Lavender and green ellipsoid'': If the bearer is holding the wayfinder, he may use the stone’s absorption ability as an immediate action instead of a readied action.
*''Mossy disk'': +1 competence bonus on Appraise checks.
*''Mulberry pentacle'': +2 competence bonus on Sense Motive checks.
*''Nacreous gray sphere'': Miss chance against incorporeal creatures decreases to 25%.
*''Onyx rhomboid'': Virtue at will (self only).
*''Opalescent white pyramid'': Weapon Focus with the stone’s keyed weapon.
*''Orange prism'': Every time the bearer casts a spell, roll 1d4–2 and add this (and the +1 caster level granted by the normal power of the ioun stone) to his caster level. If this modified caster level is too low to cast the spell, the spell fails and is lost.
*''Pale blue rhomboid'': +1 bonus on Fortitude saves.
*''Pale green prism'': Twice per day as a free action the bearer may remove the fatigued condition from himself as a free action (or reduce the exhausted condition to fatigued).
*''Pale lavender ellipsoid'': If the bearer is holding the wayfinder, he may use the stone’s absorption ability as an immediate action instead of a readied action.
*''Pale ruby trillian'': Increase by 10 feet the distance the bearer may fall safely (stacks with other effects that increase this distance, such as making Acrobatics checks or falling into water).
*''Pearly white spindle'': +1 sacred bonus on saves against attacks that rely on negative energy.
*''Pink and green sphere'': +1 bonus on Will saves.
*''Pink rhomboid'': +1 bonus on Ref lex saves.
*''Scarlet and blue sphere'': +1 bonus on Will saves.
*''Scarlet and green cabochon'': +5 bonus on Constitution checks made to stabilize.
*''Turquoise sphere'': +2 competence bonus on Handle Animal checks.
*''Vermilion rhomboid'': Breathe water for up to 10 minutes per day, useable in 1-minute increments.
*''Vibrant purple prism'': The bearer may use a standard action to expend one stored spell level in the stone, refreshing a cast 1st-level spell as if using a pearl of power.

Source: Core Rulebook and Seeker of Secrets
Source Adventurer's Armory

This fine gray powder causes targets to suffer from uncontrollable itching until they spend at least 1 round washing it off. Throwing a packet of itching powder is a splash attack with a range increment of 10 feet. Anyone standing on the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make a DC 8 Fortitude save. Creatures that fail the save take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Create: Craft (alchemy) DC 25
Alchemical Power Components

Source Adventurer's Armory

Itching powder can make an otherwise innocuous spell especially irritating.

    Glitterdust (M): For each packet of itching powder used as a power component, you may designate one creature in the area to be affected by itching powder (DC 12).
    Repel Vermin (M): The first vermin that enters the emanation is subject to the effects of itching powder (DC 15). Each packet of itching powder beyond the first means the spell affects another vermin that enters the emanation. A swarm of vermin counts as one vermin for the purpose of this effect.
    Summon Swarm (M): Increase the swarm's distraction DC by 2.

An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell’s normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.

Spells followed by an (M) expend the alchemical item as a material component;

Spells followed by an (F) use the item as a focus and do not expend it.

In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.
''Aura'' faint transmutation; ''CL'' 3rd
''Slot'' feet; ''Price'' 7,200 gp; ''Weight'' 2 lbs.
!!DESCRIPTION
These stylish black leather boots are stitched with images of winding roads and trails through peaceful orchards. They can be worn up to mid-thigh, or have their cuffs turned down to make knee-high boots.

Three times per day, on command for 1 round when the wearer makes a 5-foot step, he can move up to 15 feet. This movement does not provoke attacks of opportunity.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, jester’s jaunt; ''Cost'' 3,600 gp.

Source: Ultimate Equipment
''Aura'' strong divination; ''CL'' 15th
''Slot'' head; ''Price'' 5,000 gp; ''Weight'' 3 lbs.
!!DESCRIPTION
This conical iron jingasa, or war hat, grants the wearer a +1 luck bonus to AC. Once per day when struck by a critical hit or sneak attack, the wearer can spend an immediate action to negate the critical hit or sneak attack (similar to the fortification armor special ability, but without requiring a roll). The damage is instead rolled normally.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, divine favor, moment of prescience; Cost 2,500 gp.

Source: UE
''Aura'' faint evocation; ''CL'' 5th; ''Weight'' 10 lbs.; ''Price'' 4,310 gp
!!DESCRIPTION
This ornately designed //+1 lance//, decorated with ribbons and small favors, allows its wielder to more effectively knock an opponent from his mount. A successful hit with a lance of jousting on a mounted opponent forces the target to make a Ride check (DC 10 + damage dealt) to avoid being knocked from the saddle. Although this lance is used in combat to remove a mounted foe's advantage, use of one in a tournament or similar contest is generally considered a dishonorable form of cheating.
!!CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, //bull's strength//; ''Cost'' 2,105 gp
''Aura'' moderate divination; ''CL'' 9th
''Slot'' eyes; ''Price'' 3,500 gp; ''Weight'' 1 lb.
!!DESCRIPTION
These circular prisms let their wearer detect minute details, gaining a +5 competence bonus on Perception checks. It also aids in tracking, adding a +5 competence bonus on Survival checks when tracking.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, //true seeing//; ''Cost'' 1,750 gp.
''Aura'' faint divination; ''CL'' 5th
''Slot'' face; ''Weight'' - ; ''Price'' 100 gp
!Description
This large blue pearl is shot through with crisscrossing brown, green, and gold veins. These items were originally created by drow and used to command their slaves without stooping to learn their foul languages. The secret of creating pearls of speech long ago became known to bards and others who rely on languages. When you place a pearl of speech upon your tongue (a standard action), it is absorbed into your mouth until you speak the proper command word to release it. While absorbed, the pearl grants you the ability to speak and understand a specific language, such as Dwarven or Draconic. Each pearl is created for a specific language, and you can have only one pearl of speech active at a time.
!Construction Requirements
Craft Wondrous Item, //tongues//; Cost: 50 gp

Source: Custom Item created by Bonsky based on the item //pearl of speech// from the Magic item Compendium
Also known as “alchemist's ice,” this sealed jar contains crystalline blue fluid that immediately starts to hiss and evaporate once opened. During the 1d6 rounds after it is opened but before it evaporates completely, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash.
This enzyme is derived from a parasitic fungus that breaks down most organic tissue, and is especially destructive to plants and other fungi. A flask of lyddric essence can be used like a flask of acid, dealing normal acid damage to creatures not of the plant type. However, plant creatures, plants, and fungi targeted with lyddric essence take 2d6 points of acid damage on a direct hit, or 2 points of acid splash damage if within 5 feet of where it hits.

Source: Alchemy Manual
''Aura'' faint transmutation; ''CL'' 5th
''Slot'' none; ''Price'' 4,000 gp; ''Weight'' 2 lbs.
!!Description
Some of the manuals ascribed to Irori deal with physical regimens, teaching the reader how to hone his body as a fighting weapon. Others teach mental exercises to hone the wits and sharpen the senses. The manual of calm reflection, a thick book of 30 chapters, aids the reader in centering his spirit and anchors him within himself. After spending 1 hour reading the book, the reader gains a +1 bonus on saves against mind-affecting spells for the duration of that day. If Irori is your patron, this bonus increases to +2.
!!Construction
Requirements Craft Wondrous Item, aid; ''Cost'' 2,000 gp

Source: Faiths of Balance
These alchemically prepared fungal spores are suspended in a thick green ichor. They grow in patterns that match any plant or fungal material they touch, even dead wood, causing a cuts or breaks in the matter to mend as if it had never been damaged. When applied as a full-round action, mimic fibers head 1d10+10 points of damage to one object made of wood, paper, earth, or other living or once-living material. Even a destroyed item can be repaired (treat as if at 0 hit points) as long as the item is in no more than two pieces and is held together at the break as the spores are applied.

Source: Alchemy Manual
!Mind Crystal (Minor Artifact)
''Aura'' moderate enchantment; ''CL'' 12th
''Slot'' none; ''Weight'' 1/2 lb.
!!DESCRIPTION
This pale blue crystal hums with hidden power. Simply carrying this crystal provides protection against mental intrusions. Whenever you fail a saving throw against a compulsion effect, you can attempt a new saving throw at the end of your turn (using the original DC). If you succeed at this saving throw, the effect is negated or reduced (as per the compulsion effect). The crystal may have other powers, but they are not known to you at this time.
!!DESTRUCTION
The means of destroying this crystal are unknown.

Source: Bonekeep 2
!Mistmail
''Aura'' faint conjuration; ''CL'' 3rd
''Slot'' armor; ''Price'' 2,250 gp; ''Weight'' 25 lbs.
!DESCRIPTION
The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character's body, as does speaking the command word or entering a place where the fog-magic doesn't function (such as underwater). If the character tries to don another suit of armor while the Mistmail is in fog form, it reforms at the character's feet.
!CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, obscuring mist; Cost 1,250 gp. 

Source: Advanced Player's Guide
!Mule  	CR 1/2
XP 200
N Medium animal
''Init'' +1; ''Senses'' low-light vision, scent; Perception +5
!!DEFENSE
''AC'' 11, touch 11, flat-footed 10 (+1 Dex)
''hp'' 13 (2d8+4)
''Fort'' +5, ''Ref'' +4, ''Will'' +0
!!OFFENSE
''Speed'' 40 ft.
''Melee'' 2 hooves –3 (1d3)
!!STATISTICS
''Str'' 13, ''Dex'' 13, ''Con'' 14, ''Int'' 2, ''Wis'' 11, ''Cha'' 4
''Base Atk'' +1; ''CMB'' +2; ''CMD'' 13 (17 vs. trip)
''Feats'' Endurance, Run^^B^^
''Skills'' Perception +5
''SQ'' docile
!!SPECIAL ABILITIES
*''Docile (Ex)''
**Unless specifically trained for combat (see the Handle Animal skill, a mule's hooves are treated as secondary attacks.

A light load for a mule is up to 100 pounds, a medium load is 101–200 pounds, and a heavy load is 201–300 pounds. A mule can drag 1,500 pounds.
''Aura'' moderate evocation; ''CL'' 10th
''Slot'' neck (does not take up slot; see text); ''Price'' 1,650 gp (type I), 2,700 gp (type II), 4,350 gp (type III), 5,400 gp (type IV), 5,850 gp (type V), 8,100 gp (type VI), 8,700 gp (type VII); ''Weight'' 1 lb.
!!DESCRIPTION
This item appears to be a string or cluster of spherical beads, sometimes with the ends tied together to form a necklace.

(It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half).

Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals.

|!Necklace|!10d6|!9d6|!8d6|!7d6|!6d6|!5d6|!4d6|!3d6|!2d6|!Market Price|
|Type I|—|—|—|—|—|1|—|2|—|1,650 gp|
|Type II|—|—|—|—|1|—|2|—|2|2,700 gp|
|Type III|—|—|—|1|—|2|—|4|—|4,350 gp|
|Type IV|—|—|1|—|2|—|2|—|4|5,400 gp|
|Type V|—|1|—|2|—|2|—|2|—|5,850 gp|
|Type VI|1|—|2|—|2|—|4|—|—|8,100 gp|
|Type VII|1|2|—|2|—|2|—|2|—|8,700 gp|

Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above.

If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, fireball; ''Cost'' 825 gp (type I), 1,350 gp (type II), 2,175 gp (type III), 2,700 gp (type IV), 2,925 gp (type V), 4,050 gp (type VI), 4,350 gp (type VII)
!Nexus Crystal (Minor Artifact)
''Aura'' moderate necromancy; ''CL'' 12th
''Slot'' none; ''Weight'' 1/2 lb.
!!DESCRIPTION
This black crystal feels cold to the touch. Simply carrying this crystal provides protection against negative energy. Whenever the bearer takes damage from negative energy, such as channel energy or an inflict spell, she takes 10 less points of damage. This reduction is applied after any saving throw is made. The crystal may possess other powers, but they are unknown at this time.
!!DESTRUCTION
The means of destroying this crystal are unknown.

Source: Bonekeep 1
''Aura'' strong ?; ''CL'' 15th;  ''Weight'' 4 lbs.
!!DESCRIPTION
This //+1 adamantine longsword// is used to explode the heads of your enemies. By twirling the sword around your head while saying "Who has wronged me?" and answering your question with the name of your intended target, the sword will fly towards the head of the named person, exploding the head upon contact. When flying in this way, the sword leaves behind a rainbow trail in the sky.
!!DESTRUCTION
Unknown at the present time

Source: Custom Item created by Bonsky
''Aura'' strong transmutation; ''CL'' 17th; ''Weight'' —
''Slot'' none; ''Price'' 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th)
!!DESCRIPTION
This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, creator must be able to cast the spell contained in the page ; Cost 500 gp (1st), 2,000 gp (2nd), 4,500 gp (3rd), 8,000 gp (4th), 12,500 gp (5th), 18,000 gp (6th), 24,000 gp (7th), 32,000 gp (8th), 40,500 gp (9th)

Source: UE
''Aura'' none; ''CL'' 9th
''Slot'' none; ''Price'' 1,000 gp; ''Weight'' 1 lb.
!!Description
This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).

With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.
!!Construction
''Requirements'' Craft Wondrous Item, //magic aura//, //secret chest//; ''Cost'' 1,000 gp
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, 2 fishhooks, flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder’s kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.

Source: Pathfinder Society Field Guide
''Aura'' none; ''CL'' 9th
''Slot'' none; ''Price'' 1,000 gp; ''Weight'' 1 lb.
!!Description
This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).

With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.
!!Construction
''Requirements'' Craft Wondrous Item, magic aura, secret chest; ''Cost'' 1,000 gp

Source: Seeker of Secrets
!Pearl of Power
''Aura'' strong transmutation; ''CL'' 17th
''Slot'' —; ''Price'' 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th), 70,000 gp (two spells); ''Weight'' —
!Description
This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).
!Construction Requirements
Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled; Cost 500 gp (1st), 2,000 gp (2nd), 4,500 gp (3rd), 8,000 gp (4th), 12,500 gp (5th), 18,000 gp (6th), 24,500 gp (7th), 32,000 gp (8th), 40,500 gp (9th), 35,000 gp (two spells)
This variant of a fuse grenade has most of the black powder replaced with metal pellets. When it explodes, it deals 1d6 points of bludgeoning damage, 1d6 points of piercing damage, and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). A typical pellet grenade uses iron pellets, but they can instead be packed with silver, cold iron, or adamantine, bypassing damage reduction as appropriate to that material type. Like ammunition, the pellets are destroyed after one use.
''Aura'' faint divination; ''CL'' 3rd
''Slot'' neck; ''Price'' 4,000 gp; ''Weight'' —
!!Description
This golden pendant is of Qadiran make. Crafted from gold beaten into the image of a lanner falcon and suspended upon a gold chain, it’s the traditional badge of office for the Prince or Princess of the Market in Magnimar’s Bazaar of Sails— although they are often given as rewards to those who are particularly helpful or well-liked by the Prince or Princess.

The wearer of a pendant of the souk gains a +5 competence bonus on Appraise checks. By holding the pendant to her brow, the wearer can gain the effects of an [[Identify]] spell once per day. Finally, the pendant grows warm in the presence of illusions, granting a +2 insight bonus on saving throws made to disbelieve existing illusion effects.
!!Construction
Requirements Craft Wondrous Item, //identify//; Cost 2,000 gp

Source: Shattered Star 1
!Metamagic Rod, Persistent
''Aura'' strong (no school); ''CL'' 17th
''Slot'' none; ''Price'' 9,000 gp (lesser), 32,500 gp (normal), 73,000 gp (greater); ''Weight'' 5 lbs.
!DESCRIPTION
The wielder can cast up to three spells per day as though using the [[Persistent Spell]] feat.
!CONSTRUCTION REQUIREMENTS
Craft Rod, Persistent Spell; Cost 4,500 gp (lesser), 16,250 gp (normal), 36,500 gp (greater)

Source: Ultimate Equipment
''Price'' +2 bonus
''Aura'' moderate abjuration; ''CL'' 7th; ''Weight'' —
!!DESCRIPTION
A phase locking weapon interferes with dimensional travel. A creature damaged by a phase locking weapon is affected as though by the [[dimensional anchor|Dimensional Anchor]] spell for 1 round.
!!CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, dimensional anchor; Cost +2 bonus
''Aura'' moderate necromancy; ''CL'' 10th
''Slot'' headband; ''Price'' 11,000 gp; ''Weight'' —
!!DESCRIPTION
This item allows channelers of positive energy to increase the amount of damage dealt to undead creatures by +2d6. This also increases the amount of damage healed by living creatures.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, creator must be a 10th-level cleric; ''Cost'' 5,500 gp
+1 piecemeal armor (heavy armor, AC +8, maximum Dex +1, armor check penalty –2, arcane spell failure 40%, speed 30 ft./20 ft., weight 20.5 lbs; 3,355 gp)

Source: 5-06 You Have What You Hold
''Price'' 12 gp (Merchant's), 225 gp (Noble's); ''Weight'' 1/2 lb. (Merchant's), 1/2 lb. (Noble's)
!!Description
A pomander is a waxy concoction of resin, flower essence, powdered spices, musk, and ambergris in a walnut-sized cage and hung by a chain from the neck, a belt, or a bracelet. Merchants and adventurers often use pomanders caged in wood or lead, while nobles use ones cased in precious metals and enamel set with gems. When the pomander is carried openly, its powerful scent (Perception DC 0 to notice) fortifies the senses against unpleasant sensations. Anyone within 10 feet of a pomander gains a +2 resistance bonus on Fortitude saves against effects that nauseate or sicken, but suffers a –4 penalty on Perception checks made to detect scents other than the pomander’s.

A noble’s pomander also overpowers the wearer’s own scent; the DC to track him by his own odor increases by 5, but attempts to track him by the pomander’s odor have the DC reduced by 5. Regardless of the type, a pomander becomes ineffective after 1d4 weeks of exposure to air, although storing it in an airtight container can extend its lifespan.

Source: Dungeoneer's Handbook
!QUICK RUNNER'S SHIRT
''Price'' 1,000 gp; ''Aura'' faint transmutation; ''CL'' 5th; ''Weight'' —
This shirt is made of light, gossamer-thin fabric embroidered with arrangements of winged feet. Once per day as a swift action, the wearer can take an additional move action to move on his turn.
!!CONSTRUCTION REQUIREMENTS
''Cost'' 500 gp; Craft Wondrous Item, haste
''Aura'' strong (no school); ''CL'' 17th; ''Weight'' 5 lbs.
''Price'' varies by specific type:
*Lesser quicken metamagic rod 35,000 gp
*Quicken metamagic rod 75,500 gp
*Greater quicken metamagic rod 170,000 gp
!!DESCRIPTION
The wielder can cast up to three spells per day that are quickened as though using the [[Quicken Spell]] feat.
!!CONSTRUCTION REQUIREMENTS
Craft Rod, Quicken Spell
Cost varies by specific type:
*Lesser quicken metamagic rod 17,500 gp
*Quicken metamagic rod 37,750 gp
*Greater quicken metamagic rod 85,000 gp

This thick-shafted arrow contains a reservoir of holy water and is designed to burst upon impact. A raining arrow damages the target as normal, and also treats the target as though it had been struck by a direct hit from a thrown vial of holy water; adjacent creatures take splash damage from this effect. A raining arrow imparts a -2 penalty on attack rolls because of its weight.

Source: Alchemy Manual
''Aura'' strong (no school); ''CL'' 17th; ''Weight'' 5 lbs.
''Price'' varies by specific type:
*Lesser reach metamagic rod 3,000 gp
*Reach metamagic rod 11,000 gp
*Greater reach metamagic rod 24,500 gp
!!DESCRIPTION
The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.
!!CONSTRUCTION REQUIREMENTS
Craft Rod, Reach Spell
''Cost'' varies by specific type:
*Lesser reach metamagic rod 1,500 gp
*Reach metamagic rod 5,500 gp
*Greater reach metamagic rod 12,250 gp

''Aura'' moderate evocation; ''CL'' 11th
''Slot'' ring; ''Price'' 4,000 gp; ''Weight'' —
!!Description
Upon first examination, this ring seems to be a //ring of spell storing//. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer’s part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed into it again.
!!Construction Requirements
Forge Ring, //imbue with spell ability//; ''Cost'' 2,000 gp.
''Aura'' moderate abjuration; ''CL'' 11th
''Slot'' ring; ''Price'' 12,000 gp (minor), 28,000 gp (major), 44,000 gp (greater); ''Weight'' —
!!Description
Rings of this type come in a wide variety of designs and colorations, typically related to the types of energy they defend against. These rings continually protect their wearers from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring’s resistance value from the damage dealt.

A minor ring of energy resistance grants 10 points of resistance.

A major ring of energy resistance grants 20 points of resistance.

A greater ring of energy resistance grants 30 points of resistance.
!!Construction Requirements
Forge Ring, resist energy; ''Cost'' 6,000 gp (minor), 14,000 gp (major), 22,000 gp (greater).
!Ring of Feather Falling
''Aura'' faint transmutation; ''CL'' 1st
''Slot'' ring; ''Price'' 2,200 gp; ''Weight'' —
!Description
This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.
!Construction Requirements
Forge Ring, feather fall; Cost 1,100 gp

Source: Core Rulebook
''Aura'' moderate evocation (fire) ''CL'' 10th
''Slot'' ring; ''Price'' 12,000 gp; ''Weight'' —
!!Description
A ring of immolation appears as two ashen gray hands clasping each other; the ring itself is made of pumice and hardened ash, but is as strong as metal. As a free action, the wearer can activate the ring to create a fire shield (warm) on himself. The wearer of a ring of immolation can activate a fire shield on himself for up to 10 rounds each day. The duration of the fire shield need not be consecutive rounds. If the wearer takes magical cold damage, the ring automatically activates for one round if any rounds remain, protecting the wearer from the cold damage as per the spell.
!!Construction Requirements 
Forge Ring, fire shield; ''Cost'' 6,000 gp
''Aura'' faint transmutation; ''CL'' 5th
''Slot'' ring; ''Price'' 10,000 gp; ''Weight'' —
!!Description
This ring is half onyx and half clear-white crystal, magically fused together and hardened to the strength of steel. It allows a wearer with a ki pool to store up to 2 ki points in the ring as a swift action. These points remain in the ring until used. The wearer can use the ki points normally, or can gain the following benefits when he has ki points stored in the ring.

As long as there is at least one ki point stored in the ring, the wearer gains a +2 bonus to CMD against grapple, reposition, and trip attempts.

As long as there are at least 2 ki points stored in the ring, the wearer reduces the number of ki points needed to use a ninja trick or ki ability by 1 (minimum 1 ki point).
!!Construction Requirements
Forge Ring, ki leech, the creator must be able to use ki; ''Cost'' 3,420 gp.
''Aura'' faint abjuration; ''CL'' 5th
''Slot'' ring; ''Price'' 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5); ''Weight'' —
!!Description
This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
!!Construction Requirements
Forge Ring, shield of faith, caster must be of a level at least three times the bonus of the ring; Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)
''Aura'' moderate or strong (no school); ''CL'' 7th
''Slot'' ring; ''Price'' 1,500 gp (Type I), 6,000 gp (Type II), 13,500 gp (Type III), 24,000 gp (Type IV); ''Weight'' —
!!Description
This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters.

Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells.

A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class’ spell list.

Arcane spells that do not appear on the wearer’s class list are treated as one level higher for all purposes (storage and casting).
!!Construction Requirements
Forge Ring, creator must be able to cast spells of the spell level to be granted; ''Cost'' 750 gp (Type I), 3,000 gp (Type II), 6,750 (Type III), 12,000 gp (Type IV).
''Aura'' strong abjuration ''CL'' 13th
''Slot'' ring; ''Price'' 100,000 gp; ''Weight'' —
!!Description
Up to three times per day on command, this simple platinum band automatically reflects the next nine levels of spells cast at the wearer, exactly as if [[spell turning|Spell Turning]] had been cast upon him.
!!Construction Requirements 
Forge Ring, spell turning; ''Cost'' 50,000 gp
''Aura'' faint conjuration [good]; ''CL'' 5th
''Slot'' ring; ''Price'' 7,200 gp; ''Weight'' —
!!Description
This ring is cut from transparent crystal. If the wearer can cast summon monster spells, the wearer adds [[cassian|Cassian]]^^B2^^ to the 3rd-level list of monsters she can summon with those spells, adds [[movanic deva|Movanic Deva]]^^B2^^ to the 7th-level list, and adds [[monadic deva|Monadic Deva]]^^B2^^ to the 8th-level list. Also, once per day on command the wearer can use this ring to summon a [[cassian|Cassian]], as if by the summon monster III spell.
!!Construction
''Requirements Forge Ring'', //planar ally// or //planar binding//, creator must be good; ''Cost'' 3,600 gp
!Ring of the Sublime
''Aura'' faint abjuration; ''CL'' 1st
''Slot'' ring; ''Price'' 2,000 gp; ''Weight'' —
!Description
This ornate gold ring is set with a single round sapphire and platinum stems. When worn, the ring of the sublime protects its wearer from fear effects as if constantly under the effects of [[Remove Fear]]. Wearers of rings of the sublime in Taldor often believe the ring's ability to combat fear also removes social anxiety, making the wearer a more confident and self-assured member of high society.
!Construction
''Requirements'' Forge Ring, remove fear; ''Cost'' 1,000 gp, 80 XP

Source: Taldor, Echoes of Glory 
''Aura'' strong varied; ''CL'' 14th
''Slot'' body; ''Price'' 75,000 gp; ''Weight'' 1 lb.
!!DESCRIPTION
This normal-appearing garment is attuned to one of three types of alignment. It can be white (01—45 on d%, good alignment), gray (46—75, neither good nor evil alignment), or black (76—100, evil alignment). To most wearers, the robe offers no powers or has no effects unless the wearer’s alignment doesn’t match that of the robe (see below). Only an arcane spellcaster can fully realize this potent magic item’s powers once the robe is donned. These powers are as follows.
*+5 armor bonus to AC
*Spell resistance 18
*+4 resistance bonus on all saving throws
*+2 enhancement bonus on caster level checks made to overcome spell resistance
If a white robe is donned by an evil character, she immediately gains three permanent negative levels. The same is true with respect to a black robe donned by a good character. An evil or good character who puts on a gray robe, or a neutral character who dons either a white or black robe, gains two permanent negative levels. These negative levels remain as long as the garment is worn and cannot be overcome in any way (including through restoration spells). Negative levels are immediately removed if the robe is removed from the wearer.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, //antimagic field//, //mage armor// or //shield of faith//, creator must be of same alignment as robe; ''Cost'' 37,500 gp.
!Robe of Arcane Heritage
''Aura'' moderate necromancy; ''CL'' 9th
''Slot'' body; ''Price'' 16,000 gp; ''Weight'' 1 lb.
!Description
These elegant, dark purple robes are usually decorated with gold stitching suggesting a particular sorcerer bloodline, though some might indicate a family tree. When a sorcerer dons a robe of arcane heritage, the stitching pulls itself apart and reweaves to match her particular sorcerer bloodline. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.
!Construction Requirements
Craft Wondrous Item, speak with dead, creator must be a sorcerer; Cost 8,000 gp

Source: Ultimate Equipment
This flaky brown powder derived from rust monster fluids causes iron and similar metals to corrode and fall apart. If you apply a dose of rusting powder to a metal lock or trap as part of using the Disable Device skill, you gain a +5 alchemical bonus to open the lock or disable the trap, but there is a 75% chance that the mechanism is destroyed and cannot be used afterward. If the check fails, the mechanism is destroyed. A destroyed lock cannot be unlocked (but still counts as locked for the purpose opening the locked object). A destroyed trap mechanism immediately triggers the trap. If you fail the DC by 5 or more, the powder also lands on an object in your square (including possibly your armor or weapon), dealing 5 hit points of damage to the object.

Rusting powder is sold in a paper tube; you apply it by tearing the ends off the tube and blowing the flakes into the target device. Rusting powder does not affect gold, silver, copper, bronze, brass, or mithral, but easily affects iron, steel, and adamantine.

Source: Ultimate Equipment
A sanctified shield may be any type of shield (including bucklers, tower shields, and even magical shields). When activated, a sacred shield adds a +1 sacred (if positive energy) or profane (if negative energy) bonus to the wearer’s Armor Class. This bonus lasts for 24 hours or until the wearer is struck in combat, whichever comes first. Creatures other than the cleric are able to use the charged shield and this ability.

Source: Adventurer's Armory
''Aura'' faint transmutation; ''CL'' 4th
''Slot'' feet; ''Price'' 4,000 gp; ''Weight'' 1 lb.
!!DESCRIPTION
These supple leather sandals grant a burst of speed during times of duress.

When the wearer acts during a surprise round, he can take a standard and a move action during the surprise round. If the wearer already has the ability to take a standard and a move action during the surprise round, he instead gains a +10 circumstance bonus to speed when acting during a surprise round.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, anticipate peril, haste; ''Cost'' 2,000 gp.

Source: UE
''Price'' 2 gp; ''Weight'' 1 lb.
''Category'' Kits
!!Description
This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler

Source: Ultimate Equipment
''Aura'' strong (no school); ''CL'' 17th; ''Weight'' 5 lbs.
''Price'' varies by specific type:
*Lesser selective metamagic rod 3,000 gp
*Selective metamagic rod 11,000 gp
*Greater selective metamagic rod 24,500 gp
!!DESCRIPTION
The wielder can cast up to three spells per day as though using the Selective Spell feat. For each spell, he can select up to four creatures of his choice within the area that are unaffected.
!CONSTRUCTION REQUIREMENTS
Craft Rod, Selective Spell
''Cost'' varies by specific type:
*Lesser selective metamagic rod 1,500 gp
*Selective metamagic rod 5,500 gp
*Greater selective metamagic rod 12,250 gp
This vivid green gel instantly crystallizes into needle-like shards upon contact with the air. You can throw a flask of shard gel as a splash weapon. A direct hit deals 1d4 points of piercing damage as the shards penetrate the target’s flesh. The target’s square and each square adjacent to it are covered in shards that function like caltrops. The caltrops last for 5 rounds before dissolving into harmless green sludge. Any effect that deals sonic damage to an area (such as sound burst or shout) immediately destroys all gel shards in that area. Crafting a flask of shard gel is a DC 20 Craft (alchemy) check.
!!Shard of Lust (Major Artifact)
''Aura'' overwhelming enchantment; ''CL'' 25th
''Slot'' none; ''Weight'' 1 lb.
!!DESCRIPTION
The Shard of Lust is made of a deep red djezet alloy. As long as the Shard of Lust is carried, its owner can use [[suggestion|Suggestion]] as a spell-like ability once per day, gains a +2 insight bonus on saves versus enchantment spells, and gains a +4 insight bonus on Initiative checks.
''Curse:'' The owner becomes narcissistic, and is sickened whenever he has not engaged in sexual relations with another creature within the past 12 hours. While the owner wears any sort of armor or magic item that occupies the body slot, he is staggered.

Source: Shattered Star 1
''Aura'' moderate evocation; ''CL'' 10th
''Slot'' chest; ''Price'' 8,000 gp; ''Weight'' 1 lb.
!!DESCRIPTION
Whenever the wearer is grappling (whether on the offense or defense), this shirt automatically bursts into flame, dealing 1d6+10 points of fire damage every round to anyone grappling the wearer. The flames do not harm the wearer and last one round (though it continues to burn if the wearer is still grappling after one round). The shirt burns for a maximum of 10 rounds per day. These rounds do not need to be consecutive.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, fire shield; ''Cost'' 4,000 gp.

Source: Ultimate Equipment
''Aura'' faint abjuration and transmutation [evil]; ''CL'' 3rd
''Slot'' none; ''Price'' 4,827 gp; ''Weight'' —
!!DESCRIPTION
This dark image of the Sihedron rune appears to writhe beneath the surface of the skin on which it is inscribed, as though a worm were crawling under the skin.
A character marked with this arcane tattoo receives a +2 profane bonus on Fortitude saves. Once per day, the character may activate the tattoo to receive a number of temporary hit points equal to twice her character level. Displaying the arcane tattoo grants a +4 circumstance bonus on Bluff and Diplomacy checks against worshippers of Lissala.
!!CONSTRUCTION
''Requirements'' Inscribe Magic Tattoo^^ISM^^, bear’s endurance, resistance, creator must be a cleric of Lissala; ''Cost'' 2,414 gp

Source: #4-08 The Cultist's Kiss
SIHEDRON BRAND (SERVICE)
''Aura'' moderate conjuration [evil]; ''CL'' 6th
''Slot'' none; ''Price'' 10,000 gp (+1), 17,500 gp (+2)
!!DESCRIPTION
This dark image of the Sihedron surrounded by arcane runes seems to move, like water trapped beneath two panes of glass. When gained, the brand melds with the largest existing tattoo on your body (or the one with the highest caster level if you have other magical tattoos), otherwise it moves every 1d4 days to a randomly determined location elsewhere on your body.
A character marked with the greater version of this arcane tattoo receives a +2 profane bonus on attack and damage rolls against creatures brought to the Material Plane via a conjuration (summoning) effect, and gains a +2 profane bonus to AC against attacks from such creatures. Lesser versions of this mark exist, which grant +1 profane bonuses on attack and damage rolls and to AC against summoned creatures instead.
!!CONSTRUCTION
''Requirements'' Inscribe Magic Tattoo^^ISM^^, summon monster I; ''Cost'' 5,000 gp (+1), 8,750 gp (+2)

Source: 4-20 Words of the Ancients
This ashen powder can be thrown as a splash weapon, muffling all sound within a 15-foot-radius sphere centered on the point of impact. Perception checks to notice sound emanating from passing through the cloud take a -10 penalty. Alternatively, applying a dose of silence dust to your feet as a standard action grants you a +5 circumstance bonus to void being heard while walking. The dust is effective for 1 minute before it disperses.

Source: Alchemy Manual
!SLEEVES OF MANY GARMENTS
''Price'' 200 gp; ''Aura'' faint illusion; ''CL'' 1st; ''Weight'' 1 lb.
These translucent cloth tubes easily fit over their wearer's arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other nonmagical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.
!!CONSTRUCTION REQUIREMENTS
''Cost'' 100 gp; Craft Wondrous Item, disguise self
The alchemists of Nex have found several uses for the toxic residue left over from their massive ooze cultivating experiments, including a variety of items known collectively as slime grenades. These ceramic ovoids are filled with caustic sludge and capped with a stone plug. You can throw a slime grenade as a splash weapon with a range increment of 5 feet. A successful ranged touch attack coats the target with green slime, dealing 2d6 points of acid damage to the creature. If the target is wearing wooden or metal armor or wielding a wooden or metal shield, a slime grenade eats through the material on a hit, dealing 3d6 points of acid damage to the equipment and ignoring the items' hardness. Creatures in the splash radius of a slime grenadetake no damage, but any wooden or metal armor or shields they are wearing take 1d6 points of acid damage (ignoring hardness). Affected creatures can attempt DC 15 Reflex saves to halve the damage dealt to their equipment.

Source: Alchemy Manual
''Aura'' faint transmutation; ''CL'' 4th
''Slot'' feet; ''Price'' 4,800 gp; ''Weight'' 1/2 lb.
!!Description
When worn, a pair of these slippers enables movement on vertical surfaces or even upside down along ceilings, leaving the wearer's hands free. Her climb speed is 20 feet. Severely slippery surfaces—icy, oiled, or greased surfaces—make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses (minimum 1 minute per use).
!!Construction Requirements
Craft Wondrous Item, spider climb; ''Cost'' 2,400 gp
Behind the head of this arrow is a small receptacle of alchemical material that heats up when exposed to air and eventually combusts; barbs on the arrowhead pierce the pouch when it hits a target. If you hit a target with a slow burn arrow, it deals damage as normal, but at the beginning of your next turn, the arrow bursts into flames and deals 1d6 points of fire damage to the target.

Source: Alchemy Manual
Following your spectacular performance in the Arena of Aroden, ~Venture-Captain Holgarin Smine decided to craft a spectacular new weapon (colloquially known as a “Smine”) to commemorate your victory. You may apply this boon to any one weapon made primarily out of metal when you purchase it. Alternatively, you may spend 2 Prestige Points to apply this boon to a pre-existing weapon that the venture-captain modifies for you. When you choose the weapon, record its type below. While wielding that weapon, you gain a +1 bonus on performance combat checks as well as a +1 bonus on Intimidate checks made against creatures proficient with that weapon. In addition, increase the weapon’s hit point total by 5.

Source: 5-06 You Have What You Hold
Source Advanced Player's Guide

This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn.
''Aura'' faint transmutation; ''CL'' 3rd
''Slot'' none; ''Price'' 5,000 gp; ''Weight'' 250 lb.
!!Description
This large sedan chair is made of light but sturdy blackwood and is draped with white silk coverings. Inside, there is room for two medium-sized occupants on a bed of silken pillows and thick padding. Its movement is controlled by one of the occupants. It always floats a few feet above the ground and moves horizontally with a speed of 10 feet, though the occupants can make it land or float again as a free action.
!!Construction
''Requirements'' Craft Wondrous Item, levitate, creator must have at least 5 ranks in Craft (woodworking); ''Cost'' 2,500 gp, 200 XP

Source: Taldor, Echoes of Glory
''Aura'' moderate evocation; ''CL'' 10th
''Slot'' body; ''Price'' 5,000 gp; ''Weight'' 1 lb.
!!DESCRIPTION
This dapper robe enables a sorcerer to add the effects of her 1st-level bloodline power to spells she casts. As a swift action before casting a spell, the wearer expends one use of her 1st-level bloodline power and selects one target of the spell to be affected by that bloodline power. If the spell allows a saving throw, a successful save against the spell means the bloodline power deals half damage (if it normally deals hit point damage) or is negated (if it does not). The robe can be used up to three times per day.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, Quicken ~Spell-Like Ability, creator must be a sorcerer; ''Cost'' 2,500 gp.

Source: Ultimate Equipment
This soothing elixir was created to counter the energy-draining effects of vampires, wights, and similar horrible creatures. If you have a negative level (whether temporary or permanent), you can drink a dose of soul stimulant, negating the negative level’s penalty for 12 hours. You can only benefit from 1 dose of soul stimulant at a time, though you can continue to take a dose every 12 hours to stave off the negative level’s effects.

Source: Ultimate Equipment
''Aura'' faint divination; ''CL'' 2nd
''Slot'' eye; ''Price'' 3,000 gp; ''Weight'' —
!!DESCRIPTION
When worn, these innocent-looking spectacles convert any written language to one known by the wearer, as the comprehend languages spell. The glasses are also good at detecting falsified documents, granting their wearer a +5 bonus to Linguistics checks to identify forgeries and the ability make such checks untrained.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, comprehend languages; ''Cost'' 1,500 gp.
''Aura'' strong evocation; ''CL'' 12th; ''Weight'' —; ''Price'' +1 Bonus
!!DESCRIPTION
This armor allows a spellcaster to store a single touch spell of up to 3rd level in it. Anytime a creature hits the wearer with a melee attack or melee touch attack, the armor can cast the spell on that creature as a swift action if the wearer desires. Once the spell has been cast from the armor, a spellcaster can cast any other targeted touch spell of up to 3rd level into it. The armor magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled suit of spell storing armor has a 50% chance to have a spell stored in it already. Spell storing armor emits a strong aura of the evocation school, plus the aura of the stored spell.
!!CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, creator must be a caster of at least 12th level; ''Cost'' +1 bonus
''Aura'' faint abjuration; ''CL'' 4th
''Slot'' wrists; ''Price'' 5,000 gp; ''Weight'' 1 lb.
!!DESCRIPTION
Typically made of leather dyed blue and decorated with star-shaped studs, these bracers are used by spellcasters who practice their art in the heat of combat.

The bracers grant the wearer a +2 bonus on concentration checks made to cast defensively. Three times per day, the wearer can choose to roll a concentration check to cast defensively twice and take the better result.
!!CONSTRUCTION REQUIREMENTS
Combat Casting, Craft Wondrous Item, warding weapon; ''Cost'' 2,500 gp.
''Aura'' strong varies; ''CL'' 15th
''Slot'' none; ''Price'' 235,000 gp; ''Weight'' 5 lbs.
!!Description
A staff of power is a potent magic item with varied offensive and defensive abilities, carved from magically hardened wood. It is usually topped with a glistening gem or orb that burns from within with a flickering red light. The staff allows the use of the following spells:
*[[Continual Flame]] (1 charge)
*[[Fireball]] (heightened to 5th level, 1 charge)
*[[Levitate]] (1 charge)
*[[Lightning Bolt]] (heightened to 5th level, 1 charge)
*[[Magic Missile]] (1 charge)
*[[Ray of Enfeeblement]] (heightened to 5th level, 1 charge)
*[[Cone of Cold]] (2 charges)
*[[Globe of Invulnerability]] (2 charges)
*[[Hold Monster]] (2 charges)
*[[Wall of Force]] (in a 10-ft.-diameter hemisphere around the caster only, 2 charges)

The wielder of a staff of power gains a +2 luck bonus to AC and on saving throws. The staff is also a //+2 quarterstaff//, and its wielder may use it to smite opponents. If 1 charge is expended (a free action), the staff deals double damage (x3 on a critical hit) for 1 round.

A staff of power can be used for a retributive strike, requiring it to be broken by its wielder. (If this breaking of the staff is purposeful and declared by the wielder, it can be performed as a standard action that does not require the wielder to make a Strength check.) All charges currently in the staff are instantly released in a 30-foot spread. All creatures and objects within 2 squares of the broken staff take an amount of damage equal to 20 x the number of charges in the staff, those 3 or 4 squares away take an amount of damage equal to 15 x the number of charges, and those 5 or 6 squares away take an amount of damage equal to 10 x the number of charges. All those affected can make DC 17 Reflex saves to reduce the damage by half.

The character breaking the staff has a 50% chance of traveling to another plane of existence (01—50 on a d%), but if she does not, the explosive release of spell energy instantly destroys her. Only certain items, including the staff of the magi and the staff of power, are capable of being used for a retributive strike.
!!Construction Requirements
Craft Magic Arms and Armor, Craft Staff, //cone of cold//, //continual flame//, heightened //fireball//, //globe of invulnerability//, //hold monster//, //levitate//, heightened //lightning bolt//, //magic missile//, heightened //ray of enfeeblement//, //wall of force//; ''Cost'' 117,500 gp.
''Aura'' moderate necromancy; ''CL'' 8th
''Slot'' none; ''Price'' 30,000 gp; ''Weight'' 5 lbs.
!!Description
Often given as gifts to apprentices upon reaching the rank of master, these staves come in eight different varieties, one for each school of magic. This particular staff is for the school of necromancy. Aside from acting as a +1/+1 quarterstaff, this staff allows use of the following spells:
*Ray of enfeeblement (1 charge)
*Spectral hand (1 charge)
*Vampiric touch (2 charges)
In addition, this staff can be used to cast spells using any metamagic feats known by the wielder without increasing the spell’s level. This consumes a number of charges equal to the number of spell levels increased by the feat. No more than one feat can be applied to a spell cast by the wielder in this way. Using the staff for this purpose does not increase the casting time of the spell.
!!Construction Requirements
Craft Magic Arms and Armor, Craft Staff, ray of enfeeblement, spectral hand, vampiric touch; ''Cost'' 15,300 gp. 

Source: Ultimate Equipment
''Aura'' faint abjuration; ''CL'' 3rd; ''Weight'' 2 lbs.
''Slot'' none; ''Price'' 800 gp
!!DESCRIPTION
This fist sized chunk of off-white stone seems too large to fit inside a human's mouth, but may be swallowed with ease as a standard action. Once ingested, the gut-stone remains active for up to a week, maneuvering itself within the body to protect its bearer's vital organs. Any time an attack would subject the bearer to precision-based damage (such as a critical hit or sneak attack), that damage is instead directed to the gut-stone. All other damage from the triggering attack, as well as damage that surpasses the gut-stone's hit points, is applied to the character normally. A gut-stone has 10 hit points and hardness 0.

When a gut-stone is damaged by a melee weapon attack, as a free action its owner may sacrifice the stone to damage the attacker's weapon. Treat this as the bearer making a free sunder combat maneuver against the weapon, except that it does not provoke an attack of opportunity, bypasses the weapon's hardness, and deals 1d4 points of damage.

Only one gut-stone may be in a creature's body at a time.

Any attempt to swallow a second destroys both stones and forces the creature to make a DC 15 Fortitude save or be sickened for 1 round. If a gut-stone is not used within a week of being swallowed or is destroyed it crumbles apart and is passed harmlessly out of the body.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, magic stone, shield other; Cost 400 gp

Source: Ultimate Equipment
''Aura'' faint abjuration; ''CL'' 3rd; ''Weight'' 2 lbs.
''Slot'' none; ''Price'' 6,000 gp
!!DESCRIPTION
This life-sized carving of a Tiny animal is crafted from dark, rough stone. It has a hardness of 8 and 20 hit points. A witch can use the stone familiar to store up to 500 levels of spells (cantrips count as 1/2 level for this purpose). A witch can use the stone familiar to teach her living familiar any spells stored in it, and vice versa. A witch who identifies a stone familiar immediately knows what spells are stored inside it. A stone familiar is never found as randomly generated treasure with spells already stored in it.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, share memory, creator must be a witch; Cost 3,000 gp

Source: UE
''Aura'' faint evocation; ''CL'' 5th
''Slot'' —; ''Price'' 20,000 gp; ''Weight'' —
!!Description
This small bit of agate grants its possessor a +1 luck bonus on saving throws, ability checks, and skill checks.
!!Construction Requirements
Craft Wondrous Item, divine favor; Cost 10,000 gp
!Beads, Prayer (Strand)
''Aura'' faint, moderate or strong (many schools); ''CL'' 1st (blessing), 5th (healing), 7th (smiting), 9th (karma), 11th (wind walking), 17th (summons)
''Slot'' —; ''Price'' 9,600 gp (lesser), 45,800 gp (standard), 95,800 gp (greater); ''Weight'' 1/2 lb.
!Description
This item appears to be nothing more than a string of prayer beads until the owner casts a divine spell while the beads are carried. Once that occurs, the owner instantly knows the powers of the prayer beads and understands how to activate the strand's special magical beads. Each strand includes two or more special beads, each with a different magic power selected from the following list.
|!Special Bead Type 	|!Special Bead Ability|
|Bead of blessing 	|Wearer can cast bless.|
|Bead of healing 	|Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease.|
|Bead of karma 	|Wearer casts his spells at +4 caster level. Effect lasts 10 minutes.|
|Bead of smiting 	|Wearer can cast chaos hammer, holy smite, order's wrath, or unholy blight (Will DC 17 partial).|
|Bead of summons 	|Summons a powerful creature of appropriate alignment from the Outer Planes (an angel, devil, etc.) to aid the wearer for 1 day. (If the wearer uses the bead of summons to summon a deity's emissary frivolously, the deity takes that character's items and places a geas upon him as punishment at the very least.)|
|Bead of wind walking 	|Wearer can cast wind walk.|

A lesser strand of prayer beads has a bead of blessing and a bead of healing. A strand of prayer beads has a bead of healing, a bead of karma, and a bead of smiting. A greater strand of prayer beads has a bead of healing, a bead of karma, a bead of summons, and a bead of wind walking.

Each special bead can be used once per day, except for the bead of summons, which works only once and then becomes non-magical. The beads of blessing, smiting, and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person.

The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amounts: bead of blessing –600 gp, bead of healing –9,000 gp, bead of karma –20,000 gp, bead of smiting –16,800 gp, bead of summons –20,000 gp, bead of wind walking –46,800 gp. 
!Construction Requirements
Craft Wondrous Item and one of the following spells per bead, as appropriate: bless (blessing); cure serious wounds, remove blindness/deafness, or remove disease (healing); righteous might (karma); gate (summons); chaos hammer, holy smite, order's wrath, or unholy blight (smiting), wind walk (wind walking); Cost 4,800 gp (lesser), 22,900 gp (standard), 47,900 gp (greater)
This small sack of green-gray powder is thrown as a splash weapon with a range increment of 10 feet. A creature struck by a direct hit must succeed at a DC 18 Fortitude save or begin choking and gasping for air (DC 12 for creatures in the splash radius). Affected creatures cannot breathe or speak for 1 round.
''Mythic:'' You can expend one use of mythic power while throwing a bag of suffocating powder to charge the item with mythic power. Non-mythic creatures do not receive saving throws to avoid the suffocation effect. Affected creatures suffocate for an additional number of rounds equal to your mythic tier.

Source: Alchemy Manual
Price 2 gp; Weight 1 lb.

This 1-foot-long, gold-tipped iron rod glows brightly when struck (a standard action). It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.
''Aura'' strong conjuration; ''CL'' 12th; ''Weight'' —; ''Price'' 226 gp
!!DESCRIPTION
Often etched with images of spider webs or swampy vines, this sickly green //+1 seeking arrow// transforms into sticky goo when it hits, entangling its target and becoming tough and resilient upon exposure to air. In addition to the bolt's damage, the target is entangled as if it had been hit by a [[tanglefoot bag]].
!!CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, //true seeing//, and either web or creator must have 5 ranks in Craft (alchemy); ''Cost'' 113 gp
This sack contains tanglefoot bag materials and alchemical powders that burn at a high temperature. It functions like a tanglefoot bag, plus a direct hit on a creature deals 1d6 points of fire damage, and the creature must make a DC 20 Reflex save or catch on fire. If it catches on fire, for the next 2 rounds extinguishing the flames is a DC 25 Reflex save instead of a DC 15 save, and using water to extinguish the flames creates a burst of burning material equivalent to alchemist’s fire making a direct hit on the target (including splash damage). After the initial 2 rounds, the flames may be extinguished as normal. Crafting this item is a DC 30 Craft (alchemy) check.

Source: Ultimate Equipment
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
Alchemical Power Components

Source Adventurer's Armory

These sticky pouches can make a troublesome spell even worse.

    Black Tentacles (M): For each tanglefoot bag used as a power component, you may reroll the tentacles’ grapple check against one creature of your choice.
    Slow (M): For each tangelefoot bag used as a power component, you may designate one slowed creature as being affected by a tanglefoot bag.
    Web (M): Increase the DC of breaking free by making a combat maneuver or Escape Artist check by 1.

An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell’s normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.

Spells followed by an (M) expend the alchemical item as a material component;

Spells followed by an (F) use the item as a focus and do not expend it.

In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.
Price 1 gp; Weight —

The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.
!TOME OF CLEAR THOUGHT
''Aura'' strong evocation (if miracle is used); ''CL'' 17th
''Slot'' none; ''Price'' 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Weight 5 lbs.
!!DESCRIPTION
This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
!!CONSTRUCTION
''Requirements'' Craft Wondrous Item, miracle or wish; ''Cost'' 26,250 gp (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp (+4), 131,250 gp (+5)
''Aura'' strong evocation (if miracle is used); ''CL'' 17th
''Slot'' —; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); ''Weight'' 5 lbs.
!!Description
This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of tome) to his Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
!!Construction Requirements
Craft Wondrous Item, miracle or wish; Cost 26,250 gp (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp (+4), 131,250 gp (+5)
This fist-sized cluster of aggressive fungus grows rapidly when placed against a solid surface and exposed to water, and can quietly bore a 5-foot-tall, 10-foot-deep tunnel in a straight line. The tunnel is supported by sturdy fungal tubes. A tunnel creeper cannot eat through metal or any material denser than common stone. A tunnel creeper takes 10 minutes to carve a tunnel through stone, or 5 minutes to carve through wood, after which the fungus withers and falls to the ground.

Source: Alchemy Manual
''Aura'' moderate abjuration and transmutation; ''CL'' 7th
''Slot'' chest; ''Price'' 10,000 gp; ''Weight'' —
!!DESCRIPTION
This loose, often ruffled, shirt is cut in a style designed to avoid hindering its wearer’s movement.

Once per day on command, the wearer can gain the benefits of [[freedom of movement|Freedom of Movement]] for 10 minutes.
!!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, cat’s grace, freedom of movement; ''Cost'' 5,000 gp.

Source: Ultimate Equipment
''Aura'' faint transmutation; ''CL'' 3rd
''Slot'' —; ''Price'' 50 gp; ''Weight'' —
!!Description
This substance has the unique property of being able to dissolve sovereign glue, tanglefoot bags, and all other adhesives. Applying the solvent is a standard action.
!!Construction Requirements
Craft Wondrous Item, acid arrow; Cost 25 gp
!UNLIFE GEM (MINOR ARTIFACT)
''Aura'' moderate necromancy; ''CL'' 12th
''Slot'' none; ''Weight'' 1/2 lb.
!!DESCRIPTION
This dark blue crystal pulses faintly with a supernatural heartbeat. The gem has 5 charges. Simply carrying it provides protection against life-stealing magic, granting a resistance bonus equal to the number of remaining charges on saving throws against spells and effects with the death descriptor. The gem also absorbs attacks that inflict negative levels. Each time it absorbs such an effect, the gem loses 1 charge.
In addition, the gem can be used as an additional focus when casting a spell that creates one or more undead creatures. Doing so drains 1 charge from the gem (2 charges if the created undead either has 10 or more Hit Dice or is size Huge or larger) and grants that creature the advanced simple template.
!!DESTRUCTION
The means of destroying this crystal are unknown.

Source: Bonekeep 3
''Price'' 5 sp; ''Weight'' —

Urea is a highly versatile reagent most commonly used in salves and as a stabilizer for particularly volatile alchemical reactions.

!!Alchemical Power Components

Doses 4 (2 gp); Spells cold descriptor

Spells with the [cold] descriptor are cast at +1 caster level for the purpose of all effects.
This waxy ball of resin and herbs is stored in a large glass jar or other airtight container. When the jar is opened, it instantly evaporates into a soothing vapor that renders the lungs of any adjacent creatures resistant to inhales poisons, diseases, and irritants such as choking smoke. Each creature within 5 feet of the jar when it is opened gains a +5 alchemical bonus on saving throws against such effects for the next 10 minutes. If already affected by an airborne affliction, an affected creature can immediately attempt another saving throw against the effect (with the +5 bonus); a creature can attempt only one such additional saving throw in a 24-hour period.

Source: Alchemy Manual
This vile-smelling white paste keeps vermin at bay if spread on the skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a DC 15 Fortitude saving throw in order to enter your square. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off.

Create: Craft (alchemy) DC 20
''Aura'' moderate necromancy ''CL'' 9th
''Slot'' weapon quality; ''Price'' +1 bonus; ''Weight'' —
!Description
This special ability can only be placed on melee weapons. When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder.
!Construction
''Requirements'' Craft Magic Arms and Armor, enervation; ''Price'' —
!Wayfinder (Standard)
''Aura'' faint evocation; ''CL'' 5th
''Slot'' none; ''Price'' 500 gp; ''Weight'' 1 lb.
!DESCRIPTION
A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself.
!CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, light; Cost 250 gp

Source: Seeker of Secrets
This pink liquid has a horrible chalky taste, but is quite effective at counteracting nausea, indigestion, and diarrhea. A vial of wismuth salix, taken in small doses during the day, alleviates these symptoms. If you drink an entire vial of wismuth salix, for 1 hour you get a +2 alchemical bonus on Fortitude saving throws against effects that inflict the nauseated or sickened condition. If you drink a vial of it while suffering from the nauseated or sickened condition, you may immediately roll another saving throw (with the +2 bonus) against the effect; you may gain this particular benefit only once per day. Drinking a vial of wismuth salix (whether over the course of a day or all at once) usually turns your tongue black for about a day, though this is a harmless side effect.
Price 21 gp; Weight 21 lbs.

This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one.

Source: Ultimate Equipment