Dark Sun Classes
Dark Sun Classes
There’s no sight more beautiful to you than a strange brew bubbling in a beaker, and you
consume your ingenious elixirs with abandon. You’re fascinated by uncovering the secrets
of science and the natural world, and you’re constantly experimenting in your lab or on
the go with inventive concoctions for every eventuality. You are fearless in the face of risk,
hurling explosive or toxic creations at your foes. Your unique path toward greatness is
lined with alchemical brews that push your mind and body to their limits.
Think you’re some kind of wizard and don’t understand 18 Alchemist feat, skill feat
and fear what you can do. The general population doesn't 19 General feat, medium armor mastery, skill increase
understand that you don't cast spells.
20 Alchemist feat, skill feat
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Class Changes
enhanced alchemist's fire burns even underwater, and any attempts
to end the persistent damage by using water have no effect.
RESEARCH FIELD
BOMBER 8TH LEVEL
UNCOMMON
RETALIATORY CLEANSING FEAT 8
Bombs have recently been introduced into Dark Sun. This
UNCOMMON ALCHEMIST
makes this research field and all Bomb Feats Uncommon.
Frequency You're holding holy water or a bomb that deals
CHIRURGEON
This research field has been around for millennia and is vitality damage in one of your hands.
accessed as normal. Trigger You would take damage from an adjacent creature's
Strike.
MUTAGENIST You twist your hand in front of the blow, ensuring the enemy's attack
RARE shatters the required holy water or bomb. The creature takes the on-
Mutagens have been unlocked from the ancient blue age hit and splash damage from the holy water or required bomb, not
technology of lifeshaping. These secrets are held by few and counting any additional affects you would add or apply when you
are not shared with the outside world. This research field and throw the bomb, such as weapon specialization or Calculated
mutagen feats are Rare. Splash. You're splashed by the holy water or required bomb,
TOXICOLOGY although since vitality damage harms only undead and creatures
The ancient art of poison making has been around since the with void healing, it's unlikely you will take damage.
beginning of time. This research field is accessed as normal.
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Barbarian
Rage consumes you in battle. You delight in wreaking havoc and using powerful weapons
to carve through your enemies, relying on astonishing durability without needing
complicated techniques or rigid training. Your rages draw upon a vicious instinct, which
you might associate with an animal, a spirit, or some part of yourself. To many
barbarians, brute force is a hammer, and every problem looks like a nail, whereas others
try to hold back the storm of emotions inside them and release their rage only when it
matters most.
You look out for danger, ready to rush headfirst into battle in
10 Barbarian feat, skill feat
an instant. You climb the challenging rock wall and drop a 11 General feat, mighty range, skill increase
rope for others to follow, and you wade into the risky
12 Barbarian feat, skill feat
currents to reach the hidden switch beneath the water’s
surface. If something needs breaking, you’re up to the task! Ancestry feat, greater juggernaut, medium armor
13
expertise, skill increase, weapon fury
YOU MIGHT... 14 Barbarian feat, skill feat
Have a deep-seated well of anger, hatred, or frustration. General feat, greater weapon specialization,
15
Prefer a straightforward approach to one requiring indomitable will, skill increase
patience and tedium. 16 Barbarian feat, skill feat
Engage in a regimen of intense physical fitness—and
Ancestry feat, heightened senses, skill increase, quick
punch anyone who says this conflicts with your distaste 17
rage
for patience and tedium.
18 Barbarian feat, skill feat
OTHERS PROBABLY... 19 Armor of fury, devastator, general feat, skill increase
Rely on your courage and your strength, and trust that
20 Barbarian feat, skill feat
you can hold your own in a fight.
See you as uncivilized or a boorish lout unfit for high
society.
Believe that you are loyal to your friends and allies and
will never relent until the fight is done.
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Instincts DRAGON INSTINCT
There are no dragon's living on Athas except for The Dragon.
ANIMAL INSTINCT This instinct is renamed to Drake Instinct and all are Primal.
Athas is home to very fierce beasts, some of which fill you Select a type of drake from the Drake Instincs table as your
with wild ferociousness when you Rage, granting you instinct's drake type.
ferocious unarmed attacks. Select an animal from Table 3–4:
INSTINCT ABILITY - DRAKE RAGE
Animal Instincts that best matches your chosen animal.
While raging, you can increase the additional damage from
SPECIALIZATION ABILITY 7TH Rage from 2 to 4 and change its damage type to match that of
Increase the damage die size for the unarmed attacks granted your instinct’s drake breath instead of the damage type for
by your chosen animal by one step, and increase the your weapon or unarmed attack.
additional damage from Rage from 2 to 5 for your chosen If you do this, your Rage action gains the primal trait, as
animal's unarmed attacks. If you have greater weapon well as the trait matching the damage type where applicable.
specialization, increase the damage from Rage from 5 to 12
SPECIALIZATION ABILITY 7TH
for your chosen animal’s unarmed attacks.
When you use drake rage, you increase the additional
TABLE 3-4: ANIMAL INSTINCTS damage from Rage from 4 to 8. If you have greater weapon
Animal Attack Damage Traits specialization, instead increase the damage from Rage when
using drake rage from 8 to 16.
Ant Mandibles 1d10 P Grapple, unarmed
Fangs 1d10 P Unarmed
RAGING RESISTANCE
Bat You resist piercing damage and the damage type of your
Wings 1d4 P Parry, unarmed
instinct’s drake breath.
Beak 1d10 P Unarmed
Bird
Wings 1d4 P Parry, unarmed TABLE 3-5: DRAKE INSTINCTS
Carru Horn 1d10 P Shove, unarmed Drake Drake Breath
Dagorran Jaws 1d10 P Trip, unarmed Air Sonic
Big Claw 1d10 B Razing, unarmed Earth Bludgeoning
Dunecrab
Claw 1d4 S Parry, unarmed Fire Fire
Feylaar Fist 1d10 B Grapple, unarmed Magma Fire
Jaws 1d10 P Unarmed Rain Electicty
Hatori
Tail 1d6 B Agile, unarmed
Silt Acid
Jaws 1d10 B Unarmed
Inix Sun Fire
Tongue 1d4 B Agile, unarmed
Jaws 1d10 P Unarmed Water Bludgeoning
Kirre
Claw 1d6 S Agile, unarmed
FURY INSTINCT
Jaws 1d10 P Unarmed
Klar A world so brutal as Athas can fuel a deep rage within people
Claw 1d6 S Agile, unarmed
who have not been lucky enough to avoid its cruelty and
Jaws 1d8 P Deady d12, Unarmed
Mekillot unfairness. You are such a person. Your rage comes from a
Tail 1d6 B Agile, unarmed
deep and purely personal well within you. You use your rage
Sand as you choose. No change to the abilities listed in Pathfinder
Jaws 1d10 P Grapple, unarmed
Shark Core 2.
Stinger 1d6 P Reach, unarmed, venomous
Scorpion
Pincer 1d4 S Parry, unarmed GIANT INSTINCT
Snake Fangs 1d10 P Grapple, unarmed Giants of the Sea of Silt have had some profound influence
on you, one way or another. No change to the abilities listed
Stinger 1d8 P Reach, unarmed, venomous
Spider in Pathfinder Core 2.
Pincer Special* Range increment 15 feet
Sygra Horn 1d10 P Shove, unarmed SPIRIT INSTINCT
Backstabber, deadly d8, Whether you are emotionally sensitive to the spirits around
Wasp Stinger 1d4 P
unarmed, venomous
you; worship ancestors or apparitions; or are haunted by the
*The spider’s web attack deals no damage, but the target
specter of an ancestor, relative, friend, or foe, your rage takes
takes a –10-foot circumstance penalty to its Speeds for 1
the form of a spiritual possession. No change to the abilities
round on a hit. If a target is hit a second time by the same
listed in Pathfinder Core 2.
character’s web attack while they have this penalty, they’re
instead immobilized until they succeed at a check to Escape
against your class DC. 147
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SUPERSTITION INSTINCT 1ST LEVEL
Arcane magic has left the world in ruins, and as such, you DRACONIC ARROGANCE FEAT 1
rightly despise it. BARBARIAN RAGE
While you don’t have anything against elemental, druidic, Prerequisites drake instinct
or maybe even templar magic, or against the Way, you can’t Few can sway you from your goals while the fury of combat fills you.
accept the very existence of any practitioner of arcane magic, While raging, you gain a +2 status bonus to saving throws against
whatever their nature or their actual goals. emotion effects.
Barbarian Feats
At each level that you gain a barbarian feat, you can select
one of the following feats. You must satisfy any prerequisites
before selecting the feat. The feats listed below are new or
updated barbarian feats.
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Bard
You are a master of artistry, a scholar of hidden secrets, and a captivating persuader.
Using powerful performances, you influence minds and elevate souls to new levels of
heroics. You might use your powers to become a charismatic leader, or perhaps you might
instead be a counselor, manipulator, scholar, scoundrel, or virtuoso. While your versatility
leads some to consider you a beguiling ne’er-do-well and a jack-of-all-trades, it’s
dangerous to dismiss you as a master of none.
You persuade, prevaricate, and threaten with ease. 4th-rank spells, expert spellcaster, general feat, skill
7
increase
WHILE EXPLORING... 8 Bard feat, skill feat
You’re a font of knowledge, folktales, legends, and lore that 5th-rank spells, ancestry feat, fortitude expertise,
9
provide a deeper context and helpful reconnaissance for the performer’s heart, skill increase
group’s adventure. Your psionics and performances inspire 10 Bard feat, skill feat
your allies to greater discovery and success.
6th-rank spells, bard weapon expertise, general feat,
11
YOU MIGHT... skill increase, vigilant senses
12 Bard feat, skill feat
Have a passion for your art so strong that you forge a
spiritual connection with it. 7th-rank spells, ancestry feat, light armor expertise,
13
Take point when tact and nonviolent solutions are skill increase, weapon specialization
required. 14 Bard feat, skill feat
Follow your muse, whether it’s a philosophical concept,
8th-rank spells, attribute boosts, general feat, master
or psychic force, and with its aid learn secret lore that few 15
spellcaster, skill increase
others possess.
16 Bard feat, skill feat
OTHERS PROBABLY... 9th-rank spells, ancestry feat, greater performer’s
17
Relish the opportunity to invite you to social events, heart, skill increase
either as a performer or guest, but consider you to be 18 Bard feat, skill feat
something of a curiosity in their social circles.
General feat, legendary spellcaster, magnum opus, skill
come to you to spy, gather information, or possibly 19
increase
assassinate their rivals
Respond favorably to your social charm and abilities but 20 Bard feat, skill feat
remain suspicious of your beguiling magic.
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Class Features
You add to this psychic repertoire as you increase in level.
Each time you get a spell slot (see the Bard Spells per Day
The following class features have been changed to represent table), you add a spell to your psychic repertoire of the same
the Athasian Bard. rank. At 2nd level, you select another 1st-rank spell; at 3rd
level, you select two 2nd-rank spells, and so on. When you
BARD SPELLCASTING add spells, you might add a higher-rank version of a spell you
already have, so you can cast a heightened version of that
Your spellcasting draws on the will and the way to cast
spell.
psychic powers. You are a spellcaster and can cast psychic
Though you gain them at the same rate, your spell slots
powers using the Occult spell list using the Cast a Spell
activity. As a bard, when you cast spells, your psychic powers and the spells in your psychic repertoire are separate. If a
feat or other ability adds a spell to your psychic repertoire, it
might include musical riffs or clever limericks, your gestures
wouldn’t give you another spell slot, and vice versa.
might incorporate dance and dramatic pantomiming, and
you might accompany your spellcasting by playing a musical
instrument.
MUSES
Each day, you can cast up to two 1st-rank spells. You must As a bard, you select one muse at 1st level. This muse leads
know spells to cast them, and you learn them via the psychic you to great things and might be someone you know, a
repertoire class feature. The number of spells you can cast supernatural creature, location, philosophy, or captivating
each day is called your spell slots. As you increase in level as mystery. Depending on the type of inspiration you receive,
a bard, your number of spells per day increases, as does the your 1st-level muse grants you a specific 1st-level bard feat
highest rank of spells you can cast, as shown on the Bard and adds a spell to your repertoire.
Spells per Day table in Player Core. In addition to this, each muse opens the door to many later
Some of your psychic powers require you to attempt a spell bard feats. If one type of inspiration is not enough to
attack to see how effective they are or have your enemies roll represent your muse, consider the Multifarious Muse feat.
against your spell DC (typically by attempting a saving
ENIGMA
throw). Since your key attribute is Charisma, your spell
Your muse is a mystery, driving you to uncover the hidden
attack modifiers and spell DCs use your Charisma modifier.
secrets of life and the planes of Athas. These muses can be
HEIGHTENING PSIONICS people you cannot fully grasp, texts layered deeply with
When you get spell slots of 2nd rank and higher, you can fill symbolism, or emotional paradoxes that underline a
those slots with stronger versions of lower-rank spells. This lifetime’s work. If your muse is an otherworldly creature, it
increases the spell’s rank, heightening it to match the spell might be a mysterious elemental or an elemental drake. Art
slot. You must have a spell in your psychic repertoire at the inspired by an enigma muse could be cryptic, eerie, or laden
rank you want to cast in order to heighten it to that rank. with speculation and conspiracy. As a bard with the enigma
Many spells have specific improvements when they are muse, you support your allies by providing knowledge
heightened to certain ranks. The signature spells class alongside inspiration and occult support.
feature lets you heighten certain psionics freely. Muse Feat Bardic Lore
Muse Spell sure strike
CANTRIPS
Some of your psychic powers are cantrips. A cantrip is a MAESTRO
special type of psychic power that doesn’t use spell slots. You Your muse constantly inspires you to greater heights of
can cast a cantrip at will, any number of times per day. A artistic prowess. For many bards, a teacher or rival fills this
cantrip is automatically heightened to half your level role, although some set their sights higher and attempt to
rounded up—this is usually equal to the highest rank of bard surpass great composers of the past or blaze a new trail
spell slot you have. For example, as a 1st-level bard, your entirely. If your muse is a supernatural creature, it might be
cantrips are 1st-rank spells, and as a 5th-level bard, your one who loves to perform. Art inspired by a maestro muse is
cantrips are 3rd-rank spells. precise and inventive, a formalist achievement. As a bard
with a maestro muse, you are an inspiration to your allies
PSYCHIC REPERTOIRE and confident of your musical and oratorical abilities.
Muse Feat Lingering Composition
The collection of psychic powers you can cast is called your
Muse Spell soothe
psychic repertoire. At 1st level, you learn two 1st-rank occult
spells of your choice and five occult cantrips of your choice. POLYMATH
You choose these from the common spells from the occult list Your muse is a jack of all trades, flitting between skills and
or from other occult spells to which you have access. You can pursuits. Some bards are constantly moved by new muses or
cast any spell in your psychic repertoire by using a spell slot draw their inspiration from an idealized being, whether it’s
of an appropriate spell rank. based on a real person or purely philosophical. If your muse
is a single creature, it might be an eclectic creature or one
who’s learned a lot over a long lifespan. Art inspired by a
polymath muse is restless, with each composition exhibiting
new techniques and an ever-evolving style. 151
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As a bard with a polymath muse, you are interested in a wide
array of topics but rarely dedicated to any one, and you
rarely make up your mind—you want to try everything.
Muse Feat Versatile Performance
Muse Spell phantasmal minion
WARRIOR
The battlefield is your stage, the clang of steel, your song.
Your muse has seen countless battles, whether reveling in
combat or resigned to its necessity. An individual soldier or
general might inspire you, but so might a battlefield or
weapon with a particularly profound history. If your muse is
a creature, it might be an otherworldly soldier, such as an
elemental genie. Art inspired by a warrior muse is
triumphant and strident, often detailing epic battles. As a
bard with a warrior muse, you train for battle in addition to
performance, and you prepare your allies for the dangers of
combat. You might even wade into the thick of things with
them.
Muse Feat Martial Performance
Muse Spell fear
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Champion
You are an emissary of the elements or a faithful servant of a Sorcerer-King, a devoted
servant who has taken up a weighty mantle, and you adhere to a code that holds you apart
from those around you. You have powerful defenses that you share freely with your allies
and innocent bystanders, as well as primal power you use to end those that threaten your
devotion.
Champion Feats You adopt a wide stance, ready to defend both yourself and your
chosen ward. Select one adjacent creature. As long as your shield is
At each level that you gain a champion feat, you can select raised and the creature remains adjacent to you, the creature gains a
one of the following feats. You must satisfy any prerequisites +1 circumstance bonus to their AC, or a +2 circumstance bonus if
before selecting the feat. The feats listed below are new or the shield you raised was a tower shield.
updated champion feats.
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ELEMENTAL RESTORATION OATH FEAT 2 During your daily preparation, you can choose the domains you
CHAMPION OATH have access to among the domains granted by any element or
Requirements elemental faith paraelement adjacent to yours (for instance, magma or silt for earth,
You know the only way to restore Athas to its former glory is to air, or water for rain, and so on).
restore the strength of the four elements. You’ve sworn an oath to You gain the domain’s initial domain spell as a devotion spell.
rid the surface of Athas of any paraelemental influence. Add the
following tenet after all the others: “You must hunt down and OATH OF CIVIC LOYALTY FEAT 2
exterminate creatures that have a paraelemental trait or that are CHAMPION OATH
status bonus to its Speed until the end of its next turn. Trigger Your shield is raised and an adjacent ally Raises a
Shield.
EVERSTAND STRIKE FEAT 4 You use your shield in tandem with an ally's, forming a barricade.
CHAMPION PRESS Both you and the triggering creature have standard cover as long as
Prerequisites Everstand Stance you remain adjacent to each other and you both have your shields
Requirements You are wielding a shield in two hands. raised; when this is no longer the case, the effect ends. You and
Your follow-up blow leaves you an opening to set your shield. Make your ally can't use this cover to Hide, as it's obvious you're standing
a Strike with the wielded shield. If the Strike hits and deals damage, there holding your shields, but you and your ally can use it to Take
you also Raise your Shield. Cover. Normally, if you and your ally don't move, Shield Wall lasts
until the beginning of your next turn, when your shield is no longer
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LITANY AGAINST EVIL FEAT 10
8TH LEVEL HOLY CHAMPION
Prerequisites Holy
IMPASSIBLE WALL STANCE FEAT 8
CHAMPION STANCE
You rail against evil, turning a foe’s laziness against it. You can cast
the litany against evil devotion spell. Increase the number of Focus
Prerequisites reactive strike
Points in your focus pool by 1.
You refuse to let foes past your guard. As long as you are in this
stance, when you critically hit with a Reactive Strike triggered by a
LITANY OF SELF-INTEREST FEAT 10
move action, you disrupt that move action.
UNHOLY CHAMPION
Prerequisites Unholy
SACRIFICE ARMOR FEAT 8
You compel a creature to act toward its own ends rather than
CHAMPION
consider others. You can cast the litany of self-interest devotion
Trigger You are hit by a Strike that deals physical damage.
spell.
With unnatural awareness, you twist your body to lessen the impact
of an attack. Reduce the damage you take by an amount equal to
RESILIENT TOUCH FEAT 10
twice your armor's level. Your armor becomes broken, reducing its
CHAMPION
Hit Points to its Broken Threshold. If your armor was already
Prerequisites devotion spells (lay on hands)
damaged, it is destroyed instead.
Your healing energies create an aura of protection that defends your
allies against more than just blades and arrows. An ally that
SENSE DEFILING FEAT 8
recovers Hit Points from your lay on hands gains a +1 status bonus
CHAMPION
to their saving throws until the end of their next turn.
You sense the mark of defiling as a queasy or foreboding feeling.
When in the presence of a creature that bears the mark of defiling,
you eventually detect the aura, though you might not do so instantly,
12TH LEVEL
and you can't pinpoint the location. This acts as a vague sense,
similar to humans' sense of smell. A creature that bears the mark of AMPLIFYING TOUCH FEAT 12
defiling using a disguise or otherwise trying to hide its presence CHAMPION
attempts a Deception check against your Perception DC to hide its Prerequisites devotion spell lay on hands, Holy
aura from you. If the creature succeeds at its Deception check, it is Your healing energies empower attacks. An ally that recovers Hit
then temporarily immune to your Sense Defiling for 1 day. Points from your lay on hands gains a +1 status bonus to their
attack rolls and deals 1 additional spirit damage on all their Strikes
until the end of their next turn. In addition, all their Strikes are holy
10TH LEVEL until the end of their next turn.
ELEMENTAL BLADE ARMAMENT FEAT 10
CHAMPION ENFORCE OATH FEAT 12
Prerequisites blessed armament CHAMPION
Your blessed armament radiates power, enhancing your chosen Prerequisites You've sworn to an oath against a specific type
weapon. When you choose the weapon for your blessed armament of creature.
during your daily preparations, add the astral, brilliant, corrosive, Frequency once per hour
deathdrinking, flaming, frost, shock, thundering, crushing (greater) You call on your oath to embolden you in combat. When you Enforce
and wounding. Elemental faiths choose rune's that match their your Oath, select one creature you can see that you've sworn to
element. If you're holy, also add the holy rune, and if you're unholy, defeat as part of your oath. You gain a +1 status bonus to AC and
also add the unholy rune. In addition, you can change the rune you've saves against attacks and effects by the chosen creature. You also
selected for the day to a different rune from your list as a 10-minute gain a +1 status bonus to attack rolls against the chosen creature.
activity that has the concentrate, divine, and exploration traits. However, your dedication to Enforcing your Oath draws your focus
Changing the rune doesn't restore abilities that can be used only a away from all other foes. While you are Enforcing your Oath, you take
limited number of times, such as Holy Healing for the holy rune. a –1 status penalty to AC, attack rolls, and saves against all other
creatures until you stop Enforcing your Oath.
ELEMENTAL LIGHT FEAT 10 You stop Enforcing your Oath once the chosen creature is
reduced to 0 Hit Points or offers a legitimate surrender to you or
CHAMPION CONCENTRATE DIVINE LIGHT
your allies. You immediately stop Enforcing your Oath if you are
Prerequisites elemental faith
unconscious or if the chosen creature goes unnoticed by you for
You raise your arms to the sky and pray fervently, surrounding
more than 1 minute. You can also stop Enforcing your Oath at any
yourself in a beacon of elemental light. The beacon sheds bright
time during your turn as a free action.
light in a 30-foot-radius, 100-foot-high cylinder centered on you until
the beginning of your next turn. Unholy creatures in the area must
succeed at a Will save equal to your class DC or spell DC (whichever
is higher) or become dazzled for 1 round.
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MIRACULOUS INTERVENTION FEAT 12 of damage from an attack or effect requiring a Reflex save. When
CHAMPION you use Sacrifice Armor against a critical hit or a critical failure on a
Trigger An adjacent undead begins to use a reaction. Reflex save that would otherwise cause you to take double damage,
Through elemental intervention or whispered prayers, you foil an you take the normal amount of damage instead.
enemy's response. If the triggering creature's level is equal to or
lower than yours, you disrupt the triggering reaction. If the triggering LITANY OF RIGHTEOUSNESS FEAT 14
creature's level is higher than yours, you must make an attack roll or CHAMPION
spell attack roll against its AC (your choice). On a success, you You call upon righteousness to expose a foe’s weakness. You can
disrupt the reaction. cast the litany of righteousness devotion spell.
You imbue your shield with life-giving energy to deflect harmful void Prerequisites Defilers Executioner’s Oath, or End to Arcane
magic. When you have your shield raised, you gain the shield's Magic Oath
circumstance bonus to your AC and saving throws against spells Your aura protects against destructive energies. You and all allies
with the void trait. If you have the Shield Block reaction, damage you within 15 feet gain resistance equal to your Charisma modifier to
take as a result of a void spell can trigger that reaction, even if it acid, cold, electricity, fire, and poison. If the source of one of these
isn't physical damage. types of damage is from a defiler or arcane spell caster, depending
on your oath, increase the resistance to half your level.
PALE MOUNT FEAT 12
CHAMPION
Trigger faithful steed; sorcerer-king faith 16TH LEVEL
Your mount becomes a grotesque creature of foreboding when you AUSPICIOUS MOUNT FEAT 16
ride it. Its appearance transforms as flames erupt from its skin, a CHAMPION
whorl of void energy surrounds it, or poison leaks from its flesh. Prerequisites Imposing Destrier
When you Mount your steed ally, you can choose fire, void, or poison. Guided by your ongoing care, your steed has developed incredible
As long as you ride it, your steed gains resistance 10 to the chosen intelligence and skill. The mount you gained with Faithful Steed is
damage type, and any creature that touches your steed takes 1d6 now a specialized animal companion (Player Core 211). You can
damage of the chosen type; this includes hitting the steed with select one of the usual specializations or the auspice specialization.
unarmed attacks or with a melee weapon Strike while adjacent to A faithful steed with the auspice specialization gains the following
the steed. This damage increases to 2d6 at 16th level and 3d6 at benefits.
20th level. It gains the elemental, or dragon trait—whichever best
matches your deity, and its appearance shifts to look
more like them. It also gains the holy trait or the unholy
14TH LEVEL trait if you are sanctified.
ANCHORING AURA FEAT 14 Its Intelligence modifier increases by 2 and its Wisdom
CHAMPION modifier by 1.
Prerequisites Defilers Executioner’s Oath, or End to Arcane Its proficiency rank in Religion increases to expert.
Magic Oath It can speak the language associated with your deity (such
Your aura hampers creatures that bear the mark of defiling or arcane as Susurran, Petran, Pyric, or Thalassic).
spellcaster's teleportation depending on your oath. Your aura Its maximum Hit Points increase by 20, increasing to 25
at 18th level and 30 at 20th level. If the mount has the
attempts to counteract teleportation spells cast by those creatures
holy trait, the extra HP increase by 5, and the mount
within your champion aura, using the spell rank and DC of your
devotion spells. gains weakness 5 to unholy. If it has the unholy trait, the
extra HP increase by 5, and the mount gains weakness 5
to holy.
AURA OF VENGEANCE FEAT 14
It gains wings that grant it a fly Speed equal to its land
CHAMPION
Speed.
Prerequisites exalted reaction; Retributive Strike
When you call upon others to take retribution, you also guide their
18TH LEVEL
aim. When you use Retributive Strike, your allies who make Strikes
take only a –2 penalty, instead of a –5 penalty. DRAGON FORM FEAT 18
CHAMPION
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160 otherwise could not. You can use Sacrifice Armor to reduce any type the dragon trait and the trait appropriate to your sorcerer-monarch.
ELEMENTAL FORM FEAT 18 EVERDISTANT DEFENSE FEAT 20
CHAMPION CHAMPION PRIMAL
Prerequisites elemental or paraelemental faith Trigger A creature within your aura is targeted by a ranged
You take on an elemental or paraelemental countenance, appearing attack or a creature moves through your aura.
like a type of elemental or paraelement corresponding to your Requirements You have at least one aura from a champion
chosen element or a paraelement. You gain a fly Speed equal to your feat or feature.
Speed. You gain darkvision if you don’t already have it, and you gain Each square within your aura that the triggering attack or creature
the element trait and the trait appropriate to your chosen element or would move through counts as triple the distance. If this reaction is
paraelement type. used on a ranged attack, the attack takes range increment penalties
based on the adjusted range and fails if this would cause it to
exceed its maximum range.
20TH LEVEL
AURA OF UNBREAKABLE VIRTUE FEAT 20
CHAMPION
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Cleric
Spiritual powers work their will upon the world in infinite ways, and you serve as one of
their most stalwart mortal servants. Blessed with elemental magic, you live the ideals of
your faith, adorn yourself with the symbols of your element or sorcerer-monarch, and train
diligently to wield your element’s or sorcerer-monarch's favored weapon. Your spells might
protect and heal your allies, or they might punish foes and enemies of your faith. Yours is a
life of devotion, spreading the teachings of your faith through both word and deed.
WHILE EXPLORING... 7
4th-rank spells, general feat, skill increase, third
doctrine
You detect nearby magic and interpret any religious writing
8 Cleric feat, skill feat
you come across. You might also concentrate on a protective
spell for your allies in case of attack. After a battle or hazard, 5th-rank spells, ancestry feat, resolute faith, skill
9
you might heal anyone who was hurt. increase
10 Cleric feat, skill feat
IN DOWNTIME... 6th-rank spells, fourth doctrine, general feat, lightning
You might perform services at a temple, travel to spread the 11
reflexes, skill increase
word of your element or sorcerer-monarch, research
12 Cleric feat, skill feat
scripture, celebrate holy days, or even found a new temple.
7th-rank spells, ancestry feat, divine defense, skill
13
YOU MIGHT... increase, weapon specialization
Visit the temples sacred to your element or in your city- 14 Cleric feat, skill feat
state and have an immediate affinity with other 8th-rank spells, fifth doctrine, general feat, skill
15
worshipers of your element or other templars. increase
Follow the beliefs and guidance of your element or uphold
16 Cleric feat, skill feat
the laws of your city-state.
Cooperate with your allies, provided they don’t ask you to 17 9th-rank spells, ancestry feat, skill increase
go against your element or sorcerer-king. 18 Cleric feat, skill feat
OTHERS PROBABLY... 19
Final doctrine, general feat, miraculous spell, skill
increase
Find your devotion impressive, even if they don’t
20 Cleric feat, skill feat
understand it.
Expect you to heal their wounds.
Rely on you to interact with other spiritual figures
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Class Changes 1ST LEVEL
FALSE FAITH FEAT 1
ELEMENTAL POWER OR SORCERER-MONARCH CLERIC
As a cleric, you are a mortal servitor of an elemental power Prerequisites worshipper of a sorcerer king
or sorcerer-monarch you revere above all others. You may Your sorcerer-king knows you may need to disguise yourself in
choose from the elements of Air, Earth, Fire, or water or the societies that oppose your faith. After spending 1 hour in prayer to
paraelements of Magma, Rain, Silt, or Sun. The Templars your sorcerer-king, you can cast spells using the religious symbol of
(clerics of the sorcerer monarchs) choose from either another power as your divine focus, and you can address verbal
Abalach-Re, Andropinis, Dregoth, Hamanu, Kalak, Lalali- prayers to that power. Your sorcerer-king intercepts your prayers and
Puy, Nibenay, or Tectuktitlay. These spiritual powers appear answers them without the named power knowing.
on pages 17-23, along with their benefits you get for being a This ability applies to the religious symbol of only one power at
cleric of that spiritual power. Your spiritual power grants you a time—making a different religious symbol work in this fashion
the trained proficiency rank in one skill and with the power's requires another hour of prayer and causes the old one to cease
favored weapon. If the favored weapon is uncommon, you functioning. You can always use a religious symbol of your sorcerer-
also get access to that weapon. king without affecting this ability.
Your spiritual power also adds spells to your spell list. You
can prepare these just like you can any spell on the divine
spell list once you can prepare spells of their level as a cleric.
Some of these spells aren't normally on the divine list, but 2ND LEVEL
they're divine spells if you prepare them this way. RESILIENT MIND FEAT 2
CLERIC
SANCTIFICATION You're firm in your convictions and have girded your mind against
Depending on your faith, its sanctification can make you holy outside influence. You gain a +1 circumstance bonus to saves
or unholy. This gives you the holy or unholy trait, which against mental effects. This bonus increases to +2 against mental
commits you to one side of a struggle over the lives of Athas effects originating from undead.
and may be referenced in other abilities. If you “can be” holy
or unholy according to your faith, you make that choice, and
if you “must be” holy or unholy you gain the trait 4TH LEVEL
automatically. If you gain the opposing trait in some way,
PRAYER-TOUCHED WEAPON FEAT 4
you lose the previous trait until you complete an atone ritual.
UNCOMMON CLERIC CONCENTRATE SPELLSHAPE
Cleric Feats
At each level that you gain a cleric feat, you can select one of
the following feats. You must satisfy any prerequisites before
selecting the feat. The feats listed below are new or updated
cleric feats.
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SUN LIGHT FEAT 10 DENIER OF DESTRUCTION FEAT 20
UNCOMMON CLERIC
UNCOMMON CLERIC CONCENTRATE DIVINE LIGHT
Prerequisites healing font
Prerequisites paraelemental faith of sun
Trigger Any ally within 30 feet that you can heal with your
You raise your arms to the sky and pray fervently, surrounding
heal spell would take damage from an attack or effect
yourself in a beacon of sun light. The beacon sheds bright light in a
from a source you can observe.
30-foot-radius, 100-foot-high cylinder centered on you until the
Requirements You have a heal spell prepared and you aren't
beginning of your next turn.
off-guard to the source of the damage.
Enemy creatures in the area must succeed at a Will save equal to
You can manipulate the same energies that the elements use to
your class DC or spell DC (whichever is higher) or become dazzled
sustain life. You cast heal on the triggering target. Instead of its
for 1 round.
normal effects, the heal spell reduces the triggering damage by an
amount equal to the Hit Points a 1-action heal spell of that rank
14TH LEVEL
would have recovered. As usual, if this reduces the damage to 0, it
PURIFYING BREEZE FEAT 14 might also remove additional effects of the triggering attack, such
UNCOMMON CLERIC as injury poisons.
Prerequisites divine spells
Requirements Your most recent action was to cast a non- EMBLAZON DIVINITY FEAT 20
cantrip spell with the healing trait.
UNCOMMON CLERIC
You transfer the divine essence of your magic to the air around you, Prerequisites Emblazon Armament
cleansing it of toxins. Attempt a counteract check against each
Your sacred etchings imbue objects with power. It takes you only 1
airborne disease or poison effect in a 15-foot radius around you. minute to emblazon a symbol using Emblazon Armament, and you
Regardless of your success or failure, until the beginning of your can have up to four symbols emblazoned at a time. Each item can
next turn, all creatures in the purified area gain a +1 status bonus to
still have only one symbol emblazoned upon it, and if you exceed the
Fortitude saving throws.
limit of four, the oldest symbol disappears. These symbols can
benefit even those who don’t follow the deity, provided they aren’t
directly opposed (as determined by the GM).
20TH LEVEL You can select a different benefit for each emblazoned symbol,
DANCE OF INTERCESSION FEAT 20 chosen from any you have from Emblazon Armament or other feats
such as Emblazon Energy or Emblazon Antimagic.
UNCOMMON CLERIC
Frequency three times a day
Prerequisites expert in Performance
You either performed in or stood witness to the dance used to
invoke the elemental lord of water Lormoch. You Stride in a dance
up to half your Speed, attempting a DC 35 Performance check. You
can perform this dance up to three times per day. The second time
you do so in the same day, use the degree of success one worse
than your actual roll on the Performance check. The third time in a
day, use the degree of success two lower than your actual roll.
Critical Success You perform the movements of the Dance of
Intercession so gracefully that you evoke a glimmer of the
memory of Lormoch's awesome power. You cast the 3-action
version of either 9th-rank harm or heal at any point during your
Stride. This does not use any spell slots.
Success As critical success, but the spell is 7th-rank instead of 9th
as you stumble through the movements.
Failure As critical success, but the spell is 5th-rank instead of 9th as
you stumble through the movements.
Critical Failure You fail to remember the steps of the dance. You gain
no additional effect beyond Striding half your Speed, and you
can't attempt the Dance of Intercession again until your next
daily preparations.
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Druid
The power of nature is impossible to resist. It can bring ruin to the stoutest fortress in
minutes, reducing even the mightiest works to rubble, burning them to ash, burying them
beneath an avalanche of snow, or drowning them beneath the waves. It can provide
endless bounty and breathtaking splendor to those who respect it—and an agonizing death
to those who take it too lightly. You are one of those who hear a spirit of the land’s call. You
stand in awe of the majesty of its power and give yourself over to its service.
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reach your goals.
OTHERS PROBABLY...
View you as a representative of nature and are sure you
can control it.
Assume you’re a recluse who avoids society and cities and
prefers to live in the wild.
Consider you a mystic, similar to a priest, but answering
only to the forces of nature.
Druid Feats
At each level that you gain a druid feat, you can select one of
the following feats. You must satisfy any prerequisites before
selecting the feat. The feats listed below are new or updated
druid feats.
12TH LEVEL
NECROMANTIC DEFLECTION FEAT 12
UNCOMMON DRUID
You imbue your shield with life-giving energy to deflect harmful void
magic. When you have your shield raised, you gain the shield's
circumstance bonus to your AC and saving throws against void
spells. If you have the Shield Block reaction, damage you take as a
result of a void spell can trigger that reaction, even if it isn't physical
damage.
20TH LEVEL
APEX COMPANION FEAT 20
UNCOMMON DRUID
Prerequisites animal companion
You can call upon the essence of every individual animal of a
particular species to temporarily transform your animal into an
exemplar of its kind. You learn the apex companion order spell.
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Fighter
Fighting for honor, greed, loyalty, or simply the thrill of battle, you are an undisputed
master of weaponry and combat techniques. You combine your actions through clever
combinations of opening moves, finishing strikes, and counterattacks whenever your foes
are unwise enough to drop their guard. Whether you are a guard, mercenary,
sharpshooter, or blade master, you have honed your martial skills into an art form and
perform devastating critical attacks on your enemies.
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170 opinion on the quality of armaments.
Fighter Feats 6TH LEVEL
PAIN TOLERANCE FEAT 4
At each level that you gain a fighter feat, you can select one of
FIGHTER
the following feats. You must satisfy any prerequisites before
selecting the feat. The feats listed below are new or updated Prerequisites expert in Fortitude saves
fighter feats. You gain resistance to mental damage equal to half your level and a
+1 circumstance bonus to saving throws against effects that would
1ST LEVEL make you clumsy, drained, or enfeebled.
4TH LEVEL
8TH LEVEL
FLIP FEAT 4
WARRIOR'S RETALIATION FEAT 8
UNCOMMON FIGHTER
FIGHTER
Prerequisites trained in Acrobatics; trained in medium
Prerequisites trained in Athletics
armor
Trigger An undead creature within your reach critically fails
Trigger An enemy targets you with a melee Strike.
a Strike against you.
Flinging your body into a twisting somersault, you gain a +2
You knock the enemy's blow aside and twist, unbalancing your foe.
circumstance bonus to your AC against the triggering attack. If the
You attempt to Disarm, Shove, or Trip the triggering creature.
attack still hits you, you can Step to an open space that's still within
the triggering enemy's reach, turning the impact of the blow into
momentum.
10TH LEVEL
INURED TO ALCHEMY FEAT 4 DAZZLING DISPLAY FEAT 10
UNCOMMON FIGHTER FIGHTER
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You attempt to counteract the triggering spell using powerful
magical techniques. Use your attack roll modifier with your shield or
parrying weapon for your counteract check. If you counteract the
spell, it is reflected upon the caster. If the spell targeted individual
creatures, it targets the caster only. If the spell targeted an area
centered on a point, the new area is centered on the caster. If the
spell was a cone or line, the cone or line emanates from you toward
the caster. If the spell has a save DC, it uses your class DC, and if it
requires a spell attack roll, use the same attack roll modifier as the
counteract check.
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Investigator
You seek to uncover the truth, doggedly pursuing leads to reveal the plots of devious
villains, discover ancient secrets, or unravel other mysteries. Your analytical mind quickly
formulates solutions to complicated problems and your honed senses identify even the most
obscure clues. Wielding knowledge as a weapon, you study the creatures and dangers you
encounter to exploit their weaknesses.
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UNSEEN PASSAGE FEAT 8
OTHERS PROBABLY... UNCOMMON INVESTIGATOR
Find the cascades of information you spout forth Frequency once per day
extremely helpful, if difficult to fully comprehend. You have mastered a magical technique for moving through
Get a bit annoyed that you’re such a know-it-all. dangerous woodlands unseen. You can cast vanishing tracks as an
Rely on you to solve mysteries, puzzles, or other innate primal spell heightened to a spell rank equal to half your level
challenges requiring intellectual curiosity and reasoning. rounded up.
Class Changes
20TH LEVEL
METHODOLOGY
ALL THE TIME IN THE WORLD FEAT 8
ALCHEMICAL SCIENCES
UNCOMMON INVESTIGATOR
RARE
Frequency once per hour
This methodology has only just developed with the
alchemical discoveries from Kemalok. This methodology and Your firsthand experience of the subjective nature of time and space
all feats associated with it are Rare. has given you new observational insights. Your mind processes
information so quickly that time appears to stop for all creatures but
EMPIRICISM
Many investigator's pursue the methodology of Empiricism. you. You can take up to 9 actions in 3 sets of up to 3 actions each.
This methodology is common. During this time, you can use purely mental and observational
abilities such as Recall Knowledge, Seek, and Devise a Stratagem,
FORENSIC MEDICINE and you can use an action to move a mental projection of yourself to
Many city-states will hire an Investigator that pursues a location within a 60- foot radius to observe objects more closely
forensic medicine. This methodology is common. and from different angles, though you can't affect your surroundings
in any way (for instance, you could move your mental projection
INTERROGATION
Many templar's in the city-states have an investigator on more closely to a distant door to read a minute inscription on its
hand that pursues the methodology of interrogation. This handle, but you could not open it to observe the other side). When
methodology is common. the duration elapses, time resumes its normal flow.
Investigator Feats
At each level that you gain an investigator feat, you can select
one of the following feats. You must satisfy any prerequisites
before selecting the feat. The feats listed below are new or
updated investigator feats.
4TH LEVEL
MERCHANT HOUSE INITIATE FEAT 4
UNCOMMON INVESTIGATOR
Prerequisites trained in Survival
You've received the basic training developed for all merchant house
recruits. You become an expert in Survival and gain the Experienced
Tracker and Survey Wildlife skill feats.
8TH LEVEL
MERCHANT HOUSE VETERAN FEAT 8
UNCOMMON INVESTIGATOR
Trigger Your turn starts, and you're in combat against a
creature you spent at least 10 minutes Tracking.
Your time spent tracking your target allows you to quickly identify its
weaknesses and relay them to your allies. Attempt a Recall
Knowledge check against the creature you were Tracking. On a
success, you always know the creature's greatest weakness and
highest resistance or immunity, in addition to any other information
the check would typically provide. You immediately use a quick
series of hand gestures to signal this information to any allies who
can see you.
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Kineticist
The power of the elements flows from within you. Roaring fire, pure water, fleeting air,
steadfast earth. A kinetic gate inextricably tied to your body channels power directly from
the elemental planes, causing elements to leap to your hand, whirl around your body, and
blast foes at your whim. As your connection to the planes grows, you attain true mastery
over your chosen elements.
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OTHERS PROBABLY... Level (+2) The damage increases by 1d6.
Find your ability to keep calling on more and more LAVA LEAP FEAT 4
elemental power truly astonishing.
COMPOSITE EARTH FIRE IMPULSE KINETICSIT OVERFLOW PRIMAL
Defer to you in all matters related to your element, from
You wreath yourself in molten stone and hurtle toward your enemy.
the smallest tasks to the politics of the elemental planes.
Leap up to your Speed. At the end of your Leap, a wave of lava
Worry you’ll consume yourself with elemental magic or
crashes onto all creatures in a 10-foot emanation. Each creature in
lose control of its primal forces.
the area takes 1d6 bludgeoning damage and 2d6 fire damage, with a
Small icicles fly from you, propelled with air at great velocity. Make SUN RAYS FEAT 4
ranged impulse attack rolls against up to three creatures within 60 AIR COMPOSITE FIRE IMPULSE KINETICSIT OVERFLOW PRIMAL
feet of you. All three attacks count toward your multiple attack pen- A fusillade of sun rays flies from you. Creatures in a 30-foot cone
alty, but it doesn’t increase until after all the attacks. The icicles deal take 3d4 fire damage and 3d4 persistent fire damage with a basic
3d4 cold damage and 3d4 piercing damage on a hit (or double dam- Reflex save against your class DC.
age on a critical hit). Level (+2) Each type of damage increases by 1d4.
Level (+2) Each type of damage increases by 1d4.
Jagged ice shards form in the air and lash out from you. You choose
shards or spines, which changes the area, damage type, and critical
failure effect. Each creature in the area attempts a basic Reflex save
against your class DC. Shards deal 3d6 slashing damage in a 15-
foot cone, and a creature that critically fails takes 2d6 persistent
bleed damage. Spines deal 3d6 piercing damage in a 30-foot line,
and a creature that critically fails is clumsy 1 until the start of your
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When you conjure the sphere and the first time you Sustain the
6TH LEVEL impulse on subsequent rounds, you can either have it Fly up to 20
feet or deal 1d12 electricity damage to an adjacent creature with a
CONSUME POWER FEAT 6
basic Reflex save against your class DC.
AIR COMPOSITE FIRE IMPULSE KINETICSIT PRIMAL
Trigger You would take acid, electricity, fire, or sonic MAGMA SKIN FEAT 8
damage.
COMPOSITE EARTH FIRE IMPULSE KINETICSIT PRIMAL
You absorb energy and hold it in your kinetic gate. You gain You touch a willing creature, causing its skin to harden and form
resistance equal to your level to the triggering damage—choose one spiky protrusions. The target gains resistance 4 to all physical dam-
eligible type of resistance. If this reaction prevents any damage, you
age (except adamantine). Whenever a creature damages the target
gain a status bonus equal to half your level to the damage roll of the
with an unarmed attack or non-reach melee weapon, the attacking
next air or fire impulse you use before the end of your next turn. creature takes 2 fire damage.
This impulse lasts for 10 minutes, but each time the target takes
DASH OF RAIN FEAT 6 physical damage, the duration decreases by 1 minute. The target is
AIR COMPOSITE HEALING IMPULSE KINETICSIT PRIMAL VITALITY temporarily immune to this impulse for 1 hour. If you use Spike Skin
WATER again, any previous one ends.
A small cloud of rain heals a creature. The clouds effects change de- Level (+2) The resistance and damage each increase by 2.
pending on which malady you decide to treat: confused, disease, poi-
son, sickened, or injuries. Target one living creature within 30 feet, SILT RETCH FEAT 8
who regains 2d8+4 HP and can attempt a new save against one mal- COMPOSITE EARTH IMPULSE KINETICSIT OVERFLOW PRIMAL WATER
ady of the chosen kind. If you chose injuries, instead increase the
You exhale a cloud of silt. All creatures in a 30-foot cone take 4d10
healing dice to d10s. The creature becomes temporarily immune to
void damage with a basic Fortitude save against your class DC. A liv-
Dash of Rain for 10 minutes.
ing creature that fails its save also takes 2d4 persistent void
Alternatively, you can add the rain to a dish of food being pre-
damage.
pared for up to six people. Creatures who partake in the meal gain
Level (+2) The cloud’s void damage increases by 1d10 and the
the benefits. The herbs’ healing effects wear off if not eaten within
persistent damage increases by 1d4.
an hour, though their flavor remains.
Level (+2) The healing increases by 1d8.
Level (+2) The maximum length of the wall increases by 10 feet, the Globs of magma from the sky. Each creature in a 20-foot burst
HP of each section increases by 10, and the damage when it’s within 60 feet takes 9d6 fire damage with a basic Reflex save
destroyed increases by 1d8. against your class DC. The magma sticks to all surfaces in the area,
making them hazardous terrain for 1 minute. A creature that moves
through this hazardous terrain takes 3 fire damage for every square
8TH LEVEL of the area it moves into.
Level (+2) The initial damage increases by 1d6 and the hazardous
CONDUCTIVE SPHERE FEAT 8
terrain damage increases by 1.
AIR COMPOSITE ELECTRICITY IMPULSE KINETICSIT MANIPULATE
PRIMAL WATER
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MAGMA HELL FEAT 18
18TH LEVEL COMPOSITE EARTH FIRE IMPULSE KINETICSIT OVERFLOW PRIMAL
BEASTS OF SLUMBERING CLOUD FEAT 18 The landscape fills with flows of magma and hardens into stone.
The magma flows into a cube 30 feet on a side within 500 feet.Each
AIR COMPOSITE IMPULSE KINETICSIT OVERFLOW PRIMAL WATER
creature in the area takes 13d6 fire damage, with a basic Reflex save
You conjure rain elemental mounts made of solid clouds. Target up
against your class DC.
to 5 Medium or smaller willing creatures within 30 feet. Large
Each creature that fails its save is covered in stone, becoming
mounts appear underneath them, and the targets can immediately
immobilized until it Escapes (the DC is your class DC); a creature
Mount the creatures. Each mount can take four different forms. One
that critically failed is also off-guard as long as it’s covered.
form has only a land Speed of 80 feet, and the other forms each
The hell remains until the end of your next turn, but you can
have a land Speed of 30 feet with a climb, fly, or swim Speed of 60
Sustain it up to 1 minute. Using this impulse again ends any previ-
feet. Each rider chooses the initial form and can change the form as
ous one. The first time you Sustain it each round, the magma
a single action, which has the concentration trait.
reignites. Each creature in the area takes 3d12 fire damage with a
The mounts have AC 40, Fortitude +30, Reflex +30, Will +25, and
basic Reflex save against your class DC.
180 Hit Points. They’re mindless and immune to bleed, healing,
Squares in the area are hazardous terrain. A creature takes 6 fire
paralyzed, poison, and sleep. They can’t attack. They remain for 1
damage for every square of the area it moves through.
minute or until you use this impulse again. You can use this impulse
Level (20th) The initial damage is 17d6, and the hazardous terrain
as a 1-minute exploration activity to make the duration 1 hour, but
damage is 7
this halves the mounts’ defenses and HP.
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Monk
The strength of your fist flows from your mind and spirit. You seek perfection—honing
your body into a flawless instrument and your mind into an orderly bastion of wisdom.
You’re a fierce combatant renowned for martial arts skills and combat stances that grant
you unique fighting moves. While the challenge of mastering many fighting styles drives
you to great heights, you also enjoy meditating on philosophical questions and discovering
new ways to obtain peace and enlightenment.
YOU MIGHT... 15
General feat, greater weapon specialization, incredible
movement +25 feet, skill increase, third path to
Maintain a regimen of physical training and meditation. perfection
Face adversity with a calm and measured approach, never
16 Monk feat, skill feat
panicking or succumbing to despair.
Look to the future for ways you can improve, while Adamantine strikes, ancestry feat, graceful legend, skill
17
remaining at peace with your present self. increase
18 Monk feat, skill feat
OTHERS PROBABLY... General feat, incredible movement +30 feet, perfect
Marvel at your feats of physical prowess. 19
form, skill increase
Think you’re more than a bit uptight, given your vows and
20 Monk feat, skill feat
tenets.
Come to you for philosophical advice.
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Class Changes
The below changes represent monks in Dark sun.
TABLE 3-11: MONK UNARMED ATTACKS
Attack Damage Group Traits
Dagorran jaw 1d8 P Brawling Agile, backstabber, finesse, nonlethal, unarmed
Drake tail 1d10 B Brawling Backswing, nonlethal, unarmed
Erdlu wing 1d6 B Brawling Agile, finesse, nonlethal, unarmed
Falling stone 1d8 B Brawling Forceful, nonlethal, unarmed
Iron sweep 1d8 B Brawling nonlethal, parry, sweep, unarmed
Kirre claw 1d8 S Brawling Agile, finesse, nonlethal, unarmed
Lashing branch 1d8 S Brawling Agile, finesse, nonlethal, unarmed
Wind crash 1d6 S Brawling Agile, nonlethal, propulsive, unarmed
Some monk stances allow you to make special unarmed attacks while in those stances. These attacks are summarized above.
Monk Feats
FEYLAAR STANCE FEAT 1
Every level at which you gain a monk feat, select one of the
MONK STANCE
following feats. You must satisfy any prerequisites before
Requirements You are unarmored.
taking the feat.
You lower yourself to the ground and take an imposing, knuckle-
walking stance.
1ST LEVEL
While in this stance, the only Strikes you can make are feylaar
DAGORRAN STANCE FEAT 1 slam unarmed attacks. These deal 1d8 bludgeoning damage; are in
MONK STANCE the brawling group; and have the backswing, forceful, grapple,
Requirements You are unarmored. nonlethal, and unarmed traits.
You enter the stance of a dagorran, low to the ground with your While you are in Feylaar Stance, you gain a +2 circumstance
hands held like fanged teeth. You can make dagorran jaw unarmed bonus to Athletics checks to Climb, and if you roll a success on an
attacks. These deal 1d8 piercing damage; are in the brawling group; Athletics check to Climb, you get a critical success instead.
and have the agile, backstabber, finesse, nonlethal, and unarmed
traits.
If you’re flanking a target while in Dagorran Stance, your KIRRE STANCE FEAT 1
dagorran jaw unarmed attacks also gain the trip trait.
MONK STANCE
Requirements You are unarmored.
You enter the stance of a kirre and can make kirre claw attacks.
DRAKES STANCE FEAT 1 These deal 1d8 slashing damage; are in the brawling group; and
MONK STANCE have the agile, finesse, nonlethal, and unarmed traits. On a critical
Requirements You are unarmored. success with your kirre claws, if you deal damage, the target takes
You enter the stance of a drake and make powerful leg strikes like a 1d4 persistent bleed damage.
lashing drake’s tail. You can make drake tail attacks that deal 1d10 As long as your Speed is at least 20 feet while in Kirre Stance,
bludgeoning damage. They are in the brawling group and have the you can Step 10 feet.
backswing, nonlethal, and unarmed traits. While in Drake Stance, you
can ignore the first square of difficult terrain while Striding.
RAIN OF EMBERS STANCE FEAT 1
ERDLU STANCE FEAT 1 MONK STANCE
MONK STANCE Requirements You are unarmored.
Requirements You are unarmored. You enter the stance of an enraged phoenix, holding your fingers as
You enter the stance of an erdlu, holding your arms in an imitation of rigid as deadly talons while moving with quick, flickering gestures
an erdlu’s wings and using flowing, defensive motions. You gain a +1 that dance with biting flames. The only Strikes you can make are fire
circumstance bonus to AC, but the only Strikes you can make are talon Strikes. These deal 1d4 fire damage; are in the brawling group;
erdlu wing attacks. These deal 1d6 bludgeoning damage; are in the and have the agile, finesse, fire, nonlethal, and unarmed traits.
brawling group; and have the agile, finesse, nonlethal, and unarmed While in Rain of Embers Stance, you gain a +1 status bonus to
traits. AC and fire resistance equal to half your level (minimum 1).
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
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bonus to the damage roll equal to triple the value of the target's
6TH LEVEL frightened condition.
Special If you have this feat, while you are in Feylaar Stance, you
BLAZING TALON SURGE FEAT 6
gain a climb Speed of 15 feet.
MONK
Prerequisites Rain of Embers Stance
Requirements You are in Rain of Embers Stance KIRRE SLASH FEAT 6
You rush forward and latch onto your enemy with talons of MONK
hungering fire. Stride once. If you end your movement within reach Prerequisites Kirre Stance
of at least one enemy, you can make a fire talon Strike against that Requirements You are in Kirre Stance
enemy that deals an additional 1d4 persistent fire damage. If it hits You make a fierce swipe with both hands. Make a kirre claw Strike. It
and deals damage, you can attempt an Athletics check to Grapple deals two extra weapon damage dice (three extra dice if you’re 14th
the creature you hit. 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
DAGORRAN DRAG FEAT 6 deals damage, add your Strength modifier to the persistent bleed
MONK damage from your kirre claw.
Prerequisites Dagorran Stance
Requirements You are in Dagorran Stance
You rip your enemy off their feet. Make a dagorran jaw Strike. Your 8TH LEVEL
dagorran jaw gains the fatal d12 trait for this Strike, and if the attack FLOATER STANCE FEAT 8
succeeds, you knock the target prone. MONK STANCE
Requirements You are unarmed
DRAKE ROAR FEAT 6 You relax your posture and loosen your joints, allowing yourself to
MONK move with incredible fluidity. You can make stinging lash attacks
Prerequisites Drakes Stance that deal 1d6 slashing damage. These attacks are in the brawling
Requirements You are in Drakes Stance group, and have the finesse, nonlethal, reach, and unarmed traits.
You bellow, instilling fear in your enemies. Enemies within a 15-foot While in Floater Stance, you gain a +2 circumstance bonus to
emanation must succeed at a Will save against your Intimidation DC Reflex saves and on checks to Escape and Squeeze.
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
10TH LEVEL
end of your next turn gains a +4 circumstance bonus to damage. ENTWINED ENERGY QI FEAT 10
After you use Drake Roar, you can’t use it again for 1d4 rounds. UNCOMMON MONK
Its effects end immediately if you leave Drake Stance. Creatures in You can transform your inner power into a type of energy to
the area of your roar are then temporarily immune for 1 minute. empower your qi abilities. When you gain this feat, choose either
acid, cold, electricity, fire, or sonic damage. When you cast qi blast,
you can choose to have the spell deal the type of damage you chose
ERDLU FLUTTER FEAT 6 instead of force damage. When you cast qi form or qi strike, add the
MONK type of damage you chose to the list of damage types you can select
Prerequisites Erdlu Stance for the spell.
Trigger You are targeted with a melee attack by an attacker Special At the GM's discretion, this feat can alter other ki spells.
you can see.
Requirements You are in Erdlu Stance
You interpose your arm between yourself and your opponent. Your WRONGED MONK'S WRATH FEAT 10
circumstance bonus to AC from Erdlu Stance increases to +3 UNCOMMON MONK
against the triggering attack. If the attack misses you, you can Prerequisites ki spells
immediately make an erdlu wing Strike against the attacker at a –2 You gain the wronged monk's wrath ki spell.
penalty, even if the attacker isn’t within your reach.
16TH LEVEL
ELECTRIC COUNTER FEAT 16
UNCOMMON ELECTRICITY MONK
Prerequisites Wild Winds Initiate
Trigger You would take damage.
Requirements You are in Wild Winds stance.
You gain resistance to electricity equal to your level until the start of
your next turn. If the triggering damage was electricity, this
resistance applies to it. If the triggering damage was from a melee
attack, the attacker takes 3d6 electricity damage.
Special This feat has the trait corresponding to the tradition of qi
spells you cast, either divine or occult.
18TH LEVEL
EFFORTLESS REACH FEAT 18
UNCOMMON MONK
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Oracle
Your conduit to elemental power eschews the traditional channels of prayer and servitude
—you instead glean elemental truths that extend beyond normal elemental worship. You
understand the great mysteries of the inner planes embodied in overarching concepts that
transcend the elemental and paraelemental powers, whether because you perceive the
common ground across multiple elements or circumvent their power entirely. You explore
one of these mysteries and draw upon its power to cast miraculous spells, but that power
comes with a terrible price: a curse that grows stronger the more you draw upon it. Your
abilities are a double-edged sword, which you might uphold as an instrument of the
elemental lords or view as a curse from the elements.
You recenter yourself to bring the terrible metaphysical 5th-rank spells, ancestry feat, magical fortitude, skill
9
increase
conflicts causing your curse back under control so you can
draw upon your mystery’s power again later. You remain 10 Oracle feat, skill feat
aware of supernatural forces acting around you, perhaps 6th-rank spells, alertness, general feat, major curse,
peeking into the future to gain insights. 11
skill increase, weapon expertise
On dark sun the Oracle wields miraculous power from the Granted Spells You automatically add the spells listed here to
elemental lords. They have a direct connection to the your spell repertoire, as described in Spell Repertoire on
elemental and paraelemental planes. page 130 of player core 2. At 1st level, you gain a cantrip
and a 1st-rank spell. You learn the other spells on the list
MYSTERY as soon as you gain the ability to cast oracle spells of that
rank.
An oracle wields elemental power, either from the elemental
Revelation Spells You automatically gain your mystery’s
or paraelemental planes. This power could come from a
initial revelation spell at 1st level and can gain more by
potent concept or ideal, the attention of an elemental lord
selecting the Advanced Revelation, Greater Revelation,
whose area of concern is a specific element, or a direct and
and Diverse Mystery oracle feats.
dangerous conduit to raw elemental power. This is the
Related Domains These are the cleric domains associated
oracle’s mystery, a source of elemental magic not beholden
with your mystery. You gain domain spells, which you
to any elemental power.
can cast as revelation spells, by taking the Domain
Choose the mystery that empowers your magic. Your
Acumen and Domain Fluency feats. At 11th level, the
mystery grants you special spells called revelation spells and
divine access class feature also gives you additional
might later grant you divine domain spells. It dictates the
slotted spells based on your domains. The domains and
effects of your oracular curse, adds an additional cantrip to
their domain spells appear on page 372 of Player Core.
your repertoire, and gives you one or more trained skills.
Domains marked with an asterisk (*) are found in
Drawing insight and power from the collective divine
Pathfinder Lost Omens Divine Mysteries.
influences that fuel your magic also provides you with a
Mystery Skill You become trained in the listed skill. A few
special benefit.
mysteries make you trained in more than one skill.
The following oracle mysteries are available in Dark sun.
Oracle Feat You gain this 1st-level oracle feat. This is a
Ash: You see all things in the world as little more than
cursebound feat, so using it aggravates your oracular
fleeting and temporary, waiting to be purified into their base
curse.
essence: the ash left behind after a burning fire.
Flames: You dance with fire and do your best to remain
unscorched by it. ASH
Frost: Ice encrusts your heart, and cold pulses through You see all things in the world as little more than fleeting and
your veins. temporary, waiting to be purified into their base essence: the
Life: The teeming energies of life flow through you out ash left behind after a burning fire. While you understand
into the world. fire is a necessary part of this process, you see fire mostly as a
Mountain: Your soul is linked to the awesome might of tool to achieve final purity, not a goal. You have much in
towering mountains. common with oracles with the flames mystery, but you may
Radiance: The light is the purveyor of truth, and the truth consider them to be short-sighted, or at best simply lacking
is inescapable. in understanding of the truths that their burning fires
Tempest: Wind, waves, and storms rage at your beck and impart.
call. You might see ash as the only true representation of the
impermanent nature of life and its pointless existence.
Mysteries Alternatively, you may see the benefit ash can have on soils
and farmlands as part of a larger cycle of death and rebirth.
Choose the elemental mystery that fuels your mystical
power. Your mystery might represent a devotion to an Granted Spells cantrip: ignition, 1st: dehydrate, 2nd: ash
elemental lord with power over the element of your mystery, cloud, 3rd: elemental annihilation wave
or a conduit to raw elemental energy. Revelation Spells initial: ashen wind; advanced: incendiary
ashes; greater: ash form
Related Domains destruction, fire, nature, toil
Mystery Skill Nature
188
188 Oracle Feat Whispers of Weakness
CURSE OF CREEPING ASHES companion when others have felt you were distant and
CURSE DIVINE ORACLE unapproachable, and it has never bothered you.
Your body is slowly being consumed by the fires of your Cursebound 1 The ice begins to set, imposing a -10-foot
internal power, purifying you with each passing day. You are status penalty to all your Speeds.
occasionally wracked with dry, wheezing coughs, and Cursebound 2 The ice begins to claim more than just your
wherever you go you leave behind a fine trace of ash that falls feet, you have a -15-foot status penatlty to all your speeds.
from your body. When you have the cursebound condition, Cursebound 3 The ice thickens, you have a -20-foot status
you are enfeebled with a value equal to your cursebound penatlty to all your speeds.
value, and you take a status penalty to perception checks Cursebound 4 The ice fully encloses your body and you
equal to your cursebound value as ash floods your vision.. become grabbed by the ice.
FLAMES LIFE
Fire lives at the center of the world, the center of the sun, and
The never-ending flow of vitality within living beings is
the center of civilization. You might revere this elemental
palpable to you. You might uphold the sanctity of life, or
force, siphon power from the Elemental Plane of Fire, or the
perhaps you seek to undermine it. You draw power from the
Paraelemental Plane of Sun.
Elemental Plane of Water.
Granted Spells cantrip: ignition, 1st: breath fire, 2nd: blazing
Granted Spells cantrip: vitality lash, 1st: soothe, 2nd: false
bolt, 3rd: fireball
vitality, 5th: grisly growths
Revelation Spells initial: incendiary aura; advanced: whirling
Revelation Spells initial: life link; advanced: delay affliction;
flames; greater: flaming fusillade
greater: life-giving form
Related Domains dust, fire, star, sun
Related Domains death, healing, pain, soul
Mystery Skill Acrobatics
Mystery Skill Medicine
Oracle Feat Foretell Harm
Oracle Feat Nudge the Scales
Your dreams are haunted by visions of a tall, mighty peak calling you
CURSE OF ICY STEPS
to join it and become a part of the mountain yourself. In moments of
CURSE DIVINE COLD ORACLE
stillness, your skin almost resembles stone, and you might find
Your gaze is nearly as cold as the touch of your skin. Even in warm
moss growing on you after a restful night's sleep. You can't help but
weather, your breath condenses as if it were freezing, and patches of
ice sometimes appear on your clothes or hair. The cold has been a
feel that perhaps you are simply a vessel of this mountain and that
one day, you'll return to it and join it in an eternal, stony slumber.
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Cursebound 1 Your skin starts to petrify, giving you a heavy, Oracle Feat Foretell Harm
rock-like appearance. You have a -5 status foot penalty to
all of your speeds CURSE OF INCLEMENT HEADWINDS
Cursebound 2 More and more stone and rock builds up CURSE DIVINE EARTH ORACLE
around you, coming around your legs from the ground The weather seems to always oppose you in ways large and
you stand upon. You have a -10-foot status penalty to all small. Even when you are calm and at rest, your hair and clothing are
of your speeds. inconveniently blown about by gentle winds, you are slightly damp
Cursebound 3 Further stone and rock cover your body. You from the faintest drizzle, and your touch often comes with a static
have a -15-foot status penalty to all of your speeds. shock. When you have the cursebound condition, you are opposed
Cursebound 4 You give in to the call of the earth, you become by the elements, with the following effects.
immobilized.
Cursebound 1 Lightning is drawn to you. You gain electricity
weakness 2 and electricity spells or effects that have
RADIANCE additional effects for a creature wearing or holding metal
The light is the purveyor of truth, and the truth is treat you as though you were wearing metal. Any
inescapable. You carry light with you as a great warrior immunity or resistance you have to such spells and effects
would wield a weapon, though perhaps it burns you greater is suppressed.
than any mortal weapon could hope to wound you. You Cursebound 2 Blowing winds impose a -2 circumstance
found the guiding light from the Paraelemental Plane of Sun. penalty to ranged attack rolls you make.
The light will shine as long as you walk with it by your side. Cursebound 3 Your weakness to electricity is equal to 5 +
your level.
Granted Spells cantrip: light, 1st: scorching blast, 2nd: Cursebound 4 The raging winds push you back, imposing a
revealing light, 3rd: holy light -10-foot status penalty to all your Speeds.
Revelation Spells initial: flash of brilliance; advanced:
rainbow blade; greater: light prison
Related Domains fire, moon, star, sun Oracle Feats
Mystery Skill Arcana
At every level that you gain an oracle feat, you can select one
Oracle Feat Foretell Harm
of the following feats. You must satisfy any prerequisites
before selecting the feat.
CURSE OF UNSUPRESSABLE BRILLIANCE
CURSE DIVINE LIGHT ORACLE
1ST LEVEL
Your inner light shines so bright that it exudes from your eyes, ears,
MOUNTAIN'S ENDURANCE FEAT 10
mouth, and fingertips with blinding extravagance. At all times you
CURSEBOUND DIVINE ORACLE STANCE
exhibit a faint glow of a color that reflects the energy of where your
magic originates. Prerequisites mountain mystery
Cursebound 1 You are distracted by the dazzling light, you You are innately suited to survival in the mountains. Your hardened
take a -1 status penaly to Perception checks and Will your skin to that of stone, you gain a +4 item bonus to AC and a +2
saving throws. circumstance bonus to any defenses against Reposition, Shove, Trip,
Cursebound 2 Your brilliant light shines so bright it’s and other forced movement effects. You have a Dexterity modifier
difficult to see. You are dazzled, but only to creatures and cap to your AC of +0, meaning you don’t add your Dexterity to your
objects within 15 feet of you. AC, and your Speeds are all reduced by 5 feet. The item bonus to AC
Cursebound 3 The shimmering brilliance overwhelms your from Mountain's Endurance is cumulative with armor potency runes
senses entirely. You are dazzled. on your explorer’s clothing, mystic armor, and bands of force.
Cursebound 4 You are bursting with radiance. You are
blinded.
10TH LEVEL
TEMPEST TRIAL BY SKYFIRE FEAT 10
CURSEBOUND DIVINE FIRE ORACLE
The fury of the wind and waves pounds in your heart,
Prerequisites ash, cosmos flames ,or radiance mystery
whether your power flows from natural storms, a conduit to
Your lips murmur as you portend a great disaster, one you hope you
the elemental Planes of Air, Water, or paraelemental Plane of
survive. A rain of blazing bolts begins to fall from the heavens in a
Rain.
10-foot emanation, centered on you, that deals 2d6 fire damage to
Granted Spells cantrip: selectric arc, 1st: thunderstrike, 4th: all creatures in the emanation at the end of each of your turns (basic
hydraulic torrent, 6th: chain lightning Reflex save); you can’t exclude yourself from the emanation. The
Revelation Spells initial: tempest touch; advanced: skyfire persists for 1 minute; while you can’tDismiss it, you can
thunderburst; greater: tempest form suppress the effect for 1 round with a Sustain action. The rain of fire
Related Domains air, cold, lightning, water is suppressed if you fall unconscious. If you become cursebound 3
Mystery Skill Nature or 4 at any point during Trial by Skyfire’s duration, the emanation
190
190 increases to 15 feet and the damage increases to 4d6.
191
191
Psychic
The mind can perceive truths hidden to fine-tuned instruments, house more secrets than
any tome, and move objects and hearts more deftly than any lever. By delving into both the
will and the way, you have awoken to the might of psionics, allowing you to cast spells not
through incantations or gestures but by the power of your will alone. While the thin line
between your mind and reality means that a single errant thought could have unintended
consequences for yourself and your companions, you know that anything is possible, if you
can imagine it.
OTHERS PROBABLY...
Are awed by your mental abilities, especially when your
psyche is unleashed.
Have difficulty understanding that the magic you perform
with your mind comes from the same source as more
conventional spellcasting.
Wonder if you might be a monster in disguise, possessed
by spirits, or have some other unusual reason for your
strange powers.
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194
194
Psychic Warrior
Where the psychic spends his days studying the intricacies of psionic power and unlocking
the mysteries of the mind, others choose to use their internal power to augment their
physical form. These psychic warriors use their psionic potential as a way to improve their
natural abilities, becoming fierce and deadly in their chosen path.
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TABLE 3-14: PSYCHIC WARRIOR ADVANCEMENT PSYCHIC SPELLCASTING
Level Class Features You study psionics so you can combine them with your
Ancestry and background, initial proficiencies, conflux attacks or solve problems that strength of arms alone can’t
1 psionics, hybrid study, psychic spellcasting, psionic handle. You can cast occult spells using the Cast a Spell
cascade, psystrike activity, and you can supply material, somatic, and verbal
2 Psychic warrior feat, skill feat components when casting spells. Because you’re a psychic
warrior, you can draw replacement sigils with the tip of your
2nd-rank spells, general feat, skill increase, unlimited
3 weapon or your free hand for psionics requiring material
signature spells
components, replacing them with somatic components
4 Psychic warrior feat, skill feat instead of needing a material component pouch.
3rd-rank spells, ancestry feat, lightning reflexes, skill At 1st level, you can prepare one 1st-rank spell and five
5
increase, weapon expertise cantrips each morning from the spells in your repertoire (see
6 Psychic warrior feat, skill feat below). Prepared spells remain available to you until you cast
them or until you prepare your spells again. The number of
4th-rank spells, general feat, skill increase, studious
7 spells you can prepare is called your spell slots.
spells, weapon specialization
As you increase in level as a psychic warrior, your number
8 Psychic warrior feat, skill feat of spell slots and the highest rank of spells you can cast from
5th-rank spells, alertness, ancestry feat, expert spell slots increase, shown in Table 3–15: Psychic Spells per
9
spellcaster, resolve, skill increase Day. Because you split your focus between physical training
10 Psychic warrior feat, skill feat and psionic scholarship, you have no more than two spell
slots of your highest rank and, if you can cast 2nd-rank spells
6th-rank spells, general feat, medium armor expertise, or higher, two spell slots of 1 rank lower than your highest
11
skill increase
spell rank.
12 Psychic warrior feat, skill feat Some of your spells require you to attempt a psychic attack
7th-rank spells, ancestry feat, skill increase, weapon roll to see how effective they are, or have your enemies roll
13
mastery against your spell DC (typically by attempting a saving
throw). Your psychic attack rolls and spell DCs use your
14 Psychic warrior feat, skill feat
Intelligence modifier. Details on calculating these statistics
8th-rank spells, general feat, greater weapon appear on page 447 of the Core Rulebook.
15
specialization, juggernaut, skill increase,
16 Psychic warrior feat, skill feat HEIGHTENING SPELLS
9th-rank spells, ancestry feat, master spellcaster, When you gain spell slots of 2nd rank and higher, you can fill
17
medium armor mastery, skill increase those slots with stronger versions of lower-rank spells. This
18 Psychic warrior feat, skill feat increases the spell’s rank, heightening it to match the spell
slot. Many spells have specific improvements when they are
19 Double psystrike, general feat, skill increase heightened to certain ranks.
20 Psychic warrior feat, skill feat
CANTRIPS
YOU MIGHT...
A cantrip is a special type of spell that doesn’t use spell slots.
Continually refine your psionics and item selections to You can cast a cantrip at will, any number of times per day. A
suit your personal style or prepare battle plans and cantrip is always automatically heightened to half your level
psychic lists for a variety of situations. rounded up—this is usually equal to the highest rank of spell
Socialize with scholars of psionics and veteran you can cast as a psychic warrior. For example, as a 1st-level
combatants alike, seeking out masters to teach you new psychic warrior, your cantrips are 1st-rank spells, and as a
techniques. 5th-level psychic warrior, your cantrips are 3rd-rank spells.
Overreach with ambitious plans that pull you in too many
directions at once. SPELL REPERTOIRE
OTHERS PROBABLY... The collection of spells you can cast is called your spell
repertoire. At 1st level, you learn four 1st-rank occult spells
Wonder how you can keep on top of two disparate of your choice and eight cantrips from any type of your
disciplines at the same time.
choice. You can choose the eight cantrips from any spell list.
Believe you have a broad enough skill set to take care of
yourself in most situations.
Class Changes
The abilities listed below apply to the psychic warrior which
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196 is a reskinned Magus.
You choose the 1st-rank spells from the common spells from PSYSTRIKE SPECIFICS
the occult list or from other occult spells to which you have
Though the base Psystrike rules cover most spells, various
access. You can cast any spell in your spell repertoire by
modifications apply to more complicated spells when loaded
using a spell slot of an appropriate spell rank.
into your fist, blade, or other attack.
You add to this spell repertoire as you increase in level.
One Target: The spell targets only the target of your
Each time you get a spell slot (see Table 3-15), you add a spell
Strike, even if it normally allows more targets. Some feats let
to your spell repertoire of the same rank. At 2nd level, you
you affect more creatures.
select another 1st-rank spell; at 3rd level, you select one 2nd-
Reach: The coupled psionic affects the target using the
rank spell, and so on. When you add spells, you might add a
reach of the weapon or unarmed attack you make your
higher rank version of a spell you already have, so you can
cast a heightened version of that spell. Your conscious mind Psystrike with. For instance, thunderstrike would affect a
also adds additional spells to your repertoire as you gain creature beyond the reach of your hand if you used a weapon
spells of higher ranks. with reach, and frostbite would affect only a creature in your
weapon’s reach, even though the spell’s range is longer.
Though you gain them at the same rate, your spell slots
and the spells in your spell repertoire are separate. If a feat Ancillary Effects: Your spell still has any non-targeted
or other ability adds a spell to your spell repertoire, it effects that might affect creatures other than the target, as
wouldn’t give you another spell slot, and vice versa. well as any ongoing effects starting from the moment you hit
with the Strike. For example, caustic blast would still deal its
SWAPPING SPELLS IN YOUR REPERTOIRE splash damage to creatures other than the target and tangle
vine’s circumstance penalty would last for its normal
As you gain new spells in your repertoire, you might want to
duration. The spell takes effect after the Strike deals damage;
replace some of the spells you previously learned. Each time
if the Strike has other special effects, the GM determines
you gain a level and learn new spells, you can swap out one of
whether they happen before or after the spell.
your old spells for a different spell of the same rank. If it’s a
Multiple Defenses: Any additional rolls after the initial
level at which you lose a set of lower rank slots, you can
spell attack still happen normally, such as the Fortitude save
replace the two in either order. You can also instead swap a
attempted by the target of a disintegrate spell. Similarly, a
cantrip. You can also swap out spells by retraining during
spell that allows you to attack with it again on subsequent
downtime.
rounds would only combine a Strike with its initial attack
At 6th level and every even level thereafter, you can swap
roll, not with any later ones.
out any number of your spells for different spells of a rank
Invalid or Immune Target: If the target you hit wouldn’t
you can cast. When you do, you must keep at least one spell
be a valid target for the spell, the spell is still expended but
you can cast with your lowest rank of spell slots so you don’t
doesn’t affect the target. If the target is immune to your
end up with slots you can’t use. For instance, at 6th level you
attack but not the spell, it can still be affected by the spell.
would need to keep at least one 2nd-rank spell, but all your
Variable Actions: Some spells have different effects based
other spells could be 3rd-rank.
on the number of actions you spend to cast them. You choose
PSYSTRIKE whether to use the effects of the 1- or 2-action version of the
spell when you use Psystrike. A spell has to take exactly 1 or 2
You’ve learned the fundamental psychic warrior technique actions; you can’t use Psystrike with a spell that takes a free
that lets you combine psychic and physical attacks together. action, reaction, or 3 or more actions.
You gain the Psystrike activity.
Spellshape: You typically can’t use spellshape with
PSYSTRIKE Psystrike because spellshape requires the next action you
take to be Cast a Spell, and Psystrike is a combined activity
PSYCHIC WARRIOR
that doesn’t qualify.
Frequency until recharged (see below)
You channel a psychic spell into a punch or sword thrust to deliver a PSIONIC CASCADE
combined attack. You Cast a Spell that takes 1 or 2 actions to cast
After you wield psionics, you can enter a special stance to
and requires a spell attack roll. The effects of the spell don’t occur
make your attacks more effective.
immediately but are imbued into your attack instead. Make a melee
Strike with a weapon or unarmed attack. Your psychic spell is PSIONIC CASCADE
coupled with your attack, using your attack roll result to determine CONCENTRATE PSYCHIC WARRIOR STANCE
the effects of both the Strike and the spell. This counts as two Prerequisites You used your most recent action this turn to
attacks for your multiple attack penalty, but you don’t apply the Cast a Spell or make a Psystrike. You need to meet this
penalty until after you’ve completed the Psystrike. The infusion of requirement only to enter the stance, not to remain in it.
psionic energy grants your Strike the occult trait, making it magical.
You divert a portion of the spell’s magical power and keep it cycling
After you use Psystrike, you can’t do so again until you recharge
through your body and weapon using specialized forms, breathing,
your Psystrike as a single action, which has the concentrate trait.
or footwork. While you’re in the stance, your melee Strikes deal 1
You also recharge your Psystrike when you cast a conflux psionic
extra damage. This damage increases to 2 if you have weapon
that takes at least 1 action to cast; casting a focus spell of another
specialization and 3 if you have greater weapon specialization.
type doesn’t recharge your Psystrike.
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TABLE 3-15: CLASS SPELLS BY LEVEL
Your Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 5 1 — — — — — — — —
2 5 2 — — — — — — — —
3 5 2 1 — — — — — — —
4 5 — 2 — — — — — — —
5 5 — 2 2 — — — — — —
6 5 — 2 2 — — — — — —
7 5 — * 2 2 — — — — —
8 5 — * 2 2 — — — — —
9 5 — * — 2 2 — — — —
10 5 — * — 2 2 — — — —
11 5 — — * — 2 2 — — —
12 5 — — * — 2 2 — — —
13 5 — — — * — 2 2 — —
14 5 — — — * — 2 2 — —
15 5 — — — * — — 2 2 —
16 5 — — — * — — 2 2 —
17 5 — — — * — — — 2 2
18 5 — — — * — — — 2 2
19 5 — — — * — — — 2 2
20 5 — — — * — — — 2 2
* The studious spells class feature gives you extra slots of this rank for specific spells.
Any Strike that benefits from this damage gains the occult trait, LAUGHING SHADOW
making it magical. Psionics are freeing, a means to your ends, and you can use it
If your most recent spell before entering the stance was one that to go where you want, do as you please, and avoid the
can deal damage, the damage from the stance is instead the same consequences. You are a laughing shadow of psionics and
type that spell could deal (or one type of your choice if the spell blade, always one step ahead of your foes, always with a trick
could deal multiple types of damage). up your sleeve.
While in Psionic Cascade stance, you gain a +5-foot status
HYBRID STUDY bonus to your Speeds, or a +10-foot bonus if you’re
Your extensive physical training and carefully chosen unarmored. If you have a free hand while in the stance and
psionics combine to form a unique and dangerous fighting are attacking an off-guard creature, you increase the extra
damage to 3, to 5 if you have weapon specialization, or to 7 if
style that’s more than the sum of its parts. You choose one
you have greater weapon specialization. You must have your
field of hybrid study to represent your particular
other hand completely free; the extra damage doesn’t apply if
combination of skills. Your hybrid study gives you a special
ability, usually tied to Psystrike or Psionic Cascade, and it you have a free-hand weapon or other item in that hand,
determines your initial conflux psionic. The hybrid studies even if you would normally be able to use the hand for other
things.
presented in this book are as follows.
Conflux Psionic dimensional assault
INEXORABLE IRON
Once you begin along a path, nothing can stop you from SPARKLING TARGE
reaching its end. You transform the mass of a greataxe, You’ve studied the applications of psionics, training yourself
greatsword, or polearm into an unstoppable force to to perform not just offensive maneuvers but defensive tactics
augment your own striking power or keep you standing on as well.
the battlefield.
When you enter Psionic Cascade stance and at the start of
each of your turns while you’re in that stance, if you’re
wielding a melee weapon in two hands, you gain temporary
Hit Points equal to half your level (minimum 1 temporary
HP).
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198 Conflux Psionic thunderous strike
When psychic power flows through you, your shield can You refill your focus pool during your daily preparations,
block impossible things, even a dragon’s breath or a force and you can regain 1 Focus Point by spending 10 minutes
barrage. using the Refocus activity to perform a physical regimen.
You gain the Shield Block general feat. Psychic Warrior conflux psionics appear on pages 280–281.
When you’re in Psionic Cascade stance with your shield Focus spells are automatically heightened to half your level
raised, your circumstance bonus to AC from your shield also rounded up. Focus spells don’t require spell slots, nor can
applies to your saves against spells and other magical effects. you cast them using spell slots. Taking feats can give you
In addition, damage you take as a result of a spell or magical more focus spells and increase the size of your focus pool,
effect while you’re in Psionic Cascade can trigger your Shield though your focus pool can never hold more than 3 points.
Block reaction, even if the damage isn’t physical. The full rules can be found on page 300 of the Core
When blocking damage in this way, increase your shield’s Rulebook.
Hardness by an amount equal to the extra damage from
Arcane Cascade (typically 1, but 2 if you have weapon UNLIMITED SIGNATURE SPELLS 3RD
specialization, or 3 if you have greater weapon All of your spells are signature spells. That means that if you
specialization). These benefits apply whether you’re using an know a spell, you can heighten it freely by casting it from a
actual shield, the shield spell, or something else that works higher rank spell slot, up to the maximum rank of spell you
like a shield (such as a raised tome if you have the Raise a can cast. You can similarly cast any of its lower rank versions
Tome feat). without learning them separately.
Conflux Psionic shielding strike
STUDIOUS SPELLS 7TH
STARLIT SPAN
With psionics, the sky’s the limit, and you can’t be bound by Your hybrid study grants you additional spells that can
the confines of physical proximity. Your power reaches as far enhance your power in combat. You gain two special 2nd-
as your senses can perceive, transcending the space between rank studious spell slots, which can be used to prepare gecko
you and your target even with spells that normally require grip, sure strike, water breathing, and an additional spell
direct physical contact. depending on your hybrid study. You add any spells from
When you use Psystrike, you can make a ranged weapon or this class feature to your spellbook. At 11th level, the extra
ranged unarmed Strike, as long as the target is within the slots increase to 3rd-rank, and you add haste and an
first range increment of your ranged weapon or ranged additional spell depending on your hybrid study. At 13th
unarmed attack. You can deliver the spell even if its range is level, the extra slots increase to 4th-rank, and you add fly and
shorter than the range increment of your ranged attack. an additional spell depending on your hybrid study.
Conflux Psionic shooting star Laughing Shadow 7th: mirror image; 11th: shift blame; 13th:
translocate
TWISTING TREE Sparkling Targe 7th: resist energy; 11th: warding aggression;
The staff is perhaps one of the simplest of weapons, but this 13th: mountain resilience
simplicity belies its elegance and versatility. To you, a staff is Starlit Span 7th: darkvision; 11th: wall of wind; 13th:
casting implement and martial weapon alike—the foundation freedom of movement
of a fighting style. Inexorable Iron 7th: enlarge; 11th: earthbind; 13th:
While you wield a staff in one hand, the staff adjusts in planar seal
shape and weight, gaining the agile trait and increasing its Twisting Tree 7th: embed message; 11th: slow; 13th: blink
damage die size to 1d6. While you wield a staff in both hands,
it lengthens, twists, and reshapes, gaining the parry, reach,
and trip traits. While you’re in Psionic Cascade stance, you
Psychic Warrior Feats
can Interact or Release to change your grip on the weapon as At every level that you gain a psychic warrior feat, you can
a free action when you Strike with your staff, including select one of the following feats. You must satisfy any
Strikes made in a Psystrike. This happens before you roll prerequisites before selecting the feat.
your attack roll. You can also Interact to change your grip on
the staff as a free action triggered at the end of your turn. 1ST LEVEL
Conflux Spell spinning staff FAMILIAR FEAT 1
PSYCHIC WARRIOR
CONFLUX PSIONICS You make a pact with a creature that helps you with your martial
You learn a conflux psionic from your hybrid study, and you endeavors and assists your spellcasting. You gain a familiar (Core
can cast additional conflux psionics by selecting certain feats. Rulebook 217).
Conflux psionics are psychic warrior-specific spells created
for combat and are a type of focus spell. It costs 1 Focus Point PSIONIC FISTS FEAT 1
to cast a focus spell, and you start with a focus pool of 1 PSYCHIC WARRIOR
Focus Point. Your physical training encompasses unarmed combat forms. The
damage die for your fist changes to 1d6 instead of 1d4.
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You don’t take the normal –2 circumstance penalty when making a FORCE FANG FEAT 2
lethal attack with your fist or any other unarmed attacks. Your PSYCHIC WARRIOR
unarmed attacks gain the occult trait, making them magical. Prerequisites focus pool
At 5th level, you also gain the critical specialization effects of You can turn your attack into an unerring blur of force. You learn the
unarmed attacks in the brawling group and weapons in the brawling force fang conflux psionic (page 279).
group.
SPELL PARRY FEAT 2
PSYCHIC WARRIOR
PSYCHIC WARRIOR'S ANALYSIS FEAT 1 Prerequisites You have one or more hands free.
PSYCHIC WARRIOR You infuse psionic power into your body or armaments to parry both
Prerequisites Psystrike physical and magical assaults. You raise your guard, gaining a +1
You make an assessment informed by your knowledge of how a circumstance bonus to AC and to saving throws against spells that
creature fights. Attempt a check to Recall Knowledge about a target you until the start of your next turn, as long as you continue to
creature. meet the requirements.
You gain a +1 circumstance bonus to your check if you previously hit SPIRIT SHEATH FEAT 2
the creature with a Strike this turn. If your check is successful, EXTRADIMENSIONAL OCCULT PSYCHIC WARRIOR
recharge your Psystrike. The subject of your check is temporarily Prerequisites You have one or more hands free.
immune to Psychic Warrior’s Analysis for 1 day. You’ve psionically constructed an extradimensional sheath for your
weapon that you access through your clothing, typically through a
pocket, sleeve, or seam. This sheath is hard to notice, granting a +2
2ND LEVEL circumstance bonus to your Stealth checks to Conceal an Item
CANTRIP EXPANSION FEAT 2 within it. A spirit sheath can hold only one weapon at a time, and the
PSYCHIC WARRIOR weapon must be 1 Bulk or less.
Dedicated study allows you to prepare a wider range of simple During a Psystrike, you can Interact to draw the weapon before
spells. You can prepare two additional cantrips each day. you Cast the Spell. You can draw or return a weapon in a spirit
sheath as an Interact action, as can anyone else holding or wearing
the clothing that contains the sheath.
ENHANCED FAMILIAR FEAT 2
PSYCHIC WARRIOR
A dispel magic spell or similar effect can be used against the
spirit sheath to expel the weapon. The counteract check is made
Prerequisites a familiar
against your spell DC and uses the sheath’s counteract rank of 1.
You infuse your familiar with more magical energy. You can select
The weapon is also expelled if you become unconscious.
four familiar or master abilities each day, instead of two.
4TH LEVEL
EXPANSIVE PSYSTRIKE FEAT 2
PSYCHIC WARRIOR DEVASTATING PSYSTRIKE FEAT 4
Prerequisites Psystrike PSYCHIC WARRIOR
You’ve adapted a wider array of spells to work with your attacks. Prerequisites Psionic Cascade, inexorable iron hybrid study,
Rather than needing to use a spell that has a spell attack roll for a Psystrike
Psystrike, you can use a harmful spell that can target a creature or Requirements You are in Psionic Cascade stance and your
that has an area of a burst, cone, or line (abiding by any other Psystrike is charged.
restrictions of Psystrike). When you Cast a Spell that doesn’t have a Your Psystrike sweeps are so wide and devastating, they splash
spell attack roll as part of a Psystrike, it works in the following ways. onto nearby foes. Make a Psystrike. Foes adjacent to the target take
If your Strike critically fails, the spell is lost with no effect. splash damage equal to 2 + the extra damage from Psionic
Creatures use their normal defenses against the spell, Cascade. The damage type is the same as Psionic Cascade; if the
such as saving throws. spell already deals splash damage of the same type, combine the
If the spell lets you select a number of targets, it instead damage together before applying weaknesses or resistances.
targets only the creature you attacked with your Strike.
If the spell has an area, the target must be in that area. A DISTRACTING PSYSTRIKE FEAT 4
burst is centered on a corner of the target’s square, or the
PSYCHIC WARRIOR
square corner closest to the center of the target, if the
Prerequisites laughing shadow hybrid study hybrid study,
target is Large or larger; you choose the corner if more
Psystrike
than one is eligible. A cone or line emits from you and
Requirements You’re in Psionic Cascade stance and have a
must include the target; if you’re not adjacent to the
hand free.
target (using a reach weapon or starlit span, for example),
You weave distracting psionics with one hand to enhance your
choose any square adjacent to the target as the source.
Psystrike. Make a Psystrike and Feint against the target of your
The spell affects all creatures in the area as normal, but
Strike. Do this immediately before making the Strike, but after
the Strike still targets only one creature.
choosing your target.
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The Feint gains the occult, illusion, and visual traits, and it always In addition, you can place property runes into a magic staff you
has the basic effects of a Feint, rather than applying any prepare, even though a magic staff can’t typically hold property
adjustments or alternate effects from other feats or abilities. runes. You can’t inscribe runes that can’t be placed on a non-magical
staff, nor can you inscribe the shifting rune. When you prepare a
EMERGENCY TARGE FEAT 4 staff, you can impart any number of property runes into the staff, up
PSYCHIC WARRIOR to the limit imposed by your attack potency bonus.
Prerequisites sparkling targe hybrid study
Trigger An enemy hits you with a melee Strike or a melee 6TH LEVEL
spell attack roll, or you fail a save against an enemy’s spell REACTIVE STRIKE FEAT 6
Requirements You are wielding a shield or have the shield PSYCHIC WARRIOR
spell prepared Trigger A creature within your reach uses a manipulate
You immediately Raise a Shield or cast shield. The circumstance action or a move action, makes a ranged attack, or leaves
bonus applies to your defenses when determining the outcome of a square during a move action it’s using.
the triggering attack or spell. You lash out at a vulnerable foe. Make a melee Strike against the
triggering creature. If your attack is a critical hit and the trigger was
STARLIT EYES FEAT 4 a manipulate action, you disrupt that action. This Strike doesn’t
PSYCHIC WARRIOR count toward your multiple attack penalty, and your multiple attack
Prerequisites Psionic Cascade, starlit span hybrid study penalty doesn’t apply to this Strike.
Starlight shines in your sight, enhancing your perception and range.
When you make a ranged Strike while in Psionic Cascade stance, you CASCADE COUNTERMEASURE FEAT 6
lower the DC of your flat check to target a creature that’s concealed PSYCHIC WARRIOR
or hidden from you. The DC is reduced to 3 instead of 5 against a Prerequisites Psionic Cascade, focus pool
concealed creature and to 9 instead of 11 against a hidden one. When in Psionic Cascade, you can make yourself resistant to magic.
When you cast shooting star and target a hidden creature, you You learn the cascade countermeasure conflux psionic (page 143).
don’t have to attempt the flat check for targeting a hidden creature
with a ranged Strike.
Confident in your technique, you don’t easily lose your concentration When you critically succeed at a Recall Knowledge check about a
when you Cast a Spell. If a reaction would disrupt your spellcasting creature, you gain a +1 circumstance bonus to your next attack roll
action, attempt a DC 15 flat check. If you succeed, your action isn’t against the creature, to your AC against its next attack roll, and to
disrupted. your save against its next effect requiring a save. If you share this
information with your allies, they gain the benefits as well. If not
STRIKER'S SEAL FEAT 4 used, these bonuses end after 1 minute.
PSYCHIC WARRIOR
Prerequisites Psystrike
You can attach a seal to your weapon or handwraps of mighty blows
8TH LEVEL
to blend its spell into an attack, carefully folding it around a part of CAPTURE MAGIC FEAT 8
the weapon or sealing it to the weapon’s surface. Attaching a seal PSYCHIC WARRIOR
requires using the Affix a Talisman action (Core Rulebook 565). You Prerequisites Psionic Cascade
can have only one seal affixed to a weapon at a time, and you can’t Trigger You succeed at your save against a foe’s harmful
have both a talisman and seal attached. spell, or a foe fails a spell attack roll against you from a
You can Cast the Spell from the seal as part of a psystrike, harmful spell.
assuming the spell is one you could normally use with Psystrike. You When you resist a spell, you capture some of its magic for your own
can’t Cast the Spell in any other way while it’s affixed, though you use. You enter your Psionic Cascade stance, using the triggering
can use Affix a Talisman again to remove the seal and use it as a spell to determine what damage type your Psionic Cascade deals.
normal—if a bit scratched—seal. Alternatively, if you’re already in Psionic Cascade, you can instead
amplify its effects temporarily. Until the end of your next turn, you
STUDENT OF THE STAFF FEAT 4
gain a +2 status bonus to the damage from your Psionic Cascade.
PSYCHIC WARRIOR
Prerequisites Psionic Cascade, twisting tree hybrid study
FUSED STAFF FEAT 8
You’ve studied the staff extensively to learn the hidden capabilities
PSYCHIC WARRIOR
of your chosen weapon. When you critically succeed at an attack roll
Prerequisites Psystrike
using a staff, you apply the critical specialization effect of the club
group. While you’re in Psionic Cascade stance, your staff gains the When you prepare a staff, you can hold it up to a weapon to merge
the two items.
deadly d6 trait, with the damage from the deadly die being the same
damage type as the extra damage from Psionic Cascade.
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You can switch the fused item’s form from the weapon to the staff whenever you add new spells to your spell repertoire, or by
or vice versa as a single action, which has the concentrate trait. meditating on your spell repertoire for 1 hour.
When the item is in staff form, you can Cast the Spells from the staff
and benefit from any other abilities the staff grants. They don’t share
any runes or specific abilities. 10TH LEVEL
You can Cast Spells from the staff as part of a Psystrike even
CASCADING RAY FEAT 10
when the staff is in weapon form. Otherwise, you can’t cast the
ATTACK PSYCHIC WARRIOR
staff’s spells while it’s in weapon form.
Prerequisites Psystrike
The fusion lasts until your next daily preparations, though you
Requirements Your last action was a successful Psystrike,
can spend 10 minutes to separate the two items and meld the staff
and the spell you cast dealt energy damage (acid, cold,
into a different weapon. The melding works for you alone. A
electricity, fire, force, void, vitality, or sonic).
different wielder can use the staff in its current form but can’t
Psionic energy spills out to extend beyond the creature you struck.
transform it, get the benefit of the shared runes, or use its spells for
The flowing energy forms a ray with a range of 60 feet from the
a Psystrike if it’s in weapon form.
creature you damaged. You can’t target any of the creatures you
damaged with your Psystrike with the ray. Make a spell attack roll
against the new target’s AC, at the same multiple attack penalty as
PSYCHIC SWIPE FEAT 8
the Strike. On a hit, the target of the ray takes 1d4 damage per spell
PSYCHIC WARRIOR rank of the same type of energy damage the spell deals (double
Prerequisites Psystrike damage on a critical hit). If you cast the spell in your Psystrike from
Requirements Your psystrike is charged. a spell slot, the damage from Cascading Ray increases to 1d8
You attack in an arc and enact your psychic spell against everyone damage per spell rank.
you hit. Make a Psystrike, but roll separate Strikes to attack two If the spell deals more than one type of energy damage, you
creatures, each of whom must be within your melee reach and choose only one for the ray. This ray has the attack trait, the school
adjacent to each other. and tradition traits of the original spell, and the trait matching the
If your psychic spell could affect two or more targets, your damage type.
psychic spell affects whichever foes you hit, not just the first target;
otherwise, choose one target to affect with the spell. A Psionic
Swipe counts as two attacks for your multiple attack penalty, but the DAZZLING BLOCK FEAT 10
penalty doesn’t increase until after you make both attacks. ATTACK PSYCHIC WARRIOR
If you’re using a weapon that has the sweep trait, its Prerequisites Psionic Cascade, sparkling targe hybrid study
circumstance bonus applies against both targets. You can use this Requirements You are in Psionic Cascade stance.
activity with only melee Strikes, even if you have the starlit span When you use Shield Block, you can create a flash of brilliant,
hybrid study or a similar ability. multicolored light in a 15-foot cone. Each creature in the area must
If you use Expansive Psystrike to Psystrike with an area spell, attempt a Fortitude save, with the following effects.
apply the area as described in Expansive Psystrike, choosing one of Critical Success The creature is unaffected.
the creatures you Strike to determine the area and whether the spell Success The creature is dazzled for 1 round.
fails due to a critically failed Strike. If you use Expansive Psystrike Failure The creature is blinded for 1 round and dazzled for 1 minute.
to Psystrike with a targeted spell, the spell is lost completely only if The creature can spend an Interact action rubbing its eyes to
both Strikes are critical failures. end this blinded condition.
Critical Failure The creature is blinded for 1 round and dazzled for 1
hour.
RUNIC IMPRESSION FEAT 8
PSYCHIC WARRIOR DIMENSIONAL DISAPPEARANCE FEAT 10
Prerequisites focus pool ATTACK PSYCHIC WARRIOR
You can temporarily replicate the effects of a property rune for your Prerequisites dimensional assault focus spell, laughing
weapon or unarmed attacks. You learn the runic impression conflux shadow hybrid study
psionic (page 279). You take advantage of teleportation to better hide your position.
When you cast dimensional assault, you’re affected by an invisibility
STANDBY PSIONIC FEAT 8 spell at the end of the teleport. You can choose not to make the
PSYCHIC WARRIOR Strike that is normally part of dimensional assault. If you do make
Prerequisites Psystrike the Strike, your invisibility ends after the Strike, as normal for
You’ve honed one psionic as your favored combat technique, and invisibility.
you’ve practiced it enough that you no longer need to prepare it to
cast it. Choose a spell in your spell repertoire that you could use
with Psystrike and that has a rank no higher than the highest rank
psychic warrior spell slot you have. You can Cast this Spell without
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sufficient rank to cast your chosen spell. You can change this spell
LUNGING PSYSTRIKE FEAT 10 refill your focus pool.
OCCULT PSYCHIC WARRIOR
Prerequisites Psystrike, twisting tree hybrid study MAGIC SENSE FEAT 12
Requirements You're wielding a staff. DETECTION OCCULT PSYCHIC WARRIOR
Your spell unwinds the structure of your staff to make it You have a literal sixth sense for ambient magic in your vicinity. You
exceptionally long, or even separate it into shards held together by can sense the presence of magic auras as though you were always
magical power. Make a Psystrike with a staff, with a spell that isn’t a using a 1st-rank detect magic spell. This detects magic in your field
cantrip or focus spell. Increase the staff’s reach by 5 feet × the of vision only. When you Seek, you gain the benefits of a 3rd-rank
spell’s 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.
METEORIC PSYSTRIKE FEAT 10
OCCULT PSYCHIC WARRIOR
OVERWHELMING PSYSTRIKE FEAT 12
Prerequisites Psystrike, starlit span hybrid study
PSYCHIC WARRIOR
Requirements You’re wielding a ranged or thrown weapon or
have a ranged unarmed attack. Prerequisites Psystrike
Requirements Your Psystrike is charged.
A trail of energy flows from your target back to you. Make a
Psystrike with a ranged weapon or ranged unarmed attack against a You pierce through your foe’s resistance. Make a Psystrike. The spell
target within the ranged weapon or unarmed attack’s first range you cast as part of the Psystrike ignores an amount of the target’s
increment. The spell you cast for the Psystrike can’t be a cantrip or resistance to acid, cold, electricity, fire, or sonic damage equal to
focus spell. your level. This applies to all damage the spell deals, including
Each creature in a line between you and the target, excluding you persistent damage and damage caused by an ongoing effect of the
and the target, takes damage equal to double the spell's rank. spell. A creature’s immunities are unaffected.
Determine the damage type as described in Psionic Cascade.
18TH LEVEL
VERSATILE PSYSTRIKE FEAT 18
PSYCHIC WARRIOR
Prerequisites Psystrike
You can channel the entire realm of possibilities of your spell
repertoire into an attack. Once during your daily preparations, you
can use a spell slot to hold that infinite potential, rather than using it
to prepare a spell. When you make a Psystrike, you can expend this
special spell slot to immediately prepare and cast a spell from your
spell repertoire at 2 ranks lower than the slot’s rank. (As normal for
preparing spells, you can use a spell of an even-lower rank,
heightening it accordingly.) You don’t have any spell prepared in that
slot until you cast from that slot.
20TH LEVEL
SUPREME PSYSTRIKE FEAT 20
PSYCHIC WARRIOR
Prerequisites Psystrike
You’ve made it almost effortless to combine psionics and attacks.
You’re permanently quickened. You can use your extra action only to
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Strike or to recharge psystrike.
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Ranger
Some rangers believe civilization wears down the soul, but still needs to be protected from
wild creatures. Others say nature needs to be protected from the greedy, who wish to tame
its beauty and plunder its treasures. You could champion either goal, or both. You might be
a scout, tracker, or hunter of fugitives or beasts, haunting the edge of civilization or
exploring the wilds. You know how to live off the land and are skilled at spotting and
taking down both opportune prey and hated enemies.
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Class Changes
The following entries have been changed to reflect a ranger
in Dark sun.
Ranger Feats
At every level that you gain a ranger feat, you can select one
of the following. You must satisfy any prerequisites before
taking the feat.
2ND LEVEL
FAVORED TERRAIN FEAT 2
RANGER
4TH LEVEL
FAVORED ENEMY FEAT 4
RANGER
You have studied a specific type of wild creature and can hunt it
more easily. When you gain this feat, choose animals, beasts,
drakes, or both fungi and plants as your favored enemy. Alternatively,
you can select two races of humanoid (such as belgoi and gith) as
favored enemies. When you roll initiative and can see an enemy that
belongs to the chosen category, you can Hunt Prey as a free action,
designating that enemy.
You can use this free action even if you haven’t identified the
creature yet with Recall Knowledge. The benefit doesn’t apply
against favored enemies disguised as other creatures, and the GM
determines whether it applies against a creature disguised as a
favored enemy.
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Rogue
You are skilled and opportunistic. Using your sharp wits and quick reactions, you take
advantage of your opponents’ missteps and strike where it hurts most. You play a
dangerous game, seeking thrills and testing your skills, and likely don’t care much for any
laws that happen to get in your way. While the path of every rogue is unique and riddled
with danger, the one thing you all share in common is the breadth and depth of your skills.
DURING SOCIAL ENCOUNTERS... 3 Deny advantage, general feat, skill feat, skill increase
Your skills give you multiple tools to influence your 4 Rogue feat, skill feat, skill increase
opposition. Pulling cons and ferreting out information are Ancestry feat, skill feat, skill increase, sneak attack
5
second nature to you. 2d6, weapon tricks
6 Rogue feat, skill feat, skill increase
WHILE EXPLORING...
Evasive reflexes, general feat, skill feat, skill increase,
You sneak to get the drop on foes and scout for danger or 7
vigilant senses, weapon specialization
traps. You’re a great asset, since you can disable traps, solve
puzzles, and anticipate dangers. 8 Rogue feat, skill feat, skill increase
Ancestry feat, debilitating strike, rogue resilience, skill
IN DOWNTIME... 9
feat, skill increase
You might pick pockets or trade in illegal goods. You can also 10 Rogue feat, skill feat, skill increase
become part of a thieves’ guild, or even found one of your
General feat, rogue expertise, skill feat, skill increase,
own. 11
sneak attack 3d6
Hone your skills through intense practice, both on your Ancestry feat, improved rogue reflexes, incredible
13 senses, light armor expertise, master tricks, skill feat,
own and out in the world.
skill increase
Know where to attain illicit goods.
Skirt or break the law because you think it’s meaningless 14 Rogue feat, skill feat, skill increase
or have your own code. Double debilitation, general feat, greater weapon
15
specialization, skill feat, skill increase,
OTHERS PROBABLY... 16 Rogue feat, skill feat, skill increase
Find you charming or fascinating, even if they think they
Ancestry feat, skill feat, skill increase, slippery mind,
know better than to trust you. 17
sneak attack 4d6
Come to you when they need someone who is willing to
take risks or use questionable methods. 18 Rogue feat, skill feat, skill increase
Suspect you’re motivated primarily by greed. General feat, light armor mastery, master strike, skill
19
feat, skill increase
20 Rogue feat, skill feat, skill increase
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210
Swashbuckler
Many warriors rely on brute force, weighty armor, or cumbersome weapons. For you,
battle is a dance where you move among foes with style and grace. You dart among
combatants with flair and land powerful finishing moves with a flick of the wrist and a
flash of the blade, all while countering attacks with elegant ripostes that keep enemies off
balance. Harassing and thwarting your foes lets you charm fate and cheat death time and
again with aplomb and plenty of flair.
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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.
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Summoner
You can magically beckon a powerful being called an eidolon to your side, serving as the
mortal conduit that anchors it to the world. Whether your eidolon is a friend, a servant, or
even a personal god, your connection to it marks you as extraordinary, shaping the course
of your life dramatically.
IN DOWNTIME... 9
5th-rank spells, ancestry feat, expert spellcaster,
shared reflexes, skill increase
You might attempt to learn more about the nature of your
10 Skill feat, summoner feat
eidolon and delve deeper into the secrets of its magical
tradition to Learn a Spell, Craft magic items with your 6th-rank spells, eidolon defensive expertise, general
eidolon’s help, or make allies using your social skills.
11 feat, simple weapon expertise, skill increase, twin
juggernauts
YOU MIGHT... 12 Skill feat, summoner feat
Rely on your eidolon to accomplish physical tasks while 7th-rank spells, ancestry feat, defensive robes, eidolon
13
you handle the mental ones. unarmed mastery, skill increase, weapon specialization
Develop attitudes and mannerisms in line with your 14 Skill feat, summoner feat
eidolon’s way of thinking, even as your nature shapes its
8th-rank spells, greater eidolon specialization, general
behavior. 15
feat, shared resolve, skill increase
Consider your eidolon a close friend, a guiding figure, a
protector, or a rival bound to you. 16 Skill feat, summoner feat
9th-rank spells, ancestry feat, eidolon transcendence,
OTHERS PROBABLY... 17
master spellcaster, skill increase
Feel safe with you (and your eidolon) at their side. 18 Skill feat, summoner feat
Expect that since you know information about your
General feat, eidolon defensive mastery, instant
eidolon, you might know details about other sorts of 19
manifestation, skill increase
strange monsters
View you with awe or fear because of the powerful, 20 Skill feat, summoner feat
strange creature that accompanies you.
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Tradition Occult
READING AN EIDOLON ENTRY Traits eidolon, ethereal, phantom
An eidolon entry contains the following information, Home Plane The Gray
followed by a description of the eidolon’s initial ability and Size Medium or Small
abilities gained from the eidolon symbiosis and eidolon Suggested Attacks fist (bludgeoning), tendril (bludgeoning),
transcendence class features. unarmed attacks shaped like a weapon
Wrathful Berserker Str +4, Dex +2, Con +3, Int +-1, Wis +0,
Tradition This is the eidolon’s corresponding magical
Cha +1; +2 AC (+3 Dex cap)
tradition, which determines the type of magic you can
Enraged Assassin Str +2, Dex +4, Con +3, Int +0, Wis +-1,
cast.
Cha +1; +1 AC (+4 Dex cap
Traits All eidolons have the eidolon trait, and each type of
Skills Intimidation, Occultism
eidolon has additional traits. They all appear in this entry.
Senses darkvision
Home Plane This is the eidolon’s home plane, where it goes
Language one common mortal language the eidolon spoke in
when unmanifested. This can help you determine the
life
effects of abilities dependent on a creature’s home plane,
Speed 25 feet
such as banishment.
Eidolon Abilities Initial furious strike; Symbiosis seething
Size This is the eidolon’s starting Size.
frenzy; Transcendence anger aura
Suggested Attacks This entry suggests forms that the
eidolon’s attacks might take (see Unarmed Attacks FURIOUS STRIKE
above). Your eidolon can infuse an attack with unmitigated rage. It
Eidolon Array Choose from one of two arrays for your gains the Furious Strike activity.
eidolon. This choice sets its ability scores, as well as the
form of its defenses, as represented by an item bonus to FURIOUS STRIKE
AC and its Dexterity cap. For instance, a demon eidolon EIDOLON
can have the wrecker array, with a higher Strength and Your eidolon channels its anger into a furious attack. It makes a
item bonus to AC, or be a tempter, with a higher melee Strike. This counts as two attacks when calculating your
Charisma and Dexterity cap. The appearance of the multiple attack penalty. If this Strike hits, your eidolon deals an extra
eidolon’s protection can be anything you choose that fits die of weapon damage and gains a +1 circumstance bonus to the
the eidolon: armor, scales, tough hide, a mystical aura of damage roll. If you’re at least 10th level, increase this to two extra
deflection, and so on. Though each eidolon has two arrays dice with a +2 circumstance bonus, and if you’re at least 18th level,
in this book, it’s possible for other varieties to appear increase it to three extra dice with a +3 circumstance bonus.
elsewhere.
Skills These are the skills that the eidolon has taught you, or
that you learned as part of linking with your eidolon. You
SEETHING FRENZY 7TH
Your eidolon can stoke itself into a frenzy. It gains the
are trained in these skills, and the eidolon shares this
Seething Frenzy action.
proficiency as normal for its skills.
Senses This entry, if present, lists your eidolon’s special SEETHING FRENZY
senses. If this entry is not present, the eidolon has senses CONCENTRATE EIDOLON EMOTION MENTAL
like a human’s. Your eidolon’s fury boils over into a reckless, outof-control frenzy.
Language This is the eidolon’s starting language. You know While frenzied, your eidolon is affected by boost eidolon and gains
this language, in addition to the other languages you temporary Hit Points equal to your level, but it takes a –2 penalty to
know normally. Your eidolon doesn’t gain any additional AC. Your eidolon can’t voluntarily end the frenzy or start another
languages based on its Intelligence modifier, but it can frenzy while in the frenzy. The frenzy lasts for 1 minute, after which
speak all the same languages you can. it’s fatigued for 1 minute and can’t start another frenzy for 1 minute.
Speed This entry lists your eidolon’s Speeds.
Eidolon Abilities The eidolon starts with an initial ability,
gains the symbiosis ability when you gain the eidolon ANGER AURA 17TH
symbiosis class feature, and gains the transcendence Your eidolon exudes wrath in an aura around it, rousing the
ability when you gain the eidolon transcendence class ire of nearby creatures and causing their defenses to crack as
feature. they seethe with rage. Your eidolon gains a 20-foot anger
aura, which has the aura, emotion, enchantment, mental,
ANGER PHANTOM EIDOLON and occult traits. The resistances of any creature in the aura,
Your eidolon is a lost soul, bound to the mortal world by including you, your allies, your enemies, and your eidolon,
undying anger or a bitter grudge. Most phantom eidolons are are reduced by an amount equal to 3 + your eidolon’s
humanoids with a spectral or ectoplasmic appearance, Constitution modifier. Your eidolon can hold in its rage by
though some take far stranger forms. Your link with your spending a single action, which has the concentrate trait.
eidolon prevents it from succumbing to corruption and This reduces the aura’s effect to affect only your eidolon. It
undeath. Together, you will need to decide whether to work can take this action again to reinstate the full effect of its
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with your eidolon to control its anger, or channel its wrath aura.
into power.
Creatures in a barbarian Rage, Seething Frenzy, or similar WHIRLWIND MAUL 17TH
ability that allows them to channel their anger aren’t affected Your eidolon thrashes violently, damaging many foes in its
by the anger aura. reach. It gains the Whirlwind Maul activity.
ELEMENTAL EIDOLON Air: Your eidolon is formed from elemental air and is
light as a breeze. Your eidolon can Leap, High Jump, and
Your eidolon is a primal chunk of elemental matter infused Long Jump twice as far, and doesn't take falling damage.
with sapience, power, and identity, but unable to manifest a Earth: Your eidolon is formed from elemental earth, and
true form of their own without the life force you provide via is incredibly hard to move by force. Your eidolon gains a
your connection. Most elementals in their natural +2 circumstance bonus to their Fortitude or Reflex DCs
environment already have different sorts of forms, from against attempts to Shove or Trip them. This bonus also
vaguely humanoid, to animalistic, to simple masses of their applies to saving throws against spells or effects that
component element. As your life force provides your eidolon attempt to knock them prone. In addition, if any effect
the instincts necessary to adopt a physical form, their would force them to move 10 feet or more, they're moved
appearance varies based on the strength of their own self only half the distance.
image and your prior exposure to elementals. Fire: Your eidolon is formed from elemental fire and
Elemental eidolons tend to reach their unusual state— burns with embers of flame. Your eidolon gains resistance
powerful but formless—as the result of large scale events or equal to half your level (minimum 1) to fire and an equal
cataclysms, such as the war to seal the benevolent Elemental amount of weakness to cold and water. Their unarmed
Lords or their recent unsealing. Whether elemental eidolons attacks deal 1 additional fire damage.
possess any memories of a previous life or are a new Magma: Your eidolon is formed from elemental magma
sapience formed from left-over essence of a mighty servant and its body flows with lava. Your eidolon gains
of the Elemental Lords brought low varies from eidolon to resistance equal to half your level (minimum 1) to fire and
eidolon. Together, you might undertake a journey to weakness equal to your level vs cold and water. Their
understand your eidolon's mysterious past or leave the past unarmed attacks deal 1 additional fire damage. Your
behind and forge a new destiny of your own. 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
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Rain: Your eidolon is formed from elemental rain and eidolon's multiple attack penalty, but the penalty doesn't increase
lightning flows around it. Your eidolon gains resistance until after all the attacks. If your eidolon has the appropriate Speed,
equal to half your level (minimum 1) to electricity. Their they can Climb, Fly, or Swim instead of Stride.
unarmed attacks deal 1 additional electricity damage.
Silt: Your eidolon is formed from elemental silt and swims
through silt and sand with ease. Your eidolon gains the
PLANT EIDOLON
silt trait, allowing them to breathe in sand and silt. Your Your eidolon is an intelligent plant, formed from the same
eidolon's land Speed is reduced to 15 feet, and they gain a disembodied fragments of nature's life energy that become
swim Speed of 25 feet in sand or silt. You can take the Silt leshys. Plant eidolons tend to be curious and adaptable, with
Form feat to increase their land Speed back up to 25 feet, temperaments based on the parts of mortal culture they feel
as described in the feat. affinity toward. Despite coming from the same source, plant
Sun: Your eidolon is formed from elemental sun and eidolons don't always look like leshys. Plant eidolons have
emits radiance like the sun. Your eidolon gains resistance forms that vary greatly and can look like almost any kind of
equal to half your level (minimum 1) to fire and an equal plant creature in existence. Some even resemble plant
amount of weakness to cold and water. Their unarmed creatures so strange they are impossible to identify.
attacks deal 1 additional fire damage. Your eidolon emits
Tradition Primal
bright light in a 20-foot radius (and dim light to the next
Traits eidolon, plant
20 feet). As an action it can suppress this aura.
Home Plane Material Plane
Water: Your eidolon is formed from elemental water and
Size Medium
swims with ease. Your eidolon gains the amphibious trait,
Suggested Attacks vine (bludgeoning), branch (bludgeoning),
allowing them to breathe in water and air and to avoid the
root (bludgeoning)
normal –2 penalty for making bludgeoning and slashing
Creeping Plant Str +1, Dex +4, Con +3, Int +-1, Wis +2, Cha
unarmed Strikes underwater. Your eidolon's land Speed is
+0; +1 AC (+4 Dex cap)
reduced to 15 feet, and they gain a swim Speed of 25 feet.
Guardian Plant Str +4, Dex +2, Con +3, Int +-1, Wis +1, Cha
You can take the Amphibious Form feat to increase their
+0; +2 AC (+3 Dex cap)
land Speed back up to 25 feet, as described in the feat.
Skills Nature, Survival
ELEMENTAL BURST 7TH Senses low-light vision
Your eidolon can form projectile attacks from their own Language Wildsong
body. Your eidolon gains the Elemental Burst activity. Speed 25 feet
Eidolon Abilities Initial tendril strike; Symbiosis growing
ELEMENTAL BURST
vines; Transcendence field of roots
CONCENTRATE EIDOLON
Frequency once per 10 minutes TENDRIL STRIKE
Your eidolon can stretch out vines and roots, attacking foes
Your eidolon rips off a chunk of elemental matter from their own
outside its reach. It gains the Tendril Strike action.
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 TENDRIL STRIKE
within 60 feet take 6d6 damage with a basic Reflex save against EIDOLON
your spell DC. The damage increases by 1d6 for each level you have
Stretching to extend its body to its limits, your eidolon attacks a foe
beyond 7th. The damage's type is either fire damage if your eidolon
that would normally be beyond its reach. Your eidolon makes a
is a fire, magma, or sun elemental, electricity damage if your eidolon
melee unarmed Strike, increasing its reach by 5 feet for that Strike. If
is a rain elemental, or the same physical damage type as your
the unarmed attack has the disarm, shove, or trip trait, the eidolon
eidolon's primary unarmed attack if your eidolon isn't a one of those
can use the corresponding action instead of a Strike.
elementals. Elemental Burst gains any traits that your eidolon's
unarmed attacks gain from elemental core.
GROWING VINES 7TH
Your eidolon's vines and branches lengthen even more. All
ELMENTAL MAELSTROM 17TH your eidolon's melee unarmed attacks gain the reach trait.
Your eidolon can form a swirling vortex of elemental matter
and move across the battlefield, damaging everything in their FIELD OF ROOTS 17TH
path. Your eidolon gains the Elemental Maelstrom activity. Your eidolon learns how to send its roots underground to
hinder foes. It gains the Field of Roots activity.
ELEMENTAL MAELSTROM
EIDOLON
Critical Failure The enemy is immobilized, takes full damage, and, at Your eidolon attacks a living creature and drains some of the
the end of each of its turns, takes full damage again. creature's life force to feed your shared link. Your eidolon Strikes a
living enemy. If the Strike hits and deals damage, the target must
UNDEAD EIDOLON attempt a Fortitude save, with the following effects. On a critical hit,
the enemy uses the result one degree worse than it rolled.
Your eidolon is an undead spirit pulled from the Gray, Critical Success No effect
embodied, and bound to your life force in an unusual, Success Your eidolon drains a small amount of life force. The enemy
potentially antithetical way that even other summoners can't takes additional void damage equal to half your level.
quite understand. Undead eidolons take about every Failure Your eidolon drains enough life force to satisfy itself. The
imaginable shape and form, as their bodies manifest from enemy takes additional void damage equal to half your level and
their connection to you. Their ultimate form can be is drained 1. Your eidolon gains temporary Hit Points equal to
influenced by an amalgamation of the echoes and memories the enemy's level, which last for 1 minute.
of their old life before becoming undead, their cause of Critical Failure Your eidolon drains an incredible amount of life force
death, their encounters in the afterlife, and portions of your and is thoroughly glutted with energy. As failure, but the enemy
own essences. Together, you and your eidolon need to is drained 2 and the temporary Hit Points are equal to double the
explore the mysteries of life, death, and undeath to enemy's level.
understand what your bond means for both of your futures.
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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.
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When you attempt your save against addiction each week,
OTHERS PROBABLY... the stage you are currently at can't get worse - it can only stay
Consider you to be incredibly powerful and dangerous. the same or improve. The conditions from addiction can only
Fear what your magic can do to their minds, bodies, and be removed by an atonement ritual while you are affected by
souls, and attack you furiously, as few can identify the addiction and suppressing the addiction by defiling only
whether one of your spells is harmless or malevolent until avoids the effects - it doesn't remove the disease.
it’s too late.
Saving Throw Fortitude (difficulty equal to spell rank DC (10
Class Changes for cantrips) + amount of times previously defiled that
week.) Onset 1 round; Stage 1 +1 status bonus to spell
The following rules reflect arcane spell casters in Dark Sun. attack rolls and DCs and -1 status penalty to any non-
DEFILING intimidate charisma check or DC (1 week); Stage 2
fatigued, +1 status bonus to spell attack rolls and DCs and
WIZARD
-2 status penalty to any non-intimidate charisma check or
Frequency once per round
DC (1 week); Stage 3 fatigued, sickened 1, +1 status bonus
Prerequisites must be in non-desolate terrain
to spell attack rolls and DCs and -3 status penalty to any
Trigger prior to casting a spell
non-intimidate charisma check or DC (1 week); Stage 4
Prior to casting a spell, you can strip the life energy of the land. You
fatigued, drained 1, sickened 2, stupefied 1 and -4 status
defile a 5 feet burst of defilement in Forest or Verdant areas or 10
penalty to any non-intimidate charisma check or DC (1
feet burst in barren terrain. Plants in the defiled area die and turn to
week).
ash. The terrain changes to desolate and can no longer support
defiling. Any creature in the area of the defiling must make a As soon as an arcane spell caster has any addiction stage,
fortitude saving throw vs your spell casting DC or become sickened they can be felt as defilers. Any druid, natural animal, beast,
1. On a critical failure they become sickened 2. or spirit of the land can make a secret perception check. DC
The act of defiling empowers you with magic. If your next action 30 stage 1, DC 20 stage 2, DC 15 stage 3, DC 10 stage 4.
is to cast a cantrip or a spell, reduce the number of actions to cast it
by 1 (minimum 1 action). Critical Success They feel ill at ease and are able to pinpoint the
If your next action is to cast a focus spell, there is no focus cost defiler.
for casting the spell. Success They feel ill at ease and are able to understand there's a
defiler in the vicinity
TERRAIN TYPES Failure They feel ill at ease, but don't necessarily understand why.
Critical Failure They feel nothing
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
Arcane Studies
vegetation than the stony barrens, while the gardens of Most wizards acquire their knowledge of spells from a
the Sorcerer-King will be equal to a teeming forest. teacher. At 1st level, you choose your arcane study, which
Desolate: Includes defiled, dust basin, salt flat, and silt grants you magical abilities.
sea terrains. You gain additional spells and spell slots from the
Barren: Includes boulder field, mountain, rocky badland,
curriculum learned during your studies. Some wizards follow
sandy wastes, and stony barren terrains.
the study of unified magical theory, which attempts to forge a
Verdant: Includes mud flat, salt marsh, savannah, scrub
new way of learning by studying independently and drawing
plain, and verdant belt terrains.
information from a multitude of texts. Though a wizard with
Forest: Includes the forest ridge and other areas with
this approach lacks the focus of formal training, they have
abundant vegetation.
greater flexibility.
THE COST OF DEFILING
ARCANAMACH
Defiling leaves a trace in the body and soul of a defiler.
The royal defilers are feared and powerful wizards
When an arcane spellcaster defiles, three things happen:
traditionally in the service of the sorcerer-monarchs. They
you attempt a saving throw against addiction, you suppress
are often trained in the arcane arts by more powerful defilers
the negative effects of addiction for 1 day, and you gain the
in service of the king or queen, and sometimes even
defiling trait. Failing a save against addiction caused by
personally by the sorcerer-monarch. Royal defilers can exert
defiling causes you to go to 1 stage higher than the maximum
the same authority as templars within the boundaries of their
stage you had previously (2 stages higher on a critical
monarch’s city state. In cities that have lost their dragon
failure.) If you're currently suffering from addiction when
kings, some defilers still serve the new rulers of the cities,
you attempt a save from defiling, you can't improve your
either openly or in secrecy. Contrary to the templars of many
stage; if you succeed on the save, the stage remains the same
city-states, the defilers have not lost their spellcasting
as it was.
abilities. These defilers can attain powerful positions in the
templar hierarchy and can achieve great personal power.
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Curriculum cantrips: shield, telekinetic projectile; 1st: breath fire, Curriculum cantrips: gouging claw, tangle vine; 1st: pest form,
force barrage, mystic armor; 2nd: mist, resist energy; 3rd: pummeling rubble, spider sting, summon animal; 2nd: entagling
earthbind, fireball; 4th: wall of fire, weapon storm; 5th: howling flora, mist; 3rd: insect form, wall of thorns; 4th: mirage, outcast's
blizzard, impaling spike; 6th: chain lightning, disintegrate; 7th: curse; 5th: toxic cloud, wall of stone; 6th: cursed
energy aegis, true target; 8th: arctic rift, desiccate; 9th: falling metamorphosis, tangling creepers; 7th: mask of terror, project
stars image; 8th: monstrosity form, quandary; 9th: metamorphosis
Study Spells initial: force bolt; advanced: energy absorption Study Spells initial: fortify summoning; advanced: spiral of horrors
Earth defenders are preservers concerned with protecting Curriculum cantrips: figment, prestidigitation; 1st: dizzying colors,
the environment at all costs. Some earth defenders choose to item facade, runic weapon, ventriloquism; 2nd: blur, enlarge; 3rd:
protect an area of land, while others devote their efforts to lightning bolt, wall of wind; 4th: fly, weapon storm; 5th: howling
protect a species. The earth defender’s charge is called a blizzard, sending; 6th: repulsion, vibrant pattern; 7th: eclipse
ward, and she is prepared to go to almost any length to burst, mask of terror; 8th: arctic rift, uncontrollable dance; 9th:
protect it. falling stars
Many earth defenders are fanatics. Their hatred against Study Spells initial: protective wards; advanced: community
defilers or anything else that could harm their ward can be restoration
extreme. Death is the most usual punishment for threatening
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NECROMANCER specifically affect them. Instead, you gain an additional 1st-level
wizard class feat, and you add one 1st rank spell of your choice
As a necromancer, you call upon the powers of life and death. to your spellbook to represent your diverse studies.
While your study is often vilified for its association with
Your studies into the very nature of magic itself have let you
raising the undead, you understand that control over life also
use it more efficiently—instead of using Drain Bonded Item only
means control over healing.
once per day, you can use it once per day for each rank of spell
Curriculum cantrips: torturous trauma, void warp; 1st: enfeeble, you can cast, recalling a spell of that rank each time.
grim tendrils, spider sting, summon undead; 2nd: deafness, false
vitality; 3rd: blindness, vampiric feast; 4th: enervation, sanguine Study Spells initial: hand of the apprentice; advanced:
mist; 5th: blister, toxic cloud; 6th: necrotize, vampiric interdisciplinary incantation
exsanguination; 7th: eclipse burst, tempest of shades; 8th: VEILED ONE
desiccate, devour life; 9th: massacre
Veiled ones are wizards who have joined the secretive
Study Spells initial: call of the grave; advanced: life siphon
network of preservers known as the Veiled Alliance. In the
Alliance they find a safe haven and gain access to magical
RESTORATIONIST resources otherwise unavailable. In return they devote
themselves to the causes of the Alliance.
Restorationists are preservers whose main goal is to return
Athas to its former state of verdant vegetation and plentiful The Alliance is the enemy of the sorcerer-kings and all
defilers, although the various Alliance chapters have different
water. Wholly subsumed to their task, restorationists often
approaches and varying degree of success. Missions Veiled
tutor others in ecologically sound land management. A
restorationist seldom takes lives unnecessarily, eats meat Ones undertake range from assaults on defilers and templars
only when fruit and other plants that can return something and rescuing imprisoned preservers to obtaining rare spell
components and arcane items. Other missions revolve
to the land are unavailable, and searches for magic in her
around breaking into templar offices to find compromising
travels that can revitalize Athas.
information, and hunting down renegade members who pose
Curriculum cantrips: light, telekinetic hand; 1st: alarm, create a threat to the organization. Alliance wizards benefit from
water, mystic armor, summon construct; 2nd: environmental archives of spells and arcane knowledge, but once they join
endurance, peaceful rest; 3rd: safe passage, veil of privacy; 4th: the Alliance there is usually no way out except through death.
shape stone, unfettered movement; 5th: magic passage, This is due to well-founded paranoia that the wizard could
truespeech; 6th: teleport, wall of force; 7th: energy aegis, betray the Alliance, or be captured by agents of the sorcerer-
retrocognition; 8th: power word stun, quandary; 9th: foresight kings.
Study Spells initial: physical boost; advanced: dimensional steps Curriculum cantrips: detect magic, telekinetic hand; 1st: charm,
command, disguise magic, illusory disguise; 2nd: embed
TRIBAL WIZARD message, humanoid form; 3rd: blindness, veil of privacy; 4th:
detect scrying, peaceful bubble; 5th: false vision, subconscious
The tribal wizard is a spellcaster who comes from a small
tribal group. Mysterious and often feared, they nonetheless suggestion; 6th: mislead, scrying; 7th: contingency, warp mind;
exert great influence in their communities. 8th: hidden mind, unrelenting observation; 9th: implosion
Study Spells initial: ancestral memories; advanced: extend spell
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.
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No Curriculum You don’t have a set curriculum, and so you don’t
have curriculum spells and can’t benefit from abilities that
Wizard Feats
Prerequisites Defiling Conservation
You have learned to use defiling effectively. You are able to use
At each level that you gain a wizard feat, you can select one Defiling Conservation once per round.
of the following feats. You must satisfy any prerequisites
before taking the feat.
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.
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.
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.
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.
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.
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DEFILER WIZARD
FEAT 16
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
unarmed attacks and their traits and damage
Attribute Modifiers Starting attribute modifiers
An animal companion is a loyal comrade who follows your Hit Points The companion’s ancestry Hit Points
orders. Your animal companion has the animal and minion Skill An additional trained skill your companion has
traits, and it gains 2 actions during your turn if you use the Senses Special senses your companion has
Command an Animal action to command it; this replaces the Speed Your companion’s Speeds
usual effects of Command an Animal, and you don’t need to Special If present, this lists any special ability your
attempt a Nature check. If your companion dies, you can companion has, such as whether it often serves as a
spend a week of downtime to replace it at no cost. You can mount.
have only one animal companion at a time. Support Benefit A special benefit you gain by Commanding
the Animal to use the Support action (see below).
YOUNG ANIMAL COMPANIONS Advanced Maneuver A powerful new action your
The following are the base statistics for a young animal companion learns how to use if it becomes a nimble or
companion, the first animal companion most characters get. savage animal companion
You adjust these statistics depending on the type of animal
SUPPORT
you choose. Animal companions calculate their modifiers
Requirements The creature is an animal companion.
and DCs just as you do with one difference: the only item
Your animal companion supports you. You gain the benefits listed in
bonuses they can benefit from are to Speed and AC (their
the companion type’s Support Benefit entry. If the animal uses the
maximum item bonus to AC is +3). As you gain levels, you
Support action, the only other actions it can use on this turn are
might be able to make your companion stronger by
basic move actions to get into position to take advantage of the
advancing.
Support benefits; if it has already used any other action this turn, it
An animal companion’s starting statistics are as follows.
can’t Support you.
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 RIDING ANIMAL COMPANIONS
armor for animals), all saving throws, Perception, Acrobatics, You or an ally can ride your animal companion as long as it is
and Athletics. Animal companions can’t use abilities that at least one size larger than the rider. If it is carrying a rider,
require greater Intelligence, such as Coerce or Decipher the animal companion can use only its land Speed, and it
Writing, even if trained in the appropriate skill, unless they can’t move and Support you on the same turn. However, if
have a specialization that allows it. your companion has the mount special ability, it’s especially
Attribute Modifiers: An animal companion begins with suited for riding and ignores both of these restrictions.
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 227
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AIR ELEMENTAL APRIG, BOAR
UNCOMMON AIR Your companion is an Aprig Boar. A small, piglike creature with a
Your companion is an air elemental, such as a zephyr hawk. hard shell and a flat, snuffling snout, this timid beast noses about
Size Small the undergrowth for food along with its herd-mates.
Melee gust (finesse), Damage 1d6 bludgeoning Size Medium
Str +1; Dex +2; Con +1; Int -4; Wis +1; Cha +1 Melee tusk, Damage 1d8 piercing
Hit Points 4 Str +3; Dex +1; Con +2; Int -4; Wis +2; Cha +0
Skill Stealth Hit Points 8
Senses darkvision Skill Survival
Speed fly 50 feet Senses low-light vision, scent (imprecise) 30 feet
Support Benefit Your air elemental swirls around you with Speed 35 feet
concealing gusts, making it harder for your foes to hit you and Support Benefit Your aprig boar gores your foes. Until the start of
possibly giving you a moment to hide. Until the start of your next your next turn, your Strikes that damage a creature in your boar’s
turn, if you hit with a Strike and deal damage to a creature in reach also deal 1d6 persistent bleed damage. If your boar is
your air elemental's reach, you are concealed to that creature nimble or savage, the persistent bleed damage increases to 2d6.
until the start of your next turn. Advanced Maneuver Boar Charge
Advanced Maneuver Circling Flyby
CIRCLING FLYBY BOAR CHARGE
Your air elemental flies in a circle, blowing gusts at your foes before The aprig boar Strides twice in a straight line and then makes a tusk
returning back to its starting position. The air elemental Flies up to Strike. As long as it moved at least 20 feet, it gains a +2
half its Speed, makes two gust Strikes, then Flies up to half its circumstance bonus to its attack roll.
Speed again to return to its original location. Both attacks count
toward the air elemental's multiple attack penalty, but the penalty
BAAZRAG
doesn't increase until after it makes both attacks..
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
APE is protected by a bony covering that reaches down on either side of
Your companion is an ape or Feylaar: A lumbering, four-armed ape the head and across the nose, with holes for the creature’s nostrils
with a pronounced bony plate over its forehead, this creature stands and eyes. The mouth and lower jaw are not protected below the
a foot taller than a full elf and ripples with muscles beneath its furry bony covering. The beast’s humped back is covered with a hard,
hide. Long quills run the length of its spine, with an extra pair flaring natural armor that protects the animal, especially the fluid storage
backwards from the creature’s cheekbones and you see broad sack just beneath the shell. Its four legs are comparatively frail but
yellow fangs in the beast’s wide mouth. Its fur is brown, with amber are adequate for darting from shelter to shelter around its rocky
highlights, the flesh of its face and bare chest is a dull grey and the home.
quills are a glossy black. Size Small
Size Medium Melee jaws, Damage 1d8 piercing
Melee fist, Damage 1d8 bludgeoning Str +2; Dex +2; Con +2; Int -4; Wis +2; Cha +0
Str +3; Dex +1; Con +2; Int -4; Wis +2; Cha +0 Hit Points 8
Hit Points 8 Skill Survival
Skill Intimidation Senses low-light vision, scent (imprecise) 30 feet
Senses low-light vision Speed 35 feet
Speed 25 feet, climb 25 feet Support Benefit Your baazrag digs around your foe’s position,
Support Benefit Your ape threatens your foes with menacing growls. interfering with its footing. Until the start of your next turn, if you
Until the start of your next turn, if you hit and deal damage to a hit and deal damage to a creature your baazrag threatens, the
creature in your ape's reach, the creature becomes frightened 1. target can’t use a Step action (unless it can Step through difficult
Advanced Maneuver Frightening Display terrain) until it moves from its current position.
FRIGHTENING DISPLAY Advanced Maneuver Baazrag Rage
Your ape makes a loud and frightening display, throwing a foe off
balance. The ape attempts to Demoralize the target creature; this BAAZRAG RAGE
display gains the visual trait and doesn’t require language. While CONCENTRATE EMOTION MENTAL
frightened by this ability, the target is off-guard to your ape. Requirements 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.
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It deals 4 additional damage with its bite attacks and 2 BIRD
additional damage with its claw attacks.
It takes a –1 penalty to AC. Your companion is a bird of prey, such as an eagle, hawk, or owl.
It can’t use actions that have the concentrate trait unless Size Small
they also have the rage trait. The animal companion can Melee jaws (finesse), Damage 1d6 piercing
Seek even while raging. Melee talon (agile, finesse), Damage 1d4 slashing
Str +2; Dex +3; Con +1; Int -4; Wis +2; Cha +0
After it has stopped raging, it can’t use Baazrag Rage again for 1 Hit Points 4
minute.
Skill Stealth
SONIC BLAST
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. 229
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CONASHELLAE DAGORRAN
Your companion is a conashellae, a tiny crustacean with a hard shell Your companion is a dagorran, a large, frog-like monsters with a
covering its top and a soft underbelly. gold-colored hide.
Two rows of pseudopods jut out from the creature’s front, one Size Small
set dexterous and probing the dust like sensory organs, the other Melee jaws (finesse), Damage 1d8 piercing
hard as bone, pointed, and strong, used for burrowing. Str +2; Dex +3; Con +2; Int -4; Wis +1; Cha +0
Hit Points 6
Size Small
Skill Survival
Melee pseudopod (agile), Damage 1d6 bludgeoning
Senses low-light vision, scent (imprecise, 30 feet)
Str +3; Dex +1; Con +2; Int -4; Wis +2; Cha +0
Speed 40 feet
Hit Points 6
Support Benefit Your dagorran tears tendons with each opening.
Skill Stealth
Until the start of your next turn, your Strikes that damage
Senses low-light vision
creatures your dagorran threatens give the target a –5-foot
Speed 25 feet, burrow 10 feet
status penalty to its Speeds for 1 minute (–10 on a critical
Support Benefit Your conashellae moves its pseudopod in the way of
success).
enemy attacks. You gain lesser cover from your conashellae
Advanced Maneuver Knockdown
against all attacks, not just ones where the conashellae would
be in the way.
KNOCKDOWN
Advanced Maneuver Extend Pseudopod
Requirements The animal companion’s last action was a
successful jaws Strike.
EXTEND PSEUDOPOD
The dagorran automatically knocks the target of its jaws Strike
Your conashellae lengthens itself, granting its pseudopod Strike a
prone.
reach of 10 feet until the beginning of your next turn.
CRODLU DRIK
Your companion is a drik, a large giant lizard, used as mounts and
Your companion is a crodlu, a large, flightless combination of bird
pack animals.
and reptile resembling an ostrich. It has wicked claws at the end of
Size Large
its long fore and hind limbs, and its scaly hide is a yellowish red,
Melee jaws , Damage 1d8 piercing
with similar colors along its side and underbelly.
Melee foot , Damage 1d6 bludgeoning
Size Large
Str +3; Dex +1; Con +3; Int -4; Wis +1; Cha +0
Melee beak, Damage 1d8 piercing
Hit Points 8
Melee talon (agile), Damage 1d6 slashing
Skill Athletics
Str +3; Dex +2; Con +2; Int -4; Wis +1; Cha +0
Senses low-light vision, scent (imprecise, 30 feet)
Hit Points 8
Speed 25 feet
Skill Survival
Special mount
Senses low-light vision
Support Benefit Your drik assists you in battle. You gain a +1
Speed 40 feet
circumstance bonus on your next attack roll to Strike a foe
Special mount
within your drik's reach. The bonus lasts until the first time you
Support Benefit Your crodlu screeches at your enemies when you
use it or until the beginning of your next turn, whichever comes
create an opening. Until the start of your next turn, your Strikes
first.
that deal damage to a creature within your crodlu’ s reach make
Advanced Maneuver Lurching Rush
the target off-guard until the start of your next turn.
Advanced Maneuver Tearing Clutch
LURCHING RUSH
TEARING CLUTCH 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
The crodlu makes a beak Strike; on a successful hit, the target takes
bonus to this attack roll.
2d6 persistent bleed damage.
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DUNECRAB ERDLU
Your companion is a dunecrab. A five-foot-diameter crab, its ridge Your companion is an erdlu. A tall, flightless bird with heavy scales
covered shell blending in perfectly with the surrounding sand and or rough feathers, this creature is as tall as an elf. It has a long neck,
dust. The crab’s four eyestalks angle about, looking for prey to mash large beak and stands on two tough, sinewy legs.
with its barbed pincers. Size Medium
Size Small Melee jaws, Damage 1d8 piercing
Melee jaws (finesse), Damage 1d6 piercing Melee talon (agile), Damage 1d6 slashing
Melee pincer (agile), Damage 1d6 slashing Str +3; Dex +2; Con +2; Int -4; Wis +1; Cha +0
Str +3; Dex +3; Con +1; Int -4; Wis +1; Cha +0 Hit Points 6
Hit Points 6 Skill Stealth
Skill Stealth Senses low-light vision
Senses darkvision Speed 40 feet
Speed 30 feet Support Benefit Your erdlu constantly darts into flanking position.
Support Benefit Your dunecrab holds your enemies with its pincers, Until the start of your next turn, it counts as being in its space or
interfering with reactions. Until the start of your next turn, any an empty space of your choice within 10 feet when determining
creature your dune crab threatens can’t use reactions triggered whether you and your companion are flanking; you can choose a
by your actions unless its level is higher than yours. different space for each of your attacks.
Advanced Maneuver Constrict Advanced Maneuver Darting Attack
FIRE ELEMENTAL
EARTH ELEMENTAL
UNCOMMON FIRE
UNCOMMON EARTH
Your companion is a fire elemental, such as a cinder rat.
Your companion is an earth elemental, such as a living boulder or Size Small
sod hound. Melee tendril (agile, finesse), Damage 1d6 fire
Size Small Str +2; Dex +2; Con +1; Int -4; Wis +1; Cha +0
Melee fist, Damage 1d8 bludgeoning Hit Points 4
Str +2; Dex +0; Con +3; Int -4; Wis +1; Cha +0
Skill Intimidation
Hit Points 10 Senses darkvision
Skill Survival Speed 25 feet
Senses darkvision Special Immunities fire, Weaknesses cold and water (equal to the
Speed 20 feet, burrow 10 feet
fire elemental's level)
Support Benefit Your earth elemental cracks the earth beneath your Support Benefit Your fire elemental burns your foes and sets them
foe's feet, making it difficult for the foe to move. Until the start of on fire. Until the start of your next turn, your Strikes that damage
your next turn, if you hit with a Strike and deal damage to a a creature in your fire elemental's reach also deal 1d6 persistent
creature in your earth elemental's reach, the first square the fire damage. If your fire elemental is nimble or savage, the
creature moves into after taking that damage is difficult terrain.
persistent fire damage increases to 2d6.
Advanced Maneuver Rolling Knockdown Advanced Maneuver Flamethrower
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GIANT CENTIPEDE GIANT WOLF SPIDER
Your companion is one of the various species of giant centipede. Your companion is one of the various species of giant wolf spiders.
Size Small Size Small
Melee mandibles, Damage 1d6 piercing plus poison Melee fangs (finesse), Damage 1d6 piercing plus poison
Str +3; Dex +2; Con +2; Int -4; Wis +1; Cha +0 Str +3; Dex +3; Con +1; Int -4; Wis +1; Cha +0
Hit Points 6 Hit Points 6
Skill Stealth Skill Stealth
Senses darkvision Senses darkvision
Speed 30 feet Speed 20 feet, climb 20 feet
Special The centipede's jaws attack deals an additional 1d4 poison Special The giant wolf spider attack deals an additional 1d4 poison
damage or 2d4 poison damage if the giant centipede is a damage or 2d4 poison damage if the giant wolf spider is a
specialized companion. specialized companion.
Support Benefit Your giant centipede drips poison from its Support Benefit Your giant wolf spider drips poison from its fangs
mandibles when you create an opening. Until the start of your when you create an opening. Until the start of your next turn,
next turn, your Strikes that damage a creature in your giant your Strikes that damage a creature in your giant poisonous
centipede's reach also deal 1d6 persistent poison damage. If snake's reach also deal 1d6 persistent poison damage. If your
your giant centipede is nimble or savage, the persistent poison giant poisonous snake is nimble or savage, the persistent
damage increases to 2d6. poison damage increases to 2d6.
Advanced Maneuver Lurching Rush Advanced Maneuver Tearing Bite
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INIX JHAKAR
Your companion is a large lizard that is protected by a thick shell, Your companion is a jhakar, This creature is squat and leathery, dull
and flexible scales on its underside. in color except for the garish frill rising from its back. Its eyes are
Size Large wide set on either side of a large maw filled with a wall of teeth.
Size Small
Melee jaws, Damage 1d8 piercing
Melee tail (agile), Damage 1d6 bludgeoning Melee jaws, Damage 1d8 piercing
Str +3; Dex +2; Con +2; Int -4; Wis +1; Cha +0 Str +3; Dex +2; Con +1; Int -4; Wis +2; Cha +0
Hit Points 8 Hit Points 6
Skill Survival
Skill Survival
Senses low-light vision, scent (imprecise) 30 feet Senses low-light vision, scent (imprecise 30 feet)
Speed 30 feet Speed 30 feet
Special mount Support Benefit Your jhakar tears tendons with each opening. Until
the start of your next turn, your Strikes that damage creatures
Support Benefit The inix distracts an adjacent opponent with
snapping jaws and rapid movements. Until the start of your next your jhakar threatens give the target a –5-foot status penalty to
turn, if your Strike damages a foe, any time the foe attempts an its Speeds for 1 minute (–10 on a critical success).
action with the manipulate trait until the end of your next turn, it Advanced Maneuver Knockdown
must attempt a DC 5 flat check. On a failure, the action is
disrupted. KNOCKDOWN
Requirements The animal companion’s last action was a
Advanced Maneuver Lurching Rush
successful jaws Strike.
The jhakar automatically knocks the target of its jaws Strike prone.
LURCHING RUSH
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 KANK
bonus to this attack roll. Your companion is a Kank, a large insect often used as mounts.
Size Large
JANKZ Melee mandible, Damage 1d8 piercing
Melee foot (agile), Damage 1d6 bludgeoning
Your companion is a Jankz, a small, furry, mammalian animal with
Str +3; Dex +1; Con +3; Int -4; Wis +1; Cha +0
long curved spurs on its limbs.
Hit Points 8
Size Small
Skill Survival
Melee claw (agile, finesse), Damage 1d6 slashing plus poison
Senses low-light vision
Str +2; Dex +3; Con +1; Int -4; Wis +2; Cha +0
Speed 35 feet
Hit Points 4
Special mount
Skill Stealth
Support Benefit Your kank stomps around and smashes into foes,
Senses low-light vision
knocking them off balance or pushing them aside when you
Speed 25 feet, burrow 10 feet
create an opening. Until the start of your next turn, while riding
Special The jankz attack deals an additional 1d4 poison damage or
on your kank, your Strikes that deal damage either make the
2d4 poison damage if the jankz is a specialized companion.
target off-guard until the end of your next turn or move the target
Support Benefit Your jankz drips poison from its claws when you
5 feet away from the kank (this is forced movement). The target
create an opening. Until the start of your next turn, your Strikes
chooses which effect occurs.
that damage a creature in your jankz’ s reach also deal 1d6
Advanced Maneuver Hustle
persistent poison damage. If your jankz is nimble or savage, the
persistent poison damage increases to 2d6.
Advanced Maneuver Hustle HUSTLE
The kank moves at incredible speed. It Strides three times.
HUSTLE
The jankz moves at incredible speed. It Strides three times.
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KES'TREKEL MEKILLOT
Your companion is a kes’trekel, a large scavenging bird. Your companion is a mekillot, a huge lizard with a thick shell
Size Small covering its head and back.
Melee jaws (finesse), Damage 1d8 piercing Size Large
Melee jaws, Damage 1d8 piercing
Str +2; Dex +2; Con +2; Int -4; Wis +2; Cha +0
Hit Points 6 Melee foot (agile), Damage 1d6 bludgeoning
Skill Survival Str +3; Dex +1; Con +3; Int -4; Wis +1; Cha +0
Senses low-light vision, scent (imprecise, 30 feet) Hit Points 8
Skill Intimidation
Speed 10 feet, fly 45 feet
Special Your kes'trekel gains a +1 status bonus to all saves against Senses low-light vision, scent (imprecise, 30 feet)
disease, and if it rolls a success on a save against a disease, the Speed 25 feet
result is a critical success instead. Special mount
Support Benefit Your mekillot roars and puts on a fearsome display
Support Benefit The kes'trekel retches and vomits onto a foe within
10 feet. Until the start of your next turn, if you hit and deal as you attack, startling your foes. Until the start of your next
damage to the target, the target must succeed at a Fortitude turn, if you hit and deal damage to a creature within your
save or become sickened 1 (sickened 2 on a critical failure). The mekillot’ s reach, the creature is frightened 1.
DC of the Fortitude save is 12 (or 14, if the kes'trekel is a Advanced Maneuver Overwhelm
specialized animal companion) + your level + the kes’trekel’ s
Constitution modifier. OVERWHELM
Advanced Maneuver Feast on the Fallen 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.
FEAST ON THE FALLEN
Frequency once per hour MINOTAUR LIZARD
Trigger A creature adjacent to the kes'trekel is reduced to 0
Your companion is a minotaur lizard, a huge lizard with horns on top
Hit Points
of its head.
The kes'trekel consumes a piece of the defeated foe, regaining 18
Size Large
Hit Points. If the kes'trekel is a specialized animal companion,
Melee jaws, Damage 1d8 piercing
increase the Hit Points regained to 30.
Melee claw (agile), Damage 1d6 slashing
Str +3; Dex +2; Con +2; Int -4; Wis +1; Cha +0
KLAR Hit Points 8
Your companion is a klar, a large bear covered with chitinous plate Skill Survival
on its back. Senses low-light vision
Size Medium Speed 30 feet
Melee jaws, Damage 1d8 piercing Support Benefit The minotaur lizard distracts an adjacent opponent
Melee claw (agile), Damage 1d6 slashing with snapping jaws and rapid movements. Until the start of your
Str +3; Dex +2; Con +2; Int -4; Wis +1; Cha +0 next turn, if your Strike damages a foe, any time the foe
Hit Points 8 attempts an action with the manipulate trait until the end of your
Skill Intimidation next turn, it must attempt a DC 5 flat check. On a failure, the
Senses low-light vision, scent (imprecise, 30 feet) action is disrupted.
Speed 35 feet Advanced Maneuver Lurching Rush
Support Benefit Your klar mauls your enemies when you create an
opening. Until the start of your next turn, each time you hit a LURCHING RUSH
creature in the klar’ s reach with a Strike, the creature takes 1d8 The minotaur lizard Strides and then makes a jaws Strike. If it
slashing damage from the klar. If your klar is nimble or savage, moved at least 20 feet away from its starting position, it gains a +2
the slashing damage increases to 2d8. circumstance bonus to this attack roll.
Advanced Maneuver Klar Hug
KLAR HUG
Requirements 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.
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MOLE BOAR RASCLINN
Your companion is a mole boar, a cross between a weasel and a Your companion is a rasclinn, a small dog-like creature with an
boar. almost metallic hide.
Size Small Size Small
Melee jaws, Damage 1d8 piercing Melee jaws (finesse), Damage 1d8 piercing
Melee claw (agile), Damage 1d6 slashing Str +2; Dex +3; Con +2; Int -4; Wis +1; Cha +0
Str +2; Dex +2; Con +2; Int -4; Wis +2; Cha +0 Hit Points 6
Hit Points 6 Skill Survival
Skill Survival Senses low-light vision
Senses low-light vision Speed 40 feet
Speed 25 feet, burrow 10 feet, climb 10 feet Special Your rasclinn gains a +1 status bonus to all saves against
Support Benefit Your mole boar digs around your foe’s position, poison, and if it rolls a success on a save against a poison, the
interfering with its footing. Until the start of your next turn, if you result is a critical success instead.
hit and deal damage to a creature your mole boar threatens, the Support Benefit Your rasclinn tears tendons with each opening. Until
target can’t use a Step action (unless it can Step through difficult the start of your next turn, your Strikes that damage creatures
terrain) until it moves from its current position. your rasclinn threatens give the target a –5-foot status penalty to
Advanced Maneuver Mole Boar Rage its Speeds for 1 minute (–10 on a critical success).
Advanced Maneuver Rasclinn Rage
MOLE BOAR RAGE
The mole boar enters a state of pure rage that lasts for 1 minute, RASCLINN RAGE
until there are no enemies it can perceive, or until it falls The rasclinn enters a state of pure rage that lasts for 1 minute, until
unconscious, whichever comes first. It can’t voluntarily stop raging. there are no enemies it can perceive, or until it falls unconscious,
While raging, the mole boar is affected in the following ways. whichever comes first. It can’t voluntarily stop raging. While raging,
It deals 4 additional damage with its bite attacks and 2 the rasclinn is affected in the following ways.
additional damage with its claw attacks. It deals 4 additional damage with its jaws attacks.
It takes a –1 penalty to AC. It takes a –1 penalty to AC.
It can’t use actions that have the concentrate trait unless It can’t use actions that have the concentrate trait unless
they also have the rage trait. The animal companion can they also have the rage trait. The animal companion can
Seek even while raging. Seek even while raging.
After it has stopped raging, it can’t use Mole Boar Rage again for After it has stopped raging, it can’t use Rasclinn Rage again for 1
1 minute. minute.
PTERRAX RHYNOX
Your companion is a pterrax, a large pteranodon-like creatures which Your companion is a rhynox a large muscular quadruped with three
are capable of flight. large horns used for combat.
Size Medium Size Medium
Melee beak (finesse), Damage 1d6 piercing Melee horn, Damage 1d8 piercing
Melee talon (agile, finesse), Damage 1d4 slashing Str +3; Dex +1; Con +3; Int -4; Wis +1; Cha +0
Str +2; Dex +3; Con +1; Int -4; Wis +2; Cha +0 Hit Points 8
Hit Points 8 Skill Survival
Skill Survival Senses Normal
Senses darkvision Speed 30 feet
Speed 10 feet, fly 60 feet Support Benefit Your rhynox swings its heavy head to unbalance
Support Benefit Your pterrax expands its wings and makes your enemy. The first creature within your rhynox’ s reach that
distracting flapping motions. Any creature that would gain lesser you hit and deal damage to before the start of your next turn
cover from the pterrax gains standard cover instead. becomes clumsy 1 until the end of your next turn.
Advanced Maneuver Pterrax Swoop Advanced Maneuver Rhynox Charge
SCORPION SLIMAHACC
Your companion is one of the various species of giant scorpion. Slimahaccs are a sinuous species of reptile with uncertain heritage.
Size Small They are also sometimes known as sand drakes, but it is unknown if
Melee stinger, Damage 1d6 piercing plus poison they are truly related to drakes or are instead some sort of native
Melee pincer (agile), Damage 1d6 slashing reptilian or worm offshoot. They roam the deserts, using stealth and
Str +3; Dex +3; Con +1; Int -4; Wis +1; Cha +0 speed to overrun and devour their prey.
Hit Points 6 Size Large
Skill Stealth Melee jaws, Damage 1d8 piercing
Senses darkvision Melee tail (agile), Damage 1d6 bludgeoning
Speed 30 feet Str +3; Dex +2; Con +2; Int -4; Wis +1; Cha +0
Special The scorpion's stinger attack deals an additional 1d4 poison Hit Points 8
damage or 2d4 poison damage if the scorpion is a specialized Skill Stealth
companion. Senses low-light vision, tremorsense (imprecise) 30 feet
Support Benefit Your scorpion drips poison from its stinger when Speed 25 feet, burrow 10 feet
you create an opening. Until the start of your next turn, your Special mount
Strikes that damage a creature in your scorpion's reach also deal Support Benefit Your slimahacc holds your enemies with its coils,
1d6 persistent poison damage. If your scorpion is nimble or interfering with reactions. Until the start of your next turn, any
savage, the persistent poison damage increases to 2d6. creature your slimahacc threatens can’t use reactions triggered
Advanced Maneuver Grab and Sting by your actions unless its level is higher than yours.
Advanced Maneuver Tail Swipe
GRAB AND STING
The scorpion holds its foe in place with its pincers in order to sting TAIL SWIPE
it. It makes a pincer Strike. If the Strike hits, the target creature Your slimahacc sweeps its tail, making tail Strikes against up to two
automatically becomes grabbed by the scorpion, which then makes adjacent foes. Each attack counts toward the slimahacc's multiple
a stinger Strike against it. The grabbed condition lasts until the end attack penalty, but the penalty only increases after all the attacks
of your next turn. have been made.
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SNAKE WARTHOG
Your companion is a constrictor snake, such as a boa or python. Your companion is a warthog, a giant boar.
Size Small Size Medium
Melee jaws (finesse), Damage 1d8 piercing Melee tusk, Damage 1d8 piercing
Str +3; Dex +3; Con +1; Int -4; Wis +1; Cha +0 Str +3; Dex +1; Con +2; Int -4; Wis +2; Cha +0
Hit Points 6 Hit Points 8
Skill Stealth Skill Survival
Senses low-light vision, scent (imprecise, 30 feet) Senses low-light vision, scent (imprecise, 30 feet)
Speed 20 feet, climb 20 feet, swim 20 feet Speed 35 feet
Support Benefit Your snake holds your enemies with its coils, Support Benefit Your warthog gores your foes. Until the start of your
interfering with reactions. Until the start of your next turn, any next turn, your Strikes that damage a creature in your warthog's
creature your snake threatens can’t use reactions triggered by reach also deal 1d6 persistent bleed damage. If your warthog is
your actions unless its level is higher than yours. nimble or savage, the persistent bleed damage increases to 2d6.
Advanced Maneuver Constrict Advanced Maneuver Warthog Charge
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WEEZER INDOMITABLE
Your companion is a weezer, an enormous flying insect that makes When you pick your animal companion, you can choose to
its home undergrounds. have it be a megafauna animal companion. Megafauna
Size Small animal companions are mostly similar to other animal
Melee stinger (finesse), Damage 1d6 piercing plus poison companions of the same category, though they look different,
Str +2; Dex +3; Con +2; Int -4; Wis +1; Cha +0 and they have one difference in their upgrade path.
Hit Points 6 If you take a feat that would normally allow you to choose
Skill Survival to have your companion become a savage or nimble animal
Senses low-light vision, scent (imprecise, 30 feet) companion, a megafauna companion instead can choose to
become a savage or indomitable companion.
Speed 10 feet, fly 45 feet
An indomitable companion increases its Constitution
Special The weezer’s stinger attack deals an additional 1d4 poison
modifier by 2 and its Strength, Dexterity, and Wisdom
damage or 2d4 poison damage if the weezer is a specialized
modifiers by 1. It deals 3 additional damage with its unarmed
companion.
attacks. Increase its proficiency rank in Athletics to expert
Support Benefit Your weezer drips poison from its stinger when you
and its proficiency rank in barding to expert. It also learns
create an opening. Until the start of your next turn, your Strikes
the advanced maneuver for its type. If your companion is
that damage a creature in your weezer’ s reach also deal 1d6
Medium or smaller, it grows in size by one category. Its
persistent poison damage. If your weezer is nimble or savage, attacks count as magical for the purpose of ignoring
the persistent poison damage increases to 2d6. resistances.
Advanced Maneuver Flyby Attack
MATURE ANIMAL COMPANIONS
FLYBY ATTACK To advance a young animal companion to a mature animal
The weezer Flies and makes a stinger Strike at any point along the companion (usually a result of one of your class feat choices),
way. increase its Strength, Dexterity, Constitution, and Wisdom
modifiers by 1.
Companion Advancement Increase its unarmed attack damage from one die to two
dice (for instance 1d8 to 2d8), and its proficiency rank for
You can advance an animal companion, usually due to one of Perception and all saving throws to expert. Increase its
your class feat choices. Normally, you can advance a young proficiency ranks in Intimidation, Stealth, and Survival to
animal companion to a mature animal companion, advance a trained, and if it was already trained in one of those skills
mature companion to either a nimble or savage companion, from its type, increase its proficiency rank in that skill to
and advance a nimble or savage companion into a specialized expert. If your attack companion is Medium or smaller, it
companion. grows by one size.
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Steadfast Strider: Your companion ignores natural
UNSEEN difficult terrain and greater difficult terrain from sediment or
Cryptid animal companions look a touch peculiar, often with stone and can move across quicksand, mud, sand, and
uncanny features or ones that seem to come from a different similar surfaces as if they were solid. It gains a +2 status
animal. If you take a feat that would normally allow you to bonus to saving throws and DCs to prevent being Shoved or
choose to have your companion become a savage or nimble Tripped. Its Strength modifier increases by 1 and its
animal companion, you can choose to make it an unseen proficiency for barding increases to expert. This
animal companion instead. An unseen companion increases specialization can only be selected by jabali-touched
its Wisdom modifier by 2 and its Strength, Dexterity, and companions.
Constitution modifiers by 1. Tracker: Your companion is an incredible tracker. It can
It deals 3 additional damage with its unarmed attacks and move at full Speed while following tracks. Its proficiency
deals an extra 1d4 precision damage against off-guard targets rank in Survival increases to expert (or master if it was
(if the animal companion already deals precision damage, already an expert from its type), and its Wisdom modifier
such as a cat, combine the precision damage). Increase its increases by 1.
proficiency rank in Stealth to expert. It also learns the Wildfire Scorcher: Your companion gains resistance to
advanced maneuver for its type. fire equal to your level. Any creature that attempts to Grapple
or Grab your companion, hits your companion with a melee
SPECIALIZED ANIMAL COMPANIONS unarmed attack, or hits your companion with a melee
Specialized animal companions are more intelligent and weapon Strike while adjacent to your companion takes 2d6
engage in more complex behaviors. The first time an animal fire damage. Its Dexterity modifier increases by 1 and its
gains a specialization, it gains the following: Its proficiency proficiency rank increases to legendary for Reflex saves and
rank for unarmed attacks increases to expert. Its proficiency to expert for unarmored defense. This specialization can only
ranks for saving throws and Perception increase to master. be selected by ifrit-touched companions.
Increase its Dexterity modifier by 1 and its Intelligence Wind Chaser: Your companion gains a +20-foot status
modifier by 2. Its unarmed attack damage increases from two bonus to its Speed or fly Speed (your choice if it has both). Its
dice to three dice, and it increases its additional damage with proficiency in Acrobatics increases to master and its
unarmed attacks from 2 to 4 or from 3 to 6. Each Dexterity modifier increases by 1. Its proficiency rank
specialization grants additional benefits. Most animal increases to legendary for Reflex saves and to expert for
companions can have only one specialization. unarmored defense. This specialization can only be selected
Ambusher: In your companion’s natural environment, it by jaathoomi-touched companions.
can use a Sneak action even if it’s currently observed. Its Wrecker: Your companion smashes things. Its unarmed
proficiency rank in Stealth increases to expert (or master if it attacks ignore half an object’s Hardness. Its Athletics
was already an expert from its type), and its Dexterity proficiency increases to master, and its Strength modifier
modifier increases by 1. Its proficiency rank for unarmored increases by 1.
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.
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Familiars
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
Familiars are mystically bonded creatures tied to your magic. burrow Speed of 5 feet, allowing it to dig Tiny holes.
Most familiars were originally animals, though the ritual of Burrower: It gains a burrow Speed of 5 feet, allowing it to
becoming a familiar makes them something more. You gain dig Tiny holes.
the Pet general feat (page 259), except that your pet has Climber: It gains a climb Speed of 25 feet. Damage
special abilities. Common choices for familiars include bats, Avoidance: Choose one type of save. It takes no damage
cats, foxes, ravens, and snakes. Some familiars are different, when it rolls a success on that type of save; this doesn’t
usually described in the ability that granted you a familiar; prevent effects other than damage.
for example, a druid’s leshy familiar has the plant or fungus Damage Avoidance: Choose one type of save. It takes no
trait instead of animal. A familiar is different from a basic pet damage when it rolls a success on that type of save; this
in the following ways doesn't prevent effects other than damage.
Darkeater: This ability is for a shadow familiar. Your
MODIFIERS AND AC familiar naturally recovers in the shadows. After spending 10
For Perception, Acrobatics, and Stealth, you can have your consecutive minutes in an area of dim light or darkness, your
familiar use your spellcasting attribute modifier + your level familiar recovers a number of Hit Points equal to half your
instead of 3 + your level if it’s higher. level.
Darkvision: It gains darkvision.
COMMUNICATION Fast Movement: Increase one of the familiar’s Speeds
Your familiar can communicate empathically with you as from 25 feet to 40 feet.
long as it’s within 1 mile of you, sharing emotions. It doesn’t Flier: It gains a fly Speed of 25 feet.
understand or speak languages normally, but it can gain Focused Rejuvenation: When you Refocus, you generate
speech from a familiar ability. magical energy that heals your familiar. Your familiar
regains 1 Hit Point per level whenever you Refocus.
SELECTING FAMILIAR AND MASTER ABILITIES Gills: Your familiar grows a set of gills, allowing it to
breathe water in addition to air.
Instead of choosing two abilities only when you gain your
Greater Resistance: Your familiar increases the resistance
familiar as you do with a normal pet, you can choose the two
it gains from its resistance familiar ability to 3 + half your
abilities each day during your daily preparations. You can
level. Your familiar must have the resistance ability to select
choose from familiar abilities and master abilities. You can
this.
choose the pet abilities from the feat as familiar abilities as
well. You can’t swap out abilities that are innate to your Independent: In an encounter, if you don't Command
familiar. For example, you couldn’t choose not to give a your familiar, it still gains 1 action each round. Typically, you
raven familiar flying. still decide how it spends that action, but the GM might
determine that your familiar chooses its own tactics rather
FAMILIAR ABILITIES than performing your preferred action. This doesn't work
with valet or similar abilities that require a command, if
Accompanist: Your familiar helps you perform. Whenever
you're capable of riding your familiar, or similar situations.
you attempt a Performance check, if your familiar is nearby
Kinspeech: It can understand and speak with animals of
and can act, it accompanies you with chirps, claps, or its own
the same species. To select this, your familiar must be an
miniature instrument. This grants you a +1 circumstance
animal, it must have the speech ability, and you must be at
bonus, or +2 if you're a master in Performance.
least 6th level.
Alchemical Gut: Your familiar can act as a bomb
Lab Assistant: It can use your Quick Alchemy action. You
coagulant alembic by swallowing the bomb to be affected,
must have Quick Alchemy, and your familiar must be in your
which takes two Interact actions from it and one from you.
space. This has the same cost and requirement as if you used
Your familiar regurgitates the concentrated item 1 minute
it. It must have the manual dexterity ability to select this.
later. If your familiar tries to distill a bomb that's level is
Manual Dexterity: It can use up to two of its limbs as if
higher than your own —1, it instead takes damage as though
they were hands to perform manipulate actions.
it were successfully struck with the bomb.
Master's Form: Your familiar can change shape as a
Ambassador: Your familiar knows how to act cute or
single action, transforming into a humanoid of your ancestry
focused on cue, helping you make a good impression.
with the same age, gender, and build of its true form, though
Despite being a minion, your familiar gains 1 reaction at the
it always maintains a clearly unnatural remnant of its nature,
start of its turns, which it can use only to Aid you on a
such as a cat's eyes or a serpent's tongue. This form is always
Diplomacy check to Make an Impression (it still has to
the same each time it uses this ability. This otherwise uses
prepare to help you as normal for the Aid reaction, which
the effects of humanoid form, except the change is purely
requires it to participate throughout the activity). It
cosmetic. It only appears humanoid and gains no new
automatically succeeds at its check to Aid you with those
capabilities. Your familiar must have the manual dexterity
skills or automatically critically succeeds if you're a master of
and speech abilities to select this.
the skill in question.
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Partner in Crime: Your familiar is your criminal associate. Snoop: Your familiar keeps its eyes and ears open, ready
Despite being a minion, your familiar gains 1 reaction at the to relay every snippet of gossip it catches, helping you gather
start of its turns, which it can use only to Aid you on a information. Despite being a minion, your familiar gains 1
Deception or Thievery skill check (it still has to prepare to reaction at the start of its turns, which it can use only to Aid
help you as normal for the Aid reaction). It automatically you on a Diplomacy check to Gather Information (it still has
succeeds at its check to Aid you with those skills or to prepare to help you as normal for the Aid reaction, which
automatically critically succeeds if you're a master of the skill requires it to participate throughout the activity). It
in question. automatically succeeds at its check to Aid you with those
Plant Form: Your plant familiar can change shape as a skills or automatically critically succeeds if you're a master of
single action, transforming into a Tiny plant of a type roughly the skill in question.
similar to the familiar's nature. This otherwise uses the Speech: It understands and speaks a language you know.
effects of one with plants. You must have a familiar with the Spellcasting: Choose a spell in your repertoire or that you
plant trait, such as a leshy, to select this ability. prepared today that is at least 5 ranks lower than your
Poison Reservoir: Your homunculus familiar has a highest rank spell slot. Your familiar can Cast that Spell once
reservoir for poison, allowing it to apply an injury poison to per day using your magical tradition, spell attack modifier,
an adjacent ally's exposed weapon with a single Interact and spell DC. If the spell has a drawback that affects the
action. You must supply the poison and instill it into this caster, both you and your familiar are affected. You must be
reservoir using two consecutive Interact actions. You must able to cast 6th-rank spells using spell slots to select this
have a homunculus familiar to select this ability. ability.
Resistance: Choose two of the following: acid, cold, Threat Display: Your familiar helps you convey wordless
electricity, fire, poison, or sonic. Your familiar gains threats through body language. Whenever you attempt an
resistance equal to half your level against the chosen damage Intimidation check to Demoralize a creature, if your familiar
types. is within 30 feet of your target and can act, it accompanies
Scent: It gains scent (imprecise, 30 feet). you with snarls, hisses, or raising its hackles. If it can do so,
Second Opinion: Your familiar is your academic you don't take the normal –4 penalty on the Intimidation
confidant. Despite being a minion, your familiar gains 1 check if your target doesn't understand the language you're
reaction at the start of its turns, which it can use only to Aid speaking.
you on a Recall Knowledge skill check for a skill in which it Toolbearer: Your familiar can carry a set of tools of up to
has the skilled familiar ability (it still has to prepare to help light Bulk. So long as your familiar is adjacent to you, you
you as normal for the Aid reaction). can draw and replace the tools as part of the action that uses
It automatically succeeds at its check to Aid you with those them as if you were wearing them. Your familiar must have
skills or automatically critically succeeds if you're a master of the manual dexterity ability to select this.
the skill in question. Your familiar must have the skilled Touch Telepathy: Your familiar can telepathically
ability to select this. communicate with you via touch. If it also has the speech
Shadow Step: This ability is for a shadow familiar. A ability, it can telepathically communicate via touch with any
shadow wizard, however, can select this ability for any kind creature if they share a language.
of familiar. Your familiar gains the Shadow Step action. You Tough: Your familiar's maximum Hit Points increase by 2
must be at least 7th level to select this familiar ability for per level.
your familiar. Tremorsense: Your familiar is keenly aware of any
vibrations traveling through a surface. It gains imprecise
Shadow Step (shadow, teleportation) Requirements The tremorsense with a range of 30 feet.
familiar is in dim light or darkness. Effect The familiar teleports
Valet: You can command your familiar to deliver you
itself up to 30 feet. The destination must be in dim light or items more efficiently. Your familiar doesn't use its 2 actions
darkness and must bewithin your familiar's line of sight and line immediately upon your command. Instead, up to twice
of effect. This action has the trait matching your tradition of before the end of your turn, you can have your familiar
magic, or occult if you aren't a spellcaster. Interact to retrieve an item of light or negligible Bulk you are
wearing and place it into one of your free hands. The familiar
Skilled: Choose a skill other than Acrobatics or Stealth. Your can't use this ability to retrieve stowed items. If the familiar
familiar's modifier for that skill is equal to your level plus has a different number of actions, it can retrieve one item for
your key spellcasting ability modifier, rather than just your each action it has when commanded this way.
level. You can select this ability repeatedly, choosing a Wavesense: Your familiar can sense vibrations in the
different skill each time. water or silt. It gains imprecise wavesense with a range of 30
feet.
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Spell Battery: You gain one additional spell slot at least 3
MASTER ABILITIES ranks lower than your highest-rank spell slot; you must be
Master abilities primarily affect you or the magic that passes able to cast 4th-rank spells using spell slots to select this
between you and your familiar. master ability.
Absorb Familiar: Your familiar can transform into a mark Spell Delivery: If your familiar is in your space, you can
you carry on your flesh, typically seeming like a birthmark, cast a spell with a range of touch, transfer its power to your
tattoo, or gem that vaguely resembles its normal form. When familiar, and command the familiar to deliver the spell. If
transformed, the familiar can’t act except to turn back into a you do, the familiar uses its 2 actions for the round to move
familiar. It isn’t affected by area effects and must be targeted to a target of your choice and touch that target. If it doesn’t
separately to affect it, which requires knowledge that it’s a reach the target to touch it this turn, the spell has no effect.
creature. This means you and your allies can heal or assist Tattoo Transformation: Your familiar can transform into
the familiar while most enemies stay unaware of its true a tattoo you carry on your flesh. When transformed into a
nature. Creatures must attempt a DC 20 Perception check to tattoo, the familiar looks like a colorful and stylized version
Seek to realize a it is actually a familiar. Your familiar can of itself and can't act except to turn back into a familiar. It
still communicate its feelings empathically. Transforming isn't affected by area effects and must be targeted separately
the familiar between forms is a 1-minute activity that has the to affect it, which requires knowledge that it's a creature.
concentrate trait. This means you and your allies can heal or assist the familiar
Cantrip Connection: You can prepare an additional while most enemies stay unaware of its true nature.
cantrip or, if you have a repertoire, designate a cantrip to add Creatures must attempt a DC 20 Perception check to Seek to
to your repertoire every time you select this ability; you can realize a tattoo is actually a familiar (which few foes will try).
retrain it but can’t otherwise change it. You must be able to Your familiar can still communicate its feelings empathically.
prepare cantrips or add them to your repertoire to select this. Transforming into a tattoo or back to familiar form is a 1-
Extra Reagents: Your familiar grows extra infused minute activity that has the concentrate trait.
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.
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