Evasive reflexes, general feat, skill feat, skill increase, vigilant senses, weapon specialization
Ancestry feat, improved rogue reflexes, incredible senses, light armor expertise, master tricks, skill feat, skill increase
Double debilitation, general feat, greater weapon specialization, skill feat, skill increase,
### During Combat Encounters...
You and your eidolon fight together as one. You can rely on your eidolon for mundane challenges, saving your spells for when they’re needed most.
### During Social Encounters...
Your powerful personality allows you to take the lead when negotiating. You and your eidolon might engage with others in different ways, but even if your guardian remains silent, its presence reminds those around you of your power
### While Exploring...
Whether you remain on alert for the presence of strange magic or keep an eye out for trouble, you and your eidolon act together to cover more ground, pool your knowledge, and leverage each other’s abilities.
### In Downtime...
You might attempt to learn more about the nature of your eidolon and delve deeper into the secrets of its magical tradition to Learn a Spell, Craft magic items with your eidolon’s help, or make allies using your social skills.
### You Might...
- Rely on your eidolon to accomplish physical tasks while you handle the mental ones.
- Develop attitudes and mannerisms in line with your eidolon’s way of thinking, even as your nature shapes its behavior.
- Consider your eidolon a close friend, a guiding figure, a protector, or a rival bound to you.
### Others Probably...
- Feel safe with you (and your eidolon) at their side.
- Expect that since you know information about your eidolon, you might know details about other sorts of strange monsters
- View you with awe or fear because of the powerful, strange creature that accompanies you.
\columnbreak
####
Ancestry and background, initial proficiencies, eidolon, evolution feat, link spells, spell repertoire, summoner spellcasting
2nd-rank spells, general feat, shared vigilance, skill increase, unlimited signature spells
4th-rank spells, eidolon symbiosis, eidolon weapon specialization, general feat, skill increase
5th-rank spells, ancestry feat, expert spellcaster, shared reflexes, skill increase
6th-rank spells, eidolon defensive expertise, general feat, simple weapon expertise, skill increase, twin juggernauts
7th-rank spells, ancestry feat, defensive robes, eidolon unarmed mastery, skill increase, weapon specialization
8th-rank spells, greater eidolon specialization, general feat, shared resolve, skill increase
9th-rank spells, ancestry feat, eidolon transcendence, master spellcaster, skill increase
|
\pagebreakNum
### Reading an eidolon entry
An eidolon entry contains the following information, followed by a description of the eidolon’s initial ability and abilities gained from the eidolon symbiosis and eidolon transcendence class features.
### Anger Phantom Eidolon
Your eidolon is a lost soul, bound to the mortal world by undying anger or a bitter grudge. Most phantom eidolons are humanoids with a spectral or ectoplasmic appearance, though some take far stranger forms. Your link with your eidolon prevents it from succumbing to corruption and undeath.
Together, you will need to decide whether to work with your eidolon to control its anger, or channel its wrath into power.
##### Furious Strike
Your eidolon can infuse an attack with unmitigated rage. It gains the Furious Strike activity.
#### Furious Strike {2A}
Your eidolon channels its anger into a furious attack. It makes a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, your eidolon deals an extra die of weapon damage and gains a +1 circumstance bonus to the damage roll. If you’re at least 10th level, increase this to two extra dice with a +2 circumstance bonus, and if you’re at least 18th level, increase it to three extra dice with a +3 circumstance bonus.
Your eidolon can stoke itself into a frenzy. It gains the Seething Frenzy action.
#### Seething Frenzy {1A}
Your eidolon’s fury boils over into a reckless, outof-control frenzy. While frenzied, your eidolon is affected by boost eidolon and gains temporary Hit Points equal to your level, but it takes a –2 penalty to AC. Your eidolon can’t voluntarily end the frenzy or start another frenzy while in the frenzy. The frenzy lasts for 1 minute, after which it’s fatigued for 1 minute and can’t start another frenzy for 1 minute.
Your eidolon exudes wrath in an aura around it, rousing the ire of nearby creatures and causing their defenses to crack as they seethe with rage. Your eidolon gains a 20-foot anger aura, which has the aura, emotion, enchantment, mental, and occult traits. The resistances of any creature in the aura, including you, your allies, your enemies, and your eidolon, are reduced by an amount equal to 3 + your eidolon’s Constitution modifier.
\pagebreakNum
Your eidolon can hold in its rage by spending a single action, which has the concentrate trait. This reduces the aura’s effect to affect only your eidolon. It can take this action again to reinstate the full effect of its aura. Creatures in a barbarian Rage, Seething Frenzy, or similar ability that allows them to channel their anger aren’t affected by the anger aura.
### Beast Eidolon
Your eidolon is a manifestation of the life force of nature in the form of a powerful magical beast that often has animal features, possibly even several from different species. You might have learned the way to connect with the world’s life force via a specific philosophy or practice, such as the beliefs of the god callers of Sarkoris, or formed a bond on your own. Regardless, your link to your eidolon allows you both to grow in power and influence to keep your home safe from those who would despoil it.
##### Beast's Charge
Your eidolon can make a ferocious charge or pounce on foes, allowing it to quickly engage. It gains the Beast’s Charge activity.
#### Beast's Charge {2A}
Your eidolon rushes forward, using its momentum to increase the power of its attack. Your eidolon Strides twice and then Strikes. If the eidolon moved at least 20 feet away from its starting position and moved entirely in a straight line, it gains a +1 circumstance bonus to this attack roll.
Your eidolon can bellow a terrifying roar, screech, croak, or other overpowering sound to frighten foes. It gains the Primal Roar activity
#### Primal Roar {2A}
Your eidolon unleashes a primal roar or other such terrifying noise that fits your eidolon’s form. Your eidolon attempts Intimidation checks to Demoralize each enemy that can hear the roar; these Demoralize attempts don’t take any penalty for not sharing a language.
Your eidolon thrashes violently, damaging many foes in its reach. It gains the Whirlwind Maul activity.
#### Whirlwind Maul {2A}
Your eidolon lashes out in all directions. It makes a melee unarmed Strike against up to four enemies within reach. It can choose different unarmed attacks for each enemy. Each attack counts toward your multiple attack penalty, beastbut you don’t increase your penalty until the eidolon has made all its attacks.
### Construct Eidolon
Your eidolon is a mental construct based on an astral thoughtform and given physical presence and life by its connection to you, its shape limited only by your imagination. Your eidolon's appearance and physical form vary based on your shared vision for its construction, from clockworks to stuffed dolls and everything between, and it's not uncommon for that appearance to change greatly as your construct gains evolutions. Because it arises from an astral entity, your construct is no mindless servitor, but a fully thinking being with its own ideas, goals, and even emotions. These entities are extremely diverse; while many construct eidolons come from a powerful symbiotic connection with astral denizens, just as many arise from the forgotten memories of ancient empires and craftworks drifting across the Silver Sea of the Astral Plane.
##### Construct Heart
Your construct eidolon has a link directly to your life force, which renders it a living creature and therefore susceptible to many ailments that bother only the living, though it does possess some resistances to these effects. It doesn't have a construct's normal immunities, but does gain a +2 circumstance bonus to saving throws against death effects, disease, void, and poison effects, as well as effects causing the fatigued or sickened conditions.
\pagebreakNum
Additionally, its astral essence bleeds off slowly, and it only needs to succeed at a DC 10 flat check to remove persistent bleed damage (or DC 5 after receiving particularly effective aid).
##### Reconfigured Evolution
Your construct eidolon is particularly easy to reconfigure, gaining an additional evolution that suits both of your whims. Choose one additional evolution feat of 6th level or lower. Your eidolon gains that feat. You can Retrain this feat for any other evolution feat of 6th level or lower with only a single day of downtime if you succeed at a Crafting check, with a standard DC of your eidolon's level. If you fail, you can try again on a later day. Many summoners choose Eidolon's Wrath for this ability.
##### Ultimate Reconfiguration
Your construct eidolon becomes even more customizable. Choose an evolution feat of 16th level or lower. Your eidolon gains that feat. You can spend downtime to adjust it using Crafting, just like the feat from reconfigured evolution. Many summoners select Ever-Vigilant Senses for this ability.
### Devotion Phantom Eidolon
Your eidolon is a lost soul, unable to escape the mortal world due to a strong sense of duty, an undying devotion, or a need to complete an important task. Most phantom eidolons are humanoid with a spectral or ectoplasmic appearance, though some take far stranger forms. Your link with your eidolon prevents them from succumbing to corruption and undeath, and together, you will grow in strength and fulfill your phantom's devotion.
##### Dutiful Retaliation
Your eidolon deeply respects your assistance, and it extends its loyalty to you, attacking those who dare harm you. It gains the Dutiful Retaliation reaction.
#### Dutiful Retaliation {R}
Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach.
Your eidolon's dedication makes it extremely challenging for your foes to bend its mind. Your eidolon gains a +2 circumstance bonus to saving throws against mental effects, and if they roll a success against such an effect, they get a critical success instead. If you have the shared resolve class feature and your eidolon rolls a critical failure against a mental effect, they get a failure instead.
##### Devotion Aura
After fighting at your side for so long, your eidolon has become as devoted to protecting you and your allies as it is to its original cause. It gains a 20-foot devotion aura, which has the aura and occult traits. Whenever one of your eidolon's allies within the aura takes damage, you can reduce the damage by your eidolon's Constitution modifier. You lose a number of Hit Points equal to half the amount by which the eidolon reduced the damage, rounded down. If the damage was lower than the Constitution modifier, base the damage you take on the actual amount of damage prevented.
### Drake Eidolon
Because drakes have a strong connection to elemental magic, their minds can often leave an echo floating in the Astral Plane. Such an entity is extremely powerful but unable to interact with the outside world on its own. Drake eidolons manifest in the powerful, scaled forms they had in life. You have forged a connection with such a drake eidolon and together, you seek to grow as powerful as an ancient drake.
##### Breath Weapon
Your eidolon has a powerful breath weapon, which they are able to use regularly to wreak havoc upon your foes. They gain the Breath Weapon activity. Choose a damage type from among acid, cold, electricity, fire, piercing, poison or void, and choose whether the area is a 60-foot line or a 30-foot cone.
\pagebreakNum
Unless you chose piercing damage, both Breath Weapon and your eidolon gain the trait matching the damage type.
#### Breath Weapon {2A}
Your eidolon exhales a blast of destructive energy. Your eidolon deals 1d6 damage to all creatures in the area, with a basic Reflex save against your spell DC. The area and damage type of the Breath Weapon are chosen when the eidolon gains this ability. Your eidolon then can't use their Breath Weapon again for the next 1d4 rounds.
At 3rd level and every 2 levels thereafter, the damage increases by 1d6.
Your eidolon can make a furious assault, potentially recovering the use of their Breath Weapon. They gain the Draconic Frenzy activity.
#### Draconic Frenzy {2A}
Your eidolon makes one Strike with their primary unarmed attack and two Strikes with their secondary unarmed attack (in any order). If any of these attacks critically hits an enemy, your eidolon instantly recovers the use of their Breath Weapon.
Your eidolon can draw upon the power of drakes to enhance the eidolon's Breath Weapon. Your eidolon gains the Drake's Breath free action.
#### Drake's Breath {0A}
Your eidolon gathers the power of the mightiest wyrms to make its magical breath even more spectacular. If your eidolon's next action is to use Breath Weapon, both the number of damage dice and area of the Breath Weapon are doubled.
### Elemental Eidolon
Your eidolon is a primal chunk of elemental matter infused with sapience, power, and identity, but unable to manifest a true form of their own without the life force you provide via your connection. Most elementals in their natural environment already have different sorts of forms, from vaguely humanoid, to animalistic, to simple masses of their component element. As your life force provides your eidolon the instincts necessary to adopt a physical form, their appearance varies based on the strength of their own self image and your prior exposure to elementals.
Elemental eidolons tend to reach their unusual state— powerful but formless—as the result of large scale events or cataclysms, such as the war to seal the benevolent Elemental Lords or their recent unsealing. Whether elemental eidolons possess any memories of a previous life or are a new sapience formed from left-over essence of a mighty servant of the Elemental Lords brought low varies from eidolon to eidolon.
Together, you might undertake a journey to understand your eidolon's mysterious past or leave the past behind and forge a new destiny of your own.
##### Elemental Core
Your elemental eidolon is an amalgam of elemental matter and mortal life force, which helps protect them from certain effects that are more harmful to mortals than elementals. They gain a +2 circumstance bonus to saving throws against poison and sleep effects, as well as effects causing the paralyzed condition. Additionally, their elemental essence bleeds less easily than flesh, so the DC of any flat check they make to remove persistent bleed damage is 10 (or 5 after receiving particularly effective aid). Choose for your eidolon to be an air, earth, fire, magma, rain, silt, sun or water elemental. Your eidolon and all their unarmed attacks gain the trait of the chosen element, and the eidolon gains additional effects based on your choice.
-
Your eidolon is formed from elemental air and is light as a breeze. Your eidolon can Leap, High Jump, and Long Jump twice as far, and doesn't take falling damage.
-
Your eidolon is formed from elemental earth, and is incredibly hard to move by force. Your eidolon gains a +2 circumstance bonus to their Fortitude or Reflex DCs against attempts to Shove or Trip them. This bonus also applies to saving throws against spells or effects that attempt to knock them prone. In addition, if any effect would force them to move 10 feet or more, they're moved only half the distance.
-
Your eidolon is formed from elemental fire and burns with embers of flame. Your eidolon gains resistance equal to half your level (minimum 1) to fire and an equal amount of weakness to cold and water. Their unarmed attacks deal 1 additional fire damage.
-
Your eidolon is formed from elemental magma and its body flows with lava. Your eidolon gains resistance equal to half your level (minimum 1) to fire and weakness equal to your level vs cold and water. Their unarmed attacks deal 1 additional fire damage. Your eidolon also gains a +1 circumstance bonus to their Fortitude or Reflex DCs against attempts to Shove or Trip them. This bonus also applies to saving throws against spells or effects that attempt to knock them prone.
\pagebreakNum
-
Your eidolon is formed from elemental rain and lightning flows around it. Your eidolon gains resistance equal to half your level (minimum 1) to electricity. Their unarmed attacks deal 1 additional electricity damage.
-
Your eidolon is formed from elemental silt and swims through silt and sand with ease. Your eidolon gains the silt trait, allowing them to breathe in sand and silt. Your eidolon's land Speed is reduced to 15 feet, and they gain a swim Speed of 25 feet in sand or silt. You can take the Silt Form feat to increase their land Speed back up to 25 feet, as described in the feat.
-
Your eidolon is formed from elemental sun and emits radiance like the sun. Your eidolon gains resistance equal to half your level (minimum 1) to fire and an equal amount of weakness to cold and water. Their unarmed attacks deal 1 additional fire damage. Your eidolon emits bright light in a 20-foot radius (and dim light to the next 20 feet). As an action it can suppress this aura.
-
Your eidolon is formed from elemental water and swims with ease. Your eidolon gains the amphibious trait, allowing them to breathe in water and air and to avoid the normal –2 penalty for making bludgeoning and slashing unarmed Strikes underwater. Your eidolon's land Speed is reduced to 15 feet, and they gain a swim Speed of 25 feet. You can take the Amphibious Form feat to increase their land Speed back up to 25 feet, as described in the feat.
##### Elemental Burst
Your eidolon can form projectile attacks from their own body. Your eidolon gains the Elemental Burst activity.
#### Elemental Burst {2A}
Your eidolon rips off a chunk of elemental matter from their own form and hurls it into a group of foes. Your eidolon loses a number of Hit Points equal to your level. All creatures in a 20-foot burst within 60 feet take 6d6 damage with a basic Reflex save against your spell DC. The damage increases by 1d6 for each level you have beyond 7th. The damage's type is either fire damage if your eidolon is a fire, magma, or sun elemental, electricity damage if your eidolon is a rain elemental, or the same physical damage type as your eidolon's primary unarmed attack if your eidolon isn't a one of those elementals. Elemental Burst gains any traits that your eidolon's unarmed attacks gain from elemental core.
Your eidolon can form a swirling vortex of elemental matter and move across the battlefield, damaging everything in their path. Your eidolon gains the Elemental Maelstrom activity.
#### Elemental Maelstrom {3A}
Your eidolon temporarily shifts its form into a swirling vortex of elemental matter and rampages through their foes. Your eidolon Strides. During their movement, they can attempt a Strike against each enemy that is within their reach. If an enemy comes within your eidolon's reach more than once, your eidolon makes only a single Strike against a given enemy. These attacks all count towards your eidolon's multiple attack penalty, but the penalty doesn't increase until after all the attacks. If your eidolon has the appropriate Speed, they can Climb, Fly, or Swim instead of Stride.
### Plant Eidolon
Your eidolon is an intelligent plant, formed from the same disembodied fragments of nature's life energy that become leshys. Plant eidolons tend to be curious and adaptable, with temperaments based on the parts of mortal culture they feel affinity toward. Despite coming from the same source, plant eidolons don't always look like leshys. Plant eidolons have forms that vary greatly and can look like almost any kind of plant creature in existence. Some even resemble plant creatures so strange they are impossible to identify.
##### Tendril STrike
Your eidolon can stretch out vines and roots, attacking foes outside its reach. It gains the Tendril Strike action.
#### Tendril Strike {1A}
Stretching to extend its body to its limits, your eidolon attacks a foe that would normally be beyond its reach. Your eidolon makes a melee unarmed Strike, increasing its reach by 5 feet for that Strike. If the unarmed attack has the disarm, shove, or trip trait, the eidolon can use the corresponding action instead of a Strike.
Your eidolon's vines and branches lengthen even more. All your eidolon's melee unarmed attacks gain the reach trait.
##### Field of Roots
Your eidolon learns how to send its roots underground to hinder foes. It gains the Field of Roots activity.
\pagebreakNum
#### Field of Roots {2A}
### Undead Eidolon
Your eidolon is an undead spirit pulled from the Gray, embodied, and bound to your life force in an unusual, potentially antithetical way that even other summoners can't quite understand. Undead eidolons take about every imaginable shape and form, as their bodies manifest from their connection to you. Their ultimate form can be influenced by an amalgamation of the echoes and memories of their old life before becoming undead, their cause of death, their encounters in the afterlife, and portions of your own essences. Together, you and your eidolon need to explore the mysteries of life, death, and undeath to understand what your bond means for both of your futures.
##### Void Essence
Your undead eidolon has a link directly to your life force, which grants it a twilight state between living and undead. This renders it a living creature and therefore susceptible to many ailments that bother only the living, though it does possess some resistances to these effects.
The eidolon has void healing, meaning it heals from void energy effects that heal undead and is damaged by vitality energy effects that damage undead. It doesn't have an undead's normal immunities, but it does gain a +2 circumstance bonus to saving throws against death effects, disease, and poison effects, and non-damaging effects that target only undead. Additionally, its necrotic essence stanches its wounds easily. The flat check to remove persistent bleed damage from the eidolon is DC 10 (or DC 5 after receiving particularly effective aid).
##### Drain Life
Your eidolon's link with you sustains it, but it still craves the life essence of the living, whether through blood or pure essence.
#### Drain Life {2A}
Your eidolon's unusual connection with you allows you both to rejuvenate when defeated. The first time each day your turn begins while you're dying, you instantly regain a number of Hit Points equal to three times your level and wake up. (Increase your wounded condition as normal.) You can immediately Manifest your Eidolon as a free action. You can then take your turn as normal.
###### 2nd Level
#### Silt Form
Your eidolon adapts to life on land and under sand and silt. It gains the silt trait, allowing it to breathe in sand, silt, and air and to avoid the normal –2 penalty for making bludgeoning and slashing unarmed Strikes under silt. It gains a swim Speed equal to its land Speed or 25 feet in sand and silt, whichever is less; or if it normally has the silt trait, it gains a land Speed equal to its swim Speed or 25 feet, whichever is less.
### During Combat Encounters...
You show off to gain panache, leveraging your flair to build up to powerful finishing moves. You stay nimble, moving into the best position to perform your maneuvers while dodging enemy blows and responding with swift ripostes. Depending on your swashbuckler’s style, you might dance among your foes; slip past their defenses; or beguile, distract, or frighten them.
### During Social Encounters...
You are equally likely to charm or intimidate others—or both. You might be an adept socialite, or you might create distractions for others who do the talking.
### While Exploring...
You keep a careful eye on your surroundings and other people, always prepared to leap into action with bravado and flair. You interact with the environment in bold, sweeping strokes rather than skulking to avoid detection.
### In Downtime...
You might carouse at the tavern, repair, and maintain your armaments, or train to learn new techniques. To maintain your impressive reputation, you might build an organization in your name or establish a following of admirers.
### You Might...
- Portray yourself as a heroic daredevil or a roguish braggart, knowing you can live up to the image you present.
- Hold yourself in high esteem, confident in your abilities and your reputation.
- Practice your skills and maneuvers regularly to ensure you never grow rusty.
Ancestry and background, initial proficiencies, panache, swashbuckler's style, precise strike (2d6), confident finisher, swashbuckler feat
General feat, great fortitude, opportune riposte, skill increase, stylish trick, vivacious speed +10 feet
Ancestry feat, precise strike (3d6), skill increase, weapon expertise
|
6
|
Skill feat, swashbuckler feat
|
|
7
|
Evasion, general feat, skill increase, stylish trick, vivacious speed +15 feet, weapon specialization
|
|
8
|
Skill feat, swashbuckler feat
|
|
9
|
Ancestry feat, exemplary finisher, precise strike (4d6), skill increase, swashbuckler expertise
|
|
10
|
Skill feat, swashbuckler feat
|
|
11
|
Continuous flair, general feat, skill increase, vigilant senses, vivacious speed +20 feet
|
|
12
|
Skill feat, swashbuckler feat
|
|
13
|
Ancestry feat, improved evasion, light armor expertise, precise strike (5d6), skill increase, weapon mastery
|
|
14
|
Skill feat, swashbuckler feat
|
|
15
|
General feat, greater weapon specialization, keen flair, skill increase, stylish trick, vivacious speed +25 feet
|
|
16
|
Skill feat, swashbuckler feat
|
|
17
|
Ancestry feat, precise strike (6d6), resolve, skill increase
|
|
18
|
Skill feat, swashbuckler feat
|
|
19
|
Eternal confidence, general feat, light armor mastery, skill increase, vivacious speed +30 feet
|
|
20
|
Skill feat, swashbuckler feat
|
\pagebreakNum
### Others Probably...
- Admire your theatrics, bravado, and skill with a blade.
- Find you arrogant unless they know you well enough to appreciate your style.
- Underestimate how much of a threat you pose until they face the end of your deadly blade.
\pagebreakNum
\pagebreakNum
# Wizard
Athasian wizards drain energy from the surrounding soil. The method used labels the wizard as a defiler or a preserver. Preservers have the self–control to gather energy without destroying plants. Those who do not, or who feel no remorse about the damage caused, become Defilers. Defilers leave behind sterile soil and infertile ash when they cast spells. Because of this, most wastelanders blame wizards for the desert landscape that dominates the Tablelands today, and their hatred extends to defilers and preservers alike. In the seven cities, arcane magic is outlawed and feared.
### During Combat Encounters...
You likely try to stay out of the fray, carefully judging when to use your spells. You save your most powerful magic to incapacitate threatening foes and use your cantrips when only weaker foes remain. When enemies pull out tricks like invisibility or flight, you answer with spells like revealing light or earth bind, leveling the field for your allies.
### During Social Encounters...
You provide a well of knowledge about arcane matters and solve arguments with logic.
### While Exploring...
You locate magical auras and determine the arcane significance of magical writing or phenomena you uncover. When you run across an unusual obstacle to further exploration, you probably have a scroll that will make it easier to overcome.
### In Downtime...
You learn new spells, craft magic items, or scribe seals for your party, and seek out new and exciting formulas in addition to spells. You might even join the veiled alliance in your city-state.
### You Might...
- Have an unquenchable intellectual curiosity about how everything in the world around you works—magic in particular.
- Believe fervently that your school of magic is superior (if you’re a specialist) or that true mastery of magic requires knowledge of all schools (if you’re a universalist).
- Use esoteric jargon and technical terms to precisely describe the minutiae of magical effects, even though the difference is probably lost on other people.
####
Table 3-17: Wizard Advancement
| Level| Class Features |
|:---:|:-----------:|
|
1
|
Ancestry and background, initial proficiencies, wizard spellcasting, arcane study, arcane bond, arcane thesis
|
|
2
|
Skill feat, wizard feat
|
|
3
|
2nd-rank spells, general feat, skill increase
|
|
4
|
Skill feat, wizard feat
|
|
5
|
3rd-rank spells, ancestry feat, reflex expertise, skill increase
|
|
6
|
Skill feat, wizard feat
|
|
7
|
4th-rank spells, expert spellcaster, general feat, skill increase
|
|
8
|
Skill feat, wizard feat
|
|
9
|
5th-rank spells, ancestry feat, magical fortitude, skill increase
|
|
10
|
Skill feat, wizard feat
|
|
11
|
6th-rank spells, general feat, perception expertise, skill increase, wizard weapon expertise
|
|
12
|
Skill feat, wizard feat
|
|
13
|
7th-rank spells, ancestry feat, defensive robes, skill increase, weapon specialization
|
|
14
|
Skill feat, wizard feat
|
|
15
|
8th-rank spells, general feat, master spellcaster, skill increase
|
|
16
|
Skill feat, wizard feat
|
|
17
|
9th-rank spells, ancestry feat, prodigious will, skill increase
|
|
18
|
Skill feat, wizard feat
|
|
19
|
Archwizard's spellcraft, general feat, legendary spellcaster, skill increase
|
|
20
|
Skill feat, wizard feat
|
\pagebreakNum
### Others Probably...
- Consider you to be incredibly powerful and dangerous.
- Fear what your magic can do to their minds, bodies, and souls, and attack you furiously, as few can identify whether one of your spells is harmless or malevolent until it’s too late.
## Class Changes
The following rules reflect arcane spell casters in Dark Sun.
#### Defiling {0A}
once per round
must be in non-desolate terrain
prior to casting a spell
Prior to casting a spell, you can strip the life energy of the land. You defile a 5 feet burst of defilement in Forest or Verdant areas or 10 feet burst in barren terrain. Plants in the defiled area die and turn to ash. The terrain changes to desolate and can no longer support defiling. Any creature in the area of the defiling must make a fortitude saving throw vs your spell casting DC or become sickened 1. On a critical failure they become sickened 2.
The act of defiling empowers you with magic. If your next action is to cast a cantrip or a spell, reduce the number of actions to cast it by 1 (minimum 1 action).
If your next action is to cast a focus spell, there is no focus cost for casting the spell.
### Terrain Types
Below are some guidelines on which terrain type to use when determining area of defilement. Note that these guidelines may be adjusted for specific situations. For example, in a city, the mud pits might have no more vegetation than the stony barrens, while the gardens of the Sorcerer-King will be equal to a teeming forest.
**Desolate:** Includes defiled, dust basin, salt flat, and silt
sea terrains.
**Barren:** Includes boulder field, mountain, rocky badland,
sandy wastes, and stony barren terrains.
**Verdant:** Includes mud flat, salt marsh, savannah, scrub
plain, and verdant belt terrains.
**Forest:** Includes the forest ridge and other areas with
abundant vegetation.
### The Cost of Defiling
Defiling leaves a trace in the body and soul of a defiler.
When an arcane spellcaster defiles, three things happen: you attempt a saving throw against addiction, you suppress the negative effects of addiction for 1 day, and you gain the defiling trait. Failing a save against addiction caused by defiling causes you to go to 1 stage higher than the maximum stage you had previously (2 stages higher on a critical failure.) If you're currently suffering from addiction when you attempt a save from defiling, you can't improve your stage; if you succeed on the save, the stage remains the same as it was.
When you attempt your save against addiction each week, the stage you are currently at can't get worse - it can only stay the same or improve. The conditions from addiction can only be removed by an atonement ritual while you are affected by the addiction and suppressing the addiction by defiling only avoids the effects - it doesn't remove the disease.
**Saving Throw** Fortitude (difficulty equal to spell rank DC (10 for cantrips) + amount of times previously defiled that week.) **Onset** 1 round; **Stage 1** +1 status bonus to spell attack rolls and DCs and -1 status penalty to any non-intimidate charisma check or DC (1 week);
**Stage 2** fatigued, +1 status bonus to spell attack rolls and DCs and -2 status penalty to any non-intimidate charisma check or DC (1 week); **Stage 3** fatigued, sickened 1, +1 status bonus to spell attack rolls and DCs and -3 status penalty to any non-intimidate charisma check or DC (1 week); **Stage 4** fatigued, drained 1, sickened 2, stupefied 1 and -4 status penalty to any non-intimidate charisma check or DC (1 week).
As soon as an arcane spell caster has any addiction stage, they can be felt as defilers. Any druid, natural animal, beast, or spirit of the land can make a secret perception check. DC 30 stage 1, DC 20 stage 2, DC 15 stage 3, DC 10 stage 4.
They feel ill at ease and are able to pinpoint the defiler.
They feel ill at ease and are able to understand there's a defiler in the vicinity
They feel ill at ease, but don't necessarily understand why.
They feel nothing
## Arcane Studies
Most wizards acquire their knowledge of spells from a teacher. At 1st level, you choose your arcane study, which grants you magical abilities.
You gain additional spells and spell slots from the curriculum learned during your studies. Some wizards follow the study of unified magical theory, which attempts to forge a new way of learning by studying independently and drawing information from a multitude of texts. Though a wizard with this approach lacks the focus of formal training, they have greater flexibility.
### Arcanamach
The royal defilers are feared and powerful wizards traditionally in the service of the sorcerer-monarchs. They are often trained in the arcane arts by more powerful defilers in service of the king or queen, and sometimes even personally by the sorcerer-monarch. Royal defilers can exert the same authority as templars within the boundaries of their monarch’s city state. In cities that have lost their dragon kings, some defilers still serve the new rulers of the cities, either openly or in secrecy. Contrary to the templars of many city-states, the defilers have not lost their spellcasting abilities. These defilers can attain powerful positions in the templar hierarchy and can achieve great personal power.
\pagebreakNum
Curriculum cantrips: shield, telekinetic projectile; 1st: breath fire, force barrage, mystic armor; 2nd: mist, resist energy; 3rd: earthbind, fireball; 4th: wall of fire, weapon storm; 5th: howling blizzard, impaling spike; 6th: chain lightning, disintegrate; 7th: energy aegis, true target; 8th: arctic rift, desiccate; 9th: falling stars
Study Spells initial: force bolt; advanced: energy absorption
### Arena Mage
The arena mage is a wizard who has acquired the skills necessary to survive the rigors of arena combat,
engaging his opponents with an arsenal of spells. The lesson to conceal this spellcasting ability comes quickly, as
failure means death. As such, an arena mage becomes a master at casting spells in secret, as well as masking his
magic-use. To accomplish this feat, the arena mage has developed a unique talent to help him: giving his spells
the trappings of psionic powers. Through the art of deception and a constant charade of psionic aptitude he is
able to maintain secret his spellcasting even in the most public of places.
Curriculum cantrips: figment, message; 1st: charm, command, dizzying colors, fear; 2nd: invisibility, silence; 3rd:haste, paralyze; 4th: confusion, suggestion; 5th: hallucination, subconscious suggestion; 6th: mislead, vibrant pattern; 7th: duplicate foe, true target; 8th: disappearance, uncontrollable dance; 9th: foresight
Study Spells initial: scramble body; advanced: shifting form
### Chasseur
Chasseurs, or huntsmen, are wizards who specialize in hunting down others of their kind. Some chasseurs are found working for the Veiled Alliance hunting down defilers, while others are employed by the templars and the sorcerer-kings to hunt down preservers. Some do not answer to any authority at all, but have their own agendas. Whether a defiler or a preserver, a chasseur uses skill and magic to hunt down and kill or capture other wizards.
Curriculum cantrips: daze, shield; 1st: command, dizzying colors, fear, illusory disguise; 2nd: dispel magic, stupefy; 3rd: blindness, paralyze; 4th: confusion, dispelling globe; 5th: false vision, slither; 6th: spellwrack, truesight; 7th: planar seal, warp mind; 8th: hidden mind, pinpoint; 9th: detonate magic
Study Spells initial: charming push; advanced:dread aura
### Earth Defender
Earth defenders are preservers concerned with protecting the environment at all costs. Some earth defenders choose to protect an area of land, while others devote their efforts to protect a species. The earth defender’s charge is called a ward, and she is prepared to go to almost any length to protect it.
Many earth defenders are fanatics. Their hatred against defilers or anything else that could harm their ward can be extreme. Death is the most usual punishment for threatening the earth defender’s ward.
Curriculum cantrips: gouging claw, tangle vine; 1st: pest form, pummeling rubble, spider sting, summon animal; 2nd: entagling flora, mist; 3rd: insect form, wall of thorns; 4th: mirage, outcast's curse; 5th: toxic cloud, wall of stone; 6th: cursed metamorphosis, tangling creepers; 7th: mask of terror, project image; 8th: monstrosity form, quandary; 9th: metamorphosis
Study Spells initial: fortify summoning; advanced: spiral of horrors
### Exterminator
Exterminators are defilers who use their defiling methods to purposefully destory the ecosystem. Some of these defilers enjoy the rush of power that destroying plants give them; some are so consumed by hatred that they want to annihilate everything in their path. Others may be convinced that the evil plants of Athas need to be obliterated. Exterminators are the blood enemies of restorationists and earth defenders.
Curriculum cantrips: caustic blast, ignition; 1st: breath fire, enfeeble, runic weapon, sure strike; 2nd: blazing bolt, noise blast; 3rd: fireball, vampiric feast; 4th: fire shield, weapon storm; 5th: magic passage, toxic cloud ; 6th: disintegrate, vampiric exsanguination; 7th: energy aegis, fiery body; 8th: desiccate, earthquake; 9th: massacre
Study Spells initial: earthworks; advanced: elemental tempest
### Illusionist
As an illusionist, you use magic to create images, figments, and phantasms to baffle your enemies. You understand
that perception is reality.
Curriculum cantrips: figment, message; 1st: dizzying colors, illusory disguise, illusory object, ventriloquism; 2nd: illusory creature, invisibility; 3rd: hypnotize, invisibility sphere; 4th: mirage, vision of death; 5th: hallucination, illusory scene; 6th: phantasmal calamity, vibrant pattern; 7th: mask of terror, project image; 8th: disappearance, scintillating pattern; 9th: phantasmagoria
Study Spells initial: warped terrain; advanced: invisibility cloak
### Mercenary
Mercenary wizards are those who sell their talents to the highest bidder. They work for whoever pays the best-usually. There are exceptions. Mercenaries are usually flamboyant, openly practicing their magic whenever possible so that prospective employers will notice them.
Curriculum cantrips: figment, prestidigitation; 1st: dizzying colors, item facade, runic weapon, ventriloquism; 2nd: blur, enlarge; 3rd: lightning bolt, wall of wind; 4th: fly, weapon storm; 5th: howling blizzard, sending; 6th: repulsion, vibrant pattern; 7th: eclipse burst, mask of terror; 8th: arctic rift, uncontrollable dance; 9th: falling stars
Study Spells initial: protective wards; advanced: community restoration
\pagebreakNum
### Necromancer
As a necromancer, you call upon the powers of life and death. While your study is often vilified for its association with raising the undead, you understand that control over life also means control over healing.
Curriculum cantrips: torturous trauma, void warp; 1st: enfeeble, grim tendrils, spider sting, summon undead; 2nd: deafness, false vitality; 3rd: blindness, vampiric feast; 4th: enervation, sanguine mist; 5th: blister, toxic cloud; 6th: necrotize, vampiric exsanguination; 7th: eclipse burst, tempest of shades; 8th: desiccate, devour life; 9th: massacre
Study Spells initial: call of the grave; advanced: life siphon
### Restorationist
Restorationists are preservers whose main goal is to return Athas to its former state of verdant vegetation and plentiful water. Wholly subsumed to their task, restorationists often tutor others in ecologically sound land management. A restorationist seldom takes lives unnecessarily, eats meat only when fruit and other plants that can return something to the land are unavailable, and searches for magic in her travels that can revitalize Athas.
Curriculum cantrips: light, telekinetic hand; 1st: alarm, create water, mystic armor, summon construct; 2nd: environmental endurance, peaceful rest; 3rd: safe passage, veil of privacy; 4th: shape stone, unfettered movement; 5th: magic passage, truespeech; 6th: teleport, wall of force; 7th: energy aegis, retrocognition; 8th: power word stun, quandary; 9th: foresight
Study Spells initial: physical boost; advanced: dimensional steps
### Tribal Wizard
The tribal wizard is a spellcaster who comes from a small tribal group. Mysterious and often feared, they nonetheless exert great influence in their communities.
Curriculum cantrips: light, message; 1st: alarm, ant haul, create water, mending; 2nd: create food, translate; 3rd: cozy cabin, safe passage; 4th: creation, telepathy; 5th: mind probe, truespeech; 6th: teleport, truesight; 7th: retrocognition, true target; 8th: disappearance, pinpoint; 9th: foresight
Study Spells initial: diviner's sight; advanced: rune of observation
### Unified Theory
You eschew the idea that magic can be neatly expressed by the teachings of any single study, instead directing your self-study to pick up the best of every study of magic. In doing so, you’ll find the truths that lie at the intersection of each school, coming closer to the ideal nature of arcane magic.
One day, you’ll uncover that single elegant theory detailing all magic (perhaps a theory bearing your name?), but until then, your studies continue.
No Curriculum You don’t have a set curriculum, and so you don’t have curriculum spells and can’t benefit from abilities that specifically affect them. Instead, you gain an additional 1st-level wizard class feat, and you add one 1st rank spell of your choice to your spellbook to represent your diverse studies.
Your studies into the very nature of magic itself have let you use it more efficiently—instead of using Drain Bonded Item only once per day, you can use it once per day for each rank of spell you can cast, recalling a spell of that rank each time.
Study Spells initial: hand of the apprentice; advanced:
interdisciplinary incantation
### Veiled One
Veiled ones are wizards who have joined the secretive network of preservers known as the Veiled Alliance. In the Alliance they find a safe haven and gain access to magical resources otherwise unavailable. In return they devote themselves to the causes of the Alliance.
The Alliance is the enemy of the sorcerer-kings and all defilers, although the various Alliance chapters have different approaches and varying degree of success. Missions Veiled Ones undertake range from assaults on defilers and templars and rescuing imprisoned preservers to obtaining rare spell components and arcane items. Other missions revolve around breaking into templar offices to find compromising information, and hunting down renegade members who pose a threat to the organization. Alliance wizards benefit from archives of spells and arcane knowledge, but once they join the Alliance there is usually no way out except through death. This is due to well-founded paranoia that the wizard could betray the Alliance, or be captured by agents of the sorcerer-kings.
Curriculum cantrips: detect magic, telekinetic hand; 1st: charm, command, disguise magic, illusory disguise; 2nd: embed message, humanoid form; 3rd: blindness, veil of privacy; 4th: detect scrying, peaceful bubble; 5th: false vision, subconscious suggestion; 6th: mislead, scrying; 7th: contingency, warp mind; 8th: hidden mind, unrelenting observation; 9th: implosion
Study Spells initial: ancestral memories; advanced: extend spell
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## Wizard Feats
At each level that you gain a wizard feat, you can select one of the following feats. You must satisfy any prerequisites before taking the feat.
#### Agonizing Radius
FEAT 2
Your defiling techniques are extremely painful. Any creature in the area of the defiling that fails its Fortitude save increases the sickened value by 1.
#### Controlled Raze
FEAT 2
You have learned to draw energy from further away. Your defiling radius increases by 5 feet.
If you are in an area of desolate terrain but barren, verdant, or forest is within 10 feet you expand your defiling radius by 5 feet to gather the energy you need.
#### Defiling Conservation {1A}
FEAT 4
once per minute
defiled on the previous round
You focus on the energy gathered by defiling. By carefully manipulating the arcane energies gathered during defiling, you conserve enough power to cast another spell. During your turn, you gain the ability to cast one spell you prepared today, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.
#### Destructive Raze
FEAT 4
You can focus the energy you absorb from plants to increase the damage your spells inflict. Add +1 to damage per damage die inflicted by spells when defiling.
#### Distance Raze
FEAT 6
You can gather energy for spells at a distance. You can move the center of your defiling circle up to 5 feet per caster level, in effect moving the entire circle of defiling.
#### Efficient Raze
FEAT 10
You can gather energy more efficiently, utilizing the maximum energy potential of a given terrain. Treat the terrain you gather energy in as one category better when you defile. This feat has no effect in the Obsidian Plains.
#### Master Defiler
FEAT 14
You have mastered the art of defiling and have learned how to fully utilize the energy gathered during defiling. Spells cast in the same round you defile are heightened by one rank. Your defiling radius increases by 5ft.
#### Superior Defiling
FEAT 16
You have learned to use defiling effectively. You are able to use Defiling Conservation once per round.
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# Animal Companions and Familiars
Some adventurers travel with loyal allies known as animal companions and familiars. The former begin as young animals but acquire impressive physical abilities as you level up, while the latter share a magical bond with you.
## Animal Companions
An animal companion is a loyal comrade who follows your orders. Your animal companion has the animal and minion traits, and it gains 2 actions during your turn if you use the Command an Animal action to command it; this replaces the usual effects of Command an Animal, and you don’t need to attempt a Nature check. If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time.
### Young Animal Companions
The following are the base statistics for a young animal companion, the first animal companion most characters get. You adjust these statistics depending on the type of animal you choose. Animal companions calculate their modifiers and DCs just as you do with one difference: the only item bonuses they can benefit from are to Speed and AC (their maximum item bonus to AC is +3). As you gain levels, you might be able to make your companion stronger by advancing.
An animal companion’s starting statistics are as follows.
**Level:** Your animal companion’s level is equal to yours.
**Proficiencies:** Your animal companion is trained in its unarmed attacks, unarmored defense, barding (a type of armor for animals), all saving throws, Perception, Acrobatics, and Athletics. Animal companions can’t use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it.
**Attribute Modifiers:** An animal companion begins with base attribute modifiers listed in its stat block.
**Hit Points:** Your animal companion has ancestry Hit Points from its type, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have.
### Companion Types
The species of animal you choose is called your companion’s type. Each companion type has its own statistics, as follows.
**Size** The companion’s size
**Unarmed Attacks** One or more entries with the companion’s
unarmed attacks and their traits and damage
**Attribute Modifiers** Starting attribute modifiers
**Hit Points** The companion’s ancestry Hit Points
**Skill** An additional trained skill your companion has
**Senses Special** senses your companion has
**Speed** Your companion’s Speeds
**Special** If present, this lists any special ability your
companion has, such as whether it often serves as a
mount.
**Support Benefit** A special benefit you gain by Commanding
the Animal to use the Support action (see below).
**Advanced Maneuver** A powerful new action your
companion learns how to use if it becomes a nimble or
savage animal companion
#### Support {1A}
The creature is an animal companion.
Your animal companion supports you. You gain the benefits listed in the companion type’s Support Benefit entry. If the animal uses the Support action, the only other actions it can use on this turn are basic move actions to get into position to take advantage of the Support benefits; if it has already used any other action this turn, it can’t Support you.
### Riding Animal Companions
You or an ally can ride your animal companion as long as it is at least one size larger than the rider. If it is carrying a rider, the animal companion can use only its land Speed, and it can’t move and Support you on the same turn. However, if your companion has the mount special ability, it’s especially suited for riding and ignores both of these restrictions.
\pagebreakNum
### Air Elemental
Your companion is an air elemental, such as a zephyr hawk.
Small
{1A} gust (finesse) 1d6 bludgeoning
+1
+2
+1
-4
+1
+1
4
Stealth
darkvision
fly 50 feet
Your air elemental swirls around you with concealing gusts, making it harder for your foes to hit you and possibly giving you a moment to hide. Until the start of your next turn, if you hit with a Strike and deal damage to a creature in your air elemental's reach, you are concealed to that creature until the start of your next turn.
Circling Flyby
#### Circling Flyby {1A}
Your air elemental flies in a circle, blowing gusts at your foes before returning back to its starting position. The air elemental Flies up to half its Speed, makes two gust Strikes, then Flies up to half its Speed again to return to its original location. Both attacks count toward the air elemental's multiple attack penalty, but the penalty doesn't increase until after it makes both attacks..
### Ape
Your companion is an ape or Feylaar: A lumbering, four-armed ape with a pronounced bony plate over its forehead, this creature stands a foot taller than a full elf and ripples with muscles beneath its furry hide. Long quills run the length of its spine, with an extra pair flaring backwards from the creature’s cheekbones and you see broad yellow fangs in the beast’s wide mouth. Its fur is brown, with amber highlights, the flesh of its face and bare chest is a dull grey and the quills are a glossy black.
Medium
{1A} fist 1d8 bludgeoning
+3
+1
+2
-4
+2
+0
8
Intimidation
low-light vision
25 feet, climb 25 feet
Your ape threatens your foes with menacing growls. Until the start of your next turn, if you hit and deal damage to a creature in your ape's reach, the creature becomes frightened 1.
Frightening Display
#### Frightening Display {1A}
Your ape makes a loud and frightening display, throwing a foe off balance. The ape attempts to Demoralize the target creature; this display gains the visual trait and doesn’t require language. While frightened by this ability, the target is off-guard to your ape.
\columnbreak
### Aprig, Boar
Your companion is an Aprig Boar. A small, piglike creature with a hard shell and a flat, snuffling snout, this timid beast noses about the undergrowth for food along with its herd-mates.
Medium
{1A} tusk 1d8 piercing
+3
+1
+2
-4
+2
+0
8
Survival
low-light vision, scent (imprecise) 30 feet
35 feet
Your aprig boar gores your foes. Until the start of your next turn, your Strikes that damage a creature in your boar’s reach also deal 1d6 persistent bleed damage. If your boar is nimble or savage, the persistent bleed damage increases to 2d6.
Boar Charge
#### Boar Charge {2A}
The aprig boar Strides twice in a straight line and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2
circumstance bonus to its attack roll.
### Baazrag
Your companion is a baazrag. Two feet long or less, it is one of the smallest omnivores in the stony barren regions. The baazrag’ s face is protected by a bony covering that reaches down on either side of the head and across the nose, with holes for the creature’s nostrils and eyes. The mouth and lower jaw are not protected below the bony covering. The beast’s humped back is covered with a hard, natural armor that protects the animal, especially the fluid storage sack just beneath the shell. Its four legs are comparatively frail but are adequate for darting from shelter to shelter around its rocky home.
Small
{1A} jaws 1d8 piercing
+2
+2
+2
-4
+2
+0
8
Survival
low-light vision, scent (imprecise) 30 feet
35 feet
Your baazrag digs around your foe’s position, interfering with its footing. Until the start of your next turn, if you hit and deal damage to a creature your baazrag threatens, the target can’t use a Step action (unless it can Step through difficult terrain) until it moves from its current position.
Baazrag Rage
#### Baazrag Rage {1A}
CONCENTRATE
EMOTION
MENTAL
The baazrag isn’t fatigued or raging.
The baazrag enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls unconscious, whichever comes first. It can’t voluntarily stop raging. While raging, the baazrag is affected in the following ways.
\pagebreakNum
- It deals 4 additional damage with its bite attacks and 2 additional damage with its claw attacks.
- It takes a –1 penalty to AC.
- It can’t use actions that have the concentrate trait unless they also have the rage trait. The animal companion can Seek even while raging.
After it has stopped raging, it can’t use Baazrag Rage again for 1 minute.
### Bat
Your companion is a particularly large bat, such as a giant bat.
Small
{1A} jaws 1d6 piercing
{1A} wing (agile, finesse) 1d4 slashing
+2
+3
+2
-4
+1
+0
6
Stealth
echolocation 20 feet (the bat can use hearing as a precise sense within this range), low-light vision
15 feet, fly 30 feet
Your bat flaps around your foes' arms and faces, getting in the way of their attacks. Until the start of your next turn, creatures in your bat's reach that you damage with Strikes take a –1 circumstance penalty to their attack rolls.
Wing Thrash
#### Wing Thrash {2A}
The bat thrashes wildly with its wings, making wing Strikes against up to three adjacent foes. Each attack counts toward the bat's multiple attack penalty, but the penalty only increases after all the attacks have been made.
### Beetle, Screamer
Your companion is a hard-shelled, larger-than-normal insect that has a multicolored shell and can let out an ear-piercing screech.
Medium
{1A} mandible 1d8 piercing
+3
+1
+3
-4
+1
+0
8
Survival
low-light vision
25 feet
Your beetle stomps around and smashes into foes, knocking them off balance or pushing them aside when you create an opening. Until the start of your next turn, your Strikes that deal damage to a creature within your Screamer Beetle's reach make the target off-guard until the end of your next turn.
Sonic Blast
#### Sonic Blast {2A}
The screamer beetle emits a sonic blast in a 30-foot cone of sound, dealing 1d6 sonic damage for every 2 levels the screamer beetle has to all creatures in the area (basic Reflex save). This uses a trained DC using the screamer beetle's Constitution modifier or an expert DC if the screamer beetle is specialized.
### Bird
Your companion is a bird of prey, such as an eagle, hawk, or owl.
Small
{1A} jaws (finesse) 1d6 piercing
{1A} talon (agile, finesse) 1d4 slashing
+2
+3
+1
-4
+2
+0
4
Stealth
low-light vision
10 feet, fly 60 feet
The bird pecks at your foes’ eyes when you create an opening. Until the start of your next turn, your Strikes that damage a creature that your bird threatens also deal 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage. If your bird is nimble or savage, the persistent bleed damage increases to 2d4.
Flyby Attack
#### Flyby Attack {2A}
The bird Flies and makes a talon Strike at any point along the way.
### Cat
Your companion is a big cat, such as a kirre, panther, or tigone.
Small
{1A} jaws (finesse) 1d6 piercing
{1A} talon (agile, finesse) 1d4 slashing
+2
+3
+1
-4
+2
+0
4
Stealth
low-light vision, scent (imprecise, 30 feet)
35 feet
Your cat deals 1d4 extra precision damage against off-guard targets.
Your cat throws your enemies off-balance when you create an opening. Until the start of your next turn, your Strikes that deal damage to a creature within your cat's reach make the target off-guard until the end of your next turn.
Cat Pounce
#### Cat Pounce {1A}
The cat Strides and then Strikes. If it was undetected at the start of its Cat Pounce, it remains undetected until after the attack.
\pagebreakNum
### Conashellae
Your companion is a conashellae, a tiny crustacean with a hard shell covering its top and a soft underbelly.
Two rows of pseudopods jut out from the creature’s front, one set dexterous and probing the dust like sensory organs, the other hard as bone, pointed, and strong, used for burrowing.
Small
{1A} pseudopod (agile) 1d6 bludgeoning
+3
+1
+2
-4
+2
+0
6
Stealth
low-light vision
25 feet, burrow 10 feet
Your conashellae moves its pseudopod in the way of enemy attacks. You gain lesser cover from your conashellae against all attacks, not just ones where the conashellae would be in the way.
Extend Pseudopod
#### Extend Pseudopod {1A}
Your conashellae lengthens itself, granting its pseudopod Strike a reach of 10 feet until the beginning of your next turn.
### Crodlu
Your companion is a crodlu, a large, flightless combination of bird and reptile resembling an ostrich. It has wicked claws at the end of its long fore and hind limbs, and its scaly hide is a yellowish red, with similar colors along its side and underbelly.
Large
{1A} beak 1d8 piercing
{1A} talon (agile) 1d6 slashing
+3
+2
+2
-4
+1
+0
8
Survival
low-light vision
40 feet
mount
Your crodlu screeches at your enemies when you create an opening. Until the start of your next turn, your Strikes that deal damage to a creature within your crodlu’ s reach make the target off-guard until the start of your next turn.
Tearing Clutch
#### Tearing Clutch {2A}
The crodlu makes a beak Strike; on a successful hit, the target takes 2d6 persistent bleed damage.
\columnbreak
### Dagorran
Your companion is a dagorran, a large, frog-like monsters with a gold-colored hide.
Small
{1A} jaws (finesse) 1d8 piercing
+2
+3
+2
-4
+1
+0
6
Survival
low-light vision, scent (imprecise, 30 feet)
40 feet
Your dagorran tears tendons with each opening. Until the start of your next turn, your Strikes that damage creatures your dagorran threatens give the target a –5-foot status penalty to its Speeds for 1 minute (–10 on a critical success).
Knockdown
#### Knockdown {1A}
The animal companion’s last action was a successful jaws Strike.
The dagorran automatically knocks the target of its jaws Strike prone.
### Drik
Your companion is a drik, a large giant lizard, used as mounts and pack animals.
Large
{1A} jaws 1d8 piercing
{1A} foot 1d6 bludgeoning
+3
+1
+3
-4
+1
+0
8
Athletics
low-light vision, scent (imprecise, 30 feet)
25 feet
mount
Your drik assists you in battle. You gain a +1 circumstance bonus on your next attack roll to Strike a foe within your drik's reach. The bonus lasts until the first time you use it or until the beginning of your next turn, whichever comes first.
Lurching Rush
#### Lurching Rush {2A}
The drik Strides and then makes a jaws Strike. If it moved at least 15 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll.
\pagebreakNum
### Dunecrab
Your companion is a dunecrab. A five-foot-diameter crab, its ridge covered shell blending in perfectly with the surrounding sand and dust. The crab’s four eyestalks angle about, looking for prey to mash with its barbed pincers.
Small
{1A} jaws (finesse) 1d6 piercing
{1A} pincer (agile) 1d6 slashing
+3
+3
+1
-4
+1
+0
6
Stealth
darkvision
30 feet
Your dunecrab holds your enemies with its pincers, interfering with reactions. Until the start of your next turn, any creature your dune crab threatens can’t use reactions triggered by your actions unless its level is higher than yours.
Constrict
#### Constrict {1A}
The dunecrab has a smaller creature grabbed.
The dunecrab deals 12 bludgeoning damage to the grabbed creature; the creature must attempt a basic Fortitude save. If the dunecrab is a specialized animal companion, increase this damage to 20.
### Earth Elemental
Your companion is an earth elemental, such as a living boulder or sod hound.
Small
{1A} fist 1d8 bludgeoning
+2
+0
+3
-4
+1
+0
10
Survival
darkvision
20 feet, burrow 10 feet
Your earth elemental cracks the earth beneath your foe's feet, making it difficult for the foe to move. Until the start of your next turn, if you hit with a Strike and deal damage to a creature in your earth elemental's reach, the first square the creature moves into after taking that damage is difficult terrain.
Rolling Knockdown
#### Rolling Knockdown {2A}
Your earth elemental rolls along the ground like a bowling ball and knocks a foe over. It Strides up to 10 feet then makes a fist Strike. If it hits, the target is also knocked prone.
\columnbreak
### Erdlu
Your companion is an erdlu. A tall, flightless bird with heavy scales or rough feathers, this creature is as tall as an elf. It has a long neck, large beak and stands on two tough, sinewy legs.
Medium
{1A} jaws 1d8 piercing
{1A} talon (agile) 1d6 slashing
+3
+2
+2
-4
+1
+0
6
Stealth
low-light vision
40 feet
Your erdlu constantly darts into flanking position. Until the start of your next turn, it counts as being in its space or an empty space of your choice within 10 feet when determining whether you and your companion are flanking; you can choose a different space for each of your attacks.
Darting Attack
#### Darting Attack {1A}
The erdlu Steps up to 10 feet and then Strikes or Strikes and then Steps up to 10 feet.
### Fire Elemental
Your companion is a fire elemental, such as a cinder rat.
Small
{1A} tendril (agile, finesse) 1d6 fire
+2
+2
+1
-4
+1
+0
4
Intimidation
darkvision
25 feet
Immunities fire, Weaknesses cold and water (equal to the fire elemental's level)
Your fire elemental burns your foes and sets them on fire. Until the start of your next turn, your Strikes that damage a creature in your fire elemental's reach also deal 1d6 persistent fire damage. If your fire elemental is nimble or savage, the persistent fire damage increases to 2d6.
Flamethrower
#### Flamethrower {2A}
The fire elemental makes a tendril Strike against all creatures in a 60-foot line, even those that aren't in the tendril Strike's reach. All these Strikes count toward the fire elemental's multiple attack penalty, but it doesn't increase until all the Strikes.
\pagebreakNum
### Giant Centipede
Your companion is one of the various species of giant centipede.
Small
{1A} mandibles 1d6 piercing plus poison
+3
+2
+2
-4
+1
+0
6
Stealth
darkvision
30 feet
The centipede's jaws attack deals an additional 1d4 poison damage or 2d4 poison damage if the giant centipede is a specialized companion.
Your giant centipede drips poison from its mandibles when you create an opening. Until the start of your next turn, your Strikes that damage a creature in your giant centipede's reach also deal 1d6 persistent poison damage. If your giant centipede is nimble or savage, the persistent poison damage increases to 2d6.
Lurching Rush
#### Lurching Rush {2A}
The giant centipede Strides and then makes a mandibles Strike. If it moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll.
### Giant Poisonous Snake
Your companion is one of the various species of giant poisonous snakes.
Small
{1A} fangs (finesse) 1d6 piercing plus poison
+3
+3
+1
-4
+1
+0
6
Stealth
low-light vision, scent (imprecise, 30 feet)
20 feet, climb 20 feet, swim 20 feet
The giant poisonous snake attack deals an additional 1d4 poison damage or 2d4 poison damage if the giant poisonous snake is a specialized companion.
Your giant poisonous snake drips poison from its fangs when you create an opening. Until the start of your next turn, your Strikes that damage a creature in your giant poisonous snake's reach also deal 1d6 persistent poison damage. If your giant poisonous snake is nimble or savage, the persistent poison damage increases to 2d6.
Darting Attack
#### Darting Attack {1A}
The giant poisonous snake Steps up to 10 feet and then Strikes or Strikes and then Steps up to 10 feet.
### Giant Wolf Spider
Your companion is one of the various species of giant wolf spiders.
Small
{1A} fangs (finesse) 1d6 piercing plus poison
+3
+3
+1
-4
+1
+0
6
Stealth
darkvision
20 feet, climb 20 feet
The giant wolf spider attack deals an additional 1d4 poison damage or 2d4 poison damage if the giant wolf spider is a specialized companion.
Your giant wolf spider drips poison from its fangs when you create an opening. Until the start of your next turn, your Strikes that damage a creature in your giant poisonous snake's reach also deal 1d6 persistent poison damage. If your giant poisonous snake is nimble or savage, the persistent poison damage increases to 2d6.
Tearing Bite
#### Tearing Bite {2A}
The giant wolf spider makes a fangs Strike; on a successful hit, the target takes 2d6 persistent bleed damage.
### Hatori
Your companion is a hatori, a crocodile of the sands.
Medium
{1A} jaws 1d8 piercing
{1A} tail (agile) 1d6 bludgeoning
+3
+2
+2
-4
+1
+0
6
Stealth
low-light vision
25 feet, burrow 10 feet
The hatori can hold its breath for about 2 hours.
Your hatori clamps its jaws on your foe, refusing to let go. Until the start of your next turn, if your Strike damages a creature in your hatori’ s reach, your hatori can latch onto the creature. While thus attached, the hatori can move along with the target whenever the target moves until the end of your next turn. Your hatori can latch onto only one creature in this way, and it must release the creature to make a jaws Strike. If the target is smaller than the hatori, it takes a –10-foot circumstance penalty to its Speeds and can't Fly while the hatori is latched on.
Death Roll
#### Death Roll {2A}
The hatori has a creature grabbed.
The hatori tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature prone. If it misses, it releases the creature.
\pagebreakNum
### Inix
Your companion is a large lizard that is protected by a thick shell, and flexible scales on its underside.
Large
{1A} jaws 1d8 piercing
{1A} tail (agile) 1d6 bludgeoning
+3
+2
+2
-4
+1
+0
8
Survival
low-light vision, scent (imprecise) 30 feet
30 feet
mount
The inix distracts an adjacent opponent with snapping jaws and rapid movements. Until the start of your next turn, if your Strike damages a foe, any time the foe attempts an action with the manipulate trait until the end of your next turn, it must attempt a DC 5 flat check. On a failure, the action is disrupted.
Lurching Rush
#### Lurching Rush {2A}
The inix Strides and then makes a jaws Strike. If it moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll.
### Jankz
Your companion is a Jankz, a small, furry, mammalian animal with long curved spurs on its limbs.
Small
{1A} claw (agile, finesse) 1d6 slashing plus poison
+2
+3
+1
-4
+2
+0
4
Stealth
low-light vision
25 feet, burrow 10 feet
The jankz attack deals an additional 1d4 poison damage or 2d4 poison damage if the jankz is a specialized companion.
Your jankz drips poison from its claws when you create an opening. Until the start of your next turn, your Strikes that damage a creature in your jankz’ s reach also deal 1d6 persistent poison damage. If your jankz is nimble or savage, the persistent poison damage increases to 2d6.
Hustle
#### Hustle {2A}
The jankz moves at incredible speed. It Strides three times.
### Jhakar
Your companion is a jhakar, This creature is squat and leathery, dull in color except for the garish frill rising from its back. Its eyes are wide set on either side of a large maw filled with a wall of teeth.
Small
{1A} jaws 1d8 piercing
+3
+2
+1
-4
+2
+0
6
Survival
low-light vision, scent (imprecise 30 feet)
30 feet
Your jhakar tears tendons with each opening. Until the start of your next turn, your Strikes that damage creatures your jhakar threatens give the target a –5-foot status penalty to its Speeds for 1 minute (–10 on a critical success).
Knockdown
#### Knockdown {1A}
The animal companion’s last action was a successful jaws Strike.
The jhakar automatically knocks the target of its jaws Strike prone.
### Kank
Your companion is a Kank, a large insect often used as mounts.
Large
{1A} mandible 1d8 piercing
{1A} foot (agile) 1d6 bludgeoning
+3
+1
+3
-4
+1
+0
8
Survival
low-light vision
35 feet
mount
Your kank stomps around and smashes into foes, knocking them off balance or pushing them aside when you create an opening. Until the start of your next turn, while riding on your kank, your Strikes that deal damage either make the target off-guard until the end of your next turn or move the target 5 feet away from the kank (this is forced movement). The target chooses which effect occurs.
Hustle
#### Hustle {2A}
The kank moves at incredible speed. It Strides three times.
\pagebreakNum
### Kes'trekel
Your companion is a kes’trekel, a large scavenging bird.
Small
{1A} jaws (finesse) 1d8 piercing
+2
+2
+2
-4
+2
+0
6
Survival
low-light vision, scent (imprecise, 30 feet)
10 feet, fly 45 feet
Your kes'trekel gains a +1 status bonus to all saves against disease, and if it rolls a success on a save against a disease, the result is a critical success instead.
The kes'trekel retches and vomits onto a foe within 10 feet. Until the start of your next turn, if you hit and deal damage to the target, the target must succeed at a Fortitude save or become sickened 1 (sickened 2 on a critical failure). The DC of the Fortitude save is 12 (or 14, if the kes'trekel is a specialized animal companion) + your level + the kes’trekel’ s Constitution modifier.
Feast on the Fallen
#### Feast on the Fallen {R}
once per hour
A creature adjacent to the kes'trekel is reduced to 0 Hit Points
The kes'trekel consumes a piece of the defeated foe, regaining 18 Hit Points. If the kes'trekel is a specialized animal companion, increase the Hit Points regained to 30.
### Klar
Your companion is a klar, a large bear covered with chitinous plate on its back.
Medium
{1A} jaws 1d8 piercing
{1A} claw (agile) 1d6 slashing
+3
+2
+2
-4
+1
+0
8
Intimidation
low-light vision, scent (imprecise, 30 feet)
35 feet
Your klar mauls your enemies when you create an opening. Until the start of your next turn, each time you hit a creature in the klar’ s reach with a Strike, the creature takes 1d8 slashing damage from the klar. If your klar is nimble or savage, the slashing damage increases to 2d8.
Klar Hug
#### Klar Hug {1A}
The klar’ s last action was a successful claw Strike.
The klar makes another claw Strike against the same target. If this Strike hits, the target is also grabbed, as if the klar had successfully Grappled the target.
### Mekillot
Your companion is a mekillot, a huge lizard with a thick shell covering its head and back.
Large
{1A} jaws 1d8 piercing
{1A} foot (agile) 1d6 bludgeoning
+3
+1
+3
-4
+1
+0
8
Intimidation
low-light vision, scent (imprecise, 30 feet)
25 feet
mount
Your mekillot roars and puts on a fearsome display as you attack, startling your foes. Until the start of your next turn, if you hit and deal damage to a creature within your mekillot’ s reach, the creature is frightened 1.
Overwhelm
#### Overwhelm {2A}
The mekillot bears down on an enemy and pins it with its jaws. The mekillot makes a jaws Strike; on a hit, the target is grabbed.
### Minotaur Lizard
Your companion is a minotaur lizard, a huge lizard with horns on top of its head.
Large
{1A} jaws 1d8 piercing
{1A} claw (agile) 1d6 slashing
+3
+2
+2
-4
+1
+0
8
Survival
low-light vision
30 feet
The minotaur lizard distracts an adjacent opponent with snapping jaws and rapid movements. Until the start of your next turn, if your Strike damages a foe, any time the foe attempts an action with the manipulate trait until the end of your next turn, it must attempt a DC 5 flat check. On a failure, the action is disrupted.
Lurching Rush
#### Lurching Rush {2A}
The minotaur lizard Strides and then makes a jaws Strike. If it moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll.
\pagebreakNum
### Mole Boar
Your companion is a mole boar, a cross between a weasel and a boar.
Small
{1A} jaws 1d8 piercing
{1A} claw (agile) 1d6 slashing
+2
+2
+2
-4
+2
+0
6
Survival
low-light vision
25 feet, burrow 10 feet, climb 10 feet
Your mole boar digs around your foe’s position, interfering with its footing. Until the start of your next turn, if you hit and deal damage to a creature your mole boar threatens, the target can’t use a Step action (unless it can Step through difficult terrain) until it moves from its current position.
Mole Boar Rage
#### Mole Boar Rage {1A}
The mole boar enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls unconscious, whichever comes first. It can’t voluntarily stop raging. While raging, the mole boar is affected in the following ways.
- It deals 4 additional damage with its bite attacks and 2 additional damage with its claw attacks.
- It takes a –1 penalty to AC.
- It can’t use actions that have the concentrate trait unless they also have the rage trait. The animal companion can Seek even while raging.
After it has stopped raging, it can’t use Mole Boar Rage again for 1 minute.
### Pterrax
Your companion is a pterrax, a large pteranodon-like creatures which are capable of flight.
Medium
{1A} beak (finesse) 1d6 piercing
{1A} talon (agile, finesse) 1d4 slashing
+2
+3
+1
-4
+2
+0
8
Survival
darkvision
10 feet, fly 60 feet
Your pterrax expands its wings and makes distracting flapping motions. Any creature that would gain lesser cover from the pterrax gains standard cover instead.
Pterrax Swoop
#### Pterrax Swoop {1A}
The pterrax Flies up to its Speed and makes one beak Strike at any point during that movement.
### Rasclinn
Your companion is a rasclinn, a small dog-like creature with an almost metallic hide.
Small
{1A} jaws (finesse) 1d8 piercing
+2
+3
+2
-4
+1
+0
6
Survival
low-light vision
40 feet
Your rasclinn gains a +1 status bonus to all saves against poison, and if it rolls a success on a save against a poison, the result is a critical success instead.
Your rasclinn tears tendons with each opening. Until the start of your next turn, your Strikes that damage creatures your rasclinn threatens give the target a –5-foot status penalty to its Speeds for 1 minute (–10 on a critical success).
Rasclinn Rage
#### Rasclinn Rage {1A}
The rasclinn enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls unconscious, whichever comes first. It can’t voluntarily stop raging. While raging, the rasclinn is affected in the following ways.
- It deals 4 additional damage with its jaws attacks.
- It takes a –1 penalty to AC.
- It can’t use actions that have the concentrate trait unless they also have the rage trait. The animal companion can Seek even while raging.
After it has stopped raging, it can’t use Rasclinn Rage again for 1 minute.
### Rhynox
Your companion is a rhynox a large muscular quadruped with three large horns used for combat.
Medium
{1A} horn 1d8 piercing
+3
+1
+3
-4
+1
+0
8
Survival
Normal
30 feet
Your rhynox swings its heavy head to unbalance your enemy. The first creature within your rhynox’ s reach that you hit and deal damage to before the start of your next turn becomes clumsy 1 until the end of your next turn.
Rhynox Charge
#### Rhynox Charge {2A}
The rhynox Strides and makes a horn Strike at the end of its Stride. As long as the rhynox moved at least 20 feet, the horn Strike deals 1d8 additional piercing damage, or 2d8 additional damage if your rhynox is nimble or savage.
\pagebreakNum
### Sand Shark
Your companion is a sand shark, a shark that swims in sand.
Medium
{1A} jaws 1d8 piercing
+3
+2
+2
-4
+1
+0
6
Stealth
tremorsense (imprecise, 30 feet), scent (imprecise, 60 feet)
10 feet, burrow 30 feet
When your land shark senses blood, it tears into your enemies. Until the start of your next turn, each time you hit a creature in the land shark's reach with a Strike and deal slashing or piercing damage, the creature takes 1d8 slashing damage from the land shark. If your land shark is nimble or savage, the slashing damage increases to 2d8.
Shred
#### Shred {1A}
The land shark hit with a jaws Strike on its most recent action this turn.
The land shark viciously rips into the wound, dealing additional damage. The target of the land shark's Strike takes 1d8 slashing damage (2d8 for a mature land shark or 3d8 for a specialized companion).
### Scorpion
Your companion is one of the various species of giant scorpion.
Small
{1A} stinger 1d6 piercing plus poison
{1A} pincer (agile) 1d6 slashing
+3
+3
+1
-4
+1
+0
6
Stealth
darkvision
30 feet
The scorpion's stinger attack deals an additional 1d4 poison damage or 2d4 poison damage if the scorpion is a specialized companion.
Your scorpion drips poison from its stinger when you create an opening. Until the start of your next turn, your Strikes that damage a creature in your scorpion's reach also deal 1d6 persistent poison damage. If your scorpion is nimble or savage, the persistent poison damage increases to 2d6.
Grab and Sting
#### Grab and Sting {2A}
The scorpion holds its foe in place with its pincers in order to sting it. It makes a pincer Strike. If the Strike hits, the target creature automatically becomes grabbed by the scorpion, which then makes a stinger Strike against it. The grabbed condition lasts until the end of your next turn.
### Shadow Hound
Your companion is a canine creature related to the Black denizens known as shadow mastiffs.
You're a shadow wizard
Small
{1A} jaws (finesse) 1d8 piercing
+2
+3
+1
-4
+1
+1
4
Intimidation
darkvision, scent (imprecise) 30 feet
30 feet
Your shadow hound shrouds your foes in shadow when you leave an opening. Until the start of your next turn, when you damage a creature with a Strike and that creature is within reach of your shadow hound, both you and your shadow hound become concealed to the creature until the end of your next turn.
Bay
#### Bay {2A}
The shadow hound releases an eerie bay, attempting to Demoralize each foe in a 20-foot emanation. These Demoralize attempts don't require a language and don't take any penalty due to not sharing a language.
### Slimahacc
Slimahaccs are a sinuous species of reptile with uncertain heritage. They are also sometimes known as sand drakes, but it is unknown if they are truly related to drakes or are instead some sort of native reptilian or worm offshoot. They roam the deserts, using stealth and speed to overrun and devour their prey.
Large
{1A} jaws 1d8 piercing
{1A} tail (agile) 1d6 bludgeoning
+3
+2
+2
-4
+1
+0
8
Stealth
low-light vision, tremorsense (imprecise) 30 feet
25 feet, burrow 10 feet
mount
Your slimahacc holds your enemies with its coils, interfering with reactions. Until the start of your next turn, any creature your slimahacc threatens can’t use reactions triggered by your actions unless its level is higher than yours.
Tail Swipe
#### Tail Swipe {2A}
Your slimahacc sweeps its tail, making tail Strikes against up to two adjacent foes. Each attack counts toward the slimahacc's multiple attack penalty, but the penalty only increases after all the attacks have been made.
\pagebreakNum
### Snake
Your companion is a constrictor snake, such as a boa or python.
Small
{1A} jaws (finesse) 1d8 piercing
+3
+3
+1
-4
+1
+0
6
Stealth
low-light vision, scent (imprecise, 30 feet)
20 feet, climb 20 feet, swim 20 feet
Your snake holds your enemies with its coils, interfering with reactions. Until the start of your next turn, any creature your snake threatens can’t use reactions triggered by your actions unless its level is higher than yours.
Constrict
#### Constrict {1A}
The snake has a smaller creature grabbed.
The snake deals 12 bludgeoning damage to the grabbed creature; the creature must attempt a basic Fortitude save. If the snake is a specialized animal companion, increase this damage to 20.
### Treant Sapling
Your companion is a walking tree, a cousin of the great athasian treants. A treant sapling has the plant trait instead of the animal trait, but it otherwise functions normally as an animal companion. They are typically only selected by animal order druids who are also members of the leaf order.
Small
{1A} branch 1d8 bludgeoning
+3
+1
+2
-4
+2
+0
8
Stealth
low-light vision
25 feet
Your treant sapling plants roots around your foe, impeding its movement. Until the start of your next turn, if you hit and deal damage to a creature in your treant sapling's reach, the first square the creature moves into after taking that damage is difficult terrain.
Throw Rock
#### Throw Rock {1A}
The treant sapling Interacts to pick up a rock within reach or retrieve a stowed rock, then throws it with a ranged rock Strike that deals a base of 1d6 bludgeoning damage with a range increment of 30 feet. The damage is 2d6 for a mature arboreal sapling and 3d6 for a specialized one.
\columnbreak
### Warthog
Your companion is a warthog, a giant boar.
Medium
{1A} tusk 1d8 piercing
+3
+1
+2
-4
+2
+0
8
Survival
low-light vision, scent (imprecise, 30 feet)
35 feet
Your warthog gores your foes. Until the start of your next turn, your Strikes that damage a creature in your warthog's reach also deal 1d6 persistent bleed damage. If your warthog is nimble or savage, the persistent bleed damage increases to 2d6.
Warthog Charge
#### Warthog Charge {2A}
The warthog Strides twice in a straight line and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.
### Water Elemental
Your companion is a water elemental, such as a brine shark.
Small
{1A} wave 1d8 bludgeoning
+2
+2
+1
-4
+1
+0
6
Survival
darkvision
15 feet, swim 35 feet
Resistances fire (equal to the water elemental's level)
Your water elemental waterlogs a foe. The first time before the start of your next turn you hit with a Strike that deals damage to a creature within your water elemental's reach, that creature becomes clumsy 1 until the end of your next turn.
Drench
#### Drench {1A}
Your water elemental drenches nearby fires to extinguish them. Your elemental puts out all fires in a 5-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (its counteract modifier is equal to its attack modifier with its wave Strike, unmodified by any bonuses or effects that apply to attack rolls).
\pagebreakNum
### Weezer
Your companion is a weezer, an enormous flying insect that makes its home undergrounds.
Small
{1A} stinger (finesse) 1d6 piercing plus poison
+2
+3
+2
-4
+1
+0
6
Survival
low-light vision, scent (imprecise, 30 feet)
10 feet, fly 45 feet
The weezer’s stinger attack deals an additional 1d4 poison damage or 2d4 poison damage if the weezer is a specialized companion.
Your weezer drips poison from its stinger when you create an opening. Until the start of your next turn, your Strikes that damage a creature in your weezer’ s reach also deal 1d6 persistent poison damage. If your weezer is nimble or savage, the persistent poison damage increases to 2d6.
Flyby Attack
#### Flyby Attack {2A}
The weezer Flies and makes a stinger Strike at any point along the way.
## Companion Advancement
You can advance an animal companion, usually due to one of your class feat choices. Normally, you can advance a young animal companion to a mature animal companion, advance a mature companion to either a nimble or savage companion, and advance a nimble or savage companion into a specialized companion.
### Genie-Touched
If you take a feat that would normally allow you to choose to have a savage or nimble animal companion, you can instead choose to for it to become a genie-touched companion.
When you choose the feat, select the type of genie whose power infuses your companion. The genies and their elemental traits are as follows: jaathoomi (air), ifrit (fire), faydhaan (water), or jabali (earth). A genie-touched companion increases its Wisdom modifier by 2 and its Strength, Dexterity, and Constitution modifiers by 1. It deals 3 additional damage with its unarmed attacks; this damage is fire damage for an ifrit-touched companion or of the same type as the unarmed attack for the others. It gains resistance 5 to damage of a type depending on the genie: acid for jaathoomi, fire for ifrit or faydhaan, and electricity for jabali. If the companion is jaathoomi-touched or ifrit-touched, increase its proficiency rank in Acrobatics to expert; if it is faydhaan-touched or jabali-touched, increase its proficiency rank in Athletics to expert. It also learns the advanced maneuver for its type. Its attacks count as magical for the purpose of ignoring resistances and gain the genie's elemental trait.
\columnbreak
### Indomitable
When you pick your animal companion, you can choose to have it be a megafauna animal companion. Megafauna animal companions are mostly similar to other animal companions of the same category, though they look different, and they have one difference in their upgrade path.
If you take a feat that would normally allow you to choose to have your companion become a savage or nimble animal companion, a megafauna companion instead can choose to become a savage or indomitable companion.
An indomitable companion increases its Constitution modifier by 2 and its Strength, Dexterity, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in Athletics to expert and its proficiency rank in barding to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows in size by one category. Its attacks count as magical for the purpose of ignoring resistances.
### Mature Animal Companions
To advance a young animal companion to a mature animal companion (usually a result of one of your class feat choices), increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1.
Increase its unarmed attack damage from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in Intimidation, Stealth, and Survival to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If your attack companion is Medium or smaller, it grows by one size.
### Nimble Animal Companions
To advance a mature animal companion to a nimble animal companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1.
It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in Acrobatics to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances.
### Savage Animal Companions
To advance a mature animal companion to a savage animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in Athletics to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows by one size. Its attacks become magical for the purpose of ignoring resistances.
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### Unseen
Cryptid animal companions look a touch peculiar, often with uncanny features or ones that seem to come from a different animal. If you take a feat that would normally allow you to choose to have your companion become a savage or nimble animal companion, you can choose to make it an unseen animal companion instead. An unseen companion increases its Wisdom modifier by 2 and its Strength, Dexterity, and Constitution modifiers by 1.
It deals 3 additional damage with its unarmed attacks and deals an extra 1d4 precision damage against off-guard targets (if the animal companion already deals precision damage, such as a cat, combine the precision damage). Increase its proficiency rank in Stealth to expert. It also learns the advanced maneuver for its type.
### Specialized Animal Companions
Specialized animal companions are more intelligent and engage in more complex behaviors. The first time an animal gains a specialization, it gains the following: Its proficiency rank for unarmed attacks increases to expert. Its proficiency ranks for saving throws and Perception increase to master. Increase its Dexterity modifier by 1 and its Intelligence modifier by 2. Its unarmed attack damage increases from two dice to three dice, and it increases its additional damage with unarmed attacks from 2 to 4 or from 3 to 6. Each specialization grants additional benefits. Most animal companions can have only one specialization.
**Ambusher:** In your companion’s natural environment, it can use a Sneak action even if it’s currently observed. Its proficiency rank in Stealth increases to expert (or master if it was already an expert from its type), and its Dexterity modifier increases by 1. Its proficiency rank for unarmored defense increases to expert.
**Bully:** Your companion terrorizes foes with dominance displays and pushes them around the battlefield.
Its proficiency ranks for Athletics and Intimidation increase to expert (or master if it was already expert from its type), its Strength modifier increases by 1, and its Charisma modifier increases by 3
**Daredevil:** Your companion joins the fray with graceful leaps and dives. It gains the deny advantage ability, so it isn’t flat footed to hidden, undetected, or flanking creatures unless such a creature’s level is greater than yours. Its proficiency rank in Acrobatics increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert.
**Racer:** Your companion races. It gains a +10-foot status bonus to its Speed, swim Speed, or fly Speed (your choice). Its proficiency in Fortitude saves increases to legendary, and its Constitution modifier increases by 1.
**Shade:** (shadow wizard) Your companion's physical form is made, in whole or in part, of shadow. It gains darkvision, resistance 5 to all damage except force, and in areas of dim light or darkness, it can Step 10 feet instead of 5 feet. Its proficiency rank in unarmored defense increases to expert.
**Steadfast Strider:** Your companion ignores natural difficult terrain and greater difficult terrain from sediment or stone and can move across quicksand, mud, sand, and similar surfaces as if they were solid. It gains a +2 status bonus to saving throws and DCs to prevent being Shoved or Tripped. Its Strength modifier increases by 1 and its proficiency for barding increases to expert. This specialization can only be selected by jabali-touched companions.
**Tracker:** Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in Survival increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1.
**Wildfire Scorcher:** Your companion gains resistance to fire equal to your level. Any creature that attempts to Grapple or Grab your companion, hits your companion with a melee unarmed attack, or hits your companion with a melee weapon Strike while adjacent to your companion takes 2d6 fire damage. Its Dexterity modifier increases by 1 and its proficiency rank increases to legendary for Reflex saves and to expert for unarmored defense. This specialization can only be selected by ifrit-touched companions.
**Wind Chaser:** Your companion gains a +20-foot status bonus to its Speed or fly Speed (your choice if it has both). Its proficiency in Acrobatics increases to master and its Dexterity modifier increases by 1. Its proficiency rank increases to legendary for Reflex saves and to expert for unarmored defense. This specialization can only be selected by jaathoomi-touched companions.
**Wrecker:** Your companion smashes things. Its unarmed attacks ignore half an object’s Hardness. Its Athletics proficiency increases to master, and its Strength modifier increases by 1.
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## Familiars
Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You gain the Pet general feat (page 259), except that your pet has special abilities. Common choices for familiars include bats, cats, foxes, ravens, and snakes. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid’s leshy familiar has the plant or fungus trait instead of animal. A familiar is different from a basic pet in the following ways
### Modifiers and AC
For Perception, Acrobatics, and Stealth, you can have your familiar use your spellcasting attribute modifier + your level instead of 3 + your level if it’s higher.
### Communication
Your familiar can communicate empathically with you as long as it’s within 1 mile of you, sharing emotions. It doesn’t understand or speak languages normally, but it can gain speech from a familiar ability.
### Selecting Familiar and Master Abilities
Instead of choosing two abilities only when you gain your familiar as you do with a normal pet, you can choose the two abilities each day during your daily preparations. You can choose from familiar abilities and master abilities. You can choose the pet abilities from the feat as familiar abilities as well. You can’t swap out abilities that are innate to your familiar. For example, you couldn’t choose not to give a raven familiar flying.
### Familiar Abilities
**Accompanist:** Your familiar helps you perform. Whenever you attempt a Performance check, if your familiar is nearby and can act, it accompanies you with chirps, claps, or its own miniature instrument. This grants you a +1 circumstance bonus, or +2 if you're a master in Performance.
**Alchemical Gut:** Your familiar can act as a bomb coagulant alembic by swallowing the bomb to be affected, which takes two Interact actions from it and one from you. Your familiar regurgitates the concentrated item 1 minute later. If your familiar tries to distill a bomb that's level is higher than your own —1, it instead takes damage as though it were successfully struck with the bomb.
**Ambassador:** Your familiar knows how to act cute or focused on cue, helping you make a good impression. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Diplomacy check to Make an Impression (it still has to prepare to help you as normal for the Aid reaction, which requires it to participate throughout the activity). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question.
**Amphibious:** It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed).Burrower: It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
**Burrower:** It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
**Climber:** It gains a climb Speed of 25 feet. Damage Avoidance: Choose one type of save. It takes no damage when it rolls a success on that type of save; this doesn’t prevent effects other than damage.
**Damage Avoidance:** Choose one type of save. It takes no damage when it rolls a success on that type of save; this doesn't prevent effects other than damage.
**Darkeater:** This ability is for a shadow familiar. Your familiar naturally recovers in the shadows. After spending 10 consecutive minutes in an area of dim light or darkness, your familiar recovers a number of Hit Points equal to half your level.
**Darkvision:** It gains darkvision.
**Fast Movement:** Increase one of the familiar’s Speeds from 25 feet to 40 feet.
**Flier:** It gains a fly Speed of 25 feet.
**Focused Rejuvenation:** When you Refocus, you generate magical energy that heals your familiar. Your familiar regains 1 Hit Point per level whenever you Refocus.
**Gills:** Your familiar grows a set of gills, allowing it to breathe water in addition to air.
**Greater Resistance:** Your familiar increases the resistance it gains from its resistance familiar ability to 3 + half your level. Your familiar must have the resistance ability to select this.
**Independent:** In an encounter, if you don't Command your familiar, it still gains 1 action each round. Typically, you still decide how it spends that action, but the GM might determine that your familiar chooses its own tactics rather than performing your preferred action. This doesn't work with valet or similar abilities that require a command, if you're capable of riding your familiar, or similar situations.
**Kinspeech:** It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level.
**Lab Assistant:** It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this.
**Manual Dexterity:** It can use up to two of its limbs as if they were hands to perform manipulate actions.
**Master's Form:** Your familiar can change shape as a single action, transforming into a humanoid of your ancestry with the same age, gender, and build of its true form, though it always maintains a clearly unnatural remnant of its nature, such as a cat's eyes or a serpent's tongue. This form is always the same each time it uses this ability. This otherwise uses the effects of humanoid form, except the change is purely cosmetic. It only appears humanoid and gains no new capabilities. Your familiar must have the manual dexterity and speech abilities to select this.
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**Partner in Crime:** Your familiar is your criminal associate. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Deception or Thievery skill check (it still has to prepare to help you as normal for the Aid reaction). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question.
**Plant Form:** Your plant familiar can change shape as a single action, transforming into a Tiny plant of a type roughly similar to the familiar's nature. This otherwise uses the effects of
one with plants. You must have a familiar with the plant trait, such as a leshy, to select this ability.
**Poison Reservoir:** Your homunculus familiar has a reservoir for poison, allowing it to apply an injury poison to an adjacent ally's exposed weapon with a single Interact action. You must supply the poison and instill it into this reservoir using two consecutive Interact actions. You must have a homunculus familiar to select this ability.
**Resistance:** Choose two of the following: acid, cold, electricity, fire, poison, or sonic. Your familiar gains resistance equal to half your level against the chosen damage types.
**Scent:** It gains scent (imprecise, 30 feet).
**Second Opinion:** Your familiar is your academic confidant. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Recall Knowledge skill check for a skill in which it has the skilled familiar ability (it still has to prepare to help you as normal for the Aid reaction).
It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question. Your familiar must have the skilled ability to select this.
**Shadow Step:** This ability is for a shadow familiar. A shadow wizard, however, can select this ability for any kind of familiar. Your familiar gains the Shadow Step action. You must be at least 7th level to select this familiar ability for your familiar.
Shadow Step {1A} (shadow, teleportation) The familiar is in dim light or darkness. The familiar teleports itself up to 30 feet. The destination must be in dim light or darkness and must bewithin your familiar's line of sight and line of effect. This action has the trait matching your tradition of magic, or occult if you aren't a spellcaster.
**Skilled:** Choose a skill other than Acrobatics or Stealth. Your familiar's modifier for that skill is equal to your level plus your key spellcasting ability modifier, rather than just your level. You can select this ability repeatedly, choosing a different skill each time.
**Snoop:** Your familiar keeps its eyes and ears open, ready to relay every snippet of gossip it catches, helping you gather information. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Diplomacy check to Gather Information (it still has to prepare to help you as normal for the Aid reaction, which requires it to participate throughout the activity). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question.
**Speech:** It understands and speaks a language you know.
**Spellcasting:** Choose a spell in your repertoire or that you prepared today that is at least 5 ranks lower than your highest rank spell slot. Your familiar can Cast that Spell once per day using your magical tradition, spell attack modifier, and spell DC. If the spell has a drawback that affects the caster, both you and your familiar are affected. You must be able to cast 6th-rank spells using spell slots to select this ability.
**Threat Display:** Your familiar helps you convey wordless threats through body language. Whenever you attempt an Intimidation check to Demoralize a creature, if your familiar is within 30 feet of your target and can act, it accompanies you with snarls, hisses, or raising its hackles. If it can do so, you don't take the normal –4 penalty on the Intimidation check if your target doesn't understand the language you're speaking.
**Toolbearer:** Your familiar can carry a set of tools of up to light Bulk. So long as your familiar is adjacent to you, you can draw and replace the tools as part of the action that uses them as if you were wearing them. Your familiar must have the manual dexterity ability to select this.
**Touch Telepathy:** Your familiar can telepathically communicate with you via touch. If it also has the speech ability, it can telepathically communicate via touch with any creature if they share a language.
**Tough:** Your familiar's maximum Hit Points increase by 2 per level.
**Tremorsense:** Your familiar is keenly aware of any vibrations traveling through a surface. It gains imprecise tremorsense with a range of 30 feet.
**Valet:** You can command your familiar to deliver you items more efficiently. Your familiar doesn't use its 2 actions immediately upon your command. Instead, up to twice before the end of your turn, you can have your familiar Interact to retrieve an item of light or negligible Bulk you are wearing and place it into one of your free hands. The familiar can't use this ability to retrieve stowed items. If the familiar has a different number of actions, it can retrieve one item for each action it has when commanded this way.
**Wavesense:** Your familiar can sense vibrations in the water or silt. It gains imprecise wavesense with a range of 30 feet.
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### Master Abilities
Master abilities primarily affect you or the magic that passes between you and your familiar.
**Absorb Familiar:** Your familiar can transform into a mark you carry on your flesh, typically seeming like a birthmark, tattoo, or gem that vaguely resembles its normal form. When transformed, the familiar can’t act except to turn back into a familiar. It isn’t affected by area effects and must be targeted separately to affect it, which requires knowledge that it’s a creature. This means you and your allies can heal or assist the familiar while most enemies stay unaware of its true nature. Creatures must attempt a DC 20 Perception check to Seek to realize a it is actually a familiar. Your familiar can still communicate its feelings empathically. Transforming the familiar between forms is a 1-minute activity that has the concentrate trait.
**Cantrip Connection:** You can prepare an additional cantrip or, if you have a repertoire, designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can’t otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this.
**Extra Reagents:** Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability.
**Familiar Focus:** Once per day, your familiar can use 2 actions with the concentrate trait to restore 1 Focus Point to your focus pool, up to your usual maximum. You must have a focus pool to select this.
**Innate Surge:** Once per day, you can draw upon your familiar's innate magic to replenish your own. You can cast one innate spell gained from an ancestry feat that you have already cast today. You must still Cast the Spell and meet the spell's other requirements.
**Lifelink:** If your familiar would be reduced to 0 HP by damage, as a reaction with the concentrate trait, you can take the damage. If you do, you take all the damage and your familiar takes none. However, special effects that would occur due to that damage (such as snake venom) still apply to your familiar.
**Recall Familiar:** You can summon your familiar to your side. Once per day, you can use a 3-action activity, which has the concentrate trait, to teleport your familiar to your space. Your familiar must be within 1 mile or the attempt to summon it fails. This is a conjuration and teleport effect.
**Restorative Familiar:** Once per day, your familiar can use 2 actions with the concentrate trait to give up some of its animating energy and heal you. It must be in your space to do so. You restore a number of Hit Points equal to 1d8 times half your level (minimum 1d8).
**Share Senses:** Once every 10 minutes, you can use a single action with the concentrate trait to project your senses into your familiar. When you do, you lose all sensory information from your own body, but can sense through your familiar's body for up to 1 minute. You can Dismiss this effect.
**Spell Battery:** You gain one additional spell slot at least 3 ranks lower than your highest-rank spell slot; you must be able to cast 4th-rank spells using spell slots to select this master ability.
**Spell Delivery:** If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn’t reach the target to touch it this turn, the spell has no effect.
**Tattoo Transformation:** Your familiar can transform into a tattoo you carry on your flesh. When transformed into a tattoo, the familiar looks like a colorful and stylized version of itself and can't act except to turn back into a familiar. It isn't affected by area effects and must be targeted separately to affect it, which requires knowledge that it's a creature. This means you and your allies can heal or assist the familiar while most enemies stay unaware of its true nature. Creatures must attempt a DC 20 Perception check to Seek to realize a tattoo is actually a familiar (which few foes will try). Your familiar can still communicate its feelings empathically. Transforming into a tattoo or back to familiar form is a 1-minute activity that has the concentrate trait.
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# Archetypes
Beyond your class and general feats, you can expand your character concept by choosing an archetype. Are you more heavily armored than your peers from the sentinel archetype? Are you a gladiator, experienced in fighting in the arena? Perhaps you’re a medic, tending to the fallen. These are just a few possibilities archetypes offer.
Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept and select the archetype’s dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.
Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat).
Each archetype’s dedication feat represents a certain portion of your character’s time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype’s list. You cannot retrain a dedication feat as long as you have any other feats from that archetype.
Sometimes an archetype feat lets you gain another feat, such as the alchemist’s basic concoction. You must always meet the prerequisites of the feat you gain in this way.
Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes.
### Additional Feats
Some archetypes allow other feats beyond those in their entry. These are typically class feats, such as fighter feats that represent certain combat styles. The list of additional feats includes the feat’s name, its level, and the page number where it appears. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype’s dedication feat. When selected this way, a feat that normally has a class trait doesn’t have that class trait.
### Multiclass Archetypes
Archetypes with the multiclass trait represent diversifying your training into another class’s specialties. You can’t select a multiclass archetype’s dedication feat if you are a member of the class of the same name (for instance, a swashbuckler can’t select the Swashbuckler Dedication feat).
### Spellcasting Archetypes
Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.
Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the witch’s master spellcasting feat is called Master Witch Spellcasting. All spell slots you gain from spellcasting archetypes are subject to the restrictions within the archetype. For instance, the eldritch archer archetype allows you to pick a spell list when you take its dedication feat. If you pick arcane spells, the archetype then grants you spell slots you can use only to cast arcane spells from your eldritch archer repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.
**Basic Spellcasting Feat:** Usually available at 4th level, these feats grant a 1st-rank spell slot. At 6th level, they grant you a 2nd-rank spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-rank spell slot. Archetypes refer to these benefits as the “basic spellcasting benefits.”
**Expert Spellcasting Feat:** Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-rank spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-rank spell slot, and at 16th level, they grant you a 6th-rank spell slot. Archetypes refer to these benefits as the “expert spellcasting benefits.”
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**Master Spellcasting Feat:** Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-rank spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-rank spell slot. Archetypes refer to these benefits as the “master spellcasting benefits.”
### Bounded Spellcasting Archetype
Some archetypes, such as the psychic warrior multiclass archetypes, grant you spellcasting abilities based on the way psychic warriors cast spells, albeit delayed compared to a character from those classes. In this book, this archetypes is a bounded
spellcasting archetypes, but future books might introduce bounded spellcasting archetypes that aren’t multiclass archetypes. A bounded spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can, and the basic bounded spellcasting feat counts as having a spellcasting class feature.
Bounded spellcasting archetypes always have a basic bounded spellcasting feat, an expert bounded spellcasting feat, and a master bounded spellcasting feat. These feats share their name with the archetype. For instance, the psychic warrior’s master spellcasting feat is called Master Psychic Warrior Spellcasting. All spell slots you gain from bounded spellcasting archetypes have restrictions depending on the archetype.
**Basic Bounded Spellcasting Feat:** Usually gained at 6th level, these feats give you a 1st-rank spell slot and a 2nd-rank spell slot from that magical tradition. If you have a spell repertoire, you can select one spell from your repertoire as a signature spell. Archetypes refer to these benefits as the “basic bounded spellcasting benefits.” At 10th level, you replace your 1st-rank spell slot with a 3rd-rank spell slot.
**Expert Bounded Spellcasting Feat:** Usually taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition. You gain an additional 3rd-rank spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, you replace your spell slots with two 4th-rank spell slots and one 5th-rank spell slot, and at 16th level, you replace your spell slots with two 5th-rank spell slots and one 6th-rank spell slot. Archetypes refer to these benefits as the “expert bounded spellcasting benefits.”
**Master Bounded Spellcasting Feat:** Usually taken at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you an additional 6th-rank spell slot. At 20th level, they replace your two 5th-rank spell slots with two 7th-rank spell slots. Archetypes refer to these benefits as the “master bounded spellcasting benefits.”
### Alchemical Archetypes
Some archetypes give you abilities to use alchemy in a similar manner to an alchemist and say that you get the basic alchemy benefits.
This means you get the Alchemical Crafting feat, infused reagents (a pool of reagents usable to make alchemical items), and advanced alchemy (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). The individual archetype might impose special restrictions or benefits or adjust the number of reagents you get or your advanced alchemy level. The rules for these are in the
Core Rulebook: Alchemical Crafting on page 258, and rules for infused reagents and advanced alchemy are on page 72.
If you gain infused reagents from more than one source, you use the highest number of reagents to determine your pool rather than adding them together. For instance, at 2nd level an alchemist with a +4 Intelligence modifier would normally get six batches of infused reagents per day from the class, and a character with the Herbalist Dedication feat would normally get two batches. A character who is both an alchemist and an herbalist has six batches—the higher number from alchemist—but is able to use them for abilities in the class or the archetype. Your advanced alchemy level always depends on which ability you’re using. In the example above, the herbalist’s advanced alchemy level for their herbalist abilities is 1st, though it’s 2nd for alchemist abilities.
### Temporary Items
Several archetypes allow you to prepare temporary items. Much like the infused items created by alchemists, these temporary items last only a short time before becoming useless. Examples include temporary scrolls created by the scroll trickster and temporary weapons, armor, or adventuring gear created by the scrounger.
Temporary items are clearly not up to the same quality as other items, so they typically can’t be sold. If an ability doesn’t list how long a temporary item lasts, the item lasts until the next time you make your daily preparations. Any effect created by a temporary item also ends at that time if it hasn’t already (unless it’s a permanent effect).
## Champion
You have sworn a solemn oath to your deity, who has granted you champion powers to aid you in your cause.
### Multiclass Champion Characters
The champion archetype greatly improves defenses, particularly armor.
It’s a great way for a character to gain armor proficiency or a powerful defensive reaction.
#### Champion Dedication
FEAT 2
ARCHETYPE
DEDICATION
MULTICLASS
Choose an element or sorcerer-king and cause as you would if you were a champion. You become trained in light, medium, and heavy armor. You become trained in Religion and your power’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC.
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You are bound by your power’s anathema and must follow the champion’s code and edict requirements for your cause. You don’t gain any other abilities from your choice of power or cause.
#### Basic Devotion
FEAT 4
You gain a 1st- or 2nd-level champion feat.
#### Champion's Devotion
FEAT 4
You embody an aspect of your element or sorcerer-king. Choose one of its domains. You gain the domain's initial domain spell as a devotion spell.
#### Champion Resiliency
FEAT 4
Champion Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier
You gain 3 additional Hit Points for each champion archetype class feat you have. As you continue selecting champion archetype
class feats, you continue to gain additional Hit Points in this way.
#### Advanced Devotion
FEAT 6
You gain one champion feat. For the purpose of meeting its prerequisites, your champion level is equal to half your character level.
Special You can select this feat more than once. Each time
you select it, you gain another champion feat.
#### Champion's Reaction
FEAT 6
You can use the champion’s reaction associated with your cause.
#### Elemental Ally
FEAT 6
You gain an elemental ally of your choice (page 141).
#### Diverse Armor Expert
FEAT 14
Champion Dedication, expert in unarmored defense or one or more types of armor
Your proficiency ranks for light armor, medium armor, heavy armor, and unarmored defense increase to expert.
## Kineticist
You have, intentionally or accidentally, awoken a gateway to elemental power inside yourself and can now channel that power to devastating effect, adding an elemental arsenal to your abilities.
### Multiclass Kineticist Characters
Kineticist is a great fit for characters with high Constitution who want to add some magical blasting to their repertoire without managing the complexity of spell slots. Kineticist impulses can also provide damage types that are useful against certain creatures and special utility abilities such as better movement or battlefield control.
Champions looking to diversify their capabilities, barbarians with the Moment of Clarity feat, and particularly stout druids might all find suitable options.
#### kineticist Dedication
FEAT 2
ARCHETYPE
DEDICATION
MULTICLASS
You become trained in kineticist class DC and impulse attack rolls. Choose one element to be your kinetic element (air, earth, fire, or water). You gain a kinetic aura and the Channel Elements action, though you don’t get to use an Elemental Blast or stance impulse when you take that action. You gain the Elemental Blast action. Your Elemental Blast does not automatically gain additional damage dice every four levels, instead requiring you to take the Improved Elemental Blast feat.
#### Base Kinesis
FEAT 4
You gain the Base Kinesis impulse. For the purposes of determining when the range and Bulk improvements of the action occur, your kineticist level is equal to half your level (for example, Base Kinesis for a 10th level character with this feat would have a range of 45 feet and could affect 1 Bulk of their chosen element).
#### Through The Gate
FEAT 4
You gain a 1st- or 2nd-level kineticist feat of your choice. Your options include impulse feats for your kinetic element, as normal for a kineticist.
#### Advanced Element Control
FEAT 6
You gain one kineticist feat. For the purpose of meeting its prerequisites, your kineticist level is equal to half your level.
Your options include impulse feats for your kinetic element, as normal for a kineticist.
Special You can select this feat more than once. Each time you select it, you gain another kineticist feat.
#### Improved Elemental Blast
FEAT 8
The power of your elemental blast improves. The damage of your elemental blast increases by one die.
Special You can take Improved Elemental Blast a second time at 14th level to increase your Elemental Blast to three
damage die, and a third time at 18th level to increase your Elemental Blast to four damage die
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#### Add Element
FEAT 10
Choose a second kinetic element to add to the one you already have. You gain an impulse feat for that element. For the purpose of meeting its prerequisites, your kineticist level is equal to half your level. If you gain more kineticist feats, you can select hybrid impulses that have both your elements, as normal for a kineticist.
#### Expert Kinetic Control
FEAT 12
You become an expert in kineticist class DC and impulse attack rolls.
## Psychic Warrior
You’ve mixed physical combat with psionics.
### Multiclass Psychic Warrior Characters
If your character wants to dabble in the power of a psychic warrior, you can take the following multiclass archetype to do so.
#### Psychic Warrior Dedication
FEAT 2
ARCHETYPE
DEDICATION
MULTICLASS
Strength +2, or Dexterity +2; Intelligence +2
You cast spells like a psychic warrior, gaining a spell repertoire with four common cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spell repertoire. Each time you gain a spell slot of a new rank from the psychic warrior archetype, add a spell of that rank or lower to your spell repertoire. You’re trained in occult spell attack rolls and spell DCs.
Your key spellcasting ability for psychic warrior archetype spells is Intelligence, and they are occult psychic warrior spells. You become trained in Occult; if you were already trained in Occult, you instead become trained in a skill of your choice. You become trained in simple weapons.
#### Basic Martial Magic
FEAT 4
Psychic Warrior Dedication
You gain a 1st- or 2nd-level psychic warrior feat of your choice.
#### Hybrid Study Spell
FEAT 4
Psychic Warrior Dedication
Gain the conflux spell from a hybrid study of your choice (page 200). If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by performing a physical regimen. You don’t gain any of the hybrid study’s other benefits.
#### Psystriker
FEAT 4
Psychic Warrior Dedication
You gain the magus’s Psystrike activity. You can recharge it only as an activity that takes 1 minute. This restriction applies
even if you gain another ability that recharges Psystrike.
#### Advanced Martial Magic
FEAT 6
You gain one psychic warrior feat. For the purpose of meeting its prerequisites, your psychic warrior level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another psychic warrior feat.
#### Basic Psychic Warrior Spellcasting
FEAT 6
Psychic Warrior Dedication
You gain the basic bounded spellcasting benefits (page 236).
#### Expert Psychic Warrior Spellcasting
FEAT 12
Basic Psychic Warrior Spellcasting, master in Occult
You gain the expert bounded spellcasting benefits (page 236).
#### Master Psychic Warrior Spellcasting
FEAT 18
Expert Psychic Warrior Spellcasting, legendary in Occult
You gain the master bounded spellcasting benefits (page 236).
## Acrobat
You have trained your body to perform incredible, seemingly superhuman feats of grace. You move in ways that leave your opponents caught off guard and fumbling for a response, turning every fight into performance art
#### Acrobat Dedication
FEAT 2
You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy’s space, you don’t treat the enemy’s space as difficult terrain.
## Alter Ego
A highly guarded castle in the middle of an extravagant ball, the headquarters of a city’s infamous thieves’ guild, the locked room in the back of a cultist hideout—all perfect targets for you to use your expertise at blending in. Rather than skulking through the shadows, you use your training and latent supernatural abilities to become a mirror, playing on the perceptions of others and taking on whatever role necessary to get in and out of your destination before anyone has a chance to think something is amiss.
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Performing an alter ego means going unregarded. Passing as just a face in the crowd is crucial, and accolades come as the gratitude from your leaders or coin from your clients, rather than the awed adoration from a crowd.
This arrangement might suit you fine, as you thrive in a job well done and on the thrill of walking flagrantly past your duped adversaries. Or it might become pent up, until you can’t resist a dramatic reveal or a signature calling card that shows you were there. One final word before speeding away from the castle, a gloating message left behind, or some other sign reveals your skill—usually too late for your victims to do anything about it.
#### Alter Ego Dedication
FEAT 2
UNCOMMON
ARCHETYPE
DEDICATION
trained in Deception and Stealth
You make yourself into a living mirror, becoming a double of someone unremarkable, and you slip into exactly the role that can get you past security or into a sensitive facility. You become an expert in Deception. You gain the Assume a Role activity.
Assume a Role (concentrate) Requirements You’ve spent at least 1 hour studying a creature whose role you intend to copy and have done so within the last 3 days. This could include meeting and learning from someone in that role, tailing and spying on
someone, using magic to observe them at work, or some other method, as long as you have a visual source of information;
Effect You quickly and accurately learn how to do mundane jobs or at least copy the movements enough to appear as if you do. A chosen role can take many forms—from cook, cleaner, or librarian to cult member, priest, or duke—but it’s always a role and never a specific individual.
You perform the Impersonate activity to pass as a member of the role you observed and gain a +1 circumstance bonus to any Deception checks you attempt in your impersonation. This takes the normal amount of time it takes you to Impersonate. You also choose one Lore skill relevant to that role (such as Farming Lore for a farmer). While in your role, you gain a +1 circumstance
bonus to checks for that Lore skill, and if you’re untrained in it, you can use your level as your proficiency bonus. You stop
assuming the role after 24 hours, if you start studying for a new role, or if you choose to.
Special You can’t select another dedication feat until you’ve gained two other feats from the alter ego archetype.
## Animal Trainer
You have befriended an animal to serve as an able assistant and loyal guardian.
#### Animal Trainer Dedication
FEAT 2
You gain the services of a young animal companion that travels with you and obeys simple commands as best as it can. This trained animal is trained in Performance instead of the skill listed for its type.
## Archaeologist
Adventurers raid tombs for material gain, but true archaeologists treasure the knowledge gained from such sites.
You might accomplish your goals with scholarly learning, by training to overcome the tricks and traps set by ancient peoples and rivals, through magical training, or even with a bit of inexplicable luck.
#### Archaeologist Dedication
FEAT 2
trained Perception; trained in Society, and Thievery
You are a student of peoples and their histories and are in constant pursuit of knowledge and artifacts from the past. You become an expert in Society and Thievery, and you gain a +1 circumstance bonus to Recall Knowledge about ancient history, peoples, and cultures.
## Archer
Bows of all types are powerful weapons. Generals and hunters alike recognize the power in dealing death from long distances, and from behind cover. Those dedicated to the bow—from mysterious cloaked strangers to heartless snipers—are often viewed with a mixture of respect and fear. Like any weapon adept, the archer's skill is forged through experience and constant practice. A true archer becomes one with the bow and is able to accomplish with that weapon things that most would consider impossible, or at least nearly magical.
#### Archer Dedication
FEAT 2
You become trained in all simple and martial weapons in the bow weapon group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the bow weapon group. If you are at least an expert in the bow you are using, you gain access to the critical specialization effect with that bow.
## Assassin
Targeted killing through stealth and subterfuge is the expertise of an assassin. While assassins are skilled in ending lives and many are evil, some live by a moral code, preying on the wicked, the cruel, or those who revel in unchecked aggression or power.
#### Assassin Dedication
FEAT 2
Alchemical Crafting; trained in Crafting, Deception, and Stealth
You've trained to assassinate your foes, and you do so with tenacity and precision. You gain the Mark for Death activity.
Mark for Death {3A} You can see and hear the creature you intend to mark; You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again.
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You gain a +2 circumstance bonus to Perception checks to Seek your mark and on Deception checks to Feint against your mark. Your agile and finesse weapons and unarmed attacks gain the backstabber and deadly d6 weapon traits when you're attacking your mark. If the weapon or unarmed attack already has the deadly trait, increase the size of the deadly damage die by one step instead of giving it deadly d6.
## Bastion
Some say that a good offense is the best defense, but you find such boasting smacks of overconfidence. In your experience, the best defense is a good, solid shield between you and your enemies. You've focused your training on how best to use a shield to protect yourself and those around you.
#### Bastion Dedication
FEAT 2
You are particularly skilled at using a shield in combat. You gain the Reactive Shield fighter feat (Core Rulebook 145). This fulfills any prerequisites requiring Reactive Shield as normal.
## Beastmaster
You attract the loyalty of animals, and as your powers increase you can command more of them, briefly inhabit their body to perceive what they perceive, and even communicate with them over vast distances. Your animals may see you as a beloved parent, teacher, and mentor, or they may consider you a poor, defenseless cub that needs protection. Regardless, they will fight for you and alongside you, even sacrificing their lives for you if necessary.
#### Beastmaster Dedication
FEAT 2
You gain the service of a young animal companion that travels with you and obeys your commands. The rules for animal companions appear on page 214 of the Core Rulebook. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action.
Call Companion {3A} (Exploration) You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions.
Certain beastmaster feats give you primal focus spells. The rules for focus spells appear on page 300 of the Core Rulebook. When you gain your first beastmaster focus spell, you become trained in primal spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. Feats that grant beastmaster focus spells tell you to increase the number of Focus Points in your pool, but if you don’t already have a focus pool, you instead get a focus pool with 1 Focus Point. You can Refocus by grooming, feeding, playing with, or otherwise tending to an animal companion.
## Blessed One
Through luck or deed, heritage, or heroics, you carry the blessing of an element.
This blessing manifests as the ability to heal wounds and remove harmful conditions and exists independent of worship. You might offer thanks daily to the element whose power you wield, or you might carry these blessings reluctantly, seeking to avoid responsibility or even acting to defy the elements’ influence on you. You might wear an elemental focus of your element, or you might give little thought and even less reverence to the source of your powers. However, you feel about these gifts, there can be no doubt that you wield a special power.
#### Blessed One Dedication
DEDICATION FEAT 2
You are touched by an element and gifted with the ability to alleviate the suffering of others. You gain the lay on hands devotion spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity (Core Rulebook 300). You can Refocus by meditating, whether you reflect on the deity granting the blessing or not, allowing your blessing to refill your focus pool. Your devotion spells from the blessed one archetype are divine spells
## Bounty Hunter
Whether for coin, glory, or justice, you know how to track, defeat, and capture dangerous individuals. You're accustomed to perusing wanted posters, searching up on leads, and pursuing villains to hell and back.
#### Bounty Hunter Dedication
FEAT 2
When focused on finding your quarry, you’re relentless. You gain the Hunt Prey action Core Rulebook 168). You can use Hunt Prey to designate only a creature that you’ve seen, heard about, or learned about through some other means, such as a bounty board or wanted poster. In addition to the other benefits of Hunt Prey, you gain a +2 circumstance bonus to checks to Gather Information regarding your prey.
If you already have Hunt Prey, you become an expert in Survival and gain the circumstance bonus to Gather Information about your prey; you can still designate a creature you’re tracking during exploration, in addition to the conditions above.
## Butterfly Blade
You've trained in one of the oldest traditions of espionage, intimidation, and combat mastery. You use your skills to learn about your enemies and cut them down with your mastery of the butterfly sword.
#### Butterfly Blade Dedication
FEAT 4
UNCOMMON
ARCHETYPE
DEDICATION
trained in butterfly swords
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You become trained in Deception and Stealth; if you were already trained, you become an expert instead. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with butterfly swords. You gain access to butterfly swords.
## Captivator
Others find you inherently fascinating. You have a facility with words that draws others in, and you've always found it easy to sway others to your point of view. This ability has grown to the point where you're capable of innate psionics. You can bend others' wills to your own by weaving alluring enchantments and compelling illusions.
Captivators come from all areas of the world and all walks of life. A farmhand with the right gifts, sent to the market every week to hawk their latest crop, could find themself on the path to becoming a captivator. An urchin who relies on the sympathy of others just to survive may become a captivator out of necessity, and a noble, immersed in a deadly game of luxury and influence, might have trained to be a captivator since birth. Regardless of background, most captivators use their abilities to advance their station in life, make things easier for themselves, or befriend those who can help them achieve their goals.
Some captivators use their gifts and skills to bring people together. They might turn a would-be tavern brawl into a night of sharing drinks and telling stories. They might offer encouragement to those facing depression or doubt. They excel at ending conflict peacefully and efficiently, leaving everyone around them happier. When faced with violence, they use their psionics to quickly subdue or enthrall enemies while minimizing harm to their companions.
Other captivators manipulate others to achieve status, wealth, and power. They have no qualms about deceiving someone or using their psionics to cause harm. These captivators are dangerous tricksters whose enchantments and illusions make them seem harmless, unimportant, or friendly. The slick politician, the devious con artist, the cunning courtier—these are all roles that these captivators can easily assume.
#### Captivator Dedication
FEAT 4
Charisma +2; trained Deception or Diplomacy
Your ability to captivate others borders on the preternatural. You are seldom at a loss in social situations, and you can create minor enchantments or illusions. Choose Deception or Diplomacy. You become trained in that skill or become an expert if you were already trained.
Choose two cantrips from the occult list; each cantrip must be from either the enchantment or illusion school. You gain access to the Cast a Spell activity and can cast these spells as occult innate spells. You're trained in occult spell attack rolls and spell DCs. If you have a hand free, you can usually replace material components with somatic components, so you don't need to use a spell component pouch. Your key spellcasting ability for these spells is Charisma.
## Cavalier
You are a skilled and dedicated warrior of the battlefield who specializes in fighting astride a powerful animal companion that serves as your mount.
You and your mount are an unparalleled team, moving with shared intent to become a powerful force on the battlefield. You might wield a banner in the name of a greater organization, a liege, or an ideal you uphold, or you might fight solely to further enrich your own prestige, reputation, and coffers.
#### Cavalier Dedication
FEAT 2
trained Nature or Society
You gain a young animal companion that serves as your mount. You can choose from animal companions with the mount special ability, as well as any additional options from your pledge, as determined by your GM. You must choose an animal companion that's at least one size larger than you, but if the animal usually starts as Small, you can begin with a Medium version of that animal (changing no statistics other than its size).
## Celebrity
You're a special personality... and you know it. You're not merely comfortable in the spotlight, you crave it. While the traditional celebrity is a musician or another type of performer, you could be known for any occupation.
#### Celebrity Dedication
FEAT 2
The more people you have looking at you, the more content you are, and you take every opportunity to show up others when their performances are less than perfect. You gain the Upstage reaction. In addition, when you Earn Income, if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to Earn Income.
Upstage {R}
A foe attempts a skill check and doesn't get a critical success; After your foe has tried their best, you show everyone how it's really done. Attempt a check using the same skill that triggered this reaction.
You gain a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks until the end of your next turn.
As critical success, except you gain the benefits only if the triggering creature failed their skill check.
## Clawdancer
Nature provides many creatures weapons for hunting and defense, but few are as common and simple as the claw. Whether for climbing, catching, or rending, claws are an indispensable tool for any limbed denizen of the wild. Humanoid species with these weapons often take pride in such a gift, developing clawed combat into an art.
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#### Clawdancer Dedication
FEAT 2
permanent unarmed claw or talon attack (such as one granted by your ancestry)
You’ve practiced the art of fighting with your natural claws, hooking them into prey and thrashing at targets surrounding you. You gain the following two actions, which let you assume specific stances to strike more effectively with your claws.
Claw Stance {1A} (stance) Effect You extend the claws in your hands and focus your attention to take down single targets. The only Strikes you can make are frenzied claw unarmed attacks. These deal 1d6 slashing damage, are in the brawling group, and have the agile, finesse, grapple, unarmed, and versatile piercing traits.
Talon Stance {1A} (stance) Effect You sway in a loose stance that lets you sweep in wide arcs with the claws on your feet. The only Strikes you can make are spinning talon unarmed attacks. These deal 1d8 slashing damage, are in the brawling group, and have the finesse, sweep, and unarmed traits. You don’t need a free hand to use spinning talon strikes.
## Corpse Tender
You tend to mindless undead, such as the zombie farmhands and farm animals.
#### Corpse Tender Dedication
FEAT 2
UNCOMMON
ARCHETYPE
DEDICATION
You have a connection to mindless undead that allows you to communicate your intentions to them on a rudimentary level.
You can use Diplomacy to Make an Impression on mindless undead and to make very simple Requests of them; their mindless trait doesn't grant immunity to these mental effects. Most mindless undead are likely hostile toward you by default and must be kept at a safe distance to give you time to Make an Impression.
You become trained in Diplomacy; if already trained, you instead become trained in another skill of your choice.
## Curse Maelstrom
Some folks are ridden with bad luck: the rations they were counting on turn out to be spoiled, the ship they were hoping to catch sinks in the harbor, or the new home they bought is destroyed by a rampaging golem. Most know that they are cursed, feeling an emptiness in their soul that weighs upon them, gnawing at their confidence and shrouding their ambitions. Sometimes, these curse maelstroms learn to control and channel their curse; you are one such unfortunate soul.
You have a powerful curse living deep within you. You might have been able to restrain your curse for the most part, but it flares up occasionally and tempts you with the power to curse your foes, should you allow it to exert itself. Why should you be the only one who has to endure a cursed life when others have so clearly earned such woe?
Living with a curse every day, you become intimately familiar with the workings of curses, getting a sense of when bad luck is about to befall those around you. You might try to avoid further bad fortune—which rarely pans out as you'd like—or you could come to terms with your lot in life and regard your curse as something akin to an old friend. Either way, fate cares little.
Misery loves company, so your curse can even be a beacon for more misfortune. You might have multiple curses all tied to you, all fighting to make your life as hellish as possible.
#### Curse Maelstrom Dedication
FEAT 2
RARE
ARCHETYPE
DEDICATION
You are cursed or have previously been cursed.
A horrible curse has left a lingering stain on your soul, and its effects continue to plague you even if the curse's other effects have ended. You can choose to suppress it, but if you instead let it manifest, you can channel its power in your favor. During an encounter, when you succeed at a check, the GM can offer to have you roll again, taking the second result. This is a misfortune effect. If you do so, you enter a curse maelstrom state. If the misfortune effect is somehow canceled or negated (by a fortune effect, for example), you don't enter a curse maelstrom state.
In addition, the curse is jealous of its place within your soul and gladly lashes out whenever others dare to usurp that position, granting you its power without the usual price. If a foe places a misfortune effect on your roll and the effect applies to your roll, you enter a curse maelstrom state, and if you fail a saving throw against a foe's curse effect and are affected by the curse, you also enter a curse maelstrom state. No matter the source, you can only enter a curse maelstrom state during an encounter, and if you don't end the state on your own, it ends at the end of the encounter. Once it ends, you can't enter a curse maelstrom state again for 1 minute.
While in a curse maelstrom state, you can't benefit from fortune effects, and they also don't cancel misfortune effects on you; they simply have no effect. While in this state, all creatures other than you within a 10-foot emanation take a –1 status penalty to all saving throws and skill checks due to the storm of bad luck swirling out of your body. You gain the Expel Maelstrom action, which you can use to focus the brunt of your curses onto an unlucky target.
Expel Maelstrom {1A} (curse, occult) Requirements You are in a curse maelstrom state; Effect You expel the maelstrom from your body, sending the energy to reside in one unlucky creature within 60 feet. Your curse maelstrom state ends. The result depends on the creature's Will save.
Critical Success The creature is unaffected, and the curse's energy dissipates harmlessly.
Success The creature comes to house the maelstrom's wrath within it. It takes a –1 status penalty to all saving throws and skill checks for 1 minute.
Failure The maelstrom strikes deep into the creature's soul. It takes a –2 status penalty to all saving throws and skill checks for 10 minutes.
Critical Failure The maelstrom pitches the creature into a single fit of utter misfortune before burrowing into its soul. As failure, but the creature also must roll twice and take the lower result on its next saving throw or skill check this is a misfortune effect.
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## Dandy
You are a genteel master of style, culture, and decorum, aware of even the subtlest rules of etiquette. Whether you were born into status, acquired it later in life, or merely pretend to possess it, you look and act your part to manicured perfection.
#### Dandy Dedication
FEAT 2
You are a consummate student of dignity, etiquette, and fashion. You can use the Diplomacy skill to perform the special downtime activity Influence Rumor, spending at least one day of downtime to manipulate the course, tone, or content of a rumor to your benefit. The difficulty of Influencing a Rumor is determined by the GM based on the size of the community, the relative perceptiveness of the inhabitants, and the agency of other rumormongers, but it typically starts with at least DC 15 for a small village and increases to at least DC 20 for a town, at least DC 30 for a city, and at least DC 40 for a metropolis.
You become trained in Deception and Society; if you were already trained, you become an expert instead.
## Dual-Weapon Warrior
You're able to effortlessly fight with multiple weapons simultaneously, weaving your weapons together into a storm of quick attacks. To you, continual offense is the best form of defense, and you leave little room for your foes to avoid your whirlwind of weapons.
#### Dual-Weapon Warrior Dedication
FEAT 2
You’re exceptional in your use of two weapons. You gain the Double Slice fighter feat (Core Rulebook 144). This serves as Double Slice for the purpose of meeting prerequisites.
## Duelist
All across Athas, students are trained by weapon masters with their blades to master one-on-one combat. These weapon masters show deep troves of information detailing hundreds of combat techniques, battle stances, and honorable rules of engagement. Those who are trained by such masters might train in formalized duels—and that's certainly the more genteel route to take. However, others assert that there's no better place to try out dueling techniques than in the life-and-death struggles common to an adventurer's life.
#### Duelist Dedication
FEAT 2
trained in light armor and simple weapons
You are always ready to draw your weapon and begin a duel, no matter the circumstances. You gain the Quick Draw ranger feat, enabling you to both draw and attack with a weapon as 1 action. This serves as Quick Draw for the purpose of meeting prerequisites.
## Elementalist
You revere the four elements—air, earth, fire, and water—as the building blocks of creation and the source of all life. You believe that by balancing, mixing, and rearranging these four elements, magic is made. This belief has led you to eschew traditional magical theories and divisions, and you instead focus on harnessing, manipulating, and shaping the four elements. You cast spells drawn from multiple traditions and can use the four elements to alter and empower your spells, making them manifest and mixing them in unique ways. Most elementalists embrace the four elements equally as a mystical quaternity, and they strengthen their connection to one of these elements each day to protect themselves from harm. Others, notably wizard elementalists, feel a stronger connection to a singular element that they hone to great heights, utilizing the other three elements to support and augment their favored element.
#### Elementalist Dedication
FEAT 2
Each day when you make your daily preparations, you can attune yourself to one element of your choice from your elemental philosophy. You gain resistance equal to half your level (minimum 1 resistance) against damage dealt by effects with your attuned elemental trait. This attunement lasts until you next make your daily preparations.
## Familiar Master
From the wise critic perched on the wizard's shoulder to the crafty snake that serves a templar for their own reasons, the ghastly homunculus in the alchemist's lab to the clever z'tal that picks the lock of the thief's cell, familiars have always served. Whether through rigorous training or a preternatural connection, yours serves better than most.
#### Familiar Master Dedication
FEAT 2
You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a familiar. If you already have a familiar, you gain the Enhanced Familiar feat.
## Firebrand Braggart
You travel the Tyr region drawing attention to yourself, making great shows of your exploits, and proclaiming your great deeds.
#### Firebrand Braggart Dedication
FEAT 4
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Your Firebrand training has taught you that achieving something is more satisfying if you boast about it first. You declare a boast about a particular skill action, such as Balance, Demoralize, or Recall Knowledge. The first time you attempt this action within the next minute in a context the GM deems both suitably challenging and meaningful, you must roll twice and use the lower result. If you succeed at this check, you gain a +1 circumstance bonus to checks to attempt the same action for 10 minutes. If you fail this check or don’t attempt the action within 1 minute, you instead take a –1 circumstance penalty on checks to attempt the same action for 1 hour.
If the chosen action can be used with multiple skills, such as Identify Magic or Recall Knowledge, you must specify which skill you are using for that particular action, such as using Arcana to Identify Magic, and your bonus or penalty after the boast applies only to checks using that skill for that action. Once you declare a boast about a particular action, you cannot declare a boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check.
Typically, a challenging task is one with at least a standard DC for your level, though the difficulty may be higher depending on the situation. A meaningful context is one where the action’s success or failure is relevant to the pursuit of your goals, rather than a boast you made simply to gain a bonus later.
## Flexible Spellcaster
You've learned how to cast spells flexibly, blending the best elements of spontaneous and prepared spellcasting at the cost of casting fewer spells each day.
#### Flexible Spellcaster Dedication
FEAT 2
flexible spell preparation
You now have four cantrips per day instead of three. At 4th level, you have five cantrips per day instead of four.
## Folklorist
Folklorists are welcome across the Tyr Region for the entertaining stories they tell and the counsel they impart. However, those who take the art of storytelling to the next level can produce psionic effects based on their understanding of stories and their firm belief that life conforms to the contours of these tales. While many such folklorists are benevolent, terms like hero and villain are notoriously relative, changing to fit the perspective of the storyteller.
#### Folklorist Dedication
FEAT 2
UNCOMMON
ARCHETYPE
DEDICATION
You are a master archivist and entertainer, capable of pulling wisdom from the tales you tell and weaving your allies and enemies into a powerful narrative. You gain the Spin Tale action.
Spin Tale {1A} (auditory, linguistic) Frequency once every 10 minutes; Effect You tell a story, designating one of your allies (but not
yourself) as the hero of the story, and one enemy as the villain; both must be within 60 feet. The hero gains a +1 status bonus to attack rolls and saving throws against the villain until the start of your next turn. If you Spin a Tale on your next turn, the story
continues for another round, for a maximum of 10 rounds. While the tale continues, minor, crude illusions spring into being in your space; these are occult illusion effects that have no mechanical impact other than illustrating your tale.
## Game Hunter
Game hunters find, follow, and slay game animals, then honor their fallen rivals by securing and preserving a trophy of the kill. Many game hunters show a reverential respect for their prey bordering on the sacred. The finest game hunters engage only in a fair chase, strive for painless kills, and use every part of the animal's carcass.
#### Game Hunter Dedication
FEAT 2
UNCOMMON
ARCHETYPE
DEDICATION
You are skilled at tracking big game animals and similar creatures. You gain the Hunt Prey action, but you can designate only animals, beasts, and dragons as prey. In addition to the other benefits of Hunt Prey, you gain a +2 circumstance bonus to Stealth checks against your hunted prey.
When you succeed at a Strike against your hunted prey while it's flat-footed, it must attempt a Fortitude save against your class DC. On a failure, the prey's Speeds are each reduced by 10 feet for 1 round; on a critical failure, the duration of this effect is 1 minute. The prey is then temporarily immune to this effect for 10 minutes.
If you already have Hunt Prey, you become an expert in Survival. You apply the Stealth bonus and the Speed reduction only when your prey is an animal, beast, or drake.
## Gang Enforcer
You've become a powerful gang enforcer. This archetype is the same as Golden League Xun.
#### Gang Enforcer Dedication
FEAT 8
UNCOMMON
ARCHETYPE
DEDICATION
master in Underworld Lore.
You are a gang enforcer, aiding the organization. You gain expert proficiency in two of the following skills (or in two other skills of your choice in which you're trained, if you were already an expert in the listed skills): Athletics, Deception, Intimidation, or Stealth. In addition, if you use Underworld Lore to Earn Income or Recall Knowledge, when you get a success, you get a critical success instead.
## Geomancer
You know how to draw power from the land around you, no matter the terrain, by attuning your magic to match its mystical properties.
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You might be a druid with an elemental focus (such as the flame, stone, or wave orders) or a naturalist with a touch of magic at your disposal. You could concentrate on a single type of terrain to wring every last drop of power from it or choose to wander the land to experience every type of terrain possible.
#### Geomancer Dedication
FEAT 2
trained in Nature; ability to cast spells from spell slots; at least one spell with the air, cold, earth, fire, plant, or water trait
You feel a deep connection to the world no matter where you are, a phenomenon known as “terrain attunement.” When you expend a spell slot to cast a spell with a trait that corresponds to the type of terrain you are currently in (as listed below), you gain the terrain attunement effect for that type of terrain. The GM might determine an attunement applies as long as it's prevalent enough around you. For instance, you might be in aquatic terrain on a riverbank or on a boat. Similarly, one place might count as multiple types of terrain, such as a mountain in the far north being both arctic and mountain. In this case, you choose only one terrain attunement effect, even if the spell has traits that would apply to each terrain type.
Certain terrain attunements affect your enemies instead of you. If they do, when you cast the spell, you apply the listed effect to all enemies who are either adjacent to you, in the area of the spell, or targeted by the spell. These enemies receive the listed saving throw against your spell DC to attempt to avoid the effect.
Aquatic (water) You ride the currents of water. If you're in the water, you gain a swim Speed equal to your land Speed. If you're on a surface, temporary waves of water follow your movements, allowing you to use your swim Speed—if you have one—as your land Speed.
- Desert (fire) The scorching heat of the desert dehydrates your foes. Enemies must attempt a Fortitude save. On a failure, they're fatigued until they drink water or another potable liquid.
- Forest (plant) Branches and vines reach out to get in your foes' way. Enemies must attempt a Reflex save. On a failure, they become clumsy 1 for 1 round (clumsy 2 on a critical failure).
- Mountain (earth) The rugged endurance of the mountain protects you from harm. You gain resistance to physical damage (except adamantine) equal to the spell rank for 1 round.
- Plains (plant) The growing fields and pulsing vitality of the plains provide you vigor. You gain temporary Hit Points equal to the spell rank for 1 round.
- Sky (air) A gust of wind carries you aloft. You can Fly up to 10 feet. If you're in the air at the end of the turn and don't have a fly Speed, you fall.
- Swamp (plant) Your magic draws in noxious swamp gas to fumigate your foes. Affected foes take persistent poison damage equal to half the spell's rank (minimum 1 damage) with a basic Fortitude save.
- Underground (earth) The endless darkness of the cavern depths opens up its secrets to your senses. For 1 round, you gain darkvision as well as imprecise tremorsense out to 15 feet.
## Ghost Hunter
Ghosts have a wide range of capabilities and features— no two ghosts are exactly alike, as the nature of their abilities depends as much upon who they were in life as on how they died. Haunts, the spectral phenomena remaining in a site of death or powerful emotions, are related to but distinct from ghosts.
The ghost hunter knows that ghosts and haunts share many features. By focusing on these similarities, they can track down, confront, and defeat all manner of unquiet souls, helping them to find peace and move on to dissolve in the Gray.
#### Ghost Hunter Dedication
FEAT 2
UNCOMMON
ARCHETYPE
DEDICATION
trained in Occultism or Religion
You have focused your training on hunting and defeating ghosts, spirits, and all manner of haunts. Pick Spirit Lore or Haunt Lore; you become trained in this skill. If you were already trained in both skills, you become trained in a new Lore skill of your choice.
Choose two cantrips from the occult spell list. Each cantrip must have the divination, enchantment, or necromancy trait. You can cast these spells as innate occult spells. You gain access to the Cast a Spell activity if you didn't have it already. You're trained in occult spell attack rolls and spell DCs. You can usually replace material components with somatic components, so you don't need a spell component pouch. Your key spellcasting ability for these spells is Charisma.
## Gladiator
The roar of the crowd and thrill of competitive combat drive you to become the best—and the fame isn't bad either.
If there are sapient creatures observing a combat encounter, and these onlookers are neither engaged in the combat themselves nor allied or affiliated with either side, the combatants have spectators. The GM is the final arbiter.
#### Gladiator Dedication
FEAT 2
You know how to turn combat into a form of entertainment. You become trained in Gladiatorial Lore; if already trained in Gladiatorial Lore, you instead become trained in another Lore skill of your choice.
At the start of a combat encounter, if you have spectators, you gain a number of temporary HP equal to your character level for 1 minute and you can roll Performance for your initiative.
\pagebreakNum
## Hallowed Necromancer
It's quite common for mages of all sorts to study necromancy—the surprisingly diverse school holds the secrets of vitality and void energy, as well as life and death. Many tap into these powers with no consideration of the morality of their use. For these unscrupulous magic users, it's simply another avenue in their never-ending pursuit of power, and the abilities learned are turned to the caster's personal ends, whatever they may be.
Others choose a different path. Through spiritual study and introspection, they have come to recognize the evil intrinsic in the existence of undead, the fundamental wrongness of using the universal energy of death to create an appearance of life. To combat this evil, these casters learn to conduct vitality energy and direct it to great effect against the undead they encounter. They may also engage in ongoing study to learn of the nature of life, death, and undeath, and the precise relationship between each state. These scholars and mages are commonly known as hallowed necromancers—a slightly misrepresentative name, as many of them don't use religious methods, but a frequently used shorthand regardless.
The exact origin of hallowed necromancers' abilities may vary from one to the next. Some are granted their gifts directly by a sympathetic elemental lord, while others might use their knowledge of religion and the planes to learn such abilities on their own. Though rarer, it's even possible these practitioners might discover they possess an intuitive understanding and control over abilities that manifest spontaneously as their capabilities grow. Despite this variance, all share a fundamental understanding that undeath is an aberration to be quickly remedied.
Though the majority of hallowed necromancers have similar goals and are willing to work together, they tend not to form their own organizations. More often, these necromancers attach themselves to existing groups and use their powers in support of those groups' causes. Otherwise, they plan and carry out their own personal vendettas against the forces of undeath, often enlisting the help of trusted friends and allies.
#### Hallowed Necromancer Dedication
FEAT 2
UNCOMMON
ARCHETYPE
DEDICATION
expert in Religion; able to cast spells using spell slots, able to cast at least one necromancy spell
You've studied techniques allowing you to blend so-called hallowed necromancy into your own spellcasting to bolster the living and destroy the undead. You gain the hallowed ground focus spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity. You can Refocus by meditating or praying to connect yourself to conduits of vitality energy. Focus spells from the hallowed necromancer archetype have the same tradition as your spell slots.
Casting spells that create, heal, or otherwise aid or promote undead is anathema to you, as is cooperation with undead. Using void energy isn't anathema, as it serves a natural purpose, but twisting that void energy for creation is blasphemous to you. If you perform acts that are anathema to your principles, you lose access to all feats from this archetype. These abilities can be regained only with an atone ritual.
## Herbalist
The plants around you can provide more remedies than the finest hospital or temple, and you are skilled in their use.
#### Herbalist Dedication
FEAT 2
trained in Nature; Natural Medicine
You can create remedies and other herbal products. You gain the basic alchemy benefits, though they apply only for herbal items: alchemical items with the healing trait, plus antidote and antiplague. You gain batches of infused reagents per day equal to your level or half your level if you didn't make your daily preparations in the wilderness. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. You become an expert in Nature and can use Nature instead of Crafting to Craft herbal items. You don't need to be trained in Crafting or have the Alchemical Crafting feat to do so, and you can use healer's tools instead of alchemist's tools.
## Horizon Walker
Many long for the open road, but you prefer the trackless wild. You can find safe passage through the most inhospitable terrain in the world—salt flats, deserts, and similar environs are where you're comfortable. Your talents open untrod paths for you and help guide others through the wilderness.
#### Horizon Walker Dedication
FEAT 2
You've mastered travel within a specific type of terrain. You gain the Favored Terrain feat. When in your favored terrain, you gain a +10-foot circumstance bonus to your travel Speed. When other creatures Follow the Expert with you as a guide in your favored terrain, they gain both the ability to ignore non-magical difficult terrain for the purpose of their travel Speed and the bonus to travel Speed.
## Juggler
You’re a skilled performer, with impressive balance and coordination that help you greatly in battle.
#### Juggler Dedication
FEAT 2
UNCOMMON
ARCHETYPE
DEDICATION
You become trained in Performance; if you were already trained in Performance, you instead become trained in a skill of your choice. You also gain the Juggle skill feat, even if you don’t meet its prerequisites.
\pagebreakNum
## Linguist
Whether you study to further your own ambitions or simply out of fascination with the intricacies of language, your way with words is unparalleled.
#### Linguist Dedication
FEAT 2
you speak at least three languages
You have studied languages and their development. You become trained in Society; if you were already trained in Society, you instead become an expert in Society. You gain the Multilingual skill feat twice.
## Loremaster
Knowledge is power, and you labor in pursuit of that power. No matter the situation, you can usually procure some tidbit of knowledge to inform your actions. You specialize in secrets, both uncovering them and hiding them away, and your command of the written word borders on the supernatural. As you discover deeper secrets of lore, you might develop a power over knowledge that becomes outright magical, allowing you to understand and disguise information even more effectively.
#### Loremaster Dedication
FEAT 2
trained in at least one skill to Decipher Writing
You've compiled a vast repository of information that touches on nearly every subject. You are trained in Loremaster Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in a skill used to Decipher Writing, you gain expert proficiency in Loremaster Lore, but you can't increase your proficiency rank in Loremaster Lore by any other means. You can take feats in the loremaster's additional feats entry even if you don't meet the enigma muse prerequisite.
## Marshal
Marshals are leaders, first and foremost. Marshals can come from any class or background, though they all share a willingness to sacrifice their own glory for the greater good of the team. Some marshals lead from the front, sword and shield raised, while others may call instructions and encouragements from the rear while providing allied spellcasters with skilled support.
Regardless of their preferred method of combat, marshals' ability to bring the best out in every ally is a valuable addition to any group.
#### Marshal Dedication
FEAT 2
trained in martial weapons; trained in Diplomacy or Intimidation
You've combined your social skills and combat training to become a talented combat leader. Choose Diplomacy or Intimidation. You become trained in that skill or become an expert if you were already trained in it.
In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the emotion, mental, and visual traits and grants you and allies within the aura a +1 status bonus to saving throws against fear.
## Mauler
You shove your way through legions of foes, knock enemies on all sides to the ground, and deal massive blows to anyone or anything that comes near.
#### Mauler Dedication
FEAT 2
You specialize in weapons that require two hands. You become trained in all simple and martial melee weapons that require two hands to wield or have the two-hand trait. Whenever you gain a class feature that grants you expert or greater proficiency in weapons, you also gain that proficiency rank in these weapons. If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon.
## Medic
You've studied countless techniques for providing medical aid, making you a peerless doctor and healer.
#### Medic Dedication
FEAT 2
trained in Medicine; Battle Medicine
You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour.
## Mind Smith
“The mind makes it real.” Though uttered in many parts of Athas, nowhere is this more literal than perhaps among mind smiths—those with a mysterious mental talent that allows them to manifest their mind into a physical object. Some gain this power through magical training from an ancestor or mentor, while others earn it as a gift or reward from some greater being, or by inexplicable chance.
Whatever the source, you have mastered the ability to form a mental image into a corporeal figment solid enough to affect the physical world. You trained the power to aid you in battle by shaping itself into a potent weapon, bound by only the reaches of your own imagination.
#### Mind Smith Dedication
FEAT 2
You've learned to imagine a shape in your mind, to envision it so strongly it takes form in the material world. You gain a single melee weapon of your choosing, called a mind weapon. Your mind weapon is a martial melee weapon. The overall shape and design of your mind weapon can be of your choosing, but it has one of the following four basic statistics:
\pagebreakNum
- A one-handed weapon that deals 1d4 damage and has the agile and finesse traits
- A one-handed weapon that deals 1d6 damage and has the finesse trait
- A one-handed weapon that deals d8 damage
- A two-handed weapon that deals 1d10 damage and has the reach trait
Each day during your daily preparations, you can decide if you want your weapon to deal bludgeoning damage and be in the club weapon group, deal piercing damage and be in the spear weapon group, or deal slashing damage and be in the sword weapon group. Your mind weapon is an extension of your mind—it has no Hardness, and any ability that would damage your mind weapon instead damages you directly, pushing back against the weapon's corporeal form and becoming mental damage of the same amount the weapon would have taken.
You can project your mind weapon using an Interact action, just as you would draw any other weapon. Only you can hold, carry, or wield your mind weapon; if held by another person, it quickly disappears from their hand, reforming in your mind for you to project again. If you're disarmed of your mind weapon, it dematerializes, but you can draw it again with an Interact action starting at the beginning of your next turn.
Upon creating your mind weapon, you also learn to use a mind smith's keepsake: an object of light Bulk, such as a bracelet or figurine, that you wear or keep on your person and inscribe with weapon runes. Your keepsake can't be a magic item, nor can it have any significant monetary value beyond the value of any runes you inscribe on it. You can buy and inscribe fundamental runes and weapon property runes onto your keepsake in the same way you would for a regular weapon, and you can move runes to and from your keepsake to other weapons or runestones for the usual cost. Any runes inscribed on the keepsake apply to your mind weapon when you create it.
If your keepsake is ever lost or destroyed, you can spend 1 week of downtime imprinting a new object with your weapon's mental properties, though this new keepsake won't have any of the runes that were inscribed on the prior keepsake.
## Oozemorph
You have suffered from the deadly touch of an ooze or other amorphous creature, like a gibbering mouther or a tyrian slime, and have come away changed. Alternatively, you might have been exposed to some alchemical accident involving experiments with oozes, such as those performed in the city of Nibenay. Parts of your body occasionally liquefy and threaten to slough off, and only through force of will can you keep your natural form intact. Your affliction is plainly supernatural in origin and distressingly permanent.
#### Oozemorph Dedication
FEAT 2
UNCOMMON
ARCHETYPE
DEDICATION
You are plagued by sporadic anatomical rearrangements, which grant you insights into other creatures with unusual anatomies. You become trained in Occultism and Ooze Lore; if you were already trained, you become an expert instead. You gain a +2 circumstance bonus to Reflex saves to avoid being Engulfed by creatures, and to checks to Escape after being Engulfed.
As you develop more abilities based on your amorphous affliction, you become increasingly off-putting to mundane creatures. You take a penalty to Diplomacy checks against animals and humanoids. This penalty is equal to your number of class feats from the oozemorph archetype, to a maximum of –4 for four or more feats.
## Pirate
You live a life of freedom, taking by force and intimidation all that you desire.
You may be a privateer, raiding and plundering on behalf of a particular nation or another authority, or you may answer to no one but your own capricious whims. Either way, you rely on intimidation, wits, and combat prowess to take what you want from those you deem less deserving.
Pirates have much in common with swashbucklers, and many pirates have the swashbuckler class or archetype. Much like a swashbuckler's daring deeds, classic pirate maneuvers are often showy feats intended to impress, intimidate, and gain panache. For example, if you have the panache class feature and your Acrobatics check for a Boarding Assault exceeds the very hard DC for your level, you would gain panache.
#### Pirate Dedication
FEAT 2
As a pirate, you sail the seas in search of enemy ships to plunder. You become trained in Sailing Lore or become an expert in it if you were already trained. You ignore the effects of difficult terrain or uneven ground caused by a ship's movement. Additionally, you gain the Boarding Assault action.
Boarding Assault {2A} (Flourish) Effect Either Stride twice or
attempt an Acrobatics check (DC determined by the GM, but
usually DC 20) to swing on a rope up to twice your Speed. If you boarded or disembarked from a boat or similar vehicle during
this movement, you can make a melee Strike that deals one
additional weapon damage die.
## Poisoner
People are so delightfully fragile when exposed to the glories of nature. The bite of a certain serpent makes the blood congeal to jelly. A particular stone, suitably powdered, causes hallucinations and delirium. The sap of a tree inflicts such pain that death seems preferable. You are a student of such dark wonders, making you a dangerous foe indeed.
\pagebreakNum
#### Poisoner Dedication
FEAT 2
You make a point of always having a few toxins near at hand—you never know when some arsenic or the like might prove useful. You gain the basic alchemy benefits, though they can be used only for alchemical poisons. You gain batches of infused reagents per day equal to your level. Your advanced alchemy level for creating these is 1 and doesn't increase on its own.
## Provocator
The provocator is a gladiator who mixes brilliant performance with mastery of weapons.
#### Provocator Dedication
FEAT 10
For you, fighting is as much about style as skill. You become trained in simple weapons, martial weapons, and one advanced weapon of your choice. When you critically succeed at an attack roll using your chosen advanced weapon, you also apply the critical specialization of that weapon. You become an expert in Performance and your choice of either Acrobatics or Athletics. If you were an expert in all three of these skills, you instead become an expert in a skill of your choice.
## Psychic Duelist
The mental landscape of the psychic duel rises to meet your steps and reshapes at your touch. You understand the binary mindscape links two minds, making its foundation only as strong as the wills of those involved. Two psychic castles in a siege—patch every loose brick in your walls and single out every flaw in your foe's defenses.
#### Psychic Duelist Dedication
FEAT 4
UNCOMMON
ARCHETYPE
DEDICATION
trained in Occultism; you have been in a psychic duel
Through experience and in-depth visualizations of mental battles, you've grown adept at psychic duels. You gain a +2 circumstance bonus to your initiative rolls for psychic duels. Each time you enter a psychic duel, choose one of the following benefits for the duration of that duel.
- Mind Mace You gain a status bonus to mental damage with spells you cast equal to the spell's rank.
- Psychic Fist You can use your standard ability modifier for Strike damage instead of your highest mental modifier, and you can use your full AC instead of using your Will DC in place of your AC.
\columnbreak
## Reanimator
Most cultures revere the bodies of the deceased, laying to rest the mortal remains of their companions according to tradition formed generations before. Such customs assume a common conclusion: once the spirit that inhabited it has gone on to the Gray, the empty shell of a corpse has no purpose beyond its eventual return to the elements that formed it. You know differently. As the vessels that once housed immortal souls, corpses hold great power and potential, perfect construction materials for creations of unsurpassed wonder.
As a reanimator, you have chosen to focus your study of the necromantic arts on the transformation of dead flesh into innumerable varieties of undead, from the lowliest shuffling corpses and brittle skeletons to abominations of ghastly splendor barely conceived of by only the most fanatical—or brilliant— mortal minds.
#### Reanimator Dedication
FEAT 2
able to cast animate dead with a spell slot
You have dedicated your studies to the art of raising and commanding undead. If you're a spontaneous spellcaster with animate dead in your repertoire, it becomes a signature spell in addition to your usual signature spells. If you're a prepared spellcaster with animate dead in your spells known, spellbook, or the like, you can spend 10 minutes contemplating undeath to replace one of the spells you've prepared in your spell slots with an animate dead spell of the same rank.
In addition, if you're able to target the mostly intact remains of an appropriate type of dead creature when casting animate dead, the undead you animate gains a +1 status bonus to attack rolls, AC, saving throws, and skill checks for the duration of animate dead.
## Ritualist
While some learn the art of ritual casting through rigorous study, other gifted individuals may find that a combination of natural talent and luck gives them surprising skill at performing rituals, whether they want that power or not.
#### Ritualist Dedication
FEAT 4
UNCOMMON
ARCHETYPE
DEDICATION
expert in Arcana, Nature, Occultism, or Religion
You have begun to master the difficult art of casting rituals. You gain a +2 circumstance bonus to all primary checks to perform a ritual. You learn two uncommon rituals with a rank no higher than half your level; you must meet all prerequisites for casting the ritual to choose it. At 8th level and every 4 levels thereafter, you learn another uncommon ritual with a rank no higher than half your level and for which you meet the prerequisites. You can cast these as the primary caster, but you can't teach them to anyone else or allow someone else to serve as primary caster unless they know the ritual as well.
\pagebreakNum
## Scout
You're an expert in espionage and reconnaissance, able to skulk silently through the wilderness to gather intelligence, sneak through enemy lines to report to your comrades, or suddenly and decisively strike your foes. Your skills ease the difficulty of travel for you and your companions and keep you all on guard when you're approaching danger.
#### Scout Dedication
FEAT 2
trained in Stealth and Survival
You are a highly skilled scout, capable of providing your allies a timely warning of any danger. You gain the Scout's Warning ranger feat. When you're using the Scout exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus.
## Sentinel
Armor offers solid, reassuring protection in combat, and as someone who faces danger on a regular basis, you have made it your business to get the most out of your defenses. You stand solid on any battlefield, encased in the sturdiest armor you can find.
When danger threatens, your solid defenses will safely get you, and possibly your companions, home again. As a sentinel, you might be a member of an order of knights or bodyguards that trained you how best to take advantage of heavy armor.
On the other hand, you might just be an adventurer who took one too many scrapes and decided that enough was enough, so you trained yourself to wear the heaviest plate you could get your hands on. Some witches or sorcerers have chosen to follow the path of the sentinel to increase their survivability.
#### Sentinel Dedication
FEAT 2
You have trained carefully to maximize the protective qualities of your armor. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you are at least 13th level and you have a class feature that grants you expert proficiency in unarmored defense, you also become an expert in the armor types granted to you by this feat.
## Shadowdancer
Shadow has always been the cousin of fear. Within the darkness, monsters dwell, plans are hatched, and enemies strike with fang and dagger and dark magic. But some embrace the Black, gain power from it, and dance within its shifting dark.
A true shadowdancer is a creature who flits on the edge of light and darkness. Moving amid the inky blackness, shadowdancers are spies, assassins, infiltrators, and emissaries. Some shadowdancers use their relationship with the Black for good, while others embrace the primordial night, its terror, and its betrayal.
Regardless of the reason why someone embraces the shadows, the shadows embrace that person in turn, gradually transforming them into something inky, nebulous, and mysterious.
#### Shadowdancer Dedication
FEAT 8
expert in Performance and master in Stealth
You dedicate yourself to the shadows. Your coloring becomes gray and gloomy, your senses adjust to the darkness, and you can sneak through darkness with ease. You gain greater darkvision.
You also gain a +2 circumstance bonus to Stealth checks when you are within dim light or darkness.
## Sixth Pillar
The Sixth Pillar follows a tradition that blends martial arts with magic. Traditionally, this is a way to better focus and harness innate magic, but it can be used by anyone who can cast spells.
#### Sixth Pillar Dedication
FEAT 10
UNCOMMON
ARCHETYPE
DEDICATION
Dexterity +2; expert in Acrobatics; ability to cast spells
You use your physical discipline to channel your magic.
If your proficiency rank in unarmed attacks is at least expert, your proficiency rank in spell attacks increases to expert. Likewise, if your proficiency rank in spell attacks is at least expert, your proficiency rank in unarmed attacks improves to expert. You become an expert in Athletics, or in another trained skill if you were already expert in Athletics.
## Sleepwalker
Many think of mental realms and mindscapes as rare and elaborate constructions, forgetting that everyone creates their own mental realm when they sleep, one where even the strangest occurrences seem perfectly normal. Anything is possible inside these dreamscapes, but few sapient creatures have the will and insight to take control and truly explore their unconscious mind.
Sleepwalkers dedicate themselves to unlocking the secrets of the sleeping mind, taking control of their dreams, and walking through the slumbering vistas of others. Some are nefarious manipulators, whispering to the slumbering for personal gain. Others use their powers for good, seeking evildoers and those who corrupt dreams to nightmares. As their power grows, a sleepwalker's appearance gradually becomes slightly indistinct, as though they were blurred around the edges, and those who encounter them find it difficult to recall exact details about their appearance.
\pagebreakNum
#### Sleepwalker Dedication
FEAT 4
You've learned to manipulate states of consciousness, beginning with your own. You can send yourself into a half-awake, daydreaming state and gain the Daydream Trance action.
Daydream Trance {1A} (mental, occult) You fall into a half-sleeping trance. This lasts for 1 minute or until you fall unconscious, whichever comes first. You can voluntarily end your trance by taking a single action, which has a concentrate trait, and succeeding at a Will save against your own class DC or spell DC, whichever is higher. Once your trance ends, you can't enter a Daydream Trance again for 1 minute. While you're in your trance, you gain the following effects:
- You gain a +1 status bonus to Will saves. This bonus increases to +2 against mental effects. If you're legendary in Occultism, the bonus against mental effects increases to +3.
- You take a –1 penalty to Perception checks and initiative rolls.
## Snarecrafter
You're able to take ordinary materials and use them to create deadly snares, special traps that you can rig up quickly when the situation demands. While traps might grant you less brute force to apply in a fair fight than weapons would, you rarely allow your fights to be fair.
Instead, when a battle takes place at a location of your choice, you have a major advantage thanks to your well-placed snares. Once your foes come to realize that you may have trapped any location on the battlefield, their fear of walking into another trap can help you corral them toward the waiting blades of your allies, or even make them too paranoid to move at all, locking them in place.
#### Snarecrafter Dedication
FEAT 2
trained in Crafting; Snare Crafting
You've learned to create a limited number of snares at no cost. Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment; if they normally take 1 minute to Craft, you can Craft them with 3 Interact actions. The number of snares increases to six if you're a master in Crafting and eight if you're legendary. Snares prepared in this way don't cost you any resources to Craft.
## Soul Warden
You consider yourself a shepherd of spirits who ensures the cycle of souls progresses unimpeded. Although you're unable to safeguard the cycle of souls in its entirety, you strive to ensure each soul's time on the Material Plane proceeds without incident. You work to free souls from imprisonment, prevent necromancers from animating the dead, and destroy undead so their souls rejoin the cycle.
While most who hunt undead do so out of fear, vengeance, or a desire to protect the lives of others, you take a more measured and far less emotional approach; you destroy undead so their souls can continue their journey to the Gray, thus ensuring the continuation of existence.
#### Soul Warden Dedication
FEAT 2
trained in Occultism or Religion
You can take 10 minutes to emblazon a symbol of power—a spiraling comet that represents the winding path a soul takes through its existence—upon a shield, tabard, banner, or other prominent object that your wear or wield. The symbol doesn't fade until 1 year has passed, but if you emblazon the symbol again, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol and can be used as a divine focus while emblazoned.
Whenever an undead creature or captive soul is within 100 feet of this object, the spiral glows, shedding dim blue light in a 10-foot radius. If the creature is hiding or the soul is hidden, it must succeed at a Stealth check against your Perception DC to fool the sigil and prevent the spiral from glowing.
In addition, you can cast vitality lash as a divine innate cantrip at will. As normal, a cantrip is automatically heightened to half your level rounded up. You gain access to the Cast a Spell activity if you didn't have it already. You're trained in divine spell attack rolls and spell DCs. Your key spellcasting ability for these spells is Wisdom.
When you have at least two other feats from this archetype, the spiral glows with bright light in a 10-foot radius (and dim light for the next 10 feet). Feats that require a creature or object to be in the light of your spiral function whether it's in the bright or dim light.
## Staff Acrobat
You can perform amazing acts in and out of combat when you have a spear, staff, or polearm.
#### Staff Acrobat Dedication
FEAT 2
UNCOMMON
ARCHETYPE
DEDICATION
Dexterity +3; trained in Acrobatics and Athletics; trained with at least one of the following weapons: staff, bo staff, halfling sling staff, or any weapon in the spear or polearm group (referred to in this archetype as “your staff”).
When you High Jump, Leap, or Long Jump while wielding your staff, you gain a +2 circumstance bonus to any Athletics check required and add 5 feet to the distance you can Leap vertically and horizontally. You can Shove and Trip even if you don’t have a free hand, provided you are wielding your staff. Finally, when you roll a success on a check to Balance while wielding your staff, you get a critical success instead.
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## Swarmkeeper
Many civilizations throughout history have benefited from a symbiotic relationship with insects. A community might raise insects for certain byproducts, such as a bee’s honey or a spider’s silk, or tame larger versions of common species as mounts. Some even take this harmony to the extreme and willingly host a swarm of insects inside their bodies. Because of their unusual arrangement, swarmkeepers tend to live solitary lives, or at least as solitary as you can be as a host of thousands. When dealing with those who might be squeamish of their abilities, some swarmkeepers wear straw skeps, backpack-like boxes often employed by beekeepers as a kind of social camouflage. Such items might even be used to house additional insects if their swarm grows too big to fit inside their body.
Swarmkeepers can add new capabilities to their swarms. For some, this means incorporating many different species of insects into their swarm, making even mortal enemies in nature work together. Others selectively cultivate one kind of insect precious to them into various morphs that give the swarm new capabilities.
#### Swarmkeeper Dedication
FEAT 2
UNCOMMON
ARCHETYPE
DEDICATION
Your body has become a symbiotic hive for a swarm of crawling insects. You can emit your swarm using the Swarm Forth action, and you can use the Bite and Sting action while your swarm is outside your body to command it to attack. Your deep connection to your swarm precludes you from also having an animal companion, though if an ability allows you to have more than one animal companion (such as the beastmaster archetype), you can count your swarm as one. You're immune to any damage from your swarm, and during your daily preparations you can anoint up to five willing creatures with a concoction made from your pheromones to grant them immunity as well.
While outside your body, your swarm is Large and has a Speed of 15 feet and a climb Speed of 15 feet. It can occupy the same space as other creatures. While outside your body, the swarm can be attacked. It uses your statistics for defenses but is immune to grappled, prone, restrained, and mental effects that target only a specific number of creatures. The swarm has resistance equal to your level to physical damage and weakness equal to your level to area and splash damage. Any damage that would be dealt to the swarm is dealt to you instead, though you take damage only once from any ability that includes both you and the swarm in the area of effect (though you take the greater amount of damage).
Swarm Forth {2A} (concentrate) Requirements Your swarm is within your body; Effect Your swarm boils forth from your body into a space adjacent to yours. (Its space can overlap yours.) It remains separate from you until the end of your next turn, but you can Sustain the effect up to 1 minute. The effect also ends if you end your turn more than 60 feet away from the swarm. When you use Swarm Forth and each time you Sustain the effect, you can have the swarm Stride.
When Swarm Forth ends, the swarm disperses into individual creatures. While dispersed, it can no longer be used for actions or be targeted, and the insects return to you and nest in your body again. This typically takes 1 minute unless you're extremely far away (as determined by the GM).
Bite and Sting {1A} Requirements Your swarm is outside your body; Effect Each creature in your swarm's space takes 1d4 piercing damage with a basic Reflex save against your class DC or spell DC, whichever is higher. At 4th level and every 2 levels thereafter, the damage increases by 1d4.
## Swordmaster
Those trained to master the sword learn so to survive, defend others, and defeat their enemies. The swordmaster embodies these skills, focusing on practicality and ignoring ideals or methods that interfere with their ability to overcome any challenge.
#### Swordmaster Dedication
FEAT 6
UNCOMMON
ARCHETYPE
DEDICATION
Strength+2, Dexterity +2, or Constitution +2
Your Swords training taught you to never lose hold of your weapon. You gain a +2 circumstance bonus to your Reflex DC when foes attempt to Disarm you. If you have the Deft Cooperation feat and critically succeed on a check to Aid an ally’s attack roll or skill check, you gain a +2 circumstance bonus from Deft Cooperation (instead of a +1 bonus) the first time you attempt an attack roll or attempt a skill check where the bonus would apply.
## Undead Master
Not everyone with an interest in the undead raises a vast army of faceless, disposable minions. You prefer to cultivate a more personal relationship with a small number of undead companions, personalized to your needs and expectations. Those companions with minds trust you implicitly; those without are extensions of your will. Perhaps they see you as a teacher or caretaker, shepherding them on the path to peace and passing on, or perhaps they are your protectors, bound to aid you by negotiation and magical spells.
Whatever the case, they will fight for and alongside you without question, throwing themselves into danger without hesitation if it will provide a means to your desired end.
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This archetype works well for a necromancer capable of raising undead but isn't exclusive to them. You could be a warrior who befriended an undead, an evil champion granted an undead companion by your deity, or an undead bloodline sorcerer undead are drawn to. The additional feats below are found in the beastmaster archetype. Whenever one of these additional feats refers to an animal companion, as an undead master, you apply it to your undead companion instead.
#### Undead Master Dedication
FEAT 2
UNCOMMON
ARCHETYPE
DEDICATION
You gain the services of an undead companion that travels with you and obeys your commands. The rules for undead companions are under Undead Companions and utilize those for animal companions.
Contrary to the usual rules for companions, as an undead master it's possible for you to have more than one undead companion at a time. However, only one of those companions, your “active companion,” follows you during exploration and encounters; the rest are reduced to an “inactive” state that can be easily tucked into an inventory or stored in a nearby crypt.
Call Companion {2A} (Exploration) You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions.
## Undead Slayer
Anywhere undead prey upon the living, some brave souls make it their mission to destroy the monsters. Many adventurers are skilled at dispatching undead, but you go a step further. You study them, learn their weaknesses, and master the tools to end them quickly and cleanly. An undead slayer doesn't simply kill monsters; they become what even monsters fear. Leave it to others to be a shield—you become the blade that strikes evil at its heart. You can identify the common types of undead by sight. You drill and practice with the special gear necessary to destroy some of the more complicated undead, like T’liz; train in their strengths and weaknesses; and learn how to create safe houses to stash your arsenal and hide from undead.
#### Undead Slayer Dedication
FEAT 2
Your training has prepared you to recognize most undead on sight. You become trained in two Lore skills, each about a specific type of undead, or become an expert if you were already trained. You gain the Slayer's Identification free action.
Slayer's Identification {0A} You roll initiative and can observe a creature you know is undead; You attempt to Recall Knowledge to identify the undead creature with a +1 circumstance bonus. If you're a master in the skill you're using to Recall Knowledge, you gain a +2 circumstance bonus instead.
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## Weapon Improviser
As far as you're concerned, the best weapon to wield is the one that your opponents never see coming. By knowing how to fight effectively with whatever's at hand, you ensure that you're never caught unarmed, and you often get the drop on opponents who mistakenly think they've caught you off guard.
Whether you're smashing someone over the head with a bar stool, tossing a mug of ale in their face to blind them, or stabbing your foes with a broken bottle, you can find weapons anywhere and employ them creatively whenever a fight breaks out. Because you fight with disposable weapons, you don't need to be as careful with your weapons as other warriors do, and you can break them when needed to win a fight without feeling any regrets later.
#### Weapon Improviser Dedication
FEAT 2
trained in all martial weapons
You don't take the normal –2 penalty to attack rolls with improvised weapons. Additionally, whenever you gain a class feature that grants you expert or greater proficiency with any weapon, you also gain that proficiency with improvised weapons.
## Winged Warrior
Nature provided wings to certain creatures to help them soar above predators or reach food hanging from tall trees or the side of a cliff. When those graced with wings no longer have to depend on flight for survival, their appendages can be turned to a different use: combat. In addition to granting strategic elevation over foes, wings provide a variety of combat advantages.
Winged warriors are found independently among several ancestries. Aarakocra of the Tyr region are the most commonly seen practitioners of this fighting style. Warriors able to take flight, even temporarily, can often name their price when joining a merchant caravan. Despite the ranged armaments available on many caravans, many guards are hard-pressed to defend against skilled aerial assailants.
Even those who develop wings later in life, like certain Dray and those with grafted wings, can learn the fighting style of a winged warrior. Although it’s a long path, many of the techniques involved are reinvented, rediscovered, and even updated by individual warriors.
#### Winged Warrior Dedication
FEAT 2
you have permanent wings (such as from an ancestry or graft)
Through rigorous training, you have strengthened your wings, granting you enough thrust to gain additional altitude. When you make a horizontal Leap, increase the distance by 10 feet up to a maximum of your Speed. Any fly Speed granted by ancestry feats and other permanent wings increases by 5 feet.
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## Wrestler
Wrestlers are athletes who pit their strength and skill against powerful foes. Specializing in a variety of grabs, holds, and strikes, wrestlers are dangerous opponents whose techniques can leave a foe broken and defeated without taking their life.
The wrestling tradition is common all over Athas. Gladiators and other warriors who fight for entertainment use wrestling techniques in combat. The discipline's focus on grappling is also useful in non-gladiatorial matches, as many foes are unable to contend with an opponent's hold. Grappling is particularly effective against spellcasters, who have a difficult time completing the somatic components of their spells while grabbed.
#### Wrestler Dedication
FEAT 2
trained in Athletics; trained in unarmed attacks, and unarmored defense
Your training in the wrestling arts has made you particularly adept at moving, striking, and grappling while unencumbered. You become an expert in Athletics and gain the Titan Wrestler skill feat. You don't take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. In addition, you gain a +2 circumstance bonus to your Fortitude DC when resisting an opponent's attempts to Grapple you or Swallow you Whole.
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# Dark Sun Archetypes
On Athas there exists unique archetypes that are only available in Dark Sun. Be it the Dark Sun Martial Artist, Living Vessel, Elemental, or even a Dragon.
## Avangion
Having mastered both psionics and arcane magic, some of Athas' most powerful preservers seek out the mysteries of a
metamorphosis, to change themselves into strange beings of gossamer wings and light. As avangions, they can combine their mastery of the Way and arcane arts into psionic enchantments that some say counters dragon magic. Others say that the avangions bring a healing power, and that they come not to fight, but to return life to dying lands. Most sages have never heard of avangions, and would probably call them myth.
#### Avangion Dedication
FEAT 12
RARE
ARCHETYPE
DEDICATION
master in Arcana and Crafting; Basic Psychic Spellcasting, living creature, ability to cast 6th-rank or higher spells from spell slots, completed ritual to become an avangion.
Avangions are incredibly powerful individuals who have mastered both arcane magic and psionics. In their quests for power, these individuals have chosen to undergo a metamorphosis, changing them into a celestial avangion. Avangions command powerful magic capable of countering defiling magic and restoring Athas to its previous glory.
You gain the celstial trait and are surrounded by a halo of light and goodness at all times as well as your skin glitters in the sunlight. Your halo sheds light with the effects of a divine light cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. You can suppress or reestablish the halo with a single action, which has the concentrate trait. Your eyes turn silver, and you gain Dark Vision. Finally, you gain the Celestial Wings action.
Celestial Wings {2A} (Avangion, Divine, Polymorph) once per day With effort, you can call forth magical wings from your back. These wings remain for 10 minutes. You gain a fly Speed equal to your Speed while you've manifested your wings.
#### Aura of Righteousness
FEAT 14
Your righteous aura dampens evil's might. You and all allies in the avangions halo of light gain unholy resistance 5.
#### Avangion Metamorphosis I
FEAT 14
Avangion Dedication; completed 7th-rank preserver metamorphosis ritual
At the next stage of the avangion metamorphosis the avangion’s skin takes on a metallic glow similar to its eyes, and any hair they have turns pure white. Their body becomes frail and the avangion's maximum HP is reduced by its level. However, the avangion becomes resistant to damage and gains resistance 1 to all damage except unholy or void damage. This resistance increases to 2 if the source is non-magical.
At 16th level, the resistance increases to 2, or 4 if the source is non-magical. At 18th level, the resistance increases to 3, or 5 if the source is non-magical.
#### Avangion Metamorphosis II
FEAT 16
Avangion Metamorphosis I; completed 8th-rank preserver metamorphosis ritual
At the next stage of the avangion metamorphosis any concealment of the avangions true form is lost at this stage. As enormous gossamer wings sprout from the back and shoulders. The wings themselves are filmy and nearly transparent. You gain the Celestial Wings at all times, rather than just once per day for 10 minutes.
#### Aura of unbreakable virtue
FEAT 20
You are a paragon of all that is good, your overwhelming aura causing evildoers to cower. All unholy creatures within your halo of light take a –1 status penalty to checks and DCs that target you or your allies. This penalty is –2 against dragons. You can choose to suppress or resume this aura as an action, which has the concentrate trait.
#### Avangion Metamorphosis III
FEAT 20
Avangion Metamorphosis II; completed 9th-rank preserver metamorphosis ritual
At the next stage of the avangion metamorphosis the avangion's true form becomes increasingly vague. All hair has vanished at this point and webs of filmy winglike material forms between the arms, torso, and thier fingers and toes. Their wings further extend granting them a +10-foot status bonus to fly Speed.
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The avangionn's magic cloaks themselves in a permanent
illusory disguise of 2nd-rank. To all those that view the avangion they look as a celestial version of their ancestry. All enemies of the avangion must attempt a Will save when they see the avangion.
The target disbelieves the illusion and is unaffected.
For 1 round, the target is stupefied 2 and takes a –2 status penalty to any checks it makes to determine the effects of reactions.
For 1 minute, the target is stupefied 2 and can't use reactions.
As failure, and all spaces are difficult terrain for the target.
## Dragon
Athasian dragons are a species of reptiles native to Athas that are created when a powerful wizard uses their powers to absorb enough magic from the natural world or from captured slaves to evolve into a new form. The process takes several stages, the first being the larval dragon, the form the wizard evolves into when they complete the initial ceremony of transformation. The new dragon then progresses through a series of stages, fueled by defiler magic all the way, till they are transformed into a full-fledged dragon.
#### Dragon Dedication
FEAT 12
RARE
ARCHETYPE
DEDICATION
master in Arcana and Crafting; Basic Psychic Spellcasting, living creature, ability to cast 6th-rank or higher spells from spell slots, completed ritual to become a dragon.
Dragons are incredibly powerful individuals who have mastered both arcane magic and psionics. In their quests for power, these individuals have chosen to undergo a metamorphosis, changing them into reptilian dragons. Dragons command terrible magic capable of draining the life-force of both man and beast, leaving only withered skulls behind.
You gain the dragon trait. Your skin becomes scaly giving you fire resistance equal to half your level and environmental heat effects are one step less extreme. Your fingers elongate into sharp claws. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits in the brawling weapon group. Finally, your eyes turn reptilian, and you gain Dark Vision.
During the Dragon Metamorphosis you crafted a perfect obsidian sphere and swallowed it whole. You gain the Dragon Magic action.
Dragon Magic {0A} (dragon, wizard) Once per round living creatures within 10 feet prior to casting a spell Athasian dragons can choose to power their spells with energy from living creatures rather than plants. Prior to casting a spell, you can strip the life energy of living creatures within 10 feet. Any creature in the area of the defiling must make a fortitude saving throw vs your spell casting DC or take 1d4 void damage per spell rank (cantrips inflict 1 point of void damage) and become sickened 1. On a critical failure they take double damage and become sickened 2.
The act of defiling empowers you with magic. If your next action is to cast a cantrip or a spell, reduce the number of actions to cast it by 1 (minimum 1 action). Dragon magic also improves with additional defiling feats.
#### Dragon Metamorphosis I
FEAT 14
Dragon Dedication; completed 7th-rank defiler metamorphosis ritual
At the next stage of the dragon metamorphosis your face elongates into a snout, and you gain a jaws unarmed attack that deals 1d6 piercing damage and is in the brawling group. Your scales harden and provide a +3 item bonus to AC with a Dex cap of +2. This uses your unarmored profiency and you can inscribe runes directly into your scales. If you were armor of any kind, your runes don't function. Finally, you gain a Dragon Breath action.
Dragon Breath {2A} (arcane, dragon) Once every 1d4 rounds You channel your draconic power into a gout of super-heated sand that manifests as a 30-foot cone, dealing 6d4 fire damage and 6d4 piercing damage. Each creature in the area must attempt a reflex saving throw against the higher of your class DC or spell DC. You can't use this ability again for 1d4 rounds.
At every 2 levels thereafter, the damage increases by 1d4 for each damage type.
#### Dragon Metamorphosis II
FEAT 16
Dragon Metamorphosis I; completed 8th-rank defiler metamorphosis ritual
At the next stage of the dragon metamorphosis your dragon magic infuses your body with energy. You permanently gain the effects of enlarge, becoming Large, increasing your reach to 10 feet, becoming clumsy 1, and gaining a +2 status bonus to melee damage. and gain wings. You gain a fly speed equal to your speed.
#### Dragon Senses
FEAT 16
Your dragon magic empowers your senses with magic. Magic enhances your sense of smell. You gain imprecise scent with a range of 30 feet. You gain further improvements to your sight as dragon magic heightens your vision. You gain the effects of see the unseen at all times.
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#### Frightful Aura
FEAT 18
ARCHETYPE
AURA
EMOTION
FEAR
MENTAL
Dragon Dedication; master in intimidation
You're surrounded by a palpable sense of menace and power that's terrifying to behold. The aura is a 15-foot emanation. An enemy that enters or ends its turn in the aura must attempt a Will save against the higher of your spell DC or class DC.
The creature is unaffected and temporarily immune to your Frightful Aura for 1 minute
The creature is frightened 1.
The creature is frightened 2.
#### Dragon Metamorphosis III
FEAT 20
Dragon Metamorphosis II; completed 9th-rank defiler metamorphosis ritual
This is the final stage of the Dragon Metamorphosis. You permanently gain the effects of a 4th-rank enlarge, becoming huge, increasing your reach to 15 feet, and gaining +4 status bonus to melee damage. Finally, you become resistance to just about every kind of energy. You gain resistance 5 to acid, cold, electricity, fire, force, mental, poison, sonic, vitality, and void damage.
## Elemental
There are several ways for a mortal to consume a primordial spark but continuing to become an elemental takes concentrated effort. A mortal might be born with an elemental spark, gifted one, or they could gain one by consuming the power of an elemental. Once acquired, one must spend a great deal of time contemplating and understanding the spark to unlock its full potential.
The process of attaining elemental mastery is dangerous. The slightest slip in control can cause devastation on a massive scale.
#### Elemental Dedication
FEAT 12
RARE
ARCHETYPE
DEDICATION
master in Religion; Basic Psychic Spellcasting, living creature, ability to cast 4th-rank or higher divine spells from spell slots, completed elemental metamorphosis ritual.
Elemental Characters are born when a humanoid absorbs a spark of the elemental planes. These forces are the purest building blocks of creation, and a fostered spark quickly grows to an all-consuming flame. Mastering the elements requires unlearning the limitations of mortality, a process that spurs rapid transformation.
You gain the elemental trait and are attuned to the element you worship: air, earth, fire, magma, rain, silt, sun, or water. You gain resistance equal to half your level against damage dealt by effects with your elemental trait. In addition, you gain the Naari, Oread, Sylph, or Undine trait and can choose ancestry feats from those versatile heritages.
#### Disciple of the Elements
FEAT 14
You gain an appropriate focus spell for your element: lightning form for rain, magma field for Magma, silt web for Silt, sunlight burst for sun, unfolding wind blitz for Air, unblinking flame emblem for Fire, unbreakable wave barrier for Water, or untwisting iron augmentation for earth.
#### Elemental Spells
FEAT 14
The elemental planes provide in depth knowledge about the elements, teaching you secrets of the primal energy beyond other spellcasters of your tradition. Add cantrip: ignition*, 1st:chilling spray*, 2nd: acid arrow*, 3rd: elemental absorption, 4th: mountain resilience, 5th: howling blizzard*, 6th: elemental confluence, 7th: spell turning, 8th: prismatic wall, 9th: wrathful storm to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list.
Depending on the element that influenced you, you changed the marked spells damage based on your element. If your element is air, you buffet your foes with powerful winds; if it's earth, you toss huge chunks of rock; if it's fire, you incinerate your foes with flame; and if it's water, you inundate your foes with torrents of water. For fire, magma, or sun, all marked spells deal fire damage.
For Air, Earth, or Water elements, they deal bludgeoning damage. For rain they deal lightning damage and for silt they deal void damage. You replace any existing elemental traits with the trait of the element you chose.
#### Burning Spell {1A}
FEAT 14
ARCHETYPE
FIRE
SPELLSHAPE
Elemental Dedication: Fire, Magma, or Sun Elemental
You enhance your spell with elemental fire, causing it to set the target on fire. If the next action you use is to Cast a non-cantrip Spell that deals damage at a single target, the spell deals additional persistent fire damage equal to the spell rank, in addition to its other effects. This has no effect if the spell already deals persistent fire damage. The spell gains the fire trait.
#### Current Spell {1A}
FEAT 14
ARCHETYPE
CONCENTRATE
SPELLSHAPE
Elemental Dedication: Air, Rain, or Water Elemental
As you use your magic to manipulate air, rain, or water, you divert some of its currents to form a barrier around you. If your next action is to Cast a Spell with the air, rain, or water trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks.
This effect has the air, rain, or water trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the air trait, rain trait, water trait, or all until the start of your next turn, depending on the spell's traits.
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#### Rockslide Spell {1A}
FEAT 14
ARCHETYPE
EARTH
SPELLSHAPE
Elemental Dedication: Earth Elemental
You enhance your spell with elemental earth, causing chunks of stone to litter the ground. If the next action you use is to Cast a non-cantrip Spell that affects an area, a number of 5-foot squares in the area equal to the spell rank become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous. The spell gains the earth trait.
#### Void Spell {1A}
FEAT 14
ARCHETYPE
CONCENTRATE
SPELLSHAPE
VOID
Elemental Dedication: Silt Elemental
You perform complex manipulations to make the energy from your spells so powerful that your enemies remain vulnerable to it afterward. If your next action is to Cast a Spell that deals void damage, you can select one target that was damaged to gain weakness 10 to the void damage type until the end of your next turn. This has no effect on creatures with resistance or immunity to void damage.
#### Wind-Tossed Spell {1A}
FEAT 14
AIR
ARCHETYPE
CONCENTRATE
SPELLSHAPE
Elemental Dedication: Air or Rain Elemental
You enhance your spell with elemental air or rain, using the wind to find your target and carry your magic around cover. If the next action you use is to Cast a Spell that requires a spell attack roll, you ignore the target's concealed condition and any cover they have from you. The spell gains the air or rain trait.
#### Scintillating Spell {1A}
FEAT 16
ARCHETYPE
CONCENTRATE
LIGHT
SPELLSHAPE
Elemental Dedication: Sun Elemental
Your spells become a radiant display of light and color. If your next action is to Cast a Spell that doesn't have the darkness trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is dazzled for 1 round, and those who critically failed are instead blinded for 1 round.
#### Elemental Form
FEAT 18
You can transform into an elemental. Once per day, you can cast elemental form as a 7th-rank primal innate spell, but you can only choose the elemental form of your type.
## Kaisharga
Kaishargas are extremely powerful undead. They voluntarily embraced this existence through a complicated ritual in order to prolong their life and increase their power. They come from all classes: fighters, wizards, gladiators, psions, and even evil clerics.
Gaunt, skeletal beings, kaishargas gain incredible powers through undeath. Their eyes burn with green fire of hatred for the living, and their connection to the Gray gives their skin a grayish tint. Kaishargas dress as they did in life.
A kaisharga’s transformation gives it great strength and agility, as well as deep cunning and wisdom. The defiler becoming or creating a kaisharga must be able to cast 6th-rank arcane spells.
#### Kaisharga Dedication
FEAT 12
RARE
ARCHETYPE
DEDICATION
expert in Nature; living creature, completed ritual to become a kaisharga.
You have succesfully eatedm the fruit from a tree of death and survived the ritual to transform yourself into a kaisharga. Now, neither death nor time can prevent you from pursuing your studies and achieving your grand ambitions. You gain the undead trait and the basic undead benefits. Your undead craving is for knowledge.
Special You can't select another dedication feat until you have gained two other feats from the kaisharga archetype.
#### Hand of the Kaisharga
FEAT 14
Void energy intensifies your undead form and makes your very touch the antithesis of life. You gain the advanced undead benefits. The damage die for your fist increases to 1d6 instead of 1d4, it deals void damage instead of bludgeoning damage, and it loses the nonlethal trait. Your fist becomes magical.
When you critically hit a living creature with your fist Strike, the creature is slowed 1 until the end of your next turn unless it succeeds at a Fortitude save against your spell DC. This is a critical specialization effect.
#### Kaisharga Magic
FEAT 14
Delving into undeath has open your mind to greater possibilities. You gain an extra 1st-rank spell slot, 2nd-rank spell slot, and 3rd-rank spell slot as if gaining the basic spellcasting archetype feat from cleric, psychic, or wizard.
#### Magic Sense
FEAT 14
You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-rank detect magic spell.
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This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-rank detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).
#### Enhanced Kaisharga Magic
FEAT 16
Kaisharga Magic; master in Arcana, Occult, or Religion
Your link to the Gray further enhances your spellcasting. You gain a 4th-rank spell slot, 5th-rank spell slot, and 6th-rank spell slot as if gaining Expert spellcasting archetype feat for cleric, psychic or wizard.
#### Frightful Aura
FEAT 18
ARCHETYPE
AURA
EMOTION
FEAR
MENTAL
Kaisharga Dedication; master in intimidation
You're surrounded by a palpable sense of menace and power that's terrifying to behold. The aura is a 15-foot emanation. An enemy that enters or ends its turn in the aura must attempt a Will save against the higher of your spell DC or class DC.
The creature is unaffected and temporarily immune to your Frightful Aura for 1 minute
The creature is frightened 1.
The creature is frightened 2.
#### Legendary Kaisharga Magic
FEAT 20
Enhanced Kaisharga Magic; legendary in Arcana, Occult, or Religion
You have mastered the power from the Gray. You gain an extra 7th-rank spell slot and an 8th-rank spell slot as if you gained master spellcasting archetype feat for cleric, psychic or wizard.
## Living Vessel
With the dawning of a new era comes the need for a new seat of power, and what better way to show your coming master your devotion than by sacrificing your entire being for their use? You presented yourself before their altar and they answered your call, flooding your body with their power and granting you the gift of their original form. Or maybe you were abducted in the dark, on a night that the moon refused to shine, when you were taken to a profane location where a mysterious cult bound you to their master against your will. Now you have powers you didn't before and you have new features that scare (and maybe, in a small dark part of your heart, thrill) you.
You might have even become a living vessel through a strange bargain. For instance, perhaps at the brink of death, you received an offer from an entity to spare your life in exchange for inhabiting you. Or you might have offered yourself to the entity in exchange for saving a loved one, for riches, or to fulfill a lifelong dream.
Beings of any alignment can inhabit a living vessel. Part of being a living vessel is learning more about your entity and finding what assuages them best and what their ultimate plans might be for your body and the world. Few vessels can fully dictate the terms of the arrangement, but the fact that you give the entity a corporeal form does give you some amount of leverage. Use it wisely.
#### Living Vessel Dedication
FEAT 2
RARE
ARCHETYPE
DEDICATION
Whether willingly or not, you've become a vessel for a being of unimaginable power. You and your GM should work together to determine the being's nature and decide how much you know and how much remains a mystery to you for now. Some decisions might influence your options later. You might need to decide whether the entity is an elemental, for instance, to know if you qualify for later feats.
You need to spend at least an hour each day assuaging the entity within you, or you take a –1 penalty to Will saves for 24 hours. The process of assuaging the entity is determined together between you and the GM. It might be as simple as meditating with the entity to learn more about them, but it might be as extreme as committing gruesome, unspeakable sacrifices to keep their unknowable blessings. After a full week of failing to assuage your entity, you become doomed 1, and you can't remove or ameliorate the condition until you allow your entity to take full possession of your body for 24 hours, during which time it pursues its own agenda.
You also gain the Entity's Resurgence reaction, allowing you to unleash your entity in lieu of falling unconscious, though at the risk of letting it enact its will.
Entity's Resurgence {R} Trigger You would be reduced to 0 Hit Points but not immediately killed; Effect Instead of letting you fall unconscious; your entity takes control. You remain at 1 Hit Point and gain temporary Hit Points equal to your level + your key attribute modifier that last for 1 minute. However, the entity is in control for 1 minute or until you fall unconscious, whichever comes first.
While the entity is in control, you gain a +1 status bonus to attack rolls and damage rolls, and the GM usually controls your character, roleplaying the entity. The GM might decide to have you roleplay the entity instead, but they retain final say over any decisions you make. No matter the entity's nature, the entity is sure to wreak vengeance upon the foe who jeopardized the life of their vessel—even an evil entity won't change allegiances or ignore danger except in the most extreme circumstances.
Special You can't select another dedication feat until you've gained two other feats from the living vessel archetype.
#### Entity's Strike
FEAT 4
The more you try to force your body to stay yours, the more it warps to channel the energy flowing through you.
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Whether your shadow has a mind of its own, develop a claw like that of some undead spirit sharing your soul, or feel a tentacle rip out of you from the elemental that imprinted itself on your soul, the entity within you refuses to be contained. You gain an unarmed attack of your choice with its type determined by your entity. It deals 1d6 damage of a damage type appropriate for the unarmed attack (such as bludgeoning for the tentacle). This unarmed attack is in the brawling weapon group and has the agile, finesse, and magical traits.
#### Tap Vitality {1A}
FEAT 6
ARCHETYPE
CONCENTRATE
HEALING
VITALITY
once per hour
Living Vessel Dedication
You tap into the entity's life force to heal your wounds, though at the cost of the entity's personality bleeding into your own. You recover a number of Hit Points equal to four times your level. Each time you use Tap Vitality, you begin to bleed more and more of the entity's personality and instincts into your own until the next time you spend an hour or more assuaging the entity, bringing your mind back under your own control.
Special This action has the tradition trait appropriate to your entity, typically divine for an elemental, arcane for an entity from the Black or undead spirit from the Gray, or primal for a spirit of the land.
#### Elemental Constriction {1A}
FEAT 8
Living Vessel Dedication; your entity is an elemental
You have a foe grabbed or restrained.
The elemental inhabiting your body is a being with alien motivations, and when you hold a foe close, tendrils and tentacles unfurl from your body to crush your foe and strike it with elemental energy. Your grabbed or restrained foe takes bludgeoning damage equal to your level and elemental (fire, cold, electricity, acid, or additional bludgeoning) damage equal to your highest mental attribute modifier.
The creature attempts a basic Reflex save that applies to both types of damage and uses the higher of your class DC or spell DC.
#### Exude Undead Corruption {1A}
FEAT 8
ARCHETYPE
MANIPULATE
VOID
Living Vessel Dedication; your entity is an undead spirit
Most of the changes from the undead within you have harmed you so far, but you've found a way to expel some of the corruption within you to harm others. Until the beginning of your next turn, you and your weapons are covered in void energy or another similar manifestation of the undead corruption; your melee Strikes deal an additional 1d6 void damage, and each time a creature hits you with a melee unarmed attack or otherwise touches you, it takes 1d6 void damage.
At 14th level, the unholy damage increases to 2d6, and at 20th level, the void damage increases to 3d6.
#### Shadow's Trickery {2A}
FEAT 8
ARCANE
ARCHETYPE
ILLUSION
VISUAL
once per hour
Living Vessel Dedication; your entity is from the Black
You connect with the shadow entity within yourself to wrap a target in shadows. This has the effects of penumbral disguise.
#### Vessel's From {2A}
FEAT 16
ARCHETYPE
CONCENTRATE
POLYMORPH
once per day
Living Vessel Dedication
You symbiotically combine your form with that of the entity within you, taking a powerful hybrid form to temporarily boost your abilities in combat while maintaining control. For 1 minute, you gain the following effects.
- If you were Medium or smaller, you become Large, and your reach increases to 10 feet.
- You gain a +2 status bonus to attack and damage rolls and a +1 status bonus on saving throws against spells. If you use Entity's Resurgence, the status bonuses to attack and damage rolls increase to +3 during the time that the two effects overlap.
- If you have the Entity's Strike feat, the unarmed attack you gained from that feat increases its damage die from 1d6 to 1d8.
- You gain 40 temporary Hit Points.
- You gain a fly Speed equal to your Speed.
Special This action has the tradition trait appropriate to your entity, typically divine for an elemental, arcane for an entity from the Black or undead spirit from the Gray, or primal for a spirit of the land.
## Martial Artist
You have trained in the martial arts, making your unarmed strikes lethal. You seek neither mysticism nor enlightenment, and you don't view this training as some greater path to wisdom. Yours is the way of the fist striking flesh, the hand turning aside the blade, and the devastating kick taking your enemy down. Your training is focused and practical, and since you have turned every part of your body into a weapon, you never find yourself without one. While you might have learned your techniques in a dojo or school focused on training the body, you might just as easily have learned them in street brawls and bar fights, combining instincts with intense athleticism for a deadly combination.
#### Martial Artist Dedication
FEAT 2
You have trained to use your fists as deadly weapons. The damage die for your fist unarmed attacks becomes 1d6 instead of 1d4. You don't take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all unarmed attacks.
Special You can't select another dedication feat until you have gained two other feats from the martial artist archetype.
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#### Brawling Focus
FEAT 4
Martial Artist Dedication
You know how to make the most of your attacks when fighting hand-to-hand. You gain access to the critical specialization effects of unarmed strikes in the brawling group and weapons in the brawling group. If you have Monastic Weaponry, you also gain the critical specialization effects of all monk weapons in which you are trained.
#### Dagorran Stance {1A}
FEAT 4
Martial Artist Dedication
You are unarmored.
You enter the stance of a dagorran, low to the ground with your hands held like fanged teeth. You can make dagorran jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits.
If you’re flanking a target while in Dagorran Stance, your dagorran jaw unarmed attacks also gain the trip trait.
#### Drake Stance {1A}
FEAT 4
Martial Artist Dedication
You are unarmored.
You enter the stance of a drake and make powerful leg strikes like a lashing drake’s tail. You can make drake tail attacks that deal 1d10 bludgeoning damage. They are in the brawling group and have the backswing, nonlethal, and unarmed traits. While in Drake Stance, you can ignore the first square of difficult terrain while Striding.
#### Erdlu Stance {1A}
FEAT 4
Martial Artist Dedication
You are unarmored.
You enter the stance of an erdlu, holding your arms in an imitation of an erdlu’ s wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only Strikes you can make are erdlu wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.
While in Erdlu Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically.
#### Feylaar Stance {1A}
FEAT 4
Martial Artist Dedication
You are unarmored.
You lower yourself to the ground and take an imposing, knuckle-walking stance. While in this stance, the only Strikes you can make are feylaar slam unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the backswing, forceful, grapple, nonlethal, and unarmed traits. While you are in Feylaar Stance, you gain a +2 circumstance bonus to Athletics checks to Climb, and if you roll a success on an Athletics check to Climb, you get a critical success instead.
#### Kirre Stance {1A}
FEAT 4
Martial Artist Dedication
You are unarmored.
You enter the stance of a kirre and can make kirre claw attacks. These deal 1d8 slashing damage; are in the brawling group; and
have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your kirre claws, if you deal damage, the
target takes 1d4 persistent bleed damage.
As long as your Speed is at least 20 feet while in Kirre Stance, you can Step 10 feet.
#### Mountain Stance {1A}
FEAT 4
Martial Artist Dedication
You are unarmored and touching the ground.
You enter the stance of an implacable mountain—a technique first discovered by dwarven monks—allowing you to strike with the weight of an avalanche. The only Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the forceful, nonlethal, and unarmed traits.
While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against being Shoved or Tripped. However, you have a Dexterity modifier cap to your AC of +0, meaning you don't add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with armor potency runes on your explorer's clothing, mystic armor, and bracers of armor.
#### Stumbling Stance {1A}
FEAT 4
Martial Artist Dedication; trained in Deception
You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to Deception checks to Feint. The only Strikes you can make are stumbling swing unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If an enemy hits you with a melee Strike while in this stance, it becomes off-guard against the next stumbling swing Strike you make against it before the end of your next turn.
#### Follow-Up Strike{1A}
FEAT 6
Martial Artist Dedication
Your last action was a missed Strike with a melee unarmed attack.
You have trained to use all parts of your body as a weapon, and when you miss with an attack, you can usually continue the attack with a different body part and still deal damage.
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Make another Strike with a melee unarmed attack, using the same multiple attack penalty as for the missed Strike, if any.
#### Dagorran Drag {2A}
FEAT 8
Dagorran Stance
You are in Dagorran Stance
You rip your enemy off their feet. Make a dagorran jaw Strike. Your dagorran jaw gains the fatal d12 trait for this Strike, and if the attack succeeds, you knock the target prone.
#### Drake Roar {1A}
FEAT 8
ARCHETYPE
AUDITORY
EMOTION
FEAR
MENTAL
Drake Stance
You are in Drake Stance
You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation must succeed at a Will save against your
Intimidation DC or be frightened 1 (frightened 2 on a critical failure). When a creature frightened by the roar begins its turn
adjacent to you, it can’t reduce its frightened value below 1 on that turn.
Your first attack that hits a frightened creature
after you roar and before the end of your next turn gains a +4 circumstance bonus to damage.
After you use Drake Roar, you can’t use it again for 1d4 rounds. Its effects end immediately if you leave Drake Stance. Creatures in the area of your roar are then temporarily immune for 1 minute.
#### Erdlu Flutter {R}
FEAT 8
Erdlu Stance
You are targeted with a melee attack by an attacker you can see.
You are in Erdlu Stance
You interpose your arm between yourself and your opponent.
Your circumstance bonus to AC from Erdlu Stance increases to +3 against the triggering attack. If the attack misses you, you can immediately make an erdlu wing Strike against the attacker at a –2 penalty, even if the attacker isn’t within your reach.
#### Feylaar Pound {1A}
FEAT 8
ARCHETYPE
EMOTION
FLOURISH
MENTAL
expert in Intimidation; Feylaar Stance
You are in Feylaar Stance
You pound your chest before slamming into your foes. Attempt an Intimidation check to Demoralize, then make one feylaar slam Strike against the same target. If your Strike hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's frightened condition.
Special If you have this feat, while you are in Feylaar Stance, you gain a climb Speed of 15 feet.
#### Grievous Blow {2A}
FEAT 8
Martial Artist dedication
You know how to deliver focused, powerful blows that bypass your enemies' resistances. Make an unarmed melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal two extra weapon damage dice. If you are at least 18th level, increase this to three extra weapon damage dice.
This attack also ignores an amount of resistance to physical damage, or to a specific physical damage type, equal to your level.
#### Kirre Slash {2A}
FEAT 8
Kirre Stance
You are in Kirre Stance
You make a fierce swipe with both hands. Make a kirre claw Strike. It deals two extra weapon damage dice (three extra dice if you’re 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the persistent bleed damage from your kirre claw.
#### Mountain Stronghold {1A}
FEAT 8
Mountain Stance
You are in Mountain Stance
You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2 circumstance bonus to AC until the beginning of your next turn.
Special If you have this feat, the Dexterity modifier cap to your AC while you’re in Mountain Stance increases from +0 to +1.
#### Stumbling Feint
FEAT 8
expert in Deception; Stumbling Stance
You are in Stumbling Stance
You lash out confusingly with what seems to be a weak move but instead allows you to unleash a dangerous flurry of blows upon your unsuspecting foe. When you use Flurry of Blows, you can attempt a check to Feint as a free action just before the first Strike. On a success, instead of making the target off-guard against your next attack, they become off-guard against both attacks from the Flurry of Blows.
#### Path of Iron {3A}
FEAT 14
once per minute
Martial Artist Dedication
With a burst of effort, you weave a path through your enemies, striking each in turn as you move past them. You Stride; this movement doesn't trigger reactions. You can Strike up to three times at any point during your movement, each against a different enemy. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you have made all your attacks.
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#### Mountain Quake {1A}
FEAT 16
Mountain Stronghold
You are in Mountain Stance
You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), with a basic Fortitude save against your class DC. On a failure, they also fall prone. After you use this action, you can't use it again for 1d4 rounds.
Special If you have this feat, the Dexterity modifier cap to your AC while using Mountain Stance increases from +1 to +2.
## Mekillot Lord
You are one of the brave individuals that have trained a Drik, Inix, Mekillot, or Slimahacc from birth. Collectively this group is known as mekillot lords but often are called Drik, Inix, Mekillot, or Slimahacc Lords.
They often ride these enormous creatures into battle. Astride these mighty steeds, Mekillot lords lead their followings, and they defend their people from enemies and other perils of the desert wastes.
You're one of these rare individuals, a true Mekillot Lord. You've captured or befriended one of the megafauna of the desert and tamed it. This heroic deed is best done as part of an adventure, but if that isn't possible, work with your GM to determine the details of how you managed to make one of these tremendous creatures your companion. You now ride this fantastic beast into battle, fighting from atop its back.
#### Mekillot Lord Dedication
FEAT 4
You've undertaken the ultimate challenge of the Mekillot Lords andtamed a megafauna. You gain a megafauna you tamed as a young
animal companion. Your megafauna animal companion must be a megafauna appropriate to Athas; Drik, Inix, Mekillot, or Slimahacc.
While an animal companion usually starts as Small, you can begin with a Medium version of that animal (changing no statistics other
than its size).
Contrary to the usual rules for animal companions, this feat can give you a second animal companion. If you have more than one
animal companion, you can adventure with only one of them at a time. You can switch between them like a beastmaster does. You
gain the Call Companion action, as the beastmaster archetype, and you follow all the other rules found in the Call Companion sidebar.
#### Quick Mount {1A}
FEAT 4
Mekillot Lord Dedication; expert in Nature
You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.
You and your mount can spring into action at a moment's notice. You Mount the creature and Command an Animal to issue it an order of your choice.
#### Wild Empathy
FEAT 4
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.
#### Companion's Cry
FEAT 6
You can urge your companion to do its utmost. You can spend 2 actions to Command an Animal instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action.
#### Mature Megafauna Companion
FEAT 6
You've raised your megafauna companion to be a more powerful force on the battlefield than most of its kind. The companion you gained through the Mekillot Lord Dedication feat becomes a mature animal companion, granting it additional capabilities. During an encounter, even if you don't use the Command an Animal action, your megafauna animal companion can still use 1 action on your turn to Stride or Strike.
#### Megafauna Veterinarian
FEAT 6
Mekillot Lord Dedication; expert in Nature
By heeding the wise advice of elders in your following— and aided by your own experience—you've learned how to provide medical care to the megafauna of the Mekillot Lord followings. You can attempt a Nature check instead of a Medicine check for any of Medicine's trained and untrained uses, provided the subject of your medical care is a megafauna. If you're attempting an action that requires a particular proficiency rank in Medicine (such as Treat Wounds), use your proficiency rank in Nature instead. If the subject of your care is your megafauna and you roll a success on your check, you get a critical success instead.
#### Mekillot Charge {2A}
FEAT 6
Mekillot Lord Dedication
You are riding your megafauna companion.
You Command an Animal to order your megafauna companion to Stride twice. At any point during this movement, you can make a melee Strike against one enemy within reach.
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#### Speech of the Mekillot Lords
FEAT 7
Mekillot Lord Dedication; master in Diplomacy and Intimidation
You've learned how to communicate with your megafauna. You can ask questions of, receive answers from, use the Diplomacy skill with, and Coerce megafauna. In most cases, megafauna will hear you out.
#### Incredible Megafauna Companion
FEAT 8
Mekillot Lord Dedication; Mature Megafauna Companion
Under your care and training, your megafauna companion has realized its innate potential. Your companion becomes an indomitable or savage animal companion (your choice), gaining additional abilities determined by the type of companion.
#### Stalwart Mind {R}
FEAT 8
once per day
Mekillot Lord Dedication
You fail a Will save.
When necessary to avoid a magical compulsion or curse, you can be as stubborn as your megafauna companion. Attempt a new Will save against the triggering effect.
#### Staggering Blow {2A}
FEAT 10
Mekillot Lord Dedication
You're riding a megafauna companion that has a melee Strike.
You've trained your megafauna companion to stagger its enemies, impeding their ability to fight back. You Command an Animal to order your megafauna companion to spend both its actions making a single, powerful Strike. The attack deals an extra die of weapon damage, and if the attack hits and deals damage, the target is slowed 1 until the end of its next turn.
#### Unbreakable Bond
FEAT 10
You and your megafauna companion are bound together; as long as you live, it's much harder for your companion to die. If your megafauna companion gains the dying condition, it automatically succeeds at the recovery check to stabilize at 0 Hit Points on its turn. Additionally, your megafauna companion only dies at dying 5 rather than dying 4. Finally, the first time each day your megafauna companion would reach dying 5 and die, as long as you're still alive, your companion's dying value decreases to 0 instead.
#### Gigantic Megafauna Companion
FEAT 12
The mekillots and other megafauna ridden by your people are larger than any ordinary beast. Your megafauna companion increases in size to Huge but doesn't otherwise change its statistics.
#### Trampling Charge {3A}
FEAT 12
Mekillot Lord Dedication
You are riding a mount that has a melee Strike using its legs (claw, talons, hoof, etc.).
You urge your mount forward, trampling enemies in your path. You command your mount to Stride up to its Speed (or to Burrow, Climb, Fly, or Swim, if it has the corresponding movement type), moving through the spaces of any foes in your path up to one size smaller than your mount. Your mount deals damage equal to the melee Strike using its legs to each creature whose space you move through, subject to a basic Reflex save against your mount's Athletics DC. On a critical failure, the creature also becomes off-guard until the end of your next turn. You can damage a given creature only once during this movement.
#### Specialized Megafauna Companion
FEAT 14
Mekillot Lord Dedication
You are riding a mount that has a melee Strike using its legs (claw, talons, hoof, etc.).
You've trained your mekillot or other megafauna companion to perform in unusual or extreme situations, granting it abilities far beyond others of its kind. Your megafauna gains your choice of the bully, racer, tracker, or wrecker specialization.
Special You can select this feat up to three times. Each time, add a different specialization of the ones listed above to your megafauna companion. Your megafauna can't have more than three specializations.
#### Legendary Rider
FEAT 20
You and your mount move like one being, effortlessly reading each other's signals. Whenever you are riding your mount, you are quickened; you can use the extra action only to command your mount using the Command an Animal skill action.
## Morg
A morg is a powerful undead similar to a kaisharga or t'liz but with one critical difference: a morg cannot bring himself into the
eternity of undeath. The process of creating a morg is extremely complex and requires that the subject be dead before it commences.
Morg’s desiccated; near-mummified features and brown-gray pallor mark them as noticeably dead. Their bodies often appear emaciated but not skeletal, for the mummification process leeches most of the liquids from the body, replacing them with spiced unguents and balms. The result is a smooth-skinned, sweet-smelling corpse, with flesh tight but not shriveled around the bones.
\pagebreakNum
#### Morg Dedication
FEAT 2
RARE
ARCHETYPE
DEDICATION
you are dead and were mummified by ritualistic means
Through foul rituals, your body was mummified, and you've risen as an undead morg. You gain the mummy and undead traits, as well as basic undead benefits.
Many effects that harm the living are far less effective against your desiccated form. You gain the Toughness feat, but also light blindness.
Your tongue elongates; you gain a tongue unarmed attack that deals 1d6 bludgeoning damage. It is in the brawling group and has the disarm, grapple, trip, and unarmed traits.
You gain the leech life action.
Leech Life {1A} (arcane) A grabbed, paralyzed, restrained, unconscious, or willing creature is within your reach You grasp that creature and leech its life essence. This
requires an Athletics check against the victim's Fortitude DC if the victim is grabbed, and automatically succeeds for any of the other conditions. If you succeed, the creature becomes drained 1, and you gain temporary HP equal to the target's level that last for 10 minutes. You also become satiated for 1 hour. Further uses against the target don't increase the drained condition or grant you more temporary HP.
#### Crushing Grab
FEAT 4
Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully Grapple a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty.
#### Semblance of Life {0A}
FEAT 4
ARCANE
ARCHETYPE
ILLUSION
VISUAL
Morg Dedication
You deal damage to a living creature with your tongue Strike or with Desiccating Inhalation.
You draw the moisture you've drained from others into your own flesh, temporarily taking on the appearance of life. This has the effects of illusory disguise, except you can appear only as yourself while you were a living humanoid.
#### Grave Mummification
FEAT 6
Void energy intensifies your undead form and makes your very touch the antithesis of life. You gain the advanced undead benefits and no longer have light blindness. The damage die for your tongue deals void damage instead of bludgeoning damage and your tongue becomes magical.
When you critically hit a living creature with your tongue Strike, the creature is slowed 1 until the end of your next turn unless it succeeds at a Fortitude save against the higher of your class DC or spell DC. This is a critical specialization effect.
#### Morg's Despair {2A}
FEAT 6
ARCHETYPE
AURA
EMOTION
FEAR
MENTAL
once per hour
Morg Dedication
You force your mental anguish outward, projecting it upon those around you. You gain an aura of despair in a 30-foot emanation lasting 5 rounds. A creature that enters or begins its turn in the aura must succeed at a Will save against the higher of your class DC or spell DC or be frightened 1 (frightened 2 on a critical failure). A creature that succeeds at the save is temporarily immune to Morg's Despair for 10 minutes.
#### Accursed Tongue
FEAT 8
You've learned to harness the supernatural magic that animates you, imbuing your most powerful attacks with a terrible curse. When you critically hit with a tongue Strike, void energy binds to it; this is a curse and a disease. The creature takes 2d6 persistent void damage. While the creature has this persistent damage, it's also stupefied 1. The persistent damage increases to 3d6 at 14th level and 4d6 at 20th level. This is a critical specialization effect.
#### Desiccating Inhalation {2A}
FEAT 12
once per hour
Morg Dedication
You draw in the moisture from nearby creatures, draining them dry to heal your wounds. Creatures in a 30-foot cone take 6d8 void damage, with a basic Reflex save against the higher of your class DC or spell DC. A creature that critically fails this saving throw is also drained 1. As long as at least one creature was damaged by your Desiccating Inhalation, you regain HP equal to your level.
At 14th level and every 2 levels thereafter, the damage increases by 1d8.
#### Greater Despair
FEAT 12
You increase the frequency of Morg's Despair to once per 10 minutes instead of once per hour. A creature that critically fails its Will saving throw is paralyzed for 1 round instead of frightened 2. Morg's Despair gains the incapacitation trait.
## Necromant
Necromants are wizards who have somehow become tied to the plane known as the Gray, which they tap into to power their
spells.
Necromants are either undead wizards who have developed the ability to cast spells where there is no life, such as in the
Obsidian Plains, or they can be living creatures seeking to unravel the mysteries of death and find answers to questions that only
the ancient dead know.
\pagebreakNum
Some necromants seek out powerful intelligent undead to learn the secrets to becoming undead, or to
increase their already impressive powers. Others might yet have other sinister reasons for their preoccupation with death.
#### Necromant Dedication
FEAT 2
RARE
ARCHETYPE
DEDICATION
ability to cast arcane spells
You've sacrificed a piece of your soul, allowing the powers of the Gray into your being, and changing the nature of your magic. You can no longer cast spells with the vitality trait; if an ability, such as a class feature or ancestry feat, would automatically grant you a spell with the vitality trait, you don't gain that spell.
You gain the call of the grave domain spell that is powered by the Gray. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity. You can Refocus by meditating to siphon power from the Gray and refill your focus pool. Your domain spells from the necromant archetype are arcane and you may defile the Gray when casting.
#### Familiar
FEAT 4
You gain the services of an undead companion that travels with you and obeys your commands. The rules for undead companions are under Undead Companions and utilize those for animal companions.
#### Undeath Spells
FEAT 4
The dead in the Gray whisper to you, teaching you secrets of the grave beyond other spellcasters of your tradition. Add gray plague, wails of the damned, talking corpse, pernicious poltergeist, possession, rip the spirit, and spirit blast to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list.
#### Disciple of Death
FEAT 6
You've delved deeper into the mysteries of the Gray and become blessed with magical power that allows you to leech life energy from other creatures. You gain the drain life domain spell.
#### Enhanced Familiar
FEAT 6
Necromant Dedication; a familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.
Special (Wizard) If your arcane thesis is improved familiar attunement, your familiar's base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.
#### Gray Spell {1A}
FEAT 8
ARCHETYPE
DISEASE
SPELLSHAPE
You attach a piece of the Gray to a spell to empower it with void energy. If the next action you take is to Cast a Spell that has the void trait, choose one creature affected by the spell. The wounds caused by your spell are difficult to heal. The DC to Treat these Wounds using Medicine increases by 5, and magically or alchemically healing these wounds requires a counteract check against your spell DC. Succeeding at any of these removes the disease. The effect also ends if the creature is healed to full Hit Points by any means. If the chosen creature is your enemy, it's affected only if your spell attack roll succeeded or if it failed its saving throw.
This spell is powered by the Gray and any defiling pulls additional power from the Gray.
#### Gray Magic
FEAT 10
The gray speaks to you and imparts a means to create and rule undead. You learn a reanimator focus spell of your choice: malignant sustenance or grasping grave If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by meditating and the powers of undeath.
As with your other Necromant spells these spells are powered by the gray and when defiling with these spells it pulls energy from the Gray.
#### Necromantic Reservoir
FEAT 10
The Gray speaks to you, providing knowledge of spells and a reservoir of magical power. Your necromantic reservoir contains a single spell of each spell rank at least 2 ranks lower than the highest-rank spell you can cast from your spell slots. This spell must come from your spell list, you must have access to it, and it must require a spell attack roll or a saving throw. These spells don't need to be prepared and aren't in your repertoire.
These additional spells are powered from the Gray. An arcane spell caster can defile as normal when casting these spells with no effect to plant life around the spell caster.
Regardless of the way in which you cast spells; you can spontaneously cast a spell from your necromantic reservoir by using one of your spell slots of the same rank. If you're a prepared spellcaster, you lose the spell you prepared in that slot.
Spells cast from your necromantic reservoir gain the void trait. If the spell requires an attack roll, use the lower of the target's AC or their Fortitude DC. If the spell requires a saving throw, the target uses their Fortitude saving throw or the spell's normal saving throw, whichever is lower. Each time a creature fails its saving throw against a spell cast from your reservoir, a small piece of your flesh dies.
If you have more than one source of spells you can cast with spell slots, such as if you're a spellcaster with a multiclass archetype, your necromantic reservoir spells are always arcane.
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#### Additional Gray Magic
FEAT 12
Necromant Dedication; Necromantic Reservoir
Choose an additional focus spell you haven't already selected from Gray Magic.
#### Secrets of the Gray
FEAT 12
Necromant Dedication; Necromantic Reservoir
The Gray's voice grows ever clearer; it whispers secrets of true power to you and shields your flesh from harm. Your necromantic reservoir gains an additional spell 1 rank below the highest rank spell you can cast, in addition to the spells it already contains for all the ranks below that.
As Necromantic Reservoir this additional spell is powered from the Gray. An arcane spell caster can defile as normal when casting this spell, with no effect to plant life around the caster.
In addition, the dead flesh generated by casting necromantic spells protects your body against harmful damage, but you also become innately weaker. Your maximum HP is reduced by your level. You gain resistance 1 to all damage except for holy, vitality, and any damage done by a weapon with the ghost touch rune. This resistance increases to 2 if the source is non-magical.
At 14th level, the resistance increases to 2, or 4 if the source is non-magical. At 16th level, the resistance increases to 3, or 5 if the source is non-magical.
#### Gray Power
FEAT 14
You have learned to focus the power of the Gray to animate the dead. You can cast summon undead as an innate arcane spell once per day at 6th-rank with a duration of 10 minutes. At 16th level, you heighten summon undead to 7th-rank. At 18th level, you can heighten it to 8th-rank. Finally, at 20th level you can heighten summon undead to 9th-rank.
#### Enhanced Gray Casting
FEAT 18
Your connection to the Gray has strengthen to the point you can now fully power your arcane spellcasting directly from this plane.
If you want to, you can cast any arcane spell without any effect from defiling. If you do so, you can cast arcane spells while in lifeless environments, such as the obsidian plains. Powering your arcane spellcasting through the Gray allows you to defile with no destruction to plant life.
## Ruvoka
Ruvoka are elemental creatures that are created when a powerful druid uses psychic power to transform into a creature with affinity to one elemental plane. They travel the planes easily, even the Astral Plane, but on Athas they are bound to certain locations.
#### Ruvoka Dedication
FEAT 12
RARE
ARCHETYPE
DEDICATION
expert in Nature and Crafting; Basic Psychic Spellcasting, living creature, ability to cast 6th-rank or higher spells from spell slots, completed ritual to become an elemental character.
Some of the most devoted druids in Athas's choose to undergoe a ritual to metamorphosis into a ruvoka. This ritual greatly increases their bond with one element they are aligned to.
You gain the elemental trait and you are attuned to an element of your choice; air, earth, fire, or water. You gain resistance equal to half your level against damage dealt by effects with your elemental trait. Ruvoka also gain the feat Domain Initiate for the element they select.
#### Summon Elemental
FEAT 14
You can summon an elemental ally. Once per day, you can cast summon elemental as a 6th-rank primal innate spell, but the elemental summoned must be of the same element as you choose with Ruvoka Dedication.
#### Elemental Blade {2A}
FEAT 14
A scimitar-shaped beam of elemental energy springs from your free hand. Make a melee spell attack against an adjacent target's AC. On a hit the blade deals 3d6 slashing damage (air), 3d6 bludgeoning damage (earth or water), or 3d6 fire damage (fire). On a critical success, it deals double the usual damage. The elemental trait chosen must match the element chosen with Ruvoka Dedication.
#### Advanced Domain
FEAT 16
Your studies or prayers have unlocked deeper secrets of your elements’s domain. You gain an advanced domain spell from one of your domains. Increase the number of Focus Points in your focus pool by 1.
Special You can select this feat multiple times. Each time, you must select a different advanced domain spell from a domain for which you have an initial domain spell.
#### Planar Sidestep {R}
FEAT 16
Archetype
concentrate
Primal
Ruvoka Dedication
once per day
You would take damage from an attack, spell, or other effect.
You shift your body briefly between planes, reducing the damage from your foe's attack. You gain resistance 25 to all damage against the triggering attack. Observers simply see you shimmer with elemental energy for a moment, just as the attack lands.
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#### Plane Shift
FEAT 18
You have a powerful connection to an elemental plane, granting you the ability to travel to and from the elemental plane aligned with your Ruvoka Dedication. You gain interplanar teleport as an primal innate spell. You can cast it twice per week. This can be used only to travel to the elemental plane or from the elemental plane to the Material Plane. Due to your unique connection to this plane, your body serves as the focus, and you don't require a tuning fork.
## Shadow Wizard
The world is full of shadows, but each living creature possesses a form of inner light to ward against that ever-present darkness… all except shadow wizards.
By trading away that piece of their spirit, shadow wizards have removed a limiter, allowing them to gain magical power rooted in the darkness; however, this trade also exposes them to otherworldly whispers from the realm of the Black.
#### Shadow Wizard Dedication
FEAT 2
RARE
ARCHETYPE
DEDICATION
ability to cast arcane spells
You've sacrificed a piece of your spirit, allowing the powers of the Black into your being, and changing the nature of your magic. You can no longer cast spells that have the light trait; if an ability, such as a class feature or ancestry feat, would automatically grant you a light spell, such as the Domain Initiate feat granting you the dazzling flash spell, you don't gain that spell.
You gain the cloak of shadow domain spell that is powered by the Black. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity. You can Refocus by meditating to siphon power from the Black and refill your focus pool. Your domain spells from the shadow wizard archetype are arcane and you may defile the Black when casting.
#### Familiar
FEAT 4
You make a pact with a creature that serves you and assists your spellcasting. You gain a familiar.
#### Shadow Spells
FEAT 4
Hidden darkness whispers to you, teaching you secrets of shadow beyond other spellcasters of your tradition. Add replicate, shadow army, shadow blast, shadow projectile, shadow raid, shadow siphon, and umbral journey to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list.
#### Disciple of Shade
FEAT 6
You've delved deeper into the mysteries of the Black and become blessed with magical power that increases your skills in the arts of deception and persuasion. You gain the inscrutable mask domain spell.
#### Enhanced Familiar
FEAT 6
Shadow Wizard Dedication; a familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.
Special (Wizard) If your arcane thesis is improved familiar attunement, your familiar's base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.
#### Shadow Spell {1A}
FEAT 8
ARCHETYPE
SHADOW
SPELLSHAPE
You attach a piece of the Black to a spell to cloud the senses and cause mischief. If the next action you take is to Cast a Spell that has the shadow trait, choose one creature affected by the spell. This creature either gains a +2 status bonus to Stealth or takes a –2 status penalty to Perception (your choice). This lasts for 1 round. This choice and the effect occur after resolving any checks for the spell's initial effects. If the chosen creature is your enemy, it's affected only if your spell attack roll succeeded or if it failed its saving throw.
This spell is powered by the Black and any defiling pulls additional power from the Black.
The effects of Shadow Spell end if you use Shadow Spell again.
#### Shadow Reservoir
FEAT 10
The Black speaks to you, providing knowledge of spells and a reservoir of magical power. Your shadow reservoir contains a single spell of each spell rank at least 2 levels lower than the highest rank spell you can cast from your spell slots. This spell must come from your spell list, you must have access to it, and it must require a spell attack roll or a saving throw. These spells don't need to be prepared and aren't in your repertoire.
These additional spells are powered from the Black. An arcane spell caster can defile as normal when casting these spells with no effect to plant life around the spell caster.
Regardless of the way in which you cast spells; you can spontaneously cast a spell from your shadow reservoir by using one of your spell slots of the same rank. If you're a prepared spellcaster, you lose the spell you prepared in that slot.
Spells cast from your shadow reservoir gain the shadow trait and affected creatures might be able to disbelieve them. If the spell requires an attack roll, use the lower of the target's AC or their Will DC.
If the spell requires a saving throw, the target uses their Will saving throw or the spell's normal saving throw, whichever is lower. Each time a creature fails its saving throw against a spell cast from your reservoir, you gain a small tattoo inked on your flesh out of pure shadow stuff.
If you have more than one source of spells you can cast with spell slots, such as if you're a spellcaster with a multiclass archetype, your shadow reservoir spells are always arcane.
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#### Secrets of Shadow
FEAT 12
Shadow Wizard Dedication; Shadow Reservoir
The Black's voice grows ever clearer; it whispers secrets of true power to you and shields your flesh from harm. Your shadow reservoir gains an additional spell 1 rank below the highest rank spell you can cast, in addition to the spells it already contains for all the ranks below that.
As Shadow Reservoir this additional spell is powered from the Black. An arcane spell caster can defile as normal when casting this spell, with no effect to plant life around the caster.
In addition, the tattoos generated by casting shadow spells protect your body against harmful energies. You gain void resistance equal to the highest rank of spell you can cast from spell slots; if you have void healing (or are otherwise harmed by vitality damage and not void damage), you instead gain vitality resistance in the same amount.
#### Shadow Magic
FEAT 12
You gain the ability to fuse and play with shadows by using focus spells specific to shadowdancers. You learn a shadowdancer focus spell of your choice: dance of darkness or shadow jump. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by meditating within an area of dim light or darkness.
As with your other Shadow Wizard spells these shadowdancer spells are powered by the Black and you may defile as normal.
Shadowdancer focus spells are arcane spells.
#### Additional Shadow Magic
FEAT 14
Shadow Wizard Dedication; Shadow Magic
Choose an additional shadowdancer focus spell you haven't already selected from Shadow Magic.
#### Shadow Illusion
FEAT 14
Shadow Wizard Dedication; Shadow Magic
With an artful eye, you shape shadows into illusory forms. You gain the shadow illusion focus spell.
You become an expert in arcane spell attack rolls and DCs if not already.
#### Unending Emptiness
FEAT 14
Shadow Wizard Dedication; focus pool
You pool the power of shadow within your eyes, gaining the ability to gather darkness into a turbulent orb of crushing emptiness within your line of sight. You gain the darklight domain spell.
#### Shadow Power
FEAT 16
Shadow Wizard Dedication; Shadow Magic
You can focus the shadows into a powerful blast. You can cast shadow blast as an innate arcane spell once per day. Its rank is always 1 rank lower than the rank of your shadowdancer focus spells. You become an expert in arcane spell attack rolls and DCs if not already.
#### Enhanced Shadow Casting
FEAT 18
Your connection to the Black has strengthen to the point you can now fully power your arcane spellcasting directly from this plane. If you want to, you can cast any arcane spell without any effect from defiling. If you do so, you can cast arcane spells while in lifeless environments, such as the obsidian plains. Powering your arcane spellcasting through the Black allows you to defile with no destruction to plant life.
## T'liz
T’Liz are undead defilers whose spirits have outlived their bodies. They are extremely powerful undead who seek magical knowledge and power above all else and exist as such to continue their study of magic. They seldom associate with the living except when mortals provide suitable pawns.
Because they appear much as they did in life, t’liz can move freely among the living. Their only unusual features are their skin, which is extremely pale, and their weight, which often diminishes until they become no greater than average in build. T’Liz must anoint themselves with numerous oils and substances that prevent their bodies from deteriorating. They must also feast upon the life energy of the living to sustain their own energies.
T’Liz may be detected in a number of ways. They cast no reflection or shadow and they move in complete silence.
#### T'liz Dedication
FEAT 14
RARE
ARCHETYPE
DEDICATION
expert in Crafting; living creature, ability to cast 6th-rank or higher spells from spell slots, completed ritual to become a T'liz and crafted T'liz Oil.
After years of study and careful planning, you have finally forged a pact with a dishonored spirit. This spirit permanently infuses the caster with the energy needed to become a T'liz. Now, neither death nor time can prevent you from pursuing your studies and achieving your grand ambitions. You gain the undead trait and the basic undead benefits, and you hunger for the life force of the living. You also gain the leech life action.
Leech Life {2A} (arcane) A grabbed, paralyzed, restrained, unconscious, or willing creature is within your reach You grasp that creature and leech its life essence. This
requires an Athletics check against the victim's Fortitude DC if the victim is grabbed, and automatically succeeds for any of the other conditions. If you succeed, the creature becomes drained 1, and you gain temporary HP equal to the target's level that last for 10 minutes. You also become satiated for 1 hour. Further uses against the target don't increase the drained condition or grant you more temporary HP.
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#### Replenishing Consumption
FEAT 16
When you devour life energy and satiate your hunger, you also recover from some of your wounds, your necrotized flesh knits back together almost immediately as soon as you begin draining life force. Once every 10 minutes, when you Leech Life, you regain 1d6 Hit Points for every 2 levels you have, rounded up.
#### Grave Strength
FEAT 16
The life force you've consumed over the course of your existence as a T'liz has made you stronger, gifting you with strange insights from the minds of the sapient creatures you've devoured and bringing you closer to a state of undead perfection. You gain the advanced undead benefits. In addition, you gain a +5-foot status bonus to your Speed while you're satiated.
#### Frightful Aura
FEAT 18
ARCHETYPE
AURA
EMOTION
FEAR
MENTAL
T'liz Dedication; master in intimidation
You're surrounded by a palpable sense of menace and power that's terrifying to behold. The aura is a 15-foot emanation. An enemy that enters or ends its turn in the aura must attempt a Will save against the higher of your spell DC or class DC.
The creature is unaffected and temporarily immune to your Frightful Aura for 1 minute
The creature is frightened 1.
The creature is frightened 2.
#### Breath of Hungry Death {2A}
FEAT 18
ACID
ARCANE
ARCHETYPE
INCAPACITATION
VOID
Once Per hour
Replenishing Consumption
You have uncovered mysteries of the Gray that allow you to unleash the devastating hunger of undeath upon your foes with a single exhalation, releasing a massive cloud of flesh-eating gas that glows with a sickly green light. You deal 7d6 acid and 7d6 void damage to all creatures within a 30-foot cone (basic Reflex save with a DC equal to your class DC or spell DC, whichever is higher). A creature that gets a critical failure on this Reflex save is also paralyzed for 1 round. A creature that succeeds at this save becomes temporarily immune to Breath of Hungry Death for 24 hours.
When a creature is killed using Breath of Hungry Death, its body is reduced to a smoldering pile of ash wafting with necrotic fumes. You can use a reaction to immediately inhale these fumes and become satiated or fully satiated as if you had used Life Leech.
#### Glutton for Life
FEAT 18
You have developed a capacity to store more life force within your gaunt body to leave yourself satiated longer. If you Leech Life while satiated, you become fully satiated. You stay fully satiated for 3 hours, after which you become satiated for 1 hour.
If you're fully satiated when an ability would end your satiation, you cease being fully satiated but remain satiated. If you have Grave Strength, you gain a +10-foot status bonus to your Speed when fully satiated instead of a +5-foot status bonus for being satiated.
#### Improved Life Leech
FEAT 20
Gorging on life force after you are satiated fortifies you, making you hardy enough to withstand more punishment. When you become fully satiated, you gain an amount of temporary Hit Points equal to 10 + your level.
#### Wrath of the First T'Liz {2A}
FEAT 20
ARCANE
ARCHETYPE
DEATH
FLOURISH
MENTAL
Once per day
Glutton for Life
The ravenous energy inside you becomes capable of exploding forth from your attacks into the wounds of an opponent, whispering telepathic words of destruction that invoke psychic images of hundreds of maggots bursting from the victim's flesh all at once. Make a melee Strike against a target creature. If it hits, in addition to taking damage from the Strike, the target is affected by a 10th-rank casting of Power Word Kill. If Wrath of the First T'Liz is used against a holy creature and does not instantly kill the creature, the target takes double damage
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# Feats
All kinds of experiences and training can shape your character beyond what you learn by advancing in your class. Abilities that require a degree of training but can be learned by anyone—not only members of certain ancestries or classes—are called general feats.
###### 1st Level
#### All of the Animal
FEAT 1
You know how to make the best and most efficient use of a hunted animal's carcass. Choose a Large or larger corpse of an animal that died within the past day. While using Survival to Subsist near the carcass, you always receive enough food for yourself and one additional Medium creature, using up the meat from the carcass to do so. Since you're using all of the animal, others can't use the carcass's meat for any other purpose, including their own use of All of the Animal.
#### Different Worlds
FEAT 1
ability to select ancestry feats from multiple ancestries
Your separate experiences in different societies have evolved into entirely separate lives. Create a second identity for yourself with a different name, history, and background. This identity must correspond to one of the ancestries whose ancestry feats you can select. You gain the trained proficiency rank in the Lore skill from the second background you chose (but you don’t gain any of the background’s other benefits), and you gain a +4 circumstance bonus to Deception checks when making a statement that would be true of your second identity or when disguising yourself as your second identity.
#### Forager
FEAT 1
While using Survival to Subsist, you add +5 to your Subsist checks. Additionally, if the player character is not Fatigued, then you may reattempt the check on any result less than a Success. On a critical success, you can take care of an additional creature.
Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a critical success (two if you’re an expert, 4 if you're a master, or 8 if you're legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.
Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.
#### Literacy
FEAT 1
You learn to read and write associated with the languages you know. The ability to read has been outlawed for thousands of
years by the sorcerer‐kings. All characters in a Dark Sun campaign start without the ability to read or write unless their background provides this feat.
#### Medical Researcher
FEAT 1
You have learned not only how to apply medicines with your medical skills but how to craft them as well. When you Craft healer's kits, vaccines, addiction suppressants, antidotes, antiplagues, elixirs of life, or other non-magical medical or healing items, you can use Medicine instead of Crafting.
#### Secret Speech
FEAT 1
Choose a secret society (such as the Veiled Alliance). You’ve learned that society’s secret cant or jargon, enabling you to share hidden messages when signing or speaking with others who’ve also learned it. If an observer succeeds at a Perception check against your Deception DC when you do this, they realize you are passing a message but fail to discern its content, unless they subsequently succeed at a Society check against your Deception DC. On a critical success, they learn not only the message, but also who you’re passing the message to.
Special You can take this feat multiple times. You learn the secret speech of a different society each time.
#### Silt Marauder
FEAT 1
You’ve learned to fight in silt. You are not off-guard while in silt, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in silt.
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#### Tame Animal
FEAT 1
UNCOMMON
EXPLORATION
GENERAL
SKILL
Animals born and raised far from humanoid settlements rarely get along with two-legged beings, whom they assume to be dangerous predators. In spite of this, you know how to approach and entreat a wild animal so that it's more receptive to your presence and requests.
To use this feat, choose a wild animal that isn't actively hostile to you, and which isn't confined to an area smaller than its Speed in diameter (animals held in place or trapped are typically too scared to be tamed). Attempt a Nature check against a DC determined by the GM; this is usually the animal's Will DC, but circumstances might adjust the precise DC. This attempt usually takes an hour, but you can perform it in 10 minutes if you have expert proficiency in Nature, 1 minute if you have master proficiency, or as a three-action activity if you have legendary proficiency.
You form a friendly bond with the animal. As long as it isn't starving, the animal won't attack you or creatures obviously allied with you, even if they're creatures the animal would normally prey upon. This effect is permanent.
As critical success, but the effect lasts for 1 month. If you or an ally teach the animal a basic action during that time with the Train Animal skill feat, the effect is permanent.
You fail to make any kind of meaningful impression on the animal.
Failure The animal does its best to attack you and is immune to Tame Animal for 1 month.
###### 2nd Level
#### Eye of the Sorcerer-King {1A}
FEAT 2
expert in Arcana; Arcane Sense
you worship a sorcerer-monarch
You open an incandescent third eye upon your forehead. The eye can remain open for 1 minute, and you can close it before then with a single action with the concentrate trait. It can remain open for 2 minutes if you’re a master in Arcana, or 5 minutes if you’re legendary. While the eye is open, you gain the following benefits:
- you gain the effects of the detect magic arcane innate spell from your Arcane Sense at the start of each of your turns without needing to cast the spell;
- you gain darkvision;
- you gain a +2 status bonus to Perception checks to Seek undetected and hidden creatures and to your Perception DC against Hide and Sneak.
After your third eye closes, you are dazzled for an amount of time equal to how long you had it open.
#### Eyes of the City
FEAT 2
trained in Diplomacy or Society
You can track down targets with the help of locals. You can use Diplomacy or Society, whichever you're trained in, to Track creatures in settlements. You chat with locals to help follow the trail of creatures you Track. At the GM's discretion, there might not be enough people to speak with to keep following the trail.
#### Fleeing Diversion
FEAT 2
You are quick to capitalize on your distractions. If you critically
succeed at your check to Create a Distraction against the majority of the creatures (at least half of the creatures) whose attention you're trying to divert, you can use your reaction to immediately Hide, Sneak, or Step. As normal, you are only hidden to creatures against which you succeed on your check to Create a Diversion, even if you manage to Hide or Sneak away.
#### Half-Truths
FEAT 2
expert in Deception and Diplomacy
You are able to weave your words in such a way that you never use actual lies, but still mislead people to certain conclusions. You can attempt to make a Request of a creature using Deception instead of Diplomacy. You can attempt to Lie to a creature using Diplomacy instead of Deception. If you fail your check to Lie, the creature realizes that you were twisting words to fool them without outright lying.
#### Predict Weather
FEAT 2
By observing often subtle indicators in the environment, you may try to predict the day's weather. Spend 10 minutes outdoors then attempt a DC 20 Survival check. (This check is reduced to DC 15 if you have a commanding view of the region, but increases to 30 if conditions are poor, such as attempting to predict weather with impaired visibility).
Once you make an attempt to Predict the Weather, you cannot attempt to do so again for 24 hours.
You accurately predict the day's precipitation, temperature, and wind. You learn if a weather event will occur in the region within the next 24 hours, and if so, what the event is and approximately when it will occur. You gain a +2 circumstance bonus to Survival checks made to prepare for this weather event.
You accurately predict the day's precipitation, temperature, and wind. You learn if a weather event will occur in the region during the next 24 hours, but not what that event will be or when it will take place. You gain a +1 circumstance bonus to Survival checks made to prepare for this weather event.
You come to a dramatically wrong conclusion. The GM provides information to you as though you had received a critical success, including the specifics of a weather event that will not occur that day (instead, a different event—or no event—may occur).
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#### Triumphant Boast
FEAT 2
You relate a loud and impressive tale of your triumph over a formidable foe. When you Perform, choose a single target within 30 feet of you and compare the result of your Performance check to that observer's Will DC. If you're a master in Performance, you can choose up to four targets, and if you're legendary, you can choose any number of targets. If you succeed, any attempt made by you to Demoralize that creature within the next 24 hours gains a +1 circumstance bonus. If your Charisma score is 20 or higher and you're a master in Performance, this bonus increases to +2. Once a creature is boasted at in this manner, it becomes temporarily immune to further Triumphant Boasts for 24 hours.
#### Tweak Appearances
FEAT 2
You spend 1 minute making quick adjustments to someone’s clothing and appearance, causing their words to carry more weight with an audience of your choice.
While speaking to that audience, the target gains a +1 item bonus to Diplomacy and Performance checks. If you have master proficiency in Crafting, the bonus increases to +2; if you have legendary proficiency in Crafting, the bonus increases to +3. This bonus lasts until this ability is used on the target again, the situation they were prepared for ends, or they next change their outfit.
#### Wilderness Spotter
FEAT 2
Select one type of terrain from the following list: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.
You can use Survival in place of Perception to roll initiative when in the selected terrain in a natural location (not a structure) even if you weren’t tracking or otherwise using Survival before the encounter. You can also use Survival instead of Perception to notice traps in natural locations in the chosen terrain; if you find a snare in this way, you can also use Survival instead of Thievery to Disable the Device.
Special You can select this feat more than once. Each time you select it, the feat applies to a new type of terrain.
###### 4th Level
#### Ambush Tactics
FEAT 4
trained in Lore about a specific terrain
You've made a study of the best practices for laying ambushes in terrains you've spent time learning about, be it the best way to ambush foes or the best methods of reacting to surprise attacks in those terrains. In any combat during which an enemy rolls Stealth to determine initiative, you can choose to roll initiative using a Lore check that's appropriate for the encounter's terrain, if you're trained in the appropriate Lore skill.
#### That's Not Natural! {R}
FEAT 4
Your mastery at surviving in the wild has given you a sort of sixth-sense when it comes to noticing creatures that aren't part of the natural order. You gain a +1 circumstance bonus to all initiative checks made at the start of a battle in which at least one of your enemies is an aberration, mutant, or undead, or if one of your enemies is from a plane other than the Material Plane, as long as the battle takes place in a wilderness region. In wilderness regions, you also increase your Perception DC by 1 against these types of creatures for the purposes of resolving their Stealth checks. If you're master in Survival, this circumstance bonus increases to +2.
If you know the commune with nature ritual, you can use Survival as a primary or secondary check to resolve that ritual—if you do so, you gain a +2 circumstance bonus.
#### Veiled Alliance Cognitive Crossover {R}
FEAT 4
Member of the Veiled Alliance
You gain no information from a Recall Knowledge check (usually because you failed the secret check) using one of the two skills you chose for this feat.
The veiled alliance teaches its members that an agile mind can glean clues leading to the truth, even from the most unlikely of sources. You immediately reattempt the triggering check using the other chosen skill.
Special When you gain this feat, choose two of the following skills: Arcana, Crafting, Lore (any one), Medicine, Nature, Occultism, Religion, or Society.
###### 6th Level
#### Say That Again{R}
FEAT 6
expert in Athletics
An opponent gets a critical failure when attempting to Demoralize you or Lie to you.
The world is full of obnoxious weasels who think they can pull one over on you—put them in their place! When an adjacent creature attempts to Lie to you or to Demoralize you and gets a critical failure on the roll, you can use your reaction to make a Shove attempt against that opponent. If combat results, you can roll Intimidation for your initiative check.
###### 7th Level
#### Magical Crafting
FEAT 6
You can Craft magic items, though some have other requirements. When you select this feat, you gain formulas for four common magic items of 4th level or lower.
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###### 12th Level
#### Too Angry to Die{R}
FEAT 12
master in Intimidation
you stand up from prone after waking up from being unconscious
You refuse to yield the battle, even after you've been knocked off your feet and nearly killed. For you, such a brush with death is less something to fear and more a thing to become infuriated by. As you stand up, you roar in defiance and can attempt to Demoralize a foe.
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# Equipment
All kinds of experiences and training can shape your character beyond what you learn by advancing in your class. Abilities that require a degree of training but can be learned by anyone—not only members of certain ancestries or classes—are called general feats.
IN A WORLD WHERE SURVIVAL ALWAYS HANGS in the balance, gear can be crucial. As you make your way across the Athasian wilds, your items help to keep thirst, starvation, sand, salt, and the blazing sun at bay. You need a good weapon and effective armor to fight off predators. A hardy mount can shorten your trip or, if you're desperate, serve as extra provisions. Your traveling gear will make sure you won't get lost, get eaten, or fall prey to the multitude of raiders that roam the deserts.
To understand commerce and the availability of equipment on Athas, one must understand that Athas is a metal-poor world. Nearly bereft of metals, all items - including armor and weapons - are made from substitute materials, such as bone, obsidian, or wood. The scarcity of metal has forced the people to rely on barter and different materials, such as ceramic, to use as currency. It has also hampered industrial and economic development as well; farms, mills, and workshops rarely have quality tools to produce everyday products. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the world of Athas presents.
## Monetary Systems
Wealth appears in many forms in the world of Athas. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character's financial well-being. Societies on Athas exchange goods and services in three ways: coins, barter, and service. Nomads usually trade in common goods, bartering for what they need. Free citizens, members of the nobility and merchants prefer coinage, though deals in services are not uncommon. Many an adventurer has provided mercenary work at a merchant house's trading caravan, only to be offered food, water, and some shade to rest during the long trip.
### Athasian Coinage
Ceramic coins marked in various denominations are the most common form of money in civilized areas of Athas. Each city state strikes its own coins, sculpting, glazing, firing, and treating them in specific ways to discourage forgery. The typical ceramic coin—or bit, as it’s sometimes called— weighs approximately one-sixth of an ounce and is equivalent in value to a metal coin type:
copper bit, silver bit, or gold bit
(For convenience, this book uses the standard Pathfinder *Core Rulebook* abbreviations of cp for copper piece, sp for silver piece, and gp for gold piece; just remember that these denominations refer to ceramic, not metal, coins.) Ceramic coins equivalent to platinum pieces are simply gold bits marked with a higher value. Talented criminals can make good profits counterfeiting ceramic coins, but if they are caught, the penalties are severe and usually affect the counterfeiter’s entire family.
Sorcerer-kings back their cities’ ceramic coins with royal wealth and carefully regulate the currency as a means of controlling the population. In merchant emporiums, travelers can exchange the coins of one city-state for those of another for a fee of 5 percent. In practice, few people bother swapping their currency, since most merchants accept coins of any city (though the templars might start cracking down on that custom).
Metal coins exist on Athas, having been found in ancient treasure troves and circulated now and then. Very old coins attract unwanted attention unless the owner pays “taxes” to the right templars and nobles. In addition, merchant houses and minters who serve the sorcerer kings strike small amounts of metal coins, which have the normal value. Real coinage is a necessary guarantee against the possibility of a monarch abruptly devaluing the ceramic currency or banning the coins of an enemy city. Real coins are also useful for dune traders who deal with villagers or tribes in the wastes, where ceramic coins are just pretty clay chips Merchant houses prize metal coinage and exchange local ceramic currency for it at full value, but city officials watch these transactions closely. Only merchant houses, nobles, or travelers who deal with such individuals can trade large amounts of ceramic coins for metal equivalents (or vice versa) without arousing suspicion.
### Barter
Barter is the exchange of goods for other goods - no coins change hands. By its very nature, barter is an age-old ceremony of negotiation. Characters who often venture out in the deserts encounter tribes and nomads who usually deal in this type of trade - a herdsman or a hunter would rather own a few waterskins than a handful of coins. Thri-kreen always resort to bartering since they have little use of coins.
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When your character enters a barter, you compare the costs of the items to be exchanged and then match the quantities until they are approximately even. For example, Kyuln's tribe wishes to exchange its crop of rice for barrels of water. On Athas, rice is worth 5 copper pieces per pound, and each barrel of water is worth 25 cp. Kyuln's tribe would have to trade 5 pounds worth of rice to the merchant in exchange for one barrel of water.
### Selling Treasure
Opportunities abound to find treasure, equipment, weapons, armor, and more in your adventures. Normally, you can sell your treasures and trinkets when you return to a city or other settlement, provided that you can find buyers, and merchants interested in your loot.
**Arms, Armor, and Other Equipment**. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market.
**Gems, Jewelry, and Art Objects.** These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer, per the rules for selling a magic item.
**Trade Goods.** Outside the city-states, many people conduct transactions through barter. Like gems and art objects, trade goods - bars of iron, bags of rice, livestock and so on - retain their full value in the market and can be used as currency.
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# Armor
Armor increases your character’s defenses, but some medium or heavy armor can hamper movement. If you want to increase your character’s defense beyond the protection your armor provides, they can use a shield. Armor protects your character only while they’re wearing it.
On Athas, an armorer might spend an entire career without accumulating a sufficient quantity of metal to create a suit of armor. Even if a windfall of metal were to be found, the techniques for forging such armor have largely been lost to the ages. Were these challenges overcome and the armor constructed, Athas’s intense heat would leave the crafter with few interested buyers. For these reasons, Athasian crafters turn to more lightweight materials, such as bone, chitin, leather, and wood, when assembling protective gear.
## Armor Class
Your Armor Class (AC) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.
Armor Class = 10 + Dexterity modifier (up to your armor’s Dex Cap) + proficiency bonus + armor’s item bonus to AC + other bonuses + penalties
Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you’re wearing. If you’re not wearing armor, use your proficiency in unarmored defense.
## Donning and Removing Armor
Getting in and out of armor is time consuming—so make sure you’re wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor.
## Armor Statistics
Table 6–1: Unarmored Defense provides the statistics for the various forms of protection without wearing armor. Table 6–2: Armor provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics.
### CATEGORY
The armor’s category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor.
### AC BONUS
This number is the item bonus you add for the armor when determining Armor Class.
### DEXTERITY MODIFIER CAP [DEX CAP]
This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor
### CHECK PENALTY
While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor’s Strength threshold (see Strength below), you don’t take this penalty.
### SPEED PENALTY
While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor’s Strength threshold (see below), you reduce the penalty by 5 feet.
### STRENGTH
This entry indicates the Strength modifier at which you are strong enough to overcome some of the armor’s penalties. If your Strength modifier is equal to or greater than this value, you no longer take the armor’s check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet).
### BULK
This entry gives the armor’s Bulk, assuming you’re wearing the armor and distributing its weight across your body. A suit of armor that’s carried usually has 1 more Bulk than what’s listed here (or 1 Bulk total for armor of light Bulk). An armor’s Bulk is increased or decreased if it’s sized for creatures that aren’t Small or Medium in size.
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### GROUP
Each type of clothing and armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects.
### ARMOR TRAITS
The traits for each suit of armor appear in this entry. Armor can have the following traits.
Adjusted: The equipment comes with an adjustment described in its entry. This adjustment is built into the equipment permanently, meaning the equipment can’t have another adjustment added, nor can it be swapped out for a different adjustment. If the adjustment alters the item’s base statistics, such as adding the noisy trait, that’s reflected in the equipment’s table entry.
Bulwark: The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier.
Comfort: The armor is so comfortable that you can rest normally while wearing it.
Flexible: The armor is flexible enough that it doesn’t hinder most actions. You don’t apply its check penalty to Acrobatics or Athletics checks.
Hindering: This armor is so heavy and bulky it slows you down no matter what. You take a –5 penalty to all your Speeds (to a minimum of a 5-foot Speed). This is separate from and in addition to the armor’s Speed penalty and affects you even if your Strength or an ability lets you reduce or ignore the armor’s Speed penalty.
Laminar: The armor is made up of layered sections, so when it breaks, it isn’t as much of a problem. The status penalty to AC if this armor is broken is –1 for broken medium armor, –2 for broken heavy armor, or no penalty for broken light armor.
Noisy: This armor is loud and likely to alert others to your presence. The armor’s check penalty applies to Stealth checks even if you meet the required Strength score.
### ARMOR SPECILIZATION EFFECTS
Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.
Chain: The armor is so flexible it can bend with a critical hit and absorb some of the blow. Reduce the damage from critical hits by either 4 + the value of the armor’s potency rune for medium armor, or 6 + the value of the armor’s potency rune for heavy armor. This can’t reduce the damage to less than the damage rolled for the hit before doubling for a critical hit.
Composite: The numerous overlapping pieces of this armor protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.
Leather: The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.
Plate: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.
Skeletal: Armor made from the bone or exoskeleton of creatures as diverse as bears, insects, and coral, skeletal armor protects vital points from precision damage. You gain resistance to precision damage equal to 3 + the value of the armor’s potency rune for medium armor, or 5 + the value of the armor’s potency rune for heavy armor.
Wood: Wood armor is generally flexible and light, but it can splinter as it breaks, throwing off shards and fragments that damage foes who deal you critical blows. If a foe critically hits you with a melee unarmed attack or critically hits you with any melee attack while adjacent to you, it takes piercing damage equal to 3 + the armor’s potency rune value for medium armor, or 5 + the armor’s potency rune value for heavy armor.
## Armor Descriptions
Each type of armor is described in more detail below.
**Breastplate.** This breastplate is made from pieces of shell taken from large beasts such as from ankhegs or braxats. The pieces of shell are then carved to shape and affixed to a sturdy leather cuirass.
**Bone Armor:** In places where wood is hard to come by armor has been fashioned from slats and strips of bone or horn, along with whole bones or horns. Bone armor is usually woven together with strong cord, forming a suit like a breastplate. This suit is worn over heavy clothing or a surcoat like padded armor.
**Buckle Armor:** Tyrian style once led famous adventurers to wear clothing with an unusual number of buckles, pouches, and straps. This fashion birthed a trend that led to “buckle armor,” a colloquial name for chic armor with spacious tool storage. Buckle armor comes with the storage armor adjustment.
**Ceramic Plate:** Ceramic plate alleviates the need for metallurgy and smithing, instead relying on ceramic firing, glazing, and strong cord work with a backing of leather and thick canvas. Ceramic plate is colorful and artistic and is built with the armor latches armor adjustment.
**Chitin Armor.** This armor is skillfully made by interlocking hexagonal bits of chitin (usually carved from a kank’ s carapace). Chitin armor is the Athasian equivalent to the *Core Rulebook’s* chain shirt armor.
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##
#### TABLE 6-1: UNARMORED DEFENSE
|
Unarmored
| Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits |
|:---|:-----------:| :----:|:----:|:----:|:----:|:----:|:----:|:----:|:----|
| Explorer's clothing | 1 sp | +0 | +5 | — | — | — | L | Cloth | Comfort |
| Gi | 2 sp | +0 | +5 | — | — | — | L | Cloth | Comfort |
#### TABLE 6-2: ARMOR
| Light Armor | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits |
|:---|:-----------:| :----:|:----:|:----:|:----:|:----:|:----:|:----:|:----|
| Buckle armor | 4 gp | +2 | +3 | -1 | — | +1 | 1 | Leather | Adjusted, noisy |
| Chitin Armor | 5 gp | +2 | +3 | -1 | — | +1 | 1 | Chain | Flexible, noisy |
| Leaf weave | 4 gp | +1 | +4 | -1 | — | +0 | 1 | Wood | Laminar |
| Leather lamellar | 3 gp | +1 | +4 | -1 | — | +0 | 1 | Composite | Laminar |
| Leather armor | 2 gp | +1 | +4 | -1 | — | +0 | 1 | Leather | — |
| Padded armor | 2 sp | +1 | +3 | — | — | +0 | L | Cloth | Comfort |
| Quilted armor | 3 sp | +2 | +2 | -1 | — | +1 | L | Cloth | Comfort |
| Studded leather armor | 3 gp | +2 | +3 | -1 | — | +1 | 1 | Leather | — |
| Wood armor | 5 gp | +2 | +3 | -1 | — | +1 | 1 | Wood | Laminar |
| Medium Armor | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits |
|:---|:-----------:| :----:|:----:|:----:|:----:|:----:|:----:|:----:|:----|
| Bone armor | 5 gp | +3 | +2 | -2 | -5 ft. | +2 | 2 | Skeletal | Laminar |
| Breastplate | 8 gp | +4 | +1 | -2 | -5 ft. | +3 | 2 | Plate | — |
| Ceramic plate | 6 gp | +3 | +2 | -2 | -5 ft. | +2 | 2 | Plate | Adjusted, noisy |
| Hide Armor | 2 gp | +3 | +2 | -2 | -5 ft. | +2 | 2 | Leather | — |
| Lamellar breastplate | 7 gp | +4 | +1 | -2 | -5 ft. | +3 | 2 | Composite | Hindering, Laminar |
| Scale mail | 4 gp | +3 | +2 | -2 | -5 ft. | +2 | 2 | Composite | — |
| Shell armor | 6 gp | +4 | +1 | -2 | -5 ft. | +3 | 2 | Chain | Flexible, noisy |
| Wooden breastplate | 6 gp | +3 | +2 | -2 | -5 ft. | +2 | 2 | Wood | — |
| Heavy Armor | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits |
|:---|:-----------:| :----:|:----:|:----:|:----:|:----:|:----:|:----:|:----|
| Full plate (level 2) | 30 gp | +6 | +0 | -3 | -10 ft. | +4 | 4 | Plate | Bulwark |
| Half plate (level 1) | 18 gp | +5 | +1 | -3 | -10 ft. | +3 | 3 | Plate | — |
| Lamellar armor (level 2) | 35 gp | +6 | +0 | -3 | -10 ft. | +4 | 5 | Composite | Bulwark, laminar |
| Splint mail (level 1) | 13 gp | +5 | +1 | -3 | -10 ft. | +3 | 3 | Composite | — |
**Explorer’s Clothing:** Adventurers who don’t wear armor travel in durable clothing. Though it’s not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes (as described on page 581).
**Full plate.** Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of chitin. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of padded armor and a pair of gauntlets.
**Gi:** Also called martial arts suits or practice clothes, gi are outfits of tough cloth built for comfort and unrestricted movement—ideal for practicing martial arts. They have reinforced stitching resistant to strenuous use.
**Half plate.** Half plate consists of most of the upper body plates used in full plate, with lighter or sparser chitin plate protection for the arms and legs. This provides some of the protection of full plate with greater flexibility and speed. A suit of this armor comes with an undercoat of padded armor and a pair of gauntlets.
**Hide Armor**. This crude armor is usually fashioned from the dense hides of mekillots or braxats.
**Lamellar Armor:** Larger plates of leather, horn, shell, or wood are laced together to make up a suit of heavy lamellar. The custom-fitted and often highly decorative suit covers most of the body. Rounding out the suit are a tiered helmet and fearsome mask, often depicting a fiendish or monstrous creature.
\pagebreakNum
**Lamellar Breastplate:** Small plates of leather, horn, shell, or wood are laced together to form a protective coat making up lamellar breastplates. Leather bracers and greaves provide some measure of defense for the limbs.
**Leaf Weave:** Specialized crafters, often from Gulg, create leaf weave out of sturdy leaves from ancient agafari trees. Such leaves, when treated properly, have the strength of leather, and other tough plant materials hold the leaves together to form the armor. Such suits are popular among those who wish to avoid materials taken from slain beasts. As a material, leaf weave has the same statistics as thin wood.
**Leather Lamellar:** Leather lamellar is a composite armor made of small rectangular pieces of lacquered leather laced together with high-quality cord. It’s typically worn with an undershirt.
**Leather Armor.** Perhaps the most common type of armor used on Athas, leather armor is usually made of carru leather, stiffened in oil.
**Padded Armor**. Padded armor consists of quilted layers of cloth and batting. Many Athasian warriors don padded armor woven from giant hair.
**Quilted Armor:** Quilted armor is built in a long coat intended for defensive use without other armor. Quilted armor protects the upper body and legs, differentiating it further from the typical padded undercoat. This armor is frequently made in stylish colors or patterns to facilitate use as protective outerwear or a military uniform.
**Scale Mail.** This armor is crafted by affixing the hide of a scaled creature like an erdlu or inix over a sturdy leather
backing to form a heavy coat and leggings or greaves.
**Shell Armor**. Shell armor is made by weaving giant’s hair around the shells of various small creatures such as an aprig. Shell armor is the Athasian equivalent to the *Core Rulebook’s* chain mail armor.
**Splint mail.** This type of armor is shell armor reinforced with flexible, interlocking chitin plates, typically located on the wearer’s torso, upper arms, and legs. A suit of this armor comes with an undercoat of padded armor (see above) and a pair of gauntlets.
**Studded Leather Armor.** Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes made of bone or chitin.
**Wood Armor.** Made of small wooden plates or longer slats, typically vertical, joined with sinew or cord and painted with decorations. Wood armor traditionally comes with a fearsome wooden helm carved in the shape of a mighty creature.
**Wooden Breastplate:** A suit of carved and tempered wood, a wooden breastplate resembles a metal breastplate in shape and function. Such suits can be carved from large pieces of wood, but they most often come from agafari trees.
### Metal Armor
Though exceptionally rare and expensive, suits of bronze, iron, or even steel armor can still be found in old ruins or crafted by legendary artisans.
While metal armor provides superior protection and durability, it is also cumbersome and potentially deadly in the extreme heat of the Athasian sun. Wearing armor constructed of metal has the following benefits and drawbacks.
##### Cost
Metal is crafted with the rules for Crafting with Precious Materials. Low-grade metal is 100 gp per Bulk.
#### Armor Latches
ITEM 1
This armor is easily doffed. A set of armor with armor latches gains the noisy trait; you can’t add latches to armor that already
possesses the noisy trait. You can remove a set of armor with armor latches with a 3-action activity, which has the manipulate
trait. This doesn’t affect the time it takes to don the armor.
#### Storage
ITEM 1
applied to armor or unarmored defense clothing
L
The storage adjustment fits the armor or clothing with belts, buckles, pouches, and loops for holding and storing tools. Countless fasteners make the armor as jangly as chain mail. While wearing armor with this adjustment, you can wear up to 3 Bulk of tools instead of the usual 2. However, the armor acquires the noisy trait. If it already has the noisy trait, increase its penalty to Stealth checks by 1.
#### Table 6-3: Damaging Armor
| Material | Hardness | HP | BT |
|:---|:-----------:| :----:|:----:|
| Bone (bone armor, breastplate, chitin armor, full plate, half plate, lamellar armor, lamellar breastplate, scale mail, shell armor, splint mail) | 6 | 24 | 12 |
| Cloth (explorer's clothing, gi, padded armor, quilted armor) | 1 | 4 | 2 |
| Leather (buckle armor, hide armor, leather armor, leather lamellar, studded leather armor) | 4 | 16 | 8 |
| Stone (ceramic plate)| 7 | 24 | 12 |
| Thin Wood (leaf weave) | 3 | 12 | 6 |
| Wood (wood armor, wooden breastplate)| 5 | 20 | 10 |
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# Shields
A shield can increase your character’s defense beyond the protection their armor provides. Your character must be wielding a shield in one hand to make use of it, and it grants its bonus to AC only if they use an action to Raise a Shield. This action grants the shield’s bonus to AC as a circumstance bonus until their next turn starts. A shield’s Speed penalty applies whenever your character is holding the shield, whether they have raised it or not
Raise a Shield is the action most commonly used with shields. Most shields must be held in one hand, so you can’t hold anything with that hand and Raise a Shield, and you lose its benefits if that hand is no longer free. A buckler, however, doesn’t take up your hand, so you can Raise a Shield with a buckler if the hand is free (or, at the GM’s discretion, if it’s holding a simple, lightweight object that’s not a weapon).
When you have a tower shield raised, you can use the Take Cover action (page 471) to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised, or until any of the normal conditions that end Take Cover, whichever comes first. If you would provide lesser cover against an attack, having your tower shield raised provides standard cover against it (and other creatures can Take Cover as normal using the cover from your shield).
If you have access to the Shield Block reaction (from your class or from a feat), you can use it while Raising your Shield to reduce the damage you take by an amount equal to the shield’s Hardness. Both you and the shield then take any remaining damage.
## Shield Statistics
Shields have statistics that follow the same rules as armor: Price and Bulk. Their other statistics are described here.
### AC Bonus
A shield grants a circumstance bonus to AC, but only when the shield is raised. This requires using the Raise a Shield action.
### Hardness
Whenever a shield takes damage, the amount of damage it takes is reduced by this amount. This number is particularly relevant for shields because of the Shield Block feat (page 266).
### HP (BT)
This column lists the shield’s Hit Points (HP) and Broken Threshold (BT).
These measure how much damage the shield can take before it’s destroyed (its total HP) and how much it can take before being broken and unusable (its BT). These matter primarily for the Shield Block reaction.
### Speed Penalty
A shield's Speed penalty applies whenever your character is holding the shield, whether they have raised it or not.
### Shield Traits
Unlike in the *Core Rulebook*, many of the new shields have traits.
**Deflecting:** This shield is designed to block or divert certain types of attacks or weapons. Increase the shield’s Hardness against the listed type of attack by 2.
**Foldaway:** This shield can collapse into a smaller form, which is attached to a gauntlet for stability and easy travel.
**Hefty:** A hefty shield is so heavy that raising it takes more effort. Raising a Shield with the hefty trait is a 2-action activity unless your Strength modifier equals or exceeds the number with the trait.
**Integrated:** This shield has been created to include a weapon in its construction, which works like an attached weapon but can’t be removed from the shield.
**Launching:** A mechanism within this shield can shoot projectiles, functioning as a ranged weapon.
**Shield Throw:** A shield with this trait is designed to be thrown as a ranged attack.
## Attacking with a Shield
A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash. The shield bash is an option only for shields that weren’t designed to be used as weapons. A shield can’t have runes added to it. You can also buy and attach a shield boss or shield spikes to a shield to make it a more practical weapon. These work like other weapons and can even be etched with runes.
## Shield Descriptions
Each type of shield is described in more detail below.
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#### Table 6-4: Shields
| Shield | Price | AC Bonus* | Speed Penalty | Bulk | Hardness | HP (BT) | Shield Traits |
|:---|:-----------:| :----:|:----:|:----:|:----:|:----:|:----:|
| Buckler | 1 gp | +1 | — | L | 3 | 6 (3) | — |
| Chitin shield| 2 gp | +2 | — | 1 | 4 | 16 (8) | — |
| Dart shield | 8 gp | +1 | — | 1 | 3 | 12 (6) | Launching dart |
| Fortress shield | 20 gp | +3/+4** | -10 ft. | 5 | 6 | 24 (12) | Hefty +2 |
| Gauntlet buckler | 5 gp | +1 | — | 1 | 3 | 6 (3) | Foldaway |
| Heavy rondache | 4 gp | +1 | — | 1 | 5 | 24 (12) | — |
| Hide shield | 2 gp | +2 | — | 1 | 4 | 20 (10) | Deflecting bludgeoning |
| Meteor shield | 4 gp | +2 | — | 1 | 4 | 16 (8) | Shield throw 30 ft. |
| Razor disc | 5 gp | +1 | — | 1 | 4 | 16 (8) | Integrated 1d6 S, shield throw 20 ft.
| Salvo shield | 6 gp | +2 | — | 1 | 4 | 16 (8) | Deflecting physical ranged |
| Swordstealer shield| 6 gp | +2 | — | 1 | 4 | 16 (8) | Deflecting slashing |
| Tortoise blade | 3 gp | +1 | — | 1 | 3 | 10 (5) | Integrated 1d6 S (versatile P)
| Tower shield | 10 gp | +2/+4** | -5 ft. | 4 | 5 | 20 (10) | — |
| Wooden shield | 1 gp | +2 | — | 1 | 3 | 12 (6) | — |
**Buckler:** This very small shield is a favorite of duelists and quick, lightly armored warriors. It’s typically made of chitin, shell, or bone and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that’s not a weapon in that hand.
**Chitin Shield:** Like wooden shields, chitin shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.
**Dart Shield:** This wooden shield features a spring-loaded device on its surface that can fire darts with powerful force. A small mechanism within the shield allows you to fire a dart even while actively holding the shield or blocking with it.
**Fortress Shield:** Also known as portable walls, these thick and heavy shields are slightly larger than tower shields. Like tower shields, they’re typically made from wood reinforced with stone.
**Gauntlet Buckler:** This buckler-sized shield is segmented, allowing it to collapse into a housing bound to a gauntlet for easy storage. A small catch enables you to expand the shield quickly in battle when you’re in need of defense.
**Heavy Rondache:** Similar in size to a buckler, this chitin shield is intended to absorb as many blows as possible instead of deflecting attacks. It features multiple layers of chitin and is reinforced with additional wood.
**Hide Shield:** Hide shields come in a variety of shapes and sizes. Specialized tanning techniques combined with tough hides from creatures such as mekillot result in these particularly tough shields. The hardened hide of the shield still has enough flexibility to diminish the impact of battering and pummeling attacks.
**Meteor Shield:** Meteor shields are specifically designed with throwing in mind. A meteor shield is made from
thin chitin and has quick-release straps, allowing for easy, long-distance throws.
**Razor Disc:** Several small blades line the outside edge of this chitin shield. This specialized throwing shield is common among warriors in Gulg, where its blades can cut down foliage as it flies.
**Salvo Shield:** This specialized chitin shield features an outer layer of angled wooden plates, which help deflect or redirect incoming ranged projectiles but don’t offer any additional protection against melee weapons.
**Swordstealer Shield:** This specialized chitin shield features several wide bone hooks along its surface. These hooks help catch swords and other blades, reducing the impact of their incoming attacks.
**Tortoise Blade:** The tortoise blade consists of a foot‐long dagger mounted to the center of a shell. The tortoise blade is strapped over the wearer’s hand, preventing them from holding anything but the tortoise blade.
**Tower Shield:** These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with bone or chitin.
**Wooden Shield:** Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than chitin shields, they break more easily.
\pagebreakNum
# Weapons
Most characters on Athas carry weapons, ranging from mighty warhammers to graceful bows to even simple clubs. Details on how you calculate the bonuses, modifiers, and penalties for attack rolls and damage rolls are summarized below, followed by the rules for weapons and dozens of weapon choices.
## Attack Rolls
When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you’re using. Modifiers for melee and ranged attacks are calculated differently.
Melee attack modifier = Strength modifier (or optionally Dexterity for a finesse weapon) + proficiency bonus + other bonuses + penalties
Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties
Bonuses, and penalties apply to these rolls just like with other types of checks.
### Multiple attack penalty
If you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty.
The multiple attack penalty doesn’t apply to attacks you make when it isn’t your turn (such as attacks made as part of a reaction). You can use a weapon with the agile trait to reduce your multiple attack penalty.
## Damage Rolls
When the result of your attack roll with a weapon or unarmed attack equals or exceeds your target’s AC, you hit your target! Roll the weapon or unarmed attack’s damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows.
Melee damage roll = damage die of weapon or unarmed
attack + Strength modifier + bonuses + penalties
Ranged damage roll = damage die of weapon + Strength
modifier for thrown weapons + bonuses + penalties
Ranged weapons don’t normally add an attribute modifier to the damage roll, though weapons with the propulsive trait
add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full
Strength modifier.
Characters with devastating attacks add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon’s damage die. At higher levels, most characters also gain extra damage from weapon specialization.
## Critical Hits
When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target’s AC by 10, you achieve a critical success (also known as a critical hit).
If you critically succeed at a Strike, your attack deals double damage. Other attacks, such as spell attack rolls and some uses of the Athletics skill, describe the specific effects that occur when their outcomes are critical successes.
## Unarmed Attacks
Almost all characters start out trained in unarmed attacks. You can Strike with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group, and they might have weapon traits. However, unarmed attacks aren’t weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so.
Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks. Details for those unarmed attacks are provided in the abilities that grant them.
## Improvised Weapons
If you attack with something that wasn’t built to be a weapon, such as a chair or a vase, you’re making an attack with an improvised weapon. Improvised weapons are simple weapons. You take a –2 item penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have.
\pagebreakNum
## Weapon Statistics
The tables on pages 247–248 list the statistics for various melee and ranged weapons that you can purchase. The tables present the following statistics. All weapons listed in this chapter have an item level of 0.
### Damage
This entry lists the weapon’s damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing.
##### Damage Dice
Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical striking rune can increase the number of dice rolled, as can some special actions and spells. These additional dice use the same die size as the weapon or unarmed attack’s normal damage die.
##### Counting Damage Dice
Effects based on a weapon’s number of damage dice include only the weapon’s damage die plus any extra dice from a striking rune. They don’t count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.
##### Increasing Die Size
When an effect calls on you to increase the size of your weapon damage dice, instead of using its normal weapon damage dice, use the next larger die, as listed below (so if you were using a d4, you’d use a d6, and so on). If you are already using a d12, the size is already at its maximum. You can’t increase your weapon damage die size more than once.
1d4 ➞ 1d6 ➞ 1d8 ➞ 1d10 ➞ 1d12
### Range
Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapon’s range increment take a –2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible. For example, a shortbow takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, and a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet.
### Reload
While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many Interact actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.
An item with an entry of “—” must be drawn to be thrown, which usually takes an Interact action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon.
### Bulk
This entry gives the weapon’s Bulk. A weapon’s Bulk is increased or decreased if it’s sized for creatures that aren’t Small or Medium size.
### Hands
Some weapons require one hand to wield, and others require two. A few items, such as a longbow, list 1+ for its Hands entry. You can hold a weapon with a 1+ entry in one hand, but the process of shooting it requires using a second to retrieve, nock, and loose an arrow. This means you can do things with your free hand while holding the bow without changing your grip, but the other hand must be free when you shoot. To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free.
Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn’t require two hands or have the two-hand trait.
### Group
A weapon or unarmed attack’s group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attack’s critical specialization effects.
### Weapon Traits
The traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a “weapon” can also apply to an unarmed attack that has that trait.
### Ammunition
Some entries in the ranged weapons tables are followed by an entry for the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it.
### Inferior Material and Athasian Weapons
Metal is rare on Athas, and many weapons ordinarily crafted using metal components are extremely expensive.
Unworked iron is worth 100 gp per pound on average, but can cost much, much more in some places.
\pagebreakNum
#### Table 6-5: ATHASIAN MELEE WEAPONS
| Simple Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits |
|:---|:-----------:| :----:|:----:|:----:|:----:|:----:|
| Club | 0 | 1d6 b | 1 | 1 | Club | Thrown 10 ft. |
| Dagger | 2 sp | 1d4 P | L | 1 | Knife | Agile, finesse, thrown 10 ft., versatile S |
| Gauntlet | 2 sp | 1d4 B | L | 1 | Brawling | Agile, free-hand |
| Light mace | 4 sp | 1d4 B | L | 1 | Club | Agile, finesse, shove |
| Longspear | 5 sp | 1d8 P | 2 | 2 | Spear | Reach |
| Mace | 1 gp | 1d6 B | 1 | 1 | Club | Shove |
| Morningstar | 1 gp | 1d6 B | 1 | 1 | Club | Versatile P |
| Puchik | 3 sp | 1d4 P | L | 1 | Knife | Agile, deadly d6, gladiator, monk |
| Quabone| 5 sp | 1d4 B | L | 1 | Club | Agile, finesse, nonlethal, versatile S |
| Sickle | 2 sp | 1d4 S | L | 1 | Knife | Agile, finesse, trip |
| Spear | 1 sp | 1d6 P | 1 | 1 | Spear | Monk, thrown 20 ft. |
| Staff | 0 | 1d4 B | 1 | 1 | Club | Monk, two-hand d8 |
| Uncommon Simple Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits |
|:---|:-----------:| :----:|:----:|:----:|:----:|:----:|
| Singing Sticks | 1 sp | 1d4 B | L | 1 | Brawling | Agile, finesse, gladiator, monk, parry, twin |
| Talid | 3 sp | 1d4 P | L | 1 | Brawling | Agile, free-hand, gladiator, versatile S |
| Tonfa | 5 sp | 1d4 B | L | 1 | Club | Agile, finesse, nonlethal, parry |
| Widow's Knife | 4 sp | 1d4 S | L | 1 | Knife | Agile, finesse, injection |
Worked metal is even more expensive, as craftsmen who actually know how to craft metal items are rare at best. Most metal weapons are items dating back to the Green Age or have been crafted from the meager resources of Tyr’s iron mines.
Due to the rarity of metal, weapons and other items constructed primarily from must be crafted using the Crafting with Precious Materials rules. Low-grade metal costs 100 gp per Bulk.
For example, 10 low-grade metal‐tip arrows cost 10 gp. Due to the extremely high cost of metal weaponry, most weapons from the
Core Rulebook are constructed from inferior, but functional, materials instead on Athas. Most common are bone and stone such as flint or obsidian, but treated wood is sometimes used as well. Weapons constructed from inferior materials, such as bone longsword or an axe with a head made from stone, suffer a –1 penalty to attack and damage rolls and gain additional traits based on the material type. This penalty cannot reduce damage dealt below 1. These weapons cost the normal listed price in the
Core Rulebook.
The following weapon groups can be constructed from non‐metal materials without penalty: bows (and arrows), clubs, darts, flails, knifes, shields, slings (and bullets), spears, and whips.
Furthermore, due to the rarity of metal, Athas has its share of unique weapons designed to be constructed from non–metal materials;
as such, they do not suffer from the inferior materials penalties but gain the weapon traits for the material used.
#### Table 6-6: Damaging Weapons
| Material | Hardness | HP | BT | Weapons Allowed | Traits |
|:---|:----:| :----:|:----:|:----:|:----:|
| Wood | 3 | 12 | 6 | Bows, Clubs, Flails, Knifes, Spears | flaw, lightweight |
| Bone | 4 | 16 | 8 | All | flaw, lightweight |
| Stone | 4 | 16 | 8 | All | deadly, flaw, weighty |
## Weapon Traits
These weapons include the following traits, in addition to any described in the Core Rulebook.
**Deadly:** All Stone weapons include the deadly trait with a die size one higher than the base weapon to a maximum of d12. If the weapon already includes the deadly trait, increase the die size by one to a maximum of d12. If the weapon has fatal, increase the die size by one to a maximum of d12.
**Flaw:** A player can choose to reroll a critical miss or on a critical hit can choose to do max damage, if a player chooses this effect the weapon takes 1d6 damage and reduces max hitpoints by 1.
**Inferior:** Weapons constructed from inferior materials, such as bone longsword or an axe with a head made from stone, suffer a –1 penalty to attack and damage rolls.
\pagebreakNum
#### Table 6-7: ATHASIAN MELEE WEAPONS
| Martial Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits |
|:---|:-----------:| :----:|:----:|:----:|:----:|:----:|
| Alak | 9 sp | 1d6 P | 1 | 1 | Flail | Disarm, grapple, trip |
| Bastard Sword | 4 gp | 1d8 S | 1 | 1 | Sword | Inferior, two-hand d12 |
| Battle axe | 1 gp | 1d8 S | 1 | 1 | Axe | Inferior, sweep |
| Bo Staff | 2 sp | 1d8 B | 2 | 2 | Club | Monk, parry, reach, trip |
| Datchi Club | 1 gp | 1d10 B | 2 | 2 | Club | Backswing, reach, shove |
| Forearm Axe | 1 gp | 1d8 S | 1 | 1 | Axe | Free-hand, gladiator, sweep |
| Falchion | 3 gp | 1d10 S | 2 | 2 | Sword | Forceful, inferior, sweep |
| Flail | 8 sp | 1d6 B | 1 | 1 | Flail | Disarm, sweep, trip |
| Glaive | 1 gp | 1d8 S | 2 | 2 | Polearm | Deadly d8, forceful, inferior, reach |
| Gouge | 8 sp | 1d10 P | 2 | 2 | Polearm | Reach, shove |
| Greataxe | 2 gp | 1d12 S | 2 | 2 | Axe | Inferior, sweep |
| Greatclub | 1 gp | 1d10 B | 2 | 2 | Club | Backswing, shove |
| Greatpick | 1 gp | 1d10 P | 2 | 2 | Pick | Fatal d12, inferior |
| Greatsword | 2 gp | 1d12 S | 2 | 2 | Sword | Inferior, versatile P |
| Guisarme | 2 gp | 1d10 S | 2 | 2 | Polearm | Inferior, reach, trip |
| Halberd | 2 gp | 1d10 P | 2 | 2 | Polearm | Inferior, reach, versatile S |
| Hatchet | 4 sp | 1d6 S | L | 1 | Axe | Agile, inferior, sweep, thrown 10 ft. |
| Impaler | 1 gp | 1d6 P | 1 | 1 | Pick | Fatal d10, sweep |
| Lance | 1 gp | 1d8 P | 2 | 2 | Spear | Deadly d8, jousting d6, reach |
| Light hammer | 3 sp | 1d6 B | L | 1 | Hammer | Agile, inferior, thrown 20 ft. |
| Light pick | 4 sp | 1d4 P | L | 1 | Pick | Agile, fatal d8, inferior |
| Longsword | 1 gp | 1d8 S | 1 | 1 | Sword | Inferior, versatile P |
| Main-gauche | 5 sp | 1d4 P | L | 1 | Knife | Agile, disarm, finesse, parry, versatile S |
| Maul | 3 gp | 1d12 B | 2 | 2 | Hammer | Inferior, shove |
| Pick | 7 sp | 1d6 P | 1 | 1 | Pick | Fatal d10, inferior |
| Ranseur | 2 gp | 1d10 P | 2 | 2 | Polearm | Disarm, inferior, reach |
| Sabre | 2 gp | 1d6 S | 1 | 1 | Sword | Deadly d8, disarm, finesse, inferior |
| Sap | 1 sp | 1d6 B | L | 1 | Club | Agile, nonlethal |
| Scimitar | 1 gp | 1d6 S | 1 | 1 | Sword | Forceful, inferior, sweep |
| Scythe | 2 gp | 1d10 S | 2 | 2 | Polearm | Deadly d10, inferior, trip |
| Shield bash | — | 1d4 B | — | 1 | Shield | — |
| Shield boss | 5 sp | 1d6 B | — | 1 | Shield | Attached to shield |
| Shield spikes | 5 sp | 1d6 P | — | 1 | Shield | Attached to shield |
| Shortsword | 9 sp | 1d6 P | L | 1 | Sword | Agile, finesse, inferior, versatile S |
| Trident | 1 gp | 1d8 P | 1 | 1 | Spear | Thrown 20 ft. |
| War flail | 2 gp | 1d10 B | 2 | 2 | Flail | Disarm, sweep, trip |
| Warhammer | 1 gp | 1d8 B | 1 | 1 | Hammer | Inferior, shove |
| Whip | 1 sp | 1d4 S | 1 | 1 | Flail | Disarm, finesse, nonlethal, reach, trip |
**Lightweight:** These weapon’s Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an
item that normally has light Bulk). This trait does not apply to bows or clubs.
**Weighty:** These weapon's Bulk is increased by 1 (or to 1 Bulk if its normal Bulk is L).
\pagebreakNum
#### Table 6-8: ATHASIAN MELEE WEAPONS
| Uncommon Martial Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits |
|:---|:-----------:| :----:|:----:|:----:|:----:|:----:|
| Bard's friend | 9 sp | 1d4 P | L | 1 | Knife | Agile, backstabber, deadly d8, finesse |
| Carrikal | 2 gp | 1d8 S | 1 | 1 | Axe | Forceful, gladiator, sweep |
| Elven curve blade | 4 gp | 1d8 S | 2 | 2 | Sword | Elf, finesse, forceful, inferior |
| Garrote, bard's | 4 gp | 1d4 S | L | 1 | Brawling | Agile, backstabber, deadly d8, finesse, grapple |
| Handfork | 7 sp | 1d6 P | L | 1 | Knife | Agile, disarm, tarek |
| Heartpick | 1 gp | 1d8 P | 1 | 1 | Pick | Fatal 1d10, tarek, trip |
| Kama | 1 gp | 1d6 S | L | 1 | Knife | Agile, monk, trip |
| Khakkara | 2 gp | 1d6 B | 1 | 1 | Club | Monk, shove, two-hand d10, versatile P |
| Khopesh | 2 gp | 1d8 S | 1 | 1 | Sword | Inferior, trip |
| Ko• | 5 sp | 1d4 S | L | 1 | Knife | Agile, deadly d8, finesse, kreen, versatile P |
| Kukri | 6 sp | 1d6 S | L | 1 | Knife | Agile, finesse, trip |
| Lotulis | 3 gp | 1d8 S | 2 | 2 | Spear | Agile, backswing, finesse, gladiator, sweep |
| Macuahuitl, small | 1 gp | 1d4 B | L | 1 | Club | Draji, fatal d8, versatile S |
| Macuahuitl | 2 gp | 1d6 B | 1 | 1 | Club | Draji, fatal d10, versatile S |
| Macuahuitl, great | 5 gp | 1d8 B | 2 | 2 | Club | Draji, fatal d12, versatile S |
| Master's whip | 5 sp | 1d4 S | L | 1 | Flail | Disarm, finesse, reach, trip |
| Mekillot sap | 5 sp | 1d6 B | 1 | 2 | Club | Backswing, nonlethal, reach, trip |
| Nunchaku | 2 sp | 1d6 B | L | 1 | Club | Backswing, disarm, finesse, monk |
| Sai | 6 sp | 1d4 P| L | 1 | Knife | Agile, disarm, finesse, monk, versatile B |
| Skyhammer | 3 gp | 1d8 B | 2 | 2 | Flail | Backswing, disarm, reach, trip |
| Slodak | 5 sp | 1d6 P | L | 1 | Sword | Agile, finesse, lizardfolk, versatile S |
| Spear, double-tipped | 3 gp | 1d6 P | 1 | 2 | Spear | Agile, finesse, gladiator, thrown 20 ft. |
| Spiked chain | 3 gp | 1d8 S | 1 | 2 | Flail | Disarm, finesse, trip |
| Temple sword | 2 gp | 1d8 S | 1 | 1 | Sword | Inferior, monk, trip |
| Thanak | 1 gp | 1d6 S | 1 | 1 | Sword | Agile, finesse, lizardfolk |
| Tkaesali | 1 gp | 1d8 S | 2 | 2 | Polearm | Deadly d8, lizardfolk, reach, sweep, trip |
| Weighted pike | 4 gp | 1d8 P | 2 | 2 | Polearm | Reach, shove, versatile B |
| Wrist razor | 2 sp | 1d4 S | L | 1 | Brawling | Agile, deadly d8, disarm, finesse, free-hand, monk|
## Melee Weapon
Descriptions
Each of the weapons listed in Table 6–5 and 6-6 are detailed below.
**Alak:** An alak consists of a 2‐foot long shaft of bone or wood, with four serrated bones tied to the sharp end, like the four prongs of a grappling hook.
**Alhulak:** The alhulak consists of an alak tied to a 5‐foot long leather cord, which wraps around your wrist at the other end.
**Bard's Friend:** This weapon is crafted with several
obsidian blades and wooden prongs, which are fastened to a handle. Several small spikes jut out from where the knuckles hold the weapon.
**Cahulak:** A cahulak consists of two alaks (see above)
joined by a 5‐foot rope.
**Carrikal:** The sharpened jawbone of a large creature is
lashed to a haft. The jagged edges are sharpened, forming a sort of battleaxe with two forward‐facing heads.
**Chatkcha:** This thri-kreen throwing weapon is used primarily for hunting small game. It is a lightweight, three bladed weapon.
**Crusher:** The crusher is made from a large stone or metal weight, mounted at the end of a 15‐foot long shaft of springy wood. The weight is whipped back and forth.
**Datchi Club:** This weapon, generally found in the arenas, is made by affixing a 4‐5 foot length of dried insect hive or roots to a three‐foot long shaft. Teeth, claws, or obsidian shards are embedded into the head of the weapon.
**Dragon's Paw:** Popular in the arenas, the dragon’s paw consists of a five or six‐foot long pole, with a blade on either end. A basket guards your hands from attack.
**Forearm Axe:** Strapped to the forearm like a buckler, the forearm axe resembles a double‐headed battleaxe, with the wearer’s arm serving as the haft of the axe.
\pagebreakNum
#### Table 6-9: ATHASIAN MELEE WEAPONS
| Uncommon Advanced Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits |
|:---|:-----------:| :----:|:----:|:----:|:----:|:----:|
| Alhulak | 1 gp | 1d6 P | 1 | 2 | Flail | Finesse, gladiator, grapple, reach, sweep, trip |
| Cahulaks | 2 gp | 1d6 P | 2 | 2 | Flail | Agile, finesse, gladiator, grapple, reach, sweep, trip |
| Chatkcha | 5 sp | 1d4 S | L | 1 | Knife | Finesse, kreen, recovery, thrown 30 feet |
| Crusher | 2 gp | 1d10 B | 2 | 2 | Polearm | Deadly d10, forceful, reach |
| Dragon's paw | 2 gp | 1d8 P | 2 | 2 | Spear | Agile, backswing, gladiator, parry, sweep |
| Dwarven war axe | 3 gp | 1d8 S | 2 | 1 | Axe | Dwarf, inferior, sweep, two-hand d12 |
| Gythka | 1 gp | 1d8 S | 2 | 2 | Spear | Agile, backswing, finesse, kreen, sweep |
| Kyorkcha | 8 sp | 1d6 S | L | 1 | Knife | Finesse, kreen, rare, recovery, thrown 30 feet |
| Lajav | 2 gp | 1d6 B | 2 | 2 | Polearm | Grapple, kreen, reach |
| Trikal | 2 gp | 1d8 P | 2 | 2 | Polearm | Deadly d8, gladiator, reach, trip, versatile S |
**Garrote, Bard's:** This giant hair is thin and hard to see, making it perfect for an ambush. The wielder wraps the giant hair around a vulnerable spot, such as the neck, and twists it to inflict potentially fatal lacerations.
**Gouge:** Worn in an over‐the‐shoulder harness, the gouge is commonly found in the Nibenese infantry. A wide blade of bone, obsidian or chitin is mounted to a three‐foot long shaft of wood.
**Gythka:** This thri-kreen polearm has wicked, curved blades at either end. The weapon's thick shaft allows it to be wielded similarly to a quarterstaff.
**Handfork:** The handfork, most popular among tareks, is a slicing weapon with a handle‐grip and obsidian blades that join above the knuckles in an “M” shape.
**Heartpick:** The name of this weapon expresses its simple intent. Usually made of bone, the heartpick is a hammer like weapon with a serrated pick on the front, and a heavy, flat head on the back.
**Impaler:** Like many Athasian weapons, the impaler was developed for the arenas. Two blades are mounted parallel to the end of a four‐foot long shaft, forming a bladed ‘T’. The impaler is swung horizontally or vertically with great force.
**Khopesh:** This curved sickle sword has a pointed tip, allowing it to be swung like a handaxe or thrust like a short sword. The tip of a khopesh is usually hooked so it can be used to disarm an opponent's shield or weapon.
**Ko•:** The Ko• combines a jagged blade that has been carved from a roughly oval stone. This exotic weapon of kreen manufacture is typically used in matching pairs. The ko• is designed to pierce chitin, shells, and tough skin.
**Kyorkcha:** The kyorkcha is a more dangerous variant of the chatkcha. This tohr‐kreen weapon consists of a curved blade, much like a boomerang, with several protrusions along the edge, as well as jutting spikes near each end.
**Lajav:** The lajav is a kreen weapon designed to capture opponents. It incorporates two flattened bones, joined in a hinge about two feet from the end. The result looks something like a nutcracker and is used roughly in the same crushing way.
**Lotulis:** Two barbed, crescent shaped blades adorn either end of the lotulis, a double weapon once popular in the arena of Tyr.
**Macahuitl:** A macahuitl is a sword painstakingly crafted using a core of solid wood, with small, sharp shards of obsidian embedded into the wood to form an edge on two opposite sides of the weapon. These weapons are swung like the scimitar, though macahuitls tend to require more maintenance.
The macahuitl is especially popular among the Draji, who seem to be the only ones who can easily pronounce this weapon’s Draji name (“ma‐ka‐wheet‐luh”). Non‐Draji simply refer to it as the “obsidian sword” or the “Draji sword.”
**Master's Whip:** The master’s whip is usually braided from giant hair or leather, and has shards of chitin, obsidian or bone braided into the end of the whip.
**Mekillot Sap:** The mekillot sap is a soft but tough large leather bag filled with fine gravel or sand, stitched together with giant’s hair, and tied to the end of a five‐foot rope. The throwing sap is swung overhead with both hands.
**Puchik:** A bone or obsidian punching dagger.
**Quabone:** Four jawbones are fastened around a central haft, at right angles to one another. The quabone is often used in the arenas.
**Singing Stick:** A singing stick is a carefully crafted and polished club, often used in pairs. Singing sticks draw
their name from the characteristic whistling sound they make when used.
**Skyhammer:** The sky hammer consists of a 10‐foot length of rope with a large hammer‐like object at one end. Its rope is coiled and swung around the body two‐handedly until enough momentum is gained to hurl the hammer at a target.
\pagebreakNum
#### Table 6-10: ATHASIAN RANGED WEAPONS
| Simple Weapons | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits |
|:---|:-----------:| :----:|:----:|:----:|:----:|:----:|:----:|:----:|
| Atlatl | 2 sp | 1d6 P | 60 ft. | 1 | 1 | 1 | Dart | Propulsive |
| Blowgun | 1 sp | 1 P | 20 ft. | 1 | L | 1 | Dart | Agile, nonlethal |
| 10 blowgun darts | 5 cp | | | | L |
| Bola | 5 sp | 1d6 B | 20 ft. | — | L | 1 | Sling | Nonlethal, ranged trip, thrown |
| Crossbow | 3 gp | 1d8 P | 120 ft. | 1 | 1 | 2 | Crossbow | — |
| 10 bolts | 1 sp | | | | L |
| Dart | 1 cp | 1d4 P | 20 ft.| — | L | 1 | Dart | Agile, thrown |
| Hand crossbow | 3 gp | 1d6 P | 60 ft. | 1 | L | 1 | Crossbow | — |
| 10 bolts | 1 sp | | | | L |
| Heavy crossbow | 4 gp | 1d10 P | 120 ft. | 2 | 2 | 2 | Crossbow | — |
| 10 bolts | 1 sp | | | | L |
| Javelin | 1 sp | 1d6 P | 30 ft. | — | L | 1 | Dart | Thrown |
| Sling | 0 | 1d6 B | 50 ft. | 1 | L | 1 | Sling | Propulsive |
| 10 sling bullets | 1 cp | | | | L |
| Uncommon Simple Weapons | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits |
|:---|:-----------:| :----:|:----:|:----:|:----:|:----:|:----:|:----:|
| Pelota | 2 sp | 1d4 P| 10 ft. | 0 | L | 1 | Sling | Propulsive, thrown |
| Pelota, Hinged | 4 sp | 1d4 P | 10 ft. | 0 | L | 1 | Sling | Propulsive, thrown, varies |
| Martial Weapons | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits |
|:---|:-----------:| :----:|:----:|:----:|:----:|:----:|:----:|:----:|
| Alchemical bomb | Varies | Varies | 20 ft. | — | L | 1 | Bomb | Varies |
| Arbalest | 12 gp | 1d10 P | 110 ft. | 1 | 2 | 2 | Crossbow | Backstabber |
| 10 bolts | 1 sp | | | | L |
| Bola | 5 sp | 1d6 B | 20 ft. | — | L | 1 | Sling | Nonlethal, ranged trip, thrown |
| Composite longbow | 20 gp | 1d8 P | 100 ft. | 0 | 2 | 1+ | Bow | Deadly d10, propulsive, volley 30 ft. |
| 10 arrows | 1 sp | | | | L |
| Composite shortbow | 14 gp | 1d6 P | 60 ft. | 0 | 1 |1+ | Bow | Deadly d10, propulsive |
| 10 arrows | 1 sp | | | | L |
| Longbow | 6 gp | 1d8 P | 100 ft. | 0 | 2 | 1+ | Bow | Deadly d10, volley 30 ft. |
| 10 arrows | 1 sp | | | | L |
| Shortbow | 3 gp | 1d6 P | 60 ft. | 0 | 1 | 1+ | Bow | Deadly d10 |
| 10 arrows | 1 sp | | | | L |
| Uncommon Martial Weapons | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits |
|:---|:-----------:| :----:|:----:|:----:|:----:|:----:|:----:|:----:|
| Dejada | 3 gp | 1d8 P | 30 ft. | 1 | L | 1+ | Sling | Gladiator, propulsive |
| Splashbow | 5 gp | 1d8 P | 60 ft. | 2 | 2 | 2 | Bow | |
| Shuriken | 1 cp | 1d4 P | 20 ft. | 0 | — | 1 | Dart | Agile, monk, thrown |
\pagebreakNum
**Slodak:** The slodak is a wooden short sword, carved from young hardwood trees and treated with a mixture of tree sap and id fiend blood. This treatment renders the blade of the weapon extremely strong, making it a deadly weapon.
**Spear, Double-Tipped:** A long shaft ending with a metal spike on both ends and can be thrown.
**Talid:** The talid, also known as the gladiator’s gauntlet, is made of stiff leather with metal, chitin, or bone plating on the hand cover and all along the forearm. Spikes protrude from each of the knuckles and along the back of the hand. A sharp blade runs along the thumb and there is a 6‐inch spike on the elbow.
**Thanak:** The thanak is a chopping weapon of pterran manufacture resembling a jagged sword or sawblade. It consists of a pair of hardwood strips bound together, with a row of pterrax teeth protruding from between them along one edge of the weapon particularly capable of slicing through muscle and sinew.
**Tkaesali:** This polearm, commonly used by the nikaal, consists of long wooden haft topped with a circular, jagged blade.
**Tonfa:** The tonfa is a stick with a short handle and is popular among street‐patrolling Nibenese templars and their guards.
**Trikal:** Three blades project radially from the business end of a six‐foot long haft. A series of sharp serrated edges line the shaft below the foot‐long blades, while the far end of the weapon is weighted, in order to balance the weapon.
**Weighted Pike:** A solid head, generally stone or baked ceramic, is mounted on the end of a spear or a pike.
**Widow's Knife:** Named for a similar-looking harvesting tool used in the verdant belts, this weapon has a wide blade on one end of a wood or an ivory handle. Hidden within the handle are two spring-loaded prongs. A thumb latch on the handle releases the prongs.
**Wrist Razor:** Several shards of obsidian or bone are fastened to a strip of leather or other binding material or are lashed onto the forearm of the wielder.
## Ranged Weapon
Descriptions
Each of the weapons listed in Table 6–7 is detailed below.
**Atlatl:** The atlatl, sometimes called a “staff‐sling,” is a javelin‐throwing device that is swung over the shoulder, using both hands.
**Dejada:** The dejada allows the wielder to throw pelota (see the pelota description for details).
**Pelota:** Popular in arena games and increasingly popular in the street games of some city‐states, pelota are hollow leaden spheres with small holes that cause the sphere to whistle as it flies through the air. The surface of most pelota is studded with obsidian shards.
**Pelota, Hinged:** To the careless eye a hinged pelota looks like an ordinary pelota without obsidian spikes. Hinged pelota can be twisted open like a small jar. Bards and assassins often use this feature to insert a splash‐globe—a thin crystal sphere that contains acid, injury poison, contact poison, alchemical fire, or some other liquid. When the pelota strikes, the globe breaks, spilling the liquid through the holes of the pelota. Like pelota, hinged pelota can be thrown with a dejada. Hinged pelotas are also used as ammunition for the splashbow.
**Splashbow:** This exotic weapon looks like a misshapen crossbow, only three feet long from bow to handle, but with a horizontal bow nearly five feet wide. Rather than bolts, the splashbow fires hinged pelotas, which can be filled with splash–globes of alchemical fire, contact poison, acids, or other interesting liquids. Splash–globes burst on impact, spraying their contents like a
thrown grenade.
\pagebreakNum
# Spells
To make your mark on the world, you’ll need to have the right equipment, including armor, weapons, and other gear. This chapter presents the various equipment that you can purchase during character creation. You can usually find these items for sale in most cities and other large settlements.
## Spell Descriptions
#### Ancient Dust {2A}
Cantrip 1
CANTRIP
CONCENTRATE
MANIPULATE
SILT
void
divine, primal
15-foot cone
Fortitude
You cough up a cloud of silt, echoing the dust from the sea of silt. Each creature in the area takes 1d6 void damage and 1 persistent void damage depending on its Fortitude save.
The creature is unaffected.
The creature takes half damage and no persistent damage.
The creature takes full damage and persistent damage.
The creature takes double damage and double the persistent damage.
The initial negative damage increases by 1d6, and
the persistent damage increases by 1.
#### Conductive Weapon {2A}
Spell 1
CONCENTRATE
ELECTRICITY
MANIPULATE
RAIN
arcane, divine, primal
touch; 1 weapon that is unattended or is wielded by you or a willing ally
1 minute
You channel powerful electric current through a weapon, zapping anyone the item hits. The target becomes a +1 shock weapon. If any target of an attack with the weapon is wearing metal armor or is primarily made of metal, the electricity damage die from the shock rune is 1d12.
#### Gray Plague {2A}
SPELL 5
CONCENTRATE
DISEASE
MANIPULATE
VOID
divine, occult
touch; 1 creature
Fortitude
Your touch afflicts the target with Gray plague, which siphons fragments of their soul away to empower the Gray. The effect is based on the target's Fortitude save.
Gray Plague (disease) Level 9; The target can’t recover from the drained condition from Gray plague until the disease is cured; Stage 1 drained 1 (1 day); Stage 2 drained increases by 2 (1 day).
The target is unaffected.
The target takes 2 void damage per spell rank, and
takes a –2 status penalty to saves against Gray plague for 1 day or until the target contracts it, whichever comes first
The target is afflicted with Gray plague at stage 1.
The target is afflicted with Gray plague at stage 2.
#### Magma Shield {1A}
Cantrip 1
CANTRIP
CONCENTRATE
MAGMA
divine, primal
until the start of your next turn
basic Reflex
You summon a layer of magma to keep you from harm. This cantrip functions as the shield spell, except it has Hardness 2 and 4 Hit Points. If this shield breaks, provided the breaker is within 5 feet, they must succeed at a basic Reflex save or take 1d4 fire damage from the magma pieces.
The shield has Hardness 4 and 8 Hit Points, and
the damage increases to 1d4 + your spellcasting attribute
modifier.
The shield has Hardness 7 and 16 Hit Points, and the damage increases to 2d4 + your spellcasting attribute
modifier.
The shield has Hardness 10 and 24 Hit Points, and the damage increases to 3d4 + your spellcasting attribute
modifier.
The shield has Hardness 12 and 32 Hit Points, and the damage increases to 4d4 + your spellcasting attribute
modifier.
#### Obsidian Shards {2A}
Cantrip 1
ATTACK
CANTRIP
CONCENTRATE
MANIPULATE
arcane, divine, occult, primal
60 feet1 creature
AC
You shape three shards out of a piece of obsidian in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target’s AC. The shards deal 3d4 piercing damage and might cause bleeding. The obsidian returns to you after the attack.
\pagebreakNum
The target takes double damage and 1 persistent bleed damage.
The target takes full damage.
You send one additional shard, increasing the regular damage by 1d4 and increasing the persistent
bleed damage on a critical hit by 1.
#### Ray of Sunlight {2A}
Cantrip 1
ATTACK
CANTRIP
CONCENTRATE
MANIPULATE
SUN
divine, primal
120 feet
1 creature
You blast a ray of sunlight. Make a spell attack roll. The ray deals fire damage equal to 1d4 + your spellcasting ability modifier.
The target takes double damage and is Dazzled for 1 round.
the target takes normal damage.
The damage increases by 1d4.
#### Rousing Splash {2A}
Cantrip 1
CANTRIP
CONCENTRATE
MANIPULATE
RAIN
WATER
divine, primal
60 feet
1 creature
You cause a splash of cold water to descend on an ally’s head, granting some temporary vigor. The target gains 1d4 temporary Hit Points, which last for 1 minute. The target is then temporarily immune to the temporary Hit Points from rousing splash for 10 minutes. The target can also attempt an immediate flat check to recover from a single source of persistent acid or fire damage, with the DC reduction from appropriate assistance.
The amount of temporary Hit Points granted increases by 1d4.
#### Wall of Magma {3A}
SPELL 5
CONCENTRATE
MAGMA
MANIPULATE
arcane, primal
120 feet
1 minute
You raise a wall of magma that burns creatures passing through it. You create either a 5-foot-thick wall of magma in a straight line up to 60 feet long and 10 feet high, or a 5-foot-thick, 10-foot-radius ring of magma with the same height. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. The wall is greater difficult terrain and any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 5d6 fire damage.
\pagebreakNum
# Focus Spells
Some classes gain special spells that they cast using Focus Points instead of spell slots. These focus spells are listed below, organized by class.
## Champion
#### Litany against evil {1A}
FOCUS 5
HOLY
CHAMPION
CONCENTRATE
LITANY
30 feet;1 creature that isn't holy
1 round
Your litany rails against evil, interfering with the target's ability to react. The target must attempt a Will save. The target becomes temporarily immune to all of your litanies for 1 minute.
The target is unaffected.
The target can't use reactions.
The target can't use reactions and is slowed 1.
The target can't use reactions and is slowed 2.
#### Litany of Righteousness {1A}
FOCUS 7
CHAMPION
CONCENTRATE
LITANY
30 feet;1 enemy creature
1 round
Your litany denounces an opponent, rendering it susceptible to the powers of your cause. The target gains weakness 7 to spirit damage. The target then becomes temporarily immune to all of your litanies for 1 minute.
The weakness increases by 1.
#### Litany of Self-Interest {1A}
FOCUS 5
UNHOLY
CHAMPION
CONCENTRATE
LITANY
MENTAL
30 feet;1 creature
Will 1 round
You give a speech that fills your target with a drive to improve themself to the exclusion of assisting others. A creature that wants to gain the benefit of this spell and doesn't care about its limitations can voluntarily fail the save. The target then becomes temporarily immune to all your litanies for 1 minute.
The target is unaffected.
The target gains a +2 status bonus to attack rolls, Perception checks, saving throws, and skill checks. The target can't Aid other creatures, consider any creature an ally, or use spells or abilities that directly benefit another creature (as determined by the GM), even if they also benefit the target. Other creatures allied with the spell's target can still consider the target an ally and affect it accordingly.
The status bonus increases to +3.
\columnbreak
## Druid
#### Apex Companion {2A}
FOCUS 7
UNCOMMON
CONCENTRATE
DRUID
MANIPULATE
POLYMORPH
30 feet;1 animal companion in your service
1 minute
You focus on the energies of all members of your animal companion’s species, transforming your animal companion into its apex battle form. Your animal companion gains the following statistics and abilities while in its apex form.
- Your animal companion becomes Huge, and its attacks have 15-foot reach. It must have enough space to expand into or the spell is lost.
- 30 temporary Hit Points.
- Darkvision.
- Your animal companion’s attack’s damage dice increase by one step, and its attack gains the deadly d12 trait.
- +10-foot status bonus to its Speeds.
- Ignores difficult terrain and greater difficult terrain.
## Elemental
#### Lightning Form {2A}
FOCUS 7
CONCENTRATE
ELECTRICITY
MANIPULATE
RAIN
line up to 120 feet
basic reflex
You transform into a bolt of lightning and move up to 120 feet in a line. The lightning deals 18d6 electricity damage to all foes, with a basic Reflex save, but the lightning flows harmlessly around your allies. The movement prevents any reactions, except those that would counteract the spell's magic.
The electricity damage increases by 1d6.
#### Magma Field {2A}
FOCUS 7
CONCENTRATE
FIRE
MAGMA
MANIPULATE
ground within a 60-foot emanation
sustained up to 1 minute
The ground within the area transforms into a field of magma that assault and impede your foes. Enemies in the area when you Cast the Spell take 6d8 fire damage, with a basic Reflex save and deals 3d8 fire damage to any enemy that ends its turn in the area while the spell is sustained. The first time each round you Sustain the Spell, you can select one of the following effects to occur in the area.
- Ensnare The magma clumps around your foes, attempting to hold them in place. A foe within the area (or flying at most 20 feet above the area) must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to all Speeds for 1 round, and on a critical failure, it is immobilized for 1 round unless it Escapes.
- Impede The magma twists and writhes, making the entire area difficult terrain.
- Wall A wall of magma appears in the area, lasting for 1 round.
\pagebreakNum
In addition, once per round you can direct the magma to grab any target in the area (or flying up to 20 feet above the area) that you can see by using a single action, which has the concentrate and manipulate traits. Make a spell attack roll. On a success, the target takes 4d6 fire damage, 3d12 bludgeoning damage and takes a –10-foot circumstance penalty to all Speeds for 1 round; on a critical success, the target is immobilized for 1 round unless it Escapes.
#### Silt Web {2A}
FOCUS 7
CONCENTRATE
MANIPULATE
SILT
Grasping tendrils of silt surges from you, dealing 14d4 void damage. Each creature in the area must attempt a Fortitude save.
The creature is unaffected.
The creature takes half damage and is enfeebled 1 for 1 round.
The creature takes full damage and is enfeebled 2 for 1 round.
The creature takes double damage and is stunned 1, enfeebled 2 for 1 round, and immobilized for 1 round or until it Escapes, whichever comes first.
The void damage increases by 2d4
#### Sunlight Burst {2A}
FOCUS 7
CONCENTRATE
LIGHT
MANIPULATE
SUN
500 feet;60-foot burst
Reflex
A globe of burning daylight explodes in the area, dealing 8d10 fire damage to creatures in the area, plus 8d4 additional spirit damage to unholy creatures. Each creature in the area must attempt a Reflex save.
If the globe overlaps with an area of magical darkness or affects a creature affected by magical darkness, sunlight burst attempts to counteract the darkness effect.
The creature is unaffected.
The creature takes half damage.
The creature takes full damage.
The creature takes double damage and becomes blinded by the daylight for an unlimited duration.
The fire damage increases by 1d10 and the spirit damage against unholy creatures increases by 1d4.
#### Unblinking Flame Emblem {1A}
FOCUS 7
Your last action was a successful Strike against an enemy.
3 rounds
You emblazon the target with a fiery sigil that projects your sight and your flame onto them, allowing you and your allies to track their movements and making it easier to hit them. Attack rolls against the target gain a +1 status bonus, and successful Strikes against the target deal 1d6 fire damage, and 1d10 persistent fire damage on a critical hit. However, you're off-guard against other enemies, as the information from the emblem distracts you. The emblem takes your full attention; if you use unblinking flame emblem again before the original duration expires, the new casting replaces the previous casting.
The fire damage increases to 1d8, and the persistent fire damage on a critical hit increases to 1d12.
#### Unbreaking Wave Barrier {1A}
FOCUS 7
5-foot emanation
Fortitude;sustained up to 1 minute
You create a protective circle around yourself that repels your foes. You gain a +1 status bonus to AC. Any creature other than you within the area, or attempting to move into the area, must attempt a Fortitude saving throw; a creature needs to attempt the Fortitude saving throw only once each round. If a creature pushed by unbreaking wave barrier would be pushed into a solid barrier or another creature, it stops at that point and takes 2d6 bludgeoning damage for every additional 5 feet it would've been pushed. On subsequent rounds, the first time you Sustain this Spell each round, you can increase the radius of the barrier by 5 feet.
The creature is unaffected.
The creature isn't pushed, but the space within the barrier is difficult terrain for it.
The creature is pushed 10 feet, and the space within the barrier is difficult terrain for it.
The creature is pushed 20 feet and knocked prone, and the space within the barrier is difficult terrain for it.
#### Unfolding Wind Blitz {2A}
FOCUS 7
You move so quickly that you soar through the air, and nothing can react to you. Fly up to twice your Speed. This movement doesn't trigger reactions. At any point along the way, you can make Strikes against up to three different targets within range. You increase your multiple attack penalty for these attacks only after completing all of the attacks.
#### Untwisting Iron Augmentation {1A}
FOCUS 7
Your attacks are treated as cold iron and silver, they gain the earth trait, and they gain a +1 status bonus to damage rolls per damage die.
Your attacks are also treated as adamantine.
## Oracle
#### Flash of Brilliance {1A}
FOCUS 1
CONCENTRATE
LIGHT
ORACLE
VISUAL
30 feet;1 object exuding light
Fortitude
You cause a light source within range, such as an object imbued with the light spell, a torch, or a sunrod, to burst with light. All creatures within a 20-foot burst of the target must attempt a Fortitude save. After the spell is cast, the spell extinguishes non-magical light automatically and attempts to counteract magical light.
The target is unaffected.
The creature is dazzled for 1 round.
The creature is blinded for 1 round and dazzled for 1 minute. The creature can spend an Interact action rubbing its eyes to end the blinded condition.
As failure, except the target is also off-guard as long as it is dazzled.
\pagebreakNum
#### Fractal Frosting {3A}
FOCUS 6
COLD
CONCENTRATE
MANIPULATE
ORACLE
The frost lives on the fringe of your fingertips, splitting into tiny fractures of freezing rays. You cast frostbite as part of casting fractal frosting.
For the duration of fractal frosting, you can cast frostbite with a range of 30 feet, but you create up to three orbs which must target three different targets.
For the duration, when you cast frostbite, the target takes a -5-foot status penalty to its speed for 1 round on a success or a -15-foot status penalty to its speed on a critical success.
#### Ice Shield {2A}
FOCUS 3
COLD
CONCENTRATE
MANIPULATE
ORACLE
You surround yourself with ice crystal shards. As long as the shield persists, its cold grants you fire resistance 5 and makes you immune to mild and severe environmental fire. When you sustain the spell it acts as the Raise a Shield action as a normal shield and gives a +1 circumstance bonus to AC. You can use the Shield Block reaction with the ice shield, which has Hardness 10, is immune to cold, and has 40 HP (with no Broken Threshold), and its Hardness is ignored against effects that have the fire trait.
The fire resistance increases by 5 and the HP increase by 10.
#### Juggernaut of Jagged Stone {2A}
FOCUS 6
CONCENTRATE
EARTH
MANIPULATE
ORACLE
You call upon the mountain within, and you become its avatar as rock formations form on your skin, giving you the appearance of a living mountain. You gain resistance 10 to physical damage and become immune to precision damage. You grow Large in
size and don't need to breathe. You can't cast spells, activate items, or use actions that have the attack or manipulate trait,
except those granted by this spell. You gain the following actions:
**Fist** {1A} +22 fist, **Damage** 3d12 bludgeoning
**Trample** {3A} Your size or smaller, fist, spell DC. If you move in a straight line, you can Stride up to triple your speed.
Your grow Huge in size, and your fists have 10-foot reach with an attack modifier of +28 and deal an
additional damage die.
Your grow Gargantuan in size, and your fists
have 15-foot reach with an attack modifier of +33.
#### Light Prison {2A}
FOCUS 1
CONCENTRATE
LIGHT
MANIPULATE
ORACLE
VISUAL
30 feet;a cube up to 15 feet wide
1 minute
You create prison of light in usually in the shape of a cube. Creatures on either side of the cube’s walls cannot see creatures on the other side. Creatures adjacent to the cube are dazzled and creatures that attempt to pass through the cube must attempt a Fortitude save to break through the panel of light.
The creature breaks through the panels which shatters the cube and ends the spell.
As critical success, except only the side they passed through is destroyed and the creature is dazzled for 1 round.
The creature is blinded for 1 round and dazzled for 1 minute and it fails to move through the panel of light. The next time the creature attempts to pass through the cube it treats its degree of success as one better.
As failure, except the creature does not treat their degree of success as one better the next time they pass through the cube.
You increase the size of the cube by 5 feet.
#### Rainbow Blade {2A}
FOCUS 3
CONCENTRATE
LIGHT
MANIPULATE
ORACLE
VISUAL
1 minute;1 weapon that has your active light spell as the target
The target weapon’s bright light shimmers with all colors across the spectrum of light. The weapon deals additional fire damage equal to the weapon damage die and on a critical hit causes the target of the Strike to be dazzled for 1 round. Once during the duration, the wielder can choose to empower a single Strike, giving it additional effects. After this Strike is made, the light spell is extinguished and this spell ends.
The target is blinded for 1 round and dazzled for 1 minute.
The target is blinded for 1 round.
You are blinded for 1 round.
#### Raise Mountain {2A}
FOCUS 3
CONCENTRATE
EARTH
MANIPULATE
ORACLE
You stomp with all the weight of your mystery and the mountain rises from your stomp. Each square in the area raises 5 feet higher than the previous square, creating a rocky and uneven stair step formation with a height equal to the length of the cone. The area becomes difficult terrain and uneven ground.
If a creature occupies the space where you cast this spell, it is carried upward atop the formation. The creature can attempt a Reflex save (DC equal to the caster's spell DC); on a success, the creature can either attempt to Grab an Edge or move into an adjacent unoccupied square. If the rocky formations would rise higher than the ceiling, it firmly abuts the ceiling but does not rise any higher.
\pagebreakNum
A creature caught between the formation and a ceiling takes no damage (subject to GM discretion, such as is in the case of stalactites or other hazards) but becomes immobilized. The creature can attempt an Escape check to free itself, but it must thereafter Grab an Edge, Climb down, or fall from the top of the pillar. The Grab an Edge and Escape DCs are the same as the Reflex save.
The cone length increases by 5 feet.
#### Rolling Rubble {1A}
FOCUS 1
EARTH
MANIPULATE
MOVE
ORACLE
You bring the rocky mountain beneath your feet to propel you forward. You move up to 20 feet, the rubble moving beneath your feet as it propels you to your destination, avoiding difficult terrain. You must end your movement on an unoccupied space where you have solid footing.
Every square you pass through becomes difficult terrain. This movement isn't a Stride, but you
measure the distance in a similar way, and it still triggers reactions caused by movement. You can't transport anyone else with you.
Increase the distance you move by 5 feet.
#### Sheets of Ice {2A} To {3A}
FOCUS 1
10-foot cone or longer
basic Reflex
You throw a sheet of ice that stretches from your fingers. You deal 1d8 cold damage in a 10-foot cone. Creatures in the area must attempt a basic Reflex save. The ground in the area is covered in ice for 1 round, becoming difficult terrain and
uneven ground.
{2A} (somatic, verbal) The cone is 10 feet long
{3A} (material, somatic, verbal) The cone is 20 feet long.
Two Rounds The cone is 30 feet long. If you spend 3 actions casting the spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you choose to do so, the damage dealt by this spell increases by 1d8, and the ice in the area lasts an additional round.
The initial damage, as well as the additional damage for the 2-round casting time, each increase by 1d8, and the number of rounds the ice lasts increases by 1 for the initial and the 2-round casting.
## Psychic Warrior
#### Cascade Countermeasure {1A}
FOCUS 3
MANIPULATE
PSYCHIC WARRIOR
You're benefiting from Psionic Cascade
until the Psionic Cascade stance ends
You quickly adjust your Arcane Cascade to offer magical protection. You gain resistance 5 against damage from
spells. As normal, using Psionic Cascade again means you’ve ended the stance, and the spell ends.
The resistance increases by 5.
#### Dimensional Assault {1A}
FOCUS 1
CONCENTRATE
PSYCHIC WARRIOR
TELEPORTATION
You tumble through space, making a short dimensional hop to better position yourself for an attack. Teleport to
any square in range that’s within reach of a creature, and then make a melee Strike against one creature within your reach.
#### Force Fang {1A}
FOCUS 1
FORCE
MANIPULATE
PSYCHIC WARRIOR
You briefly turn your attack into pure force to bypass your opponent’s defenses. Choose a target within your reach, or within the reach of a melee weapon you’re wielding. If you can use Psystrike with a ranged weapon (with the starlit span hybrid study, for example), you can target a creature in the first range increment of your ranged weapon. For an instant, you transform your weapon or unarmed attack into a spike of pure force, replacing all its normal statistics and abilities. The force fang automatically deals 1d4+1 force damage to the target.
The damage increases by 1d4+1.
#### Hasted Assault {1A}
FOCUS 7
MANIPULATE
PSYCHIC WARRIOR
You call upon your magic to speed up your attacks. You gain the quickened condition and can use the extra action
each round for only Strike actions.
#### Runic Impression {1A}
FOCUS 4
MANIPULATE
PSYCHIC WARRIOR
touch;you or one weapon you're wielding
1 minute
Your unarmed attacks or weapon gain the benefits of a weapon rune you choose when you cast this spell: corrosive, flaming, frost, ghost touch, returning, shock, or thundering. If you cast runic impression on a weapon, this spell ends if you cease holding the weapon.
If this spell would give a weapon more property runes than its normal maximum, one of the existing property runes (you choose) is suppressed until the spell ends. For unarmed attacks, if this spell would give you more property runes than you could have from handwraps of mighty blows, one of the existing property runes is similarly suppressed.
Add keen to the list of runes you can choose as well as the greater types of corrosive, flaming, frost, shock, and thundering.
#### Shielding Strike {1A}
FOCUS 1
CONCENTRATE
PSYCHIC WARRIOR
As you attack a foe, warding magic transforms your momentum into action and lifts your shield. Make a melee
Strike. You can then either Raise your Shield if you’re wielding one or cast shield if you have the spell.
\pagebreakNum
#### Shooting Star {1A}
FOCUS 1
CONCENTRATE
PSYCHIC WARRIOR
You’re wielding a ranged weapon or a thrown weapon.
You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged Strike, ignoring the target’s concealment and reducing the target’s cover by one degree for this Strike only (greater to standard, standard to lesser, and lesser to none).
If the Strike hits, the meteor trail hangs in the air. This gives the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) until the start of your next turn.
#### Spinning Staff {1A}
FOCUS 1
CONCENTRATE
PSYCHIC WARRIOR
You spin your staff with a twirling flourish, attacking two foes and transforming the momentum into psychic
energy to charge for your next Psystrike. Make a melee Strike with your staff against one foe and then a second melee Strike with your staff against a different foe. Your multiple attack penalty applies to both of these attacks as normal.
#### Thunderous Strike {1A}
FOCUS 1
CONCENTRATE
PSYCHIC WARRIOR
SONIC
You’re wielding a melee weapon in two hands.
You swing your massive weapon, creating a wave of sonic vibrations that topples creatures. Make a melee Strike with your two-handed weapon. Each creature in a 15-foot cone from you must attempt a basic Fortitude save against your spell DC or take 2 sonic damage. On a critical failure, the creature is knocked prone. The target of your Strike must be within the cone, or the effect fails.
The damage increases by 1.
\pagebreakNum
# Ritual Spells
A ritual is an esoteric and complex spell that anyone can cast. It takes much longer to cast
a ritual than a normal spell, but rituals can have more powerful effects.
#### Atonement
RITUAL 4
1 day; rare incense and offerings worth a total value of
20 gp × the target’s level; 1, must be the ritual’s target
Nature or Religion (expert); Nature or Religion (whichever is used for the primary check)
10 feet; another creature of up to 8th level who is a defiler
You attempt to help a truly penitent defiler atone for its misdeeds, typically an action that is anathema to the prime elements or spirits of the land. If the creature isn’t truly penitent, the outcome is always a critical failure. This ritual uses Nature if the target is a druid, and Religion in all other cases.
The creature receives absolution for its misdeeds, allowing it to remove the defiling taint it currently has. Before the atonement is complete, the creature must perform a special quest or other task chosen by your element or spirit of the land, typically planting new vegetation. If completed during downtime, this task should take no less than 1 month. The caster resets the DC modifier to 0 due to previous defiling.
As critical success, but the creature does not reset the DC modifier.
The creature does not receive absolution and must continue to meditate and redress its misdeeds. Any
future atonement rituals for defiling cost half as much and gain a +4 circumstance bonus to primary and secondary checks.
The creature offends your element or spirit of the land and is permanently unable to atone for defiling. The creature will always be fealt as a defiler even if it's addiction level is 0.
Increase the maximum target level by 2 and the
base cost by 20 gp.
#### Defiler Metamorphosis
RITUAL 6
1 day; a specially constructed ziggurat costing no less than 50,0000 gp; 1
Arcana (master), Crafting (master); Crafting
touch;1 creature
This spell transforms an arcane caster into the first stage of the Athasian Dragon species. The
caster’s type becomes dragon; he loses all previous types, and gains all advantages of the new type. The caster no longer can die of old age, and no longer suffers penalties to attributes for aging. The caster gains the ability to comprehend and speak any language of creatures that he interacts with, as the spell truespeech. This spell must be cast as a defiler spell and is a prerequisite for Dragon Dedication and the additional Dragon Metamorphosis feats.
The metamorphosis succeeds and you become clumsy 1, drained 1, doomed 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.
As critical success, but each condition value is 2.
The metamorphosis fails.
You die. Casters killed this way frequently return as undead.
In addition to the constructed ziggurat, 100 sentient creatures must be sacrificed using dragon magic.
The ziggurat must cost no less than 100,000 gp, 500 sentient creatures must be sacrificed using dragon magic.
In addition to the constructed ziggurat, 1000 sentient creatures must be sacrificed using dragon magic. The ritual requires Aracana (legendary) and Crafting (legendary).
#### Elemental Metamorphosis
RITUAL 6
1 day; stones and gems worth 2,000 gp; a bound elemental of at least 9th level; 3
Nature or Religion (master); Diplomacy, Occultism, Religion
touch;1 creature
This spell transforms a divine or primal caster into an elemental character. The caster’s type becomes elemental, and gains all advantages of the new type. The caster can no longer die of old age, and no longer suffers penalties to attributes for aging. This spell is a prerequisite for Elemental Dedication.
The character spends the day conversing with the bound elemental in primordial learning its name, history, and motivations. At the end of the ritual the elemental transfers its primordial spark to the character completing the transformation.
The metamorphosis succeeds and you become clumsy 1, drained 1, doomed 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.
As critical success, but each condition value is 2.
The metamorphosis fails to bind your spirit to the elemental.
You die along with the bound elemental. Casters killed this way frequently return as undead.
\pagebreakNum
#### Kaisharga Creation
RITUAL 6
1 day; a living sapling less than one year old watered for 101 days with the ashes of a preserver, the casters own blood, and a perfect obsidian orb crushed into powder worth 2000 gp; 0 or 1
Arcana (master), Occultism (master), or Religion
(master); Nature
touch;1 creature
The ritual requires a sapling no more than one year old when the wizard begins preparing it, and the wizard should take care to protect the tree from extraneous spellcasting, for it is vulnerable to defiling. The tree must receive eight hours of sunlight per day, so the wizard’s chamber must permit the sun’s rays to enter. Finally, the tree must be tended for 101 days and watered with a special mixture. The mixture contains the prospective kaisharga’s blood, a flawless obsidian orb crushed into powder, and the ashes of a powerful preserver of at least 10th level.
The ritual requires the caster to open a gate to the gray providing the tree a steady supply of void energy. This influx of void energy causes the tree to grow a single beautiful jet-black fruit. While the pear-shaped fruit looks and smells very appetizing before its skin has been broken, it is beyond terrible in taste and smell once bitten into.
When the fruit is plucked from the tree the gate to the gray is rent open, flooding the area with a tremendous amount of void energy. When the prospective kaisharga eats the fruit, he becomes the focus of this energy, drawing in such power as to nearly defy the mind. If any of the requirements are not met, or improperly performed, it reduces the degree of success for the primary caster's skill check to complete the ritual by one level for each missing requirement. Each of these should be difficult to obtain, requiring a significant quest or great personal sacrifice.
The transformation succeeds and you become clumsy 1, drained 1, doomed 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.
As critical success, but each condition value is 2.
You die.
You die and your soul is consumed by the grey.
#### Morg Creation
RITUAL 4
1 day; A birth chamber built of stone, its interior walls faced with obsidiean at least an inch thick, costing no less than 3500gp. Special Morg Wrappings costing 1000gp. 0 or 1
Arcana (master), Nature (expert); Medicine
touch;1 creature
During the ritual, the morg candidate is bound tightly in the morg wrapping, and swiftly—it takes only moments for the foul balm to begin eating into the candidate’s flesh. Before this happens, the mentor straps the candidate to the stone table, ensuring that the subject is positioned over the inscriptions carved into the underside of the table. For the next hour, the mentor focuses on ensuring that his wards are complete; beyond that, he watches the candidate struggle against his bonds as the poisonous unguent consumes the last fluids from his body. These fluids boil off, creating a hideous stench, and the candidate dies in excruciating pain from massive system shock as the deadly unguent settles into the body.
Once the candidate has died and his spirit has gone to the gray. The caster opens a gate to the gray. The caster then concentrates, forcing the gray energy into the corpse while the gate remains open.
As the mentor concentrates, the flood of negative energy soon fills the room to the ceiling. Motion becomes difficult as the Gray energy forms an ever-thickening fog, blinding the caster and forcing him to plant his hands on the morg’s corpse to complete the ritual.
When the gate is sealed, the mentor uses the last and freshest of the morg candidate’s blood to bathe the revivifying corpse. At the touch of the blood, the unguent laden linens age in an instant into mere tatters which are easily removed, and the morg, born in a bath of his own blood, rises from morgbirth to meet his maker.
The transformation succeeds and you become clumsy 1, drained 1, doomed 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.
As critical success, but each condition value is 2.
You die.
You die and your soul is consumed by the grey.
#### Preserver Metamorphosis
RITUAL 6
1 day; a specially constructed structure costing no less than 50,0000 gp that has been untouched by defiling and includes ashes from enemies of life; 3
Arcana (master), Crafting (master); Arcana, Crafting
touch;1 creature
This spell transforms an arcane caster into the first stage of an Avangion. The caster’s type becomes celestial; he loses all previous types, and gains all advantages of the new type. The caster no longer can die of old age, and no longer suffers penalties to attributes for aging. The caster gains the ability to comprehend and speak any language of creatures that he interacts with, as the spell truespeech. This spell must be cast as a preserver spell and is a prerequisite for Avangion Dedication and the additional Avangion Metamorphosis feats.
The metamorphosis succeeds and you become clumsy 1, drained 1, doomed 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.
As critical success, but each condition value is 2.
The metamorphosis fails.
You die. Casters killed this way frequently return as undead.
In addition to the constructed structure, a tree of life must be included and personally crafted by the avangion.
In addition to the constructed structure and tree of life, the land within a mile of the structure must be untouched by defiling.
The structure must cost no less than 100,000 gp, and the ritual requires 8 secondary casters. The ritual requires Aracana (legendary) and Crafting (legendary).
\pagebreakNum
#### T'liz transformation
RITUAL 6
1 day; a planar bound dishonored spirit. T'liz oil worth 2000gp; 1
Arcana (master); Crafting
touch;1 creature
By means of this ritual, a caster must create a pact with a dishonored spirit. This process is dangerous, for most spirits refuse to aid the supplicant until he answers its challenge to single combat.
The pact stipulates that the wizard gives up his soul, which is sucked into the Gray and added to the spirit’s, allowing it to grow stronger. The spirit gains influence in the Gray, remains separate and more powerful than its neighbors, and fends off dissolution longer.
Once the pact is agreed upon, the caster must open a portal to the gray to connect the patron spirit's void energy to Athas. Once connected the caster must die from void damage. This can occur from spells such as enervation. This would normally prove fatal to the target, but the transformation ritual leaves the casters body animated by energy supplied by the spirit from the gray, combined with his own force of identity. The caster expels his soul to the Gray and becomes a t'liz.
The transformation succeeds and you become clumsy 1, drained 1, doomed 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.
As critical success, but each condition value is 2.
You die.
You die and your soul is consumed by the grey.
#### Tree of Life
RITUAL 5
RARE
PLANT
PRIMAL
VITALITY
1 day; a living sapling less than one year old effected by a successful Plant Growth, 10000 gp of gold wire wrapped around the sappling; 1
Nature (master); Farming Lore or Survival
touch;1 living sapling
By means of this ritual, a caster can enchant a living sapling to become a magical tree of life. The sapling must have already sprouted from the ground, though the caster can transplant such a sapling before starting the ritual. Any tree less than one year old will suffice; this spell cannot be cast on an older tree.
The sappling grows into a full size tree and resists defiling once the ritual is completed.
The ritual creates a tree of life and the sappling grows to full size in a week. Any defiling during this time destorys the tree of life.
The ritual has no effect.
The sappling is destroyed along with the gold wire.
\pagebreakNum
# Treasure
Characters acquire treasure from the glittering hordes of their foes, as rewards for defending the innocent, and as favors from the grand personalities they treat with. As they progress through their adventures and improve their station in the world, characters collect ever more fabulous items from enchanted armor and weapons to spell-infused staves.
## Materials
Most items are made from readily available materials—usually leather, bone, wood, or stone—but some weapons and armor are made from more exotic materials, giving them unique properties and other advantages. Weapons made from precious materials are better able to harm certain creatures, and armor of these materials provides enhanced protection.
Most materials are metals; they can be used to make metal weapons and armor. The GM is the final arbiter of what items can be made using a material. An item can be made with no more than one precious material, and only an expert in Crafting can create it. Some rare and exotic materials require master or even legendary proficiency.
A material’s Price depends on how hard it is to work, its scarcity, and its purity; most items made with precious materials use an alloy, blend, or coating rather than using the material in its purest form. The three grades of purity for precious materials are low-grade, standard-grade, and high-grade. Regardless of a precious material’s purity, an item made from it gains the full effects of the precious material but creating higher-level items and more powerful magic runes with precious material requires greater purity.
Some precious materials are available only at certain grades. For instance, dwarf metal and agafari wood can’t be low-grade. Items made of materials with a lower grade than expected for the item’s level, or of a higher grade than necessary, will mention the precious material’s grade.
### Crafting with Precious Materials
Only an expert crafter can create a low-grade item, only a master can create a standard-grade item, and only a legendary crafter can create a high-grade item. In addition, to Craft with a precious material, your character level must be equal to or greater than that of the material.
Low-grade items can be used in the creation of magic items of up to 8th level, and they can hold runes of up to 8th level. Standard-grade items can be used to create magic items of up to 15th level and can hold runes of up to 15th level.
High-grade items use the purest form of the precious material and can be used to Craft magic items of any level holding any runes. Using purer forms of common materials is so relatively inexpensive that the Price is included in any magic item.
When you Craft an item that incorporates a precious material, your initial raw materials for the item must include that material; at least 10% of the investment must be of the material for low-grade, at least 25% for standard-grade, and all of it for high-grade. For instance, a low-grade silver object of 1 Bulk costs 20 gp. Of the 10 gp of raw materials you provide when you start to Craft the item, at least 1 gp must be silver. The raw materials you spend to complete the item don’t have to consist of the precious material, though the GM might rule otherwise in certain cases.
After creating an item with a precious material, you can use Craft to improve its grade, paying the Price difference and providing a sufficient amount of the precious material.
#### Agafari Wood
MATERIAL 8+
A tree of the Crescent Forest, agafari wood is extremely hard and is the next best thing to metal. The wood is used to make weapons and shields and is a major trade good of Nibenay. The tree's bark has a bluish tint. At the top of the tree, which can be over 100 feet tall, the boughs spread out in great, sweeping fans. The enormous heart-shaped leaves are the color of turquoise. These large trees can actually be hollowed out without killing the tree.
standard-grade agafari object
8
35 gp per Bulk
high-grade agafari object
16
6,000 gp per Bulk
\pagebreakNum
| Agafari Wood Items | Hardness | HP | BT |
|:---|:-----------:|:-----------:|:-----------:|
|
Thin Items |
|
Standard-grade
| 7 | 28 | 14
|
High-grade
| 10 | 40 | 20
|
Items |
|
Standard-grade
| 11 | 44 | 22
|
High-grade
| 14 | 56 | 28
|
Structures |
|
Standard-grade
| 18 | 72 | 36
|
High-grade
| 28 | 112 | 56
#### Dasl
MATERIAL 2+
Dasl is a special kind of crystalline material created by thri-kreen and often used to manufacture their weapons. An item made from dasl is treated as if it was made from iron and is not considered to be made from inferior materials. However, for purposes of harming creatures with damage reduction, a dasl weapon is not treated as being made from metal.
low-grade dasl object
2
20 gp per Bulk
standard-grade dasl object
7
250 gp per Bulk
high-grade dasl object
15
4,500 gp per Bulk
| Dasl Items | Hardness | HP | BT |
|:---|:-----------:|:-----------:|:-----------:|
|
Thin Items |
|
Low-grade
| 5 | 20 | 10
|
Standard-grade
| 7 | 28 | 14
|
High-grade
| 10 | 40 | 20
#### Dwarf Steel
MATERIAL 8+
Mined from rocks that fell from the heavens, dwarf steel is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge.
dwarf steel chunk
1,000 gp
L
dwarf steel ingot
10,000 gp
1
standard-grade dwarf steel object
8
700 gp per Bulk
high-grade dwarf steel object
16
12,000 gp per Bulk
| Dwarf Metal Items | Hardness | HP | BT |
|:---|:-----------:|:-----------:|:-----------:|
|
Thin Items |
|
Standard-grade
| 10 | 40 | 20
|
High-grade
| 13 | 52 | 26
|
Items |
|
Standard-grade
| 14 | 56 | 28
|
High-grade
| 17 | 68 | 34
|
Structures |
|
Standard-grade
| 28 | 112 | 56
|
High-grade
| 34 | 136 | 68
#### Metal
MATERIAL 2+
Athas is metal scarce. Most metal items have been recovered from ancient ruins. Currently the main iron mine is located in Tyr with iron being shipped across the tablelands.
low-grade metal object
2
100 gp per Bulk
standard-grade metal object
7
1,250 gp per Bulk
high-grade metal object
15
22,500 gp per Bulk
| Metal Items | Hardness | HP | BT |
|:---|:-----------:|:-----------:|:-----------:|
|
Thin Items |
|
Low-grade
| 5 | 20 | 10
|
Standard-grade
| 7 | 28 | 14
|
High-grade
| 10 | 40 | 20
|
Items |
|
Low-grade
| 9 | 36 | 18
|
Standard-grade
| 11 | 44 | 22
|
High-grade
| 14 | 56 | 28
|
Structures |
|
Low-grade
| 18 | 72 | 36
|
Standard-grade
| 22 | 88 | 44
|
High-grade
| 28 | 112 | 56
\pagebreakNum
## Runes
Most magic weapons and armor gain their enhancements from potent eldritch runes etched into them. These runes allow for in-depth customization of items.
Runes must be physically engraved on items through a special process to convey their effects. Property runes grant more varied effects—typically powers that are constant while the armor is worn or that take effect each time the weapon is used, such as a rune that grants energy resistance or one that adds fire damage to a weapon’s attacks.
The number of property runes a weapon or armor can have is equal to the value of its quality. An expert weapon can have one property rune, but it could hold another if the weapon was upgraded to master quality.
#### Corrode
Rune 3+
This weapon is empowered by flickering flame. The weapon deals an additional 1d4 acid damage on a successful Strike.
corrode
3
50 gp
This item has +1 item bonus.
#### Flame
Rune 3+
This weapon is empowered by flickering flame. The weapon deals an additional 1d4 fire damage on a successful Strike.
flame
3
50 gp
This item has +1 item bonus.
#### Ice
Rune 3+
This weapon is empowered by freezing ice. The weapon deals an additional 1d4 cold damage on a successful Strike.
cold
3
50 gp
This item has +1 item bonus.
#### Jolt
Rune 3+
This weapon is empowered by flickering flame. The weapon deals an additional 1d4 electricity damage on a successful Strike.
electricity
3
50 gp
This item has +1 item bonus.
\pagebreakNum
### OPEN GAME LICENSE Version 1.0a
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\pagebreak
This document has been inspired by Dark Sun 2nd Edition, Dark Sun 3.5 edition, and Dark Sun 4th edition.
Created by Shawn Bowman
Cover Art: [Wayne Reynolds](https://www.waynereynolds.com/)
Dark Sun Campaign Guide Pathfinder 2e [GM Binder Search](https://www.gmbinder.com/share/-NNIQVrSzA9Yu-zU3ygq)
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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