Heroes of Golarion
Heroes of Golarion
Golarion
Development Leads • Eleanor Ferron and Luis Loza
Authors • Saif Ansari, Alexander Augunas,
Mara Lynn Butler, Michelle Jones, Avi Kool, and
Alex Riggs
Table of ConTenTs
Cover Artist • Setiawan Lie
Interior Artists • Nathanael James, Craig Maher, and
Marcel Mercado
Creative Directors • James Jacobs, Robert G. McCreary,
and Sarah E. Robinson
Director of Game Design • Jason Bulmahn INTRODUCTION 2
Managing Developers • Adam Daigle and
Amanda Hamon Kunz
Organized Play Lead Developer • John Compton HEROES OF ARCADIA 4
Developers • Eleanor Ferron, Jason Keeley, Luis Loza,
Ron Lundeen, Joe Pasini, Patrick Renie, Michael Sayre,
Chris S. Sims, and Linda Zayas-Palmer
Starfinder Design Lead • Owen K.C. Stephens WYRWOODS 6
Starfinder Society Developer • Thurston Hillman
Senior Designer • Stephen Radney-MacFarland
Designers • Logan Bonner and Mark Seifter AVISTAN AND THE CROWN OF THE WORLD 8
Managing Editor • Judy Bauer
Senior Editor • Christopher Carey
Editors • James Case, Leo Glass, Lyz Liddell, Adrian Ng, HEROES OF CASMARON 12
Lacy Pellazar, and Jason Tondro
Art Director • Sonja Morris
Senior Graphic Designers • Emily Crowell and Adam Vick
Production Artist • Tony Barnett IBLYDOS 14
Franchise Manager • Mark Moreland
Project Manager • Gabriel Waluconis
HEROES OF GARUND 18
Publisher • Erik Mona
Paizo CEO • Lisa Stevens
Chief Operations Officer • Jeffrey Alvarez
Chief Financial Officer • John Parrish THE GARUNDI WILDS 22
Chief Technical Officer • Vic Wertz
Director of Sales • Pierce Watters
Sales Associate • Cosmo Eisele HEROES OF TIAN XIA 24
Vice President of Marketing & Licensing • Jim Butler
Marketing Manager • Dan Tharp
Licensing Manager • Glenn Elliott KINETICISTS OF THE DRAGON EMPIRES 26
Public Relations Manager • Aaron Shanks
Organized Play Manager • Tonya Woldridge
Human Resources Generalist • Angi Hodgson
Accountant • Christopher Caldwell
MYTHIC OCCULTISM 28
Data Entry Clerk • B. Scott Keim
Director of Technology • Raimi Kong
Web Production Manager • Chris Lambertz
Senior Software Developer • Gary Teter
Webstore Coordinator • Rick Kunz R efeRence
This book refers to several other Pathfinder Roleplaying Game products using the following
Customer Service Team • Katina Davis, Virginia Jordan,
Sara Marie, Samantha Phelan, and Diego Valdez abbreviations, yet these additional supplements are not required to make use of this book.
Warehouse Team • Laura Wilkes Carey, Will Chase, Readers interested in references to Pathfinder RPG hardcovers can find the complete rules of
Mika Hawkins, Heather Payne, Jeff Strand, and
Kevin Underwood these books available online for free at pfrd.info.
Website Team • Brian Bauman, Robert Brandenburg,
Whitney Chatterjee, Erik Keith, Josh Thornton, and Advanced Player’s Guide APG Occult Adventures OA
Andrew White Advanced Race Guide ARG Ultimate Combat UC
ON THE COVER Bestiary 3 B3 Ultimate Magic UM
Bestiary 5 B5 Ultimate Wilderness UW
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Hurtling through space nearly 100 million miles out from the that few outsiders are ever permitted beyond the gates of the
Burning Mother is a small, blue world called Golarion. Known Degasi city of Segada. Arcadia is home to large populations
as “the Cage” because of its role as the prison of the qlippoth of halflings, orang-pendaks, rougarous, skinwalkers, syrinxes,
deity Rovagug, Golarion is home to seven robust continents and wyrwoods, as well as the Arcadian human ethnic groups,
whose untold inhabitants wander their way through life. which include Calani, Kansari, Mahwek, and Oeurfasians.
Living on Golarion isn’t always easy and is hardly ever safe— Avistan: Located north of the Inner Sea and east of
throngs of monsters lurk in its wilds, while nation-states and the Arcadian Ocean, Avistan is known for its bustling
powerful individuals plot to improve their status and wealth. metropolises and wealthy nations. Several of the world’s great
The people of Golarion have survived a thousand years of powers—both rising and former—are located here, including
darkness, the rise and fall of numerous empires, dealings with Andoran, Brevoy, Cheliax, Druma, the Five Kings Mountains,
devils, demonic incursions, and the death of gods. Yet through Irrisen, Kyonin, Taldor, and others. Avistan is home to large
it all, people have risen around the world to defend all that populations of dwarves, elves, gnomes, halflings, and orcs, as
Golarion’s citizens hold dear as best they can. Golarion always well as the Jadwiga, Kellid, Nidalese, Shoanti, Taldan, Ulfen,
needs more heroes. Varisian, and Varki human ethnic groups.
This section summarizes each of the major continents of Casmaron: Stretched across Golarion’s northern
Golarion, as well as the nations, races, and ethnic groups that hemisphere to the east of Avistan, Casmaron is the largest
dwell there in large numbers. of Golarion’s continents and home to two of the world’s
Arcadia: Located due west of the Inner Sea region across most prominent and powerful empires: Kelesh and Vudra.
the treacherous Arcadian Ocean, Arcadia is a land that to Additionally, while Qadira holds some territory in Avistan,
outsiders may seem untouched by civilization, though such most of this nation’s holdings are in Casmaron, as is the
assumptions couldn’t be further from the truth. Over a dozen legendary island nation of Iblydos. Casmaron is home
nations are spread across Arcadia, each heavily invested to large populations of the planar-touched ifrits, oreads,
in maintaining the ecological beauty and health of their sulis, sylphs, and undines, as well as vanaras, vishkanyas,
territory. Little is known about Arcadia’s nations and politics, and the Casmar, Iobarian, Keleshite, and Vudrani human
aside from the Avistani colonies of Anchor’s End, Elesomare, ethnic groups.
and Valenhall, as well as the wandering gnome settlement of The Crown of the World: A natural land bridge between
Gogpodda. The Segada Protocol enacted by Arcadians ensures Avistan and Tian Xia, the Crown of the World sits atop
2
Heroes of Golarion
Golarion’s north pole. Consisting of frigid deserts, massive ARCHETYPES CLASS PAGE
glaciers, and rings of mountains, the Crown of the World Holomog demolitionist Investigator 18
is among the most inhospitable places on Golarion, and Holy beast Shifter 12
the only nation that manages to eke out a living there is the Plague eater Spiritualist 12
dwarven kingdom of Zavaten Gura. Most who live on the Priest of the fallen Spiritualist 17
Crown of the World dwell in isolated communities or tribal Speaker of the Palatine Eye Bard 8
confederations, while caravans from several nations travel Spirit eater Medium 24
along the Path of Aganhei, a trade route linking Avistan
and Tian Xia. The Crown of the World is home to large FEATS TYPE PAGE
populations of dwarves and snowcaster elves, as well as the Beast Speaker — 21
Erutaki human ethnic group. Beast Speaker Mastery — 21
Garund: Throughout history, many of Golarion’s mightiest Consume Power — 6
nations have existed on Garund, the continent located to the Dragon Shot Combat, grit 4
south of the Inner Sea and west of Casmaron. Often divided Expressionless — 6
into four regions—the north, the east, the central west, Freeze in Place Combat 6
and the south—Garund is home to an incredibly diverse Glorious Blaze — 9
collection of cultures and creatures. To the north, Garund’s Infused Spell Cartridges Combat 4
deserts host the nations of Katapesh, Osirion, Rahadoum, Ioun Resonance — 7
and Thuvia, while to the east lie Alkenstar, Geb, Jalmeray, Lifecrafting Item creation 7
and Nex. Sargava, the Shackles, and the Sodden Lands are Magical Heart Combat 7
the most infamous of Garund’s western nations, while to the Mental Derail — 9
south lie lesser-known nations such as Dehrukani, Droon, Mental Stare Stare 9
Holomog, Kaz’ulu, and Murraseth. Garund is home to large Occult Conduit — 7
populations of catfolk, dwarves, elves, gripplis, halflings, Overpowering Stare Stare 9
ifrits, oreads, sulis, sylphs, undines, and wyvarans, as well as Piercing Chant — 9
the Bekyar, Bonuwat, Caldaru, Garundi, Lirgeni, Mauxi, and Recall Ammunition Combat, grit 4
Zenj human ethnic groups. Robust Stench — 10
Tian Xia: Known to some by its moniker, the Dragon Sacred Pyromania — 10
Empires, Tian Xia is an ancient land positioned far east Spell Cartridges Combat 4
of Avistan and Casmaron, rife with secrets and spirits. Sword’s Shadow Combat 7
Once home to the mighty Lung Wa empire, over a dozen
disparate Successor States now vie on Tian Xia’s political OTHER RULES OPTIONS PAGE
stage, including Amanandar, Bachuan, Chu Ye, Dtang Ma, Alchemist discoveries 24–25
Goka, Hwanggot, Kaoling, Kwanlai, Lingshen, Po Li, Quain, Alkenstar ammunition and firearms 18
Shokuro, Tianjing, and Wanshou, as well as the nations Arcanist exploits 20
of Minkai, Nagajor, and others. Tian Xia is home to large Frost shaman spirit 10
populations of kitsune, nagaji, samsarans, tengus, and Iblydos legendary spirits 14
wayangs, as well as the Tian human ethnic group, which Kineticist wild talents 26–27
includes Tian-Dans, Tian-Dtangs, Tian-Hwans, Tian-Las, Medusa bloodrager bloodline 16
Tian-Mins, Tian-Shus, and Tian-Sings. Mesmerist bold stares 9
Others: In addition to the continents described above, Mesmerist tricks 9
Golarion bears two other continents. Azlant was once the Mythic path abilities 29–31
cradle of human civilization, until the aboleths called the Mythic occult options 28
Starstone to crash into the continent’s heart, sinking all but Oracle curse 14
its tallest mountains beneath the waves. Sarusan, by contrast, Phoenix sorcerer bloodline 24
is a mysterious nation that no modern expedition has ever Psychic phrenic amplifications 13
successfully returned from. Any nations that once existed in Shifter aspects 13, 22–23
these continents either have been annihilated or simply do Slayer talents 4
not wish to have contact with greater Golarion. Sphinx bloodrager bloodline 23
Tekritanin animal companions 21
RULES INDEX Unicorn sorcerer bloodline 10
The following rules options in this book are detailed on Valenhall legendary spirits 4–5
the indicated pages. A number of new options are grouped Vigilante talents 19–20
together by type or theme. Rules elements that are new to Witch hexes 15–16
this book that are required as prerequisites are marked with Wyrwood alternative racial traits 6
an asterisk (*). Wyrwood favored class options 6
3
Heroes of a rCadIa
Arcadia is a vast continent far west of the Inner Sea. Few Prerequisites: Arcane Strike, ability to cast arcane spells,
outsiders from the Inner Sea have ever explored the interior proficient with firearms.
nations of Arcadia, and many of their cultures and customs are Benefit: While your gun is imbued with power from the
known only to those born there. Arcadia holds many diverse Arcane Strike feat, you can fire force bullets instead of regular
traditions, martial arts, arcane disciplines, and even deities ammunition. A force bullet deals 1d4 points of force damage
that most citizens of the Inner Sea know nothing about. for every five caster levels you have. Force bullets do not use
black powder or ammunition and count as magic for the
ARCADIAN GUN FEATS purpose of bypassing damage reduction.
Guns are still rare in Arcadia, and Arcadian gunslingers
often have difficulty finding ammunition in the wilderness. JAGUAR SLAYER TALENTS
In response, these gunslingers have developed their own Kazutal was once a goddess of war and conquest, but she
techniques using Arcadian magic. changed when a great calamity threatened her people. Now
she is known as Mother Jaguar and revered as a goddess of
Dragon Shot (Combat, Grit) community, love, and protection. Kazutal’s faithful prefer to
You instinctively channel your latent magical abilities capture their enemies rather than killing them, offering them
through your firearm. the chance to make peace. The following slayer talents are
Prerequisites: Amateur Gunslinger feat or grit class suitable for warriors dedicated to Mother Jaguar.
feature, Spellcraft 5 ranks. Jaguar’s Grace (Ex): A slayer with this talent does not take
Benefit: As a swift action, you can spend 1 grit point to the normal –4 penalty when dealing nonlethal damage using
convert your gun’s damage into acid, fire, electricity, or cold a weapon that normally deals lethal damage. Attacks made
damage for 1 round. You can choose a different damage type this way can apply nonlethal sneak attack damage. The slayer
each time you use this ability. This still counts as a ranged must be at least 4th level to select this talent.
weapon attack for critical hit multipliers and abilities such Jaguar’s Pounce (Ex): When a slayer with this talent deals
as Deadly Aim. sneak attack damage, he can attempt a disarm or trip combat
maneuver as an immediate action as if the target were flat-
Infused Spell Cartridges (Combat) footed (losing its Dexterity bonus to CMD). This combat
You can improve your arcane ammunition with more maneuver does not provoke attacks of opportunity. The slayer
powerful magic. must have the jaguar’s grace talent to select this talent.
Prerequisites: Int 15, Arcane Strike, Spell Cartridges*, Jaguar’s Protection (Ex): When a slayer with this talent
ability to cast 4th-level arcane spells, proficient with firearms. deals sneak attack damage, he draws the target’s attention
Benefit: While your gun is imbued with power from the away from his allies. The affected enemy takes a –2 penalty
Arcane Strike feat, you can spend a standard action to cast a on attack rolls made against anyone other than the slayer for
spell of 3rd level or lower and deliver it via a force bullet. The 1 minute. The slayer must have the jaguar’s pounce talent to
spell must have a range of touch or produce a ray; if the spell select this talent.
would produce multiple rays, the bullet delivers the effect of
only one ray. If the force bullet strikes a target, it deals its force VALENHALL LEGENDARY SPIRITS
damage and also delivers the effects of the spell. If the force The Ulfen colony of Valenhall is one of the few Avistani
bullet critically hits a target, the spell deals double damage. settlements on Arcadia, and one of the oldest. In the Lands
of the Linnorm Kings, Valenhall is considered the legendary
Recall Ammunition (Combat, Grit) resting place of heroes and kings, and so many Ulfen
You use your innate magical abilities to instantly recall a adventurers of great renown brave the journey across the
missed shot. Arcadian Ocean near the end of their lives. In recent years,
Prerequisites: Amateur Gunslinger feat or grit class as the relationship between Ulfen and Arcadians improved,
feature, base attack bonus +9, Spellcraft 5 ranks. Arcadian mediums have begun to learn more about these
Benefit: After missing with a ranged weapon attack using legends and feel their spirits. However, the stark differences
a firearm, you can spend 2 grit points as an immediate in their cultures may still lead to some difficulty channeling
action to recall the shot. If you do so, the ammunition from these spirits. More information on legendary spirits can be
the missed shot is magically loaded back into the firearm found on page 10 of Pathfinder Campaign Setting: Occult Realms.
and is ready to fire again immediately.
Ardril, the Would-Be King (Champion)
Spell Cartridges (Combat) The Would-Be King is an Ulfen folk hero famous for slaying
You can fire bullets of arcane energy when your ammunition nearly a dozen linnorms but refusing to rule any nation
runs low. until she had slain Fafnheir, the father of all linnorms.
4
Heroes of Golarion
The Linnorm Kings at the time were fearful of losing their equal to your Charisma modifier plus your spirit bonus.
positions and sent their own warriors to kill her. Ardril barely These rounds need not be consecutive. Maintaining your
escaped with her life, and she fled her home for Valenhall. performance is a free action.
Gaining Favor: To gain Ardril’s favor, you must defeat Saga of Future Kings (Supreme, Su): Each ally who benefits
an enemy with the dragon type and at least 7 Hit Dice from your song of valor gains DR/— equal to your spirit
without any aid from allies. After defeating the enemy, you bonus. In addition, when an ally affected by your song would
must attempt a Wisdom check as you are bombarded with be reduced to fewer than 0 hit points, she can attempt a
the memory of a linnorm’s curse. If you succeed, Ardril Fortitude saving throw (DC = 10 + half the damage received).
answers your call. If the ally succeeds, she instead is reduced to 0 hit points.
Taboo: If you accept a taboo while channeling Ardril,
you must never seek out or accept any position of power
or leadership.
Challenge (Lesser, Su): You gain the challenge ability as a
cavalier of your level. When you challenge a foe, your attacks
ignore any damage reduction your target has. In addition, you
gain a +2 bonus on saving throws until the challenge ends.
Death Curse (Supreme, Su): When you channel Ardril,
you can select any two linnorm death curse rage powers
(Pathfinder RPG Advanced Class Guide 114). You can select
different rage powers each time you channel Ardril. Treat
your medium level as your barbarian level for the purpose
of meeting prerequisites. You gain the benefit of these rage
powers against challenged foes even if you are not raging.
For each additional point of damage that would be dealt by
a rage power, you deal 1d6 points of damage instead.
5
WyrWoods
Wyrwoods (Pathfinder Campaign Setting: Inner Sea Races 189, 254) Alchemist: Reduce the mental ability score penalty of the
are a race of living constructs with ioun stone cores, first built alchemist’s mutagens by 1/5 (minimum 0).
hundreds of years ago by wizards to act as minions. After they Arcanist: Add 1/4 to the arcanist’s level for the spell
grew more aware as a species, they rebelled and defeated their resistance exploit.
creators. Wyrwoods sought to create their own society but Cleric: Add 1/4 to the cleric’s caster level when casting
were met with distrust throughout the Inner Sea. For their spells or using abilities from the Law domain or one of its
safety, they fled the region and found a new home in Arcadia. subdomains, or when casting spells with the lawful descriptor.
Magus: Add 2 rounds to the duration of the magus’ arcane
ALTERNATIVE RACIAL TRAITS pool enhancements.
The following racial traits can be selected instead of typical Oracle: Add one spell known from the wizard’s evocation
wyrwood racial traits. Consult your GM before choosing any school spell list. This spell must be at least 1 level below the
of these options. highest-level spell the oracle can cast. That spell is treated as
Experimental Body: Some wyrwoods have been built 1 level higher unless it is also on the oracle spell list.
from rare materials in an effort to imbue them with special Paladin: The paladin gains 1/4 of a bonus spell per day of
properties. Choose one of the following abilities. the highest-level spell that the paladin can cast.
Blessed: These wyrwoods contain divine relics. Wyrwoods Psychic: The psychic gains 1/6 of a phrenic amplification.
with this trait can use divine favor once per day as a spell-like Rogue: The rogue gains 1/6 of a rogue talent.
ability with a caster level equal to their Hit Dice. Slayer: The slayer gains 1/6 of a slayer talent.
Enchanted: Crafted from the remnants of broken staves, Wizard: The wizard gains 1/6 of a bonus item creation,
wands and other items, these wyrwoods have a natural metamagic, or spell mastery feat.
attunement to the arcane. Wyrwoods with this trait treat
their Intelligence score as 2 higher for the purpose of FEATS
determining bonus spells or extracts per day. Wyrwoods were originally designed to act as both familiars
Fey-Touched: These wyrwoods have components that create and assassins in service of the wizards who created them. Even
a powerful link to the First World. Wyrwoods with this trait now, most of them are experts of the arcane arts, subterfuge,
can use charm animal once per day as a spell-like ability with or both. Wyrwoods can select from the following feats.
a caster level equal to their Hit Dice.
Scorched: These wyrwoods are built from the ruins of cities Consume Power
and structures destroyed by conflict. Once per day, after a You can absorb magic items to gain a boost in power.
successful melee attack against an enemy, wyrwoods with Prerequisites: Spellcraft 3 ranks, wyrwood.
this trait can deal an additional number of points of damage Benefit: Once per day as a full-round action, you can
equal to their Wisdom modifier as a free action. consume a single magical item in your possession. The
This replaces darkvision and low-light vision. item is destroyed upon consumption, but you regain 1d6 hit
Living Machine: Through generations of refining the points + 1 additional hit point per caster level of the item.
techniques of creation, many young wyrwoods have become You also gain a +1 bonus on attack and damage rolls for a
closer to organic beings than constructs. These wyrwoods number of rounds equal to the caster level of the item.
are constructs with the living machine subtype. They gain a
Constitution score and can be targeted by spells and effects Expressionless
that target living creatures or constructs, as well as those Other races have difficulty reading your wooden features.
that require a Fortitude save. They are no longer immune Prerequisite: Wyrwood.
to ability damage, ability drain, energy drain, exhaustion, Benefit: Your lack of emotion make it difficult for non-
or fatigue. Wyrwoods with this trait require sleep, but they wyrwoods to relate to you. When dealing with any race
do not need to breathe or eat. They are not destroyed when other than your own, you gain a +2 bonus on Bluff checks.
reduced to 0 hit points, instead becoming unconscious In addition, creatures of other races take a –2 penalty on
and stable. They are destroyed when reduced to a negative Diplomacy and Sense Motive checks attempted against you.
number of hit points equal to their Constitution score. They
can be raised or resurrected when destroyed. Freeze in Place (Combat)
This alters the wyrwood’s creature type. You become an expert of hiding in plain sight.
Prerequisites: Stealth 5 ranks, wyrwood.
FAVORED CLASS OPTIONS Benefit: You gain the freeze universal monster rule
The following options are available to wyrwoods who have (Pathfinder RPG Bestiary 2 297), allowing you to appear as
the listed favored class, and unless otherwise stated, the an ordinary statue. If you attack a creature unaware of you
bonus applies each time you select the favored class reward. while using this ability, you double your critical threat range.
6
Heroes of Golarion
This effect doesn’t stack with any other effect that expands You can change which implement school is tied to your
the threat range of your attacks or weapons. body when you invest your chosen implements for the day.
Occult Conduit
You can use your body as an implement to focus spells.
Prerequisites: Caster level 5th, implements class feature,
mental focus class feature, wyrwood.
Benefit: You can invest mental focus in your body rather
than an implement. When you invest mental focus this way,
you treat your body as an implement of any implement
school you know. You do not gain the resonant power
for the chosen school, but you treat your occultist level as
1 higher for the purposes of that school’s focus powers.
7
avIsTan and THe CroWn of THe World
Avistan is home to some of the most powerful nations on SPEAKER OF THE PALATINE EYE
Golarion, from prosperous Qadira to tyrannical Cheliax. But (BARD ARCHETYPE)
the continent contains much more than the famous trade- Working from the shadows of Ustalav’s high society, the
nations bordering the Inner Sea. Strange and unique realms Esoteric Order of the Palatine Eye is a mystical cult built
reside within the lush forests stretching across central around the quest for immortality. Founded by a count who
Avistan. The north teems with danger, from the ghosts of claimed to have been enlightened by angels, the Order
Ustalav to the demonic scourge of the Worldwound. Even follows a strict hierarchy, and membership is open only to
farther north, the Crown of the World connects Avistan to the elite. The more money a member provides the Order,
Tian Xia, making it a popular (if treacherous) trade route; the more secrets he learns to aid his path toward angelic
this frozen continent is home to the Erutaki people, whose ascension. More information on the Esoteric Order of the
clans each have their own distinct cultures and ways of Palatine Eye can be found in Pathfinder Adventure Path #44:
thriving in a hostile environment. Trial of the Beast.
A speaker of the Palatine Eye influences others using his
occult knowledge rather than the boisterous enthusiasm of
most bards. He must be a worshipper of Pharasma, but he
may worship additional deities as well.
Angelic Grace (Ex): Members of the Order of the Palatine
Eye carry themselves with the austerity and import their
heavenly aspirations demand. A speaker of the Palatine Eye
does not have Acrobatics or Escape Artist as class skills, but
he gains Celestial as a bonus language. This does not count
toward the number of languages he is otherwise able to learn.
This alters the bard’s class skills.
Spells: A speaker of the Palatine Eye draws his powers
from the mysterious rites of the Esoteric Order of the
Palatine Eye. He casts psychic spells from the mesmerist
list instead of arcane spells from the bard spell list. He
otherwise casts spells, learns spells, and determines his spell
allotment and spell DCs as a bard.
This alters spells.
Corpse Speaker (Su): A speaker of the Palatine Eye can make
it appear as if a corpse is speaking, similar to ventriloquism.
A creature must succeed at a Will saving throw (DC = 10 +
half the bard’s level + the bard’s Charisma modifier) to see
through the ruse. A creature that fails the saving throw is
convinced that the corpse is speaking of its own volition.
This replaces countersong.
Keen Ritualist (Ex): At 10th level, a speaker of the Palatine
Eye reduces the number of secondary casters required to
cast a ritual by 2. At 16th level, the DCs of skill checks
the speaker of the Palatine Eye attempts during a ritual
are reduced by 2. At 19th level, a speaker of the Palatine
Eye can perform any ritual by himself without needing
to satisfy any secondary caster requirements. The DCs of
skill checks he attempts during a ritual are reduced by an
additional 2, for a maximum DC reduction of 4.
This replaces jack-of-all-trades.
BLIND MESMERISTS
Though the Darklands are spoken of with fear across
Golarion, this vast subterranean realm is home not only to
monsters. The ordinary folk of the Darklands, whether drow
peasants or races largely unknown to surface dwellers, must
8
Heroes of Golarion
adapt to the low light and unique hazards of the Darklands on her saving throw to disbelieve the illusion equal to the
in order to survive. The following mesmerist options are mesmerist’s Charisma modifier. This trick cannot be used
useful to blind characters or those who are accustomed to for illusions that do not allow a saving throw.
dwelling in dark or subterranean areas, though they can be
taken by any character who meets the prerequisites. Bold Stares
The following bold stares are available to mesmerists and can
Blind Mesmerist Feats be selected whenever they would normally select a bold stare.
The following feats are available to blind mesmerists. Distracted: The hypnotic stare penalty also applies to
concentration checks.
Mental Stare (Stare) Sensed: The hypnotic stare penalty also applies to
Blind mesmerists have learned to navigate the world without Stealth checks.
relying on sight and can use their hypnotic stare regardless Unaided: The target of the hypnotic stare is not able to
of their sight level. grant or receive flanking bonuses.
Prerequisite: Hypnotic stare class feature.
Benefit: You can use your hypnotic stare ability without HEROIC GOBLIN FEATS
relying on sight and do not have to attempt concentration From the Hookback Tribe living in the depths of the caverns
checks to use this ability while blinded. under Isger’s Chitterwood to the Frostfurs of far northern
Irrisen, goblins can be found all across Avistan. While many
Overpowering Stare (Stare) goblins live in tribes that thrive on destruction and clash
Your painful stare overwhelms your foe’s mind. with their neighbors, more and more goblins are leaving
Prerequisites: Mesmerist level 11th, painful stare class feature. home and striking out to become adventurers. These
Benefit: Whenever you use your painful stare, the target goblins may be met with suspicion by the outside world,
must succeed at a Will saving throw (DC = 10 + half your but a goblin can be an invaluable member of an adventuring
mesmerist level + your Charisma modifier) or become team. The following feats provide options for goblins to use
confused for 1 round. Whether or not the save is successful, a the quirkiness they are known for as an asset to their allies.
creature cannot be affected by this ability again for 24 hours.
Glorious Blaze
Mesmerist Tricks The goddess Sarenrae welcomes all who seek good in the
The following tricks are available to mesmerists and can be world into her fold, and some goblins are drawn to worship
selected whenever they would normally select a trick. her, in part due to her incarnation as a giant ball of fire.
Psychic Impression: Objects retain psychic impressions Prerequisites: Goblin, worshipper of Sarenrae.
of those who come in contact with them, and a powerful Benefit: If the sun is visible, you can spend 1 round
mind can read these impressions. The mesmerist can trigger performing a wild dance in worship of the Dawnflower.
this trick when the subject touches an object that another Starting at the beginning of your next turn, allies who can
creature with an Intelligence score of 3 or more has touched see you gain a +1 morale bonus on attack rolls, skill checks,
in the last 10 minutes. The mesmerist receives a psychic and saving throws. This effect lasts for a number of rounds
impression of the emotional state of the last such creature equal to half your character level + your Wisdom modifier
to touch the object. This impression contains no images or (minimum 1 round). At 9th level, this bonus increases to +2.
languages and can’t show the mesmerist who the creature
was if the mesmerist doesn’t already know. Mental Derail
Telepathic Link: The subject can communicate telepathically Your logic is so ridiculous it can cause people’s brains to
with the mesmerist during a crisis. The mesmerist can trigger shut down in self-defense.
this trick when the subject and her allies are outnumbered in Prerequisite: Goblin.
combat. For 1 minute per mesmerist level, the subject and the Benefit: You can shout nonsense as a swift action to throw
mesmerist can communicate telepathically. If the subject and off an enemy. Choose a single target that can hear you. It must
the mesmerist are more than a medium distance (100 feet + 10 attempt a Will saving throw (DC = 10 + half your level + your
feet per level) apart, the telepathic connection is severed and Charisma modifier). On a failed save, the target is caught off
cannot be regained unless the trick is implanted again. The guard, and it takes a –2 penalty on attack rolls and Strength-
mesmerist and the subject must share a language to be able and Dexterity-based skill checks until the end of its turn.
to communicate. Whether or not the save is successful, a creature cannot be
Voice of Reason: The subject can more easily pierce sight- the target of this ability again for 24 hours. This is a mind-
based illusions with the mesmerist’s aid. The mesmerist affecting effect.
can trigger this trick when the subject attempts a saving
throw to disbelieve a sight-based illusion effect, but only so Piercing Chant
long as the mesmerist is not affected by or has disbelieved Music plays a key role in goblin culture—at the very least,
the illusion himself. The subject receives an insight bonus goblins are fond of cacophonous chants describing the
9
last enemy they slew or what they’re roasting for dinner. not automatically stabilize the creature unless its hit points
You have gathered, however, that non-goblins don’t are brought to 0 or above.
appreciate your songs very much. Bloodline Powers: Your connection to the unicorns’
Prerequisite: Goblin. blessing shapes you as you grow, empowering you with the
Benefit: As a full-round action, you can sing a song so forces of good and restoration.
terrible and ear-splitting that each enemy within 15 feet of Safekeeping (Su): At 1st level, you can touch a creature as a
you that hears it must succeed at a Will save or be dazed for 1 standard action, granting it a +2 insight bonus to AC for 1
round. The DC of this saving throw is equal to 10 + half your round. You can use this ability a number of times per day
level + your Charisma modifier. Whether or not the initial equal to 3 + your Charisma modifier.
save is successful, a creature cannot be affected by this ability Pure of Mind (Su): At 3rd level, you gain a +2 bonus on
again for 24 hours. This is a mind-affecting effect. saving throws against charm effects and a +4 bonus on saving
throws against spells with the evil descriptor. At 9th level,
Robust Stench your bonus on saving throws against charm effects increases
Your questionable hygiene choices may offend your allies, to +4 and your bonus on saving throws against spells with
but exposure has inured them to other, deadlier effects. the evil descriptor increases to +6.
Prerequisite: Goblin. Righteous Fury (Su): At 9th level, once per day you can create
Benefit: Allies within 5 feet of you receive a +2 morale a spear of pure light and throw it at a creature within 60 feet
bonus on Fortitude saving throws. This bonus ends as soon as as a standard action. This is a ranged touch attack that uses
they move more than 5 feet away from you. This bonus applies your Charisma modifier in place of your Dexterity modifier
only to allies you have fought alongside at least once before. to determine the attack bonus. The spear deals 1d6 points of
damage per sorcerer level and ignores all damage reduction
Sacred Pyromania and hardness. This damage increases to 1d8 points of
Your faith in Sarenrae and the power of flame allows you damage per sorcerer level against an evil creature. At 13th
to lace fire with holy power and burn things that normally level, you can use this ability twice per day. At 17th level, you
can’t be burned. can use this ability three times per day.
Prerequisites: Goblin, worshipper of Sarenrae. Friend to Nature (Su): At 15th level, creatures with the
Benefit: Whenever you make an attack or cast a spell that deals animal or magical beast type and a nonevil alignment
fire damage, the fire damage applies to incorporeal creatures, instinctually trust you. Such creatures automatically have a
regardless of whether the fire is magical. An incorporeal starting attitude of indifferent or better toward you unless
creature’s 50% reduction in damage from corporeal sources you or a creature allied with you has attacked or otherwise
does not apply to any fire damage that you deal. threatened violence against such a creature.
Blessing (Su): At 20th level, you gain immunity to poison,
UNICORN SORCERER BLOODLINE to charm effects, and to spells and weapons with the evil
The deep forests of Avistan, such as those found in descriptor. You can also cast magic circle against evil at will
Molthune and Nirmathas, are a haven for one of Golarion’s with a caster level equal to your sorcerer level.
most fabled creatures: unicorns. Deeply empathetic and
fiercely protective, unicorns on occasion form close bonds FROST SHAMAN SPIRIT
with humans, often young and noble-hearted women. When Far to the north, Erutaki tribes have adapted to life in the
the two have a particularly strong bond, the unicorn’s magic bitter cold of the Crown of the World. The frost spirit is
can become a part of the bonded human, and sometimes is seen by some Erutaki as a protector of their way of life, and
even passed on to her children. These children, blessed by shamans who commune with the spirit are shown great
their parent’s connection to that force of true good, grow up respect in their communities.
to become sorcerers of the unicorn bloodline. A shaman who selects the frost spirit has coarse white hair
Class Skill: Heal. and always feels cold to the touch.
Bonus Spells: Cure light wounds (3rd), cure moderate Spirit Magic Spells: FrostbiteUM (1st), elemental touchAPG (cold
wounds (5th), cure serious wounds (7th), atonement (11th), heal only, 2nd), elemental auraAPG (cold only, 3rd), ice storm (4th),
(13th), greater restoration (15th), mass cure critical wounds (17th), summon monster V (ice elementals only, 5th), freezing sphere
mass heal (19th). (6th), ice bodyUM (7th), polar ray (8th), mass icy prisonUM (9th).
Bonus Feats: Alertness, Animal Affinity, Brew Potion, Hexes: A shaman who chooses the frost spirit can select
Fleet, Greater Fortitude, Improved Counterspell, Self- from the following hexes.
Sufficient, Skill Focus (Heal). Biting Frost (Su): The shaman turns the air frigid around
Bloodline Arcana: Every time you cast a spell, you can a target within 30 feet for a number of rounds equal to the
restore a number of hit points equal to double the level of shaman’s Charisma modifier (minimum 1). The target must
the spell you cast to one target of your choice that you can attempt a Fortitude saving throw at the beginning of each
see. A creature at its maximum hit points cannot be affected turn or be damaged by exposure to the extreme cold. On a
by this ability. Healing a dying creature with this ability does failed save, the target takes 1d6 points of nonlethal damage.
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Heroes of Golarion
On a successful save, the effect ends immediately. Whether in a 20-foot-radius burst originating from a point she can see
or not the initial save is successful, the creature cannot be within 30 feet. This blast deals cold damage equal to 1d6 per
the target of this hex again for 24 hours. shaman level she has to each creature caught in the burst.
Hypothermia (Su): The shaman afflicts a creature within 30 feet Each target can attempt a Reflex saving throw to halve this
with hypothermia. The target must attempt a Fortitude saving damage. The shaman can use this ability three times per day,
throw. On a failed save, the target is fatigued for 2 rounds. At but she must wait at least 1d4 rounds between each use.
8th and 16th levels, the duration of this hex is extended by 1 True Spirit Ability: A shaman who chooses the frost spirit
round. Whether or not the save is successful, the creature as her spirit or wandering spirit gains the following ability
cannot be the target of this hex again for 24 hours. upon having access to the true version of that spirit.
Sluggish (Su): The shaman causes the speed of a creature Guardian of the North (Su): As a standard action, the
within 30 feet to be halved. The target can attempt a Fortitude shaman assumes the form, as beast shape IV, of one of the
saving throw to negate this effect. The penalty lasts for following animals: dire bear, dire tiger, mastodon, or woolly
a number of rounds equal to the rhinoceros. The duration of this transformation is 1 hour
shaman’s character level and does per level. The shaman can use this ability once per day.
not stack with other effects Manifestation: Upon reaching 20th
that reduce speed. Whether or level, the shaman becomes a being
not the save is successful, the of ice and snow. The shaman gains
creature can’t be the target of this immunity to cold. She can also apply
hex again for 24 hours. any one of the following feats to any
Tundra Dweller (Su): The shaman spell with the cold descriptor that
touches a willing creature and she casts without increasing the
grants it cold resistance 10 spell’s level or casting time: Enlarge
for a number of rounds Spell, Extend Spell, Silent Spell, or
equal to her Charisma Still Spell. She doesn’t need
modifier (minimum 1). to have these feats to use
This resistance does not this ability.
stack with any other cold
resistance, such as from
special abilities or magical
items. At 8th and 16th levels, the
duration of this hex is extended
by 1 round. A creature targeted by
this hex cannot be affected by it again
for 24 hours.
Wilds-Attuned (Ex): The shaman receives
Animal Affinity as a bonus feat and gains a +4
insight bonus on Knowledge (nature) checks
when in a cold climate.
Spirit Animal: The shaman’s spirit animal is
covered in a light layer of glimmering frost, and its
breath comes out as mist regardless of the temperature.
The animal has resistance 5 to cold and electricity.
Spirit Ability: A shaman who chooses the frost spirit as
her spirit or wandering spirit gains the following ability.
Ice Splinter (Su): As a standard action, the shaman can
shoot razor-sharp icicles at an enemy within 30 feet as
a ranged touch attack. This barrage deals 1d6 points of
piercing damage + 1 point for every 2 shaman levels she has.
The shaman can use this ability a number of times per day
equal to 3 + her Charisma modifier. At 11th level, any weapon
she wields is treated as a frost weapon.
Greater Spirit Ability: A shaman who chooses the frost
spirit as her spirit or wandering spirit gains the following
ability upon having access to the greater version of that spirit.
Frigid Blast (Su): The shaman gains cold resistance 10. In
addition, as a standard action, she can summon an icy blast
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Heroes of Casmaron
From the cold, plague-ravaged lands of northern Casmaron emotional focus with another 8-hour rest. The changing
to the psychic colleges of ancient Vudra in the far south, the roster of spirits dilutes the bond between the plague eater and
people of Casmaron and their heroes are closely linked to her community, and the manifesting phantom has a level 1
the unique needs of their land. These heroes set aside their lower than the spiritualist’s level (minimum level 1).
own glory and take on duties that their communities cannot While a phantom is confined in a plague eater’s
shoulder, despite the risks involved. consciousness (but not while it’s fully manifested or
banished to the Ethereal Plane), it grants a +4 bonus on
HOLY BEAST (SHIFTER ARCHETYPE) saving throws against disease. At 12th level, this bonus
Thousands of gods are venerated in Vudra, and devoted increases to +8. In addition, the phantom grants the plague
followers might have personal relationships with their eater the Skill Focus feat in one of the skills determined by
chosen deities. Holy beast shifters pledge to hunt down their the phantom’s emotional focus. This skill is chosen by the
deity’s enemies to earn that deity’s blessing. These shifters plague eater the first time she confines the phantom tied to
tend to take on the aspect of their deity’s sacred animal, and that particular emotional focus. Once this choice is made for
many of them seek to destroy rakshasas. a given emotional focus, it cannot be changed.
Beast’s Blessing: A holy beast must worship a deity. This alters phantom and shared consciousness.
Blessed Claws (Su): This ability functions as the shifter’s Spiritual Inoculation (Su): At 4th level, whenever a
claws class feature, except the holy beast shifter’s default claws plague eater is within reach of her ectoplasmic manifested
are long and thin, dealing piercing damage. At 3rd level, her phantom, she gains a +4 circumstance bonus on saving
claws are treated as one type of aligned weapon (chaotic, evil, throws against disease.
good, or lawful) within one step of her deity’s alignment in This alters spiritual interference.
addition to ignoring DR/cold iron, DR/magic, and DR/silver. Remove Sickness (Sp): At 5th level, a plague eater’s
If multiple alignment components are available to the holy understanding of disease grows to the point where she
beast, she selects one; this choice cannot be changed later. can cast remove sicknessUM at will as a spell-like ability with a
This alters shifter claws. caster level equal to her spiritualist level.
Divine Fury (Su): A holy beast shifter focuses entirely on This replaces detect undead.
hunting down specific outsiders on behalf of her deity. She Disfiguring Touch (Sp): At 7th level, a plague eater can
gains the ranger’s favored enemy class feature, except she can inflict upon others the superficial disfigurement associated
select only an outsider type from the favored enemy table. The with plague by casting disfiguring touchUM as a spell-like ability
bonus against her favored enemy automatically increases by 1 once per day. At 11th level and every 4 levels thereafter, the
at 5th level and every 5 levels thereafter. At 5th level and every spiritualist can use this ability an additional time per day (to a
5 levels thereafter, she can forgo gaining an additional shifter maximum of four times per day at 19th level).
aspect to instead gain an additional outsider type as her This replaces calm spirit.
favored enemy. Her bonuses from the favored enemy feature Remove Disease (Sp): At 9th level, a plague eater gains the
against new outsider types chosen in this way are equal to the ability to purge disease from herself and others. She gains
bonus for the type chosen at 1st level. the ability to cast remove disease as a spell-like ability three
This replaces wild empathy, track, woodland stride, and times per day.
trackless step. This ability replaces see invisibility
Fused Well-Being (Su): At 10th level, a plague eater always
PLAGUE EATER (SPIRITUALIST ARCHETYPE) gains the benefits of bonded senses when her phantom is
Iobaria has been ravaged by plague for centuries, and many manifested. She also gains the skill ranks and bonus to resist
of its dead do not rest. These ghosts often flock around disease granted by the spirit’s emotional focus, even when
specialized spiritualists called plague eaters. Such a spiritualist her phantom is manifested.
bears the weight of many souls within her consciousness, This replaces fused consciousness.
spirits that remember the devastation of disease and seek to Greater Spiritual Inoculation (Su): At 12th level, the plague
protect their host from infections, cleanse others of plague, eater becomes immune to disease, including supernatural
and use disease itself as a weapon. and magical diseases. In addition, whenever a manifested
Plague Ward: A plague eater does not bond with a single phantom is in ectoplasmic form, each of the plague eater’s
spirit, but rather a group of spirits gathered around her allies within the phantom’s reach gains a +4 circumstance
psychic presence. The spiritualist can meditate on an bonus on saving throws against disease.
emotional focus during her 8-hour rest and bond with a This ability alters greater spiritual interference.
spirit from her community with a matching focus. A spirit Withdraw Affliction (Sp): At 16th level, a plague eater can
associated with the chosen emotion links with the spiritualist reach into a body, remove an affliction directly from the
and acts as her phantom until the plague eater changes her flesh, and use the diseased matter as a weapon. She can cast
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Heroes of Golarion
withdraw afflictionOA once per day as a spell-like ability with a Perfect Body (Ex): Some practitioners of psychic
caster level equal to her spiritualist level. techniques extend their training to improve their bodies
This replaces call spirit. as well as their minds. When the psychic casts a linked
transmutation spell, she can spend 1 point from her phrenic
NEW SHIFTER ASPECT pool to gain a +2 bonus on her next Reflex or Fortitude save.
Many Vudrani shifters add the vibrant peafowl to their Psychic Defense (Su): Reading small, invisible cues allows
repertoire of different forms. the psychic to take advantage of social circumstances and
subtly influence her target. Casting a linked spell during
Peafowl a social encounter and spending 1 point from her phrenic
Peafowl are popular ornamental birds due to their spectacular pool allows the psychic to add a +4 bonus on her next Bluff,
colors, and they are often symbols of royalty or the divine. A Diplomacy, Intimidate, or Sense Motive check.
shifter using the alternate natural attacks rules on page 8 of Whisper of Ancients (Ex): The psychic can send her
Pathfinder Player Companion: Wilderness Origins can select a bite consciousness into the Astral Plane for a glimpse of
(B, P, S) or tail slap (B) attack. synchronous information. While casting a linked divination
Minor Form: You gain a +2 enhancement bonus to your spell, the psychic can spend 1 point from her phrenic pool to
Charisma score. At 8th level the bonus increases to +4, and gain a +2 bonus on any associated skill check. She can spend
at 15th level it increases to +6. 2 points from her phrenic pool to instead gain a +4 bonus.
Major Form: Your shape changes to that of a Small
peafowl. While in this form you gain low-light vision, a fly
speed of 40 feet (clumsy),
two talon attacks (1d3
damage), and a +4
racial bonus on Stealth
checks. A peafowl can’t
use its fly speed to hover
and must end any flying
move action by landing
or perching on a solid
surface. A peafowl can
perform a captivating dance
targeting all creatures within
a 15-foot cone. Each creature
in the cone that can see your
dance must succeed at a Will
save (DC = 10 + half your shifter
level + your Charisma modifier) or be
stunned for 1 round. At 8th level, the stunned
effect lasts for 2 rounds, and at 15th level the
duration increases to 4 rounds. Whether or not it
succeeds at the initial save, a creature cannot
be affected by this ability again for 24 hours.
VUDRANI PHRENIC
AMPLIFICATIONS
Countless Vudrani temples and ashrams teach
students physical and mental discipline as a path toward
self-perfection. But some schools reserve the most exacting
methods of self-improvement for psychics.
Mind’s Eye (Su): Some psychics train their visual and
psychic senses, binding them together into a unified focus
to better guide their ranged spells and place them with
uncanny precision. While casting a spell that requires a
ranged attack roll, the psychic can spend 2 points from her
phrenic pool and gain a +4 insight bonus on the attack roll.
The psychic can spend 1 additional point to ignore penalties
from cover (but not total cover).
13
Iblydos
Iblydos is a land of legend, myth, and magic. Made up 18–19 You are able to understand all languages for 1 round.
of dozens of small islands, it’s home to one of the oldest 20 You gain the benefits of haste for 1 round.
civilizations on Golarion, with a legacy of mythic heroes.
The Iblydan archipelago is located off the coast of MEDIUM LEGENDARY SPIRITS
Casmaron in the Obari Ocean. Bustling port cities make for Aelyosos is a vibrant metropolis on the northwestern coast
common stopping points on the Obari Crossing, but the of the Iblydan archipelago. Trade has made the city prosper,
waters that surround the islands and allow them to prosper but a threat ever looms from the depths of the Obari Ocean:
also hold the nation’s greatest dangers. Still, the magic of a thalassic behemoth called Ousmariku, who destroyed
Iblydan ancestors flows through its people to this day, Aelyosos’s sister city Liachora centuries ago and demands
making them formidable adventurers. More information yearly tribute. The safety of the city lies in the hands of the
about Iblydos can be found in Pathfinder Campaign Setting: only two hero-gods who survived Ousmariku’s wrath—
Distant Shores. Kelksiomides and Psomeira.
14
Heroes of Golarion
missing following the battle and was presumed dead, but casting the spell to negate the need for material components,
she returned a decade later in Aelyosos, and quickly stepped but this reduces the accuracy of the spell by 5%.
up to train the city for the battle against Ousmariku which Swine (Su): The witch can partially transform an enemy
she feels is inevitable. into a pig. The effects of the transformation are mostly
To gain Psomeira’s favor, you first must travel to the ruins cosmetic and do not change the creature’s size category or
of Liachora. On the beach where Psomeira fought the sea overall shape, but the affected creature takes a –2 penalty
monster Ousmariku, you must swear an oath to defend on Will saving throws for a number of rounds equal to the
civilization from senseless violence wherever you witch’s Intelligence modifier (Will negates). At 8th level,
find it. You must then succeed at a Strength check, the affected creature’s hands (or paws) turn into hooves,
and if you do, Psomeira will answer your call. preventing it from using claw attacks or taking any action
Seance Boon: You gain a +2 morale bonus on that would require the creature to use its fingers.
attack rolls against creatures that are at least one size
category larger than you.
Taboo: If you accept a taboo while channeling
Psomeira, you must attack any hostile Huge or larger
creature on sight.
Divine Vengeance (Intermediate, Su): As a divine warrior,
you can cast each of the following spells once per day: align
weapon (lawful), magic weapon, and shield of faith. Use your
medium level in place of a cleric level. These spells do not
count toward your regular allotment of spells per day, but
you must have a Charisma score of at least 10 + the spell’s
level to cast them.
Spiritual Force (Greater, Su): Add divine power, greater
magic weapon, and magic vestment to the list of spells you can
cast once per day, following the same rules as the divine
vengeance spirit power.
Hexes
The following hexes are available to witches native to or
familiar with Iblydos.
Combat Hypnosis (Su): The witch can lull her enemies
into a trance, even in the chaos of combat. This hex
functions as hypnotism, except it can affect only one creature
at a time, and the target creature does not receive the usual
+2 bonus on its saving throw while in combat. Whether or
not the save is successful, a creature cannot be the target of
this hex again for 1 day.
Dark Apothecary (Ex): The witches of ancient Iblydos
were masters of herbalism, crafting potent drugs and
poisons. The witch receives a +4 insight bonus on checks to
craft and apply poison.
Minor Prophecy (Su): The witch can call on her prophetic
ancestors to cast augury once per day. She can spend a full hour
15
Major Hexes Drugged (Su): The witch can combine her magic with
The following major hexes are available to witches native to her poisons to weaken her enemies’ minds. When the witch
or familiar with Iblydos. creates a poison, she can require the target of the poison to
Beast’s Gift (Su): The witch can use her magic to grant attempt a Will save rather than a Fortitude save. The witch
her allies ferocious animal abilities. The witch can partially must use this hex when she crafts the poison, and once used,
transform a willing ally, granting him natural attacks for a the hex can’t be undone without remaking the poison.
number of minutes equal to the witch’s level. Choose one: False Hospitality (Su): The witches of Iblydos are known
the creature gains one bite attack that deals 1d8 points of for greeting travelers with warmth only to reveal their
damage and one secondary attack of the witch’s choice that powers once their enemies have lowered their defenses. A
deals 1d6 points of damage, or the creature gains two claw witch can use this hex to gain the benefits of glibness with a
attacks that deal 1d4 points of damage each. These attacks caster level equal to the witch’s level. This hex can be used
follow the standard rules for natural attacks. once per day.
Prophecy (Su): The witch can call on her prophetic
ancestors and cast divination once per day. She can spend
a full hour casting the spell in place of providing the usual
material components.
Grand Hex
The following grand hex is available to witches native to or
familiar with Iblydos.
Animal Servant (Su): The witch can use this hex to turn a
humanoid enemy into an animal and rob it of its free will.
The transformation works as beast shape II and is negated
by a successful Will save. The transformed creature retains
its Intelligence score and known languages, if any, but the
witch controls its mind. This effect functions as dominate
monster, except the creature does not receive further saving
throws to resist the hex. The effect can be removed only with
wish or similar magic, although slaying the witch also ends
the effect. Whether or not the save is successful, a creature
cannot be the target of this hex again for 1 day.
16
Heroes of Golarion
to resist poison. You also gain a +2 competence bonus on Hierophant: The phantom gains bane and bless as spell-like
Perception checks. At 8th level, these bonuses increase by 2. abilities. It can use each spell-like ability a number of times
Staggering Gaze (Su): At 8th level, when a creature is affected per day equal to its Hit Dice, which it uses in place of a caster
by your gaze bloodline power, it is staggered in addition to level. At 12th level, it can also cast prayer and searing light each
being slowed. once per day.
Viper’s Touch (Su): At 12th level, you grow two sets of Marshal: The phantom can fill its allies with its triumphant
venomous claws resembling the teeth of a serpent. These spirit as a standard action, granting them a +1 morale bonus
claws are primary natural attacks that deal 1d8 points on saving throws against charm and fear effects and a +1
of damage (1d6 if you are Small). The claws also gain the competence bonus on attack and weapon damage rolls
following poison ability: Viper’s Venom: Claw—injury; save for a number of rounds per day equal to 2 + its Charisma
Fort DC 10 + half the bloodrager’s level + the bloodrager’s modifier. These rounds need not be consecutive. At 12th
Constitution modifier; frequency 1/round for 4 rounds; effect level, if the phantom is hit by an attack of opportunity, it can
1d3 Str damage; cure 1 save. use an immediate action to allow an ally to make an attack of
Stone Resistance (Su): At 16th level, you gain acid resistance opportunity against the creature that attacked the phantom
10 and are immune to disease, poison, and the sickened and if it’s within the ally’s melee reach.
staggered conditions. You also cannot be flanked. Trickster: The phantom gains the sneak attack rogue class
True Petrification (Su): At 20th level, you can use your gaze feature as a rogue of a level equal to the phantom’s Hit Dice.
bloodline ability to permanently turn a creature to stone, as It can use the sneak attack ability a number of times per day
flesh to stone. You can still use the less powerful versions of equal to its Dexterity modifier (minimum 1). At 12th level,
your gaze if you do not wish to turn the target to stone, but whenever the phantom is in darkness or dim light, it can
you must declare this at the time of the attack. move at full speed without taking a penalty on Stealth checks.
This alters phantom and replaces shared consciousness.
PRIEST OF THE FALLEN Channel Energy (Su): At 3rd level, a priest of the fallen can
(SPIRITUALIST ARCHETYPE) channel her phantom’s divine energy. This functions as the
Countless hero-gods have risen and fallen through Iblydos’s cleric’s channel energy class feature, except that the amount
long history, leaving behind mighty spirits. Those attuned of damage dealt or hit points restored is equal to 1d6 points
to these fallen hero-gods can become conduits for their plus an additional 1d6 points for every 2 spiritualist levels
restless souls and agents acting out their divine will. The beyond 3rd. The priest of the fallen decides to channel
result is a priest of the fallen, a spiritualist who channels her positive or negative energy based on her alignment. A
land’s legends and provides a vessel for mighty heroes to neutral priest of the fallen can channel either positive or
perform heroic acts once more. negative energy, but once this choice is made, it cannot be
Mythmaker (Su): A priest of the fallen can channel many changed. She can use this ability a number of times per day
different hero-god phantoms, though only one at a time. equal to her Charisma modifier (minimum 1).
These spirits will not suffer being confined in a mortal’s This replaces bonded manifestation.
consciousness and must be manifested in ectoplasmic or Phantom Call (Su): At 6th level, once per day, a priest of the
incorporeal form or they return to the Ethereal Plane. They fallen can summon a fully manifested hero-god phantom
each have an emotional focus depending on their personality from the Ethereal Plane as a standard action. If she already
and retain some of their hero-god powers, determined by has a hero-god phantom manifested, that phantom vanishes
their mythic archetype. A priest of the fallen can channel back to the Ethereal Plane.
a hero-god phantom with a ritual that takes 1 minute to This replaces phantom recall.
perform. A priest of the fallen can channel only one hero- Fused Consciousness (Su): At 10th level, this ability
god phantom per 24 hours, but once channeled, a hero-god functions as usual, except the phantom retreats to the
phantom remains until a new one is channeled. Ethereal Plane rather than the priest’s consciousness.
Archmage: The phantom gains magic missile and sleep as This alters fused consciousness.
spell-like abilities. It can use each spell-like ability a number Masterful Faith (Su): At 17th level, a priest of the fallen
of times per day equal to its Hit Dice, which it uses in place chooses any two cleric domains and receives their full
of a caster level. At 12th level, it can also cast fireball and hold benefits, treating her spiritualist level as her cleric level. She
person each once per day. adds the domain spells to her spells known.
Champion: The phantom gains Weapon Focus (slam) as This replaces dual bond.
a bonus feat. At 12th level, it gains Greater Weapon Focus True Legend (Su): At 20th level, a priest of the fallen is
(slam) and Weapon Specialization (slam) as bonus feats. strong enough to confine a phantom in her consciousness
Guardian: The phantom gains a +2 natural armor bonus as a standard action. On the start of her following turn, she
when it manifests in its ectoplasmic form, and a +2 deflection gains access to all standard spiritualist abilities involving
bonus to AC when it manifests in its incorporeal form. At a confined phantom. She can confine her phantom for a
12th level, the phantom increases its maximum hit points by number of rounds per day equal to 4 + her Wisdom modifier.
twice its number of Hit Dice. This alters empowered consciousness.
17
Heroes of Garund
Garund holds many civilizations, both ancient and modern, Breech-Loader: This double-barreled pistol variant has its
and the people there use sophisticated technology, magic, barrel attached to its stock by a hinge, enabling ammunition
and social customs to command the respect of other nations. to be loaded quickly and easily. Reloading a breech-loader is
a standard action that reloads both barrels; the Rapid Reload
ALKENSTAR GUNS AND AMMUNITION feat reduces this to a move action.
The following new guns and ammunition are available to
players with access to firearms technology from Alkenstar. ALKENSTAR AMMUNITION
See Pathfinder RPG Ultimate Combat for more on firearms. Item Cost
Air Repeater: This long-barreled firearm is powered by Air reservoir 6 gp
a removable compressed air reservoir. A misfire while an Alchemical cartridge, gray dust 50 gp
air repeater has the broken condition does not cause the Alchemical cartridge, gray dust shot 50 gp
firearm to explode, but it does destroy the air reservoir. Bullet, screaming 20 gp
An air repeater can fire 6 shots before the air reservoir is Magical Item
depleted. An air repeater comes with three air reservoirs. Bullet, dispelling 250 gp
Replacing the air reservoir requires 1 minute. The Rapid
Reload feat reduces this to a full-round action. PRICE
DISPELLING BULLET 250 GP
Air Reservoir: A spare reservoir of compressed air comes
SLOT none CL 5th WEIGHT —
with 6 pieces of ammunition to be used with an air repeater.
AURA mild abjuration
Alchemical Cartridges: Alkenstar’s inventors have devised
alchemical cartridges enabling their gunslingers to suppress This +1 firearm bullet deals no damage but instead dispels one
and disrupt enemy spellcasters in other lands. magical effect on the target, as dispel magic cast by a 5th-level
Gray Dust Cartridge: Packed with mysterious magic- wizard. If the target has multiple magical effects active, the
suppressing dust from the Mana Wastes, these rounds lowest-level effect is targeted.
burst on impact and inhibit spellcasting. When a gray dust CONSTRUCTION REQUIREMENTS COST 125 GP
cartridge strikes a target, it deals only half damage, but the Craft Magic Arms and Armor, dispel magic
creature struck takes a –10 penalty on concentration checks
to cast spells for 1d4 rounds and cannot cast defensively. HOLOMOG DEMOLITIONIST
Gray Dust Shot Cartridge: This version of the gray dust (INVESTIGATOR ARCHETYPE)
cartridge can be loaded only into a weapon with the scatter Holomog is an ancient nation built on even more ancient
quality. It functions similarly to a gray dust cartridge, except ruins. Its renowned civil engineers develop skills that allow
upon impact it bursts into a 20-foot-radius cloud. Creatures them to take full advantage of their environments.
within the cloud take a –5 penalty on concentration checks Structural Knowledge (Ex): At 2nd level, a Holomog
to cast spells. This cloud dissipates in 1d6 rounds in still air. demolitionist gains Improved Sunder as a bonus feat, even
Light wind disperses the cloud in 1 round. if he does not meet the prerequisites.
Smoke Cartridge: This cartridge can be loaded only into a This replaces poison lore.
weapon with the scatter quality. Upon striking a target, it Structural Insight (Ex): At 2nd level, a Holomog
deals no damage, but instead bursts into a cloud of smoke demolitionist gains an insight bonus equal to his investigator
in a 20-foot radius. This smoke impairs sight beyond 5 level on Acrobatics checks to move through difficult terrain.
feet; any creature farther away gains concealment (20% At 5th level, when attempting to damage objects and
miss chance). The cloud disperses after 1d4 rounds, or in 1 structures, he ignores the first 5 points of hardness. At 8th
round in light wind. level, the Holomog demolitionist gains a +2 insight bonus
Bullet, Screaming: This ammunition makes a piercing on attack rolls when attempting to sunder an item. At 11th
scream when fired. If fired as part of an Intimidate check, it level, he can attempt a sunder combat maneuver check
imparts a +5 bonus on the check. If used with the startling against a wall no more than 5 feet thick. If the damage from
shot deed, the target is flat-footed for an additional round. the sunder combat maneuver exceeds the wall’s hardness,
ALKENSTAR FIREARMS
Firearm Cost Dmg (S) Dmg(M) Critical Range Misfire Capacity Weight Type
One-handed
Breech-loader 3,000 gp 1d4 1d6 ×4 20 ft. 1 (5 ft.) 2 4 lbs. B and P
Two-Handed
Air repeater 600 gp 1d6 1d8 ×4 50 ft. 1 (see text) 6 6 lbs. B and P
18
Heroes of Golarion
the Holomog demolitionist creates a 5-foot opening in the Beast Friend (Su): The vigilante can cast charm animal once per
wall, through which a Medium creature can easily pass. day as a spell-like ability, with a caster level equal to his level.
This replaces poison resistance. The vigilante must have the songbird talent to select this talent.
Ricochet (Ex): At 3rd level as a standard action, the Beast Speech (Su): The vigilante can cast speak with animals
Holomog demolitionist can attack an adjacent wall or object once per day as a spell-like ability, with a caster level equal
with a melee weapon. On a hit, he creates a 15-foot-cone of to his character level. The vigilante must have the songbird
rock shards or splinters that deals 2d6 points of damage to talent to select this talent.
targets in the area of effect. A target can attempt a Reflex Owl’s Sight (Ex): The vigilante gains low-light vision. If he
save (DC = 10 + half the Holomog demolitionist’s level + his already has low-light vision, he gains a +4 competence bonus
Intelligence modifier) to reduce this damage by half. At 9th on Perception checks in low light. The vigilante also gains a +2
level, the damage increases to 4d6, and the investigator can competence bonus on Sleight of Hand and Stealth checks at night.
create this effect with a ranged weapon by targeting a wall or Songbird (Su): The vigilante gains the use of animal messenger
object within 30 feet. once per day as a spell-like ability, with a caster level equal to
This replaces the investigator talents gained at 3rd and his character level. He also gains Handle Animal as a class skill.
9th levels.
Studied Strike (Ex): A Holomog demolitionist’s studied
strike damage increases every 4 levels, rather than every 2
(to 2d6 at 8th, 3d6 at 12th, 4d6 at 16th, and 5d6 at 20th level).
This alters studied strike.
Battlefield Preparation (Ex): At 6th level, the investigator
can create 10 feet of difficult terrain by spending a
full-round action to analyze and manipulate his
surroundings. This terrain can be in any shape
designated by the investigator, but at least
1 square must be adjacent to his position.
For every 4 levels he has beyond 6th, the
investigator can create an additional 10 feet
of difficult terrain, to a maximum of 40 feet
at 18th level. This is a physical alteration
that remains in place until the surface
is altered again (the road is repaved, the
floor repaired, etc.), and the Holomog
demolitionist ignores the effects of any
difficult terrain he creates in this way.
At 10th level, the Holomog
demolitionist can use this ability
to create clouds of dust and rubble
that create concealment rather than
difficult terrain in the same area. This
concealment lasts 1d4 rounds plus 1
round for every 4 investigator levels, and
the Holomog demolitionist is affected by
the concealment as normal.
At 14th level, the difficult terrain the Holomog
demolitionist creates provides cover for himself and
his allies.
VIGILANTE TALENTS
Vigilantes of the Mwangi Expanse
often draw inspiration and power from
the natural world around them. Some don masks
resembling the wild beasts they regard as patrons.
Social Talents
The following social talents are appropriate for vigilantes who
spend more time in the wilds than among people and cities.
19
Vigilante Talents PRIMAL MAGIC ARCANIST EXPLOITS
The following vigilante talents are appropriate for vigilantes Some Nexian arcanists have developed ways to mitigate the
whose alter egos have a strong connection to nature. effects of primal magic on their spellcasting abilities—and
Animal Patron (Ex): The vigilante gains the benefits of one even use it to empower their spells. The following exploits
minor shifter aspect for a number of minutes per day equal to are common among arcanists who frequent the Mana
1 + half his vigilante level. He can shift into this minor aspect Wastes. For more information on primal magic, see pages
as a swift action. The vigilante must be at least 5th level to 12–13 of Pathfinder Campaign Setting: Inner Sea Magic.
select this talent. Invoke Primal Magic (Su): When an event within 30 feet of
Monkey’s Paws (Ex): The vigilante gains a climb speed the arcanist would trigger a chance for a primal magic effect,
equal to his base speed and a +4 competence bonus on the arcanist can spend 1 point from her arcane reservoir as an
Escape Artist checks. The vigilante must have the rooftop immediate action to increase the chance to 100%.
infiltrator talent and be at least 5th level to select this talent. Redirect Primal Magic (Su): If the arcanist triggers a primal
One with the Wilds (Ex): The vigilante must have the magic event, she can spend 1 point from her arcane reservoir
environmental weapon talent to select this talent. In the as an immediate action to redirect the event. The event occurs
same terrain for which he selected that talent, he gains a +4 at a location of the arcanist’s choosing within a 20-foot radius.
competence bonus on Stealth, Survival, and Perception checks. This radius expands by 5 feet for every 2 arcanist levels she has.
Tiger’s Claws (Ex): The vigilante gains the ability to grow Resist Primal Magic (Su): When attempting to cast spells
claws similar to a shifter’s. These claws are natural weapons in an area infused by primal magic, the arcanist can spend 1
that can be extended at will and deal 1d4 points of piercing point from her arcane reservoir as part of the casting to gain
and slashing damage (1d3 if the vigilante is Small). At 11th a bonus equal to half her arcanist level on Spellcraft checks to
level, the damage increases to 1d6 (1d4 if Small). avoid triggering a primal magic effect.
20
Heroes of Golarion
Beast Speaker Behir
You have trained in the ways that the beast speakers of the Prerequisites: Diplomacy or Intimidate 7 ranks, Knowledge
Tekritani once used to ally themselves with magical beasts. (arcana) 7 ranks.
Prerequisites: Handle Animal 7 ranks, animal companion Starting Statistics: Size Medium; Speed 40 ft., climb 20 ft.;
with effective druid level 7. AC +6 natural armor; Attack bite (1d6); Ability Scores Str 16,
Benefit: You can select a creature from the list of magical Dex 12, Con 16, Int 7, Wis 14, Cha 12; Special Attacks breath
beasts to serve as your animal companion. You acquire and weapon (20-ft. line, 4d6 electricity damage, Reflex half, once
advance this beast companion in the same way as an animal per day), grab; Special Qualities electricity resistance 10.
companion detailed in the class feature that grants you Mastery (11th level): Size Large; AC +2 natural armor;
access to your animal companion. You can also dismiss the Attack bite (1d8); Ability Scores Str +4, Dex –2, Con +2; Special
creature, as dictated by your class feature. Attacks breath weapon (three times per day), constrict 1d8;
You must meet additional prerequisites to select a Special Qualities immune to electricity.
companion with an Intelligence score of 3 or higher, as
described in each creature’s entry. Bulette
Starting Statistics: Size Medium; Speed 40 ft., burrow 20 ft.;
Beast Speaker Mastery AC +4 natural armor; Attack bite (1d6), 2 claws (1d4); Ability
Your magical beast has developed abilities that only its wild Scores Str 16, Dex 14, Con 16, Int 2, Wis 13, Cha 6.
kin would normally have. Mastery (11th level): Size Large; AC +4 natural armor;
Prerequisites: Beast Speaker, character level equal to or Attack bite (1d8), claws (1d6); Ability Scores Str +4, Dex –2,
higher than that listed in your companion’s mastery entry. Con +2; Special Attacks leap (When charging, it can attempt
Benefit: Your beast companion gains the abilities and a DC 20 Acrobatics check to jump into the air and land next
bonuses listed in the mastery entry in its stat block. You to its enemies. If successful, it can make four claw attacks
must be of at least the indicated level for the companion against foes in reach but cannot make a bite attack).
to use these abilities, so if you dismiss a companion and
gain a new beast companion of a different type, you retain Death Worm
the feat but might not yet be of sufficient level for the new Prerequisite: Survival 7 ranks.
companion to gain its mastery benefits. Starting Statistics: Size Medium; Speed 20 ft., burrow 20 ft.;
Normal: A beast companion is unable to use its mastery AC +6 natural armor; Attack bite (1d6 plus poison); Ability
abilities regardless of its advancement. Scores Str 16, Dex 14, Con 16, Int 3, Wis 10, Cha 5; Special Attacks
poison (frequency 1 round [6]; effect 1d2 Con damage; cure 2 saves,
Beast Companion Choices Con-based DC); Special Qualities acid resistance 10, darkvision
The following creatures can be chosen as beast companions 60 ft., low-light vision, tremorsense 60 ft., electricity resistance 10.
by a character with the Beast Speaker feat. Their entries and Mastery (11th level): Size Large; AC +4 natural armor;
advancement are the same as for animal companions, with Attack bite (1d8 plus poison); Attack Ability Scores Str +4,
two exceptions. First, creatures with an Intelligence score Dex –2, Con +2; Special Attacks breath weapon (30-ft. line,
of 3 or higher have one or more additional prerequisites 8d6 acid damage, Reflex half, once per day); Special Qualities
the character must meet to select the companion. Second, immune to acid, immune to electricity.
each beast companion has a mastery ability that it can use
only if the character it is bonded to has the Beast Speaker Sun Falcon
Mastery feat. The minimum level to gain this ability is listed Prerequisites: Diplomacy 7 ranks, Knowledge (arcana) or
in parentheses. The save DC for any of a beast companion’s Knowledge (religion) 7 ranks.
special abilities is 10 + half the beast companion’s HD + the Starting Statistics: Size Tiny; Speed 10 ft., fly 60 ft. (good); AC
beast companion’s Constitution modifier. +2 natural armor; Attack talons (1d4 plus burn); Ability Scores
Str 10, Dex 17, Con 12, Int 5, Wis 14, Cha 15; Special Attacks breath
Basilisk weapon (30-ft. line, 3d6 fire, Reflex half, once per day), burn (1d4).
Starting Statistics: Size Medium; Speed 20 ft.; AC +4 natural 9th-Level Advancement: Size Small; AC 19 +4 natural
armor; Attack bite (1d4); Ability Scores Str 16, Dex 10, Con 15, armor; Attack talons (1d6 plus burn); Ability Scores Str +2,
Int 2, Wis 13, Cha 11; Special Qualities darkvision 60 ft., low- Con +4, Cha +2; Special Attacks breath weapon (three times
light vision, gaze (one target within 30 ft., paralysis 1d4 rounds, per day), burn (1d6).
Fortitude negates, once per day). Mastery (11th level): Three times per day, the sun falcon
9th-Level Advancement: AC +2 natural armor; Ability can blast an intense wave of heat and light in a 20-foot cone
Scores Dex +4, Con +4; Attack bite (1d6); Special Qualities as a standard action. Creatures within this area must succeed
gaze (three times per day). at a Reflex save or take 1d6 points of fire damage and be
Mastery (11th level): The basilisk’s gaze attack functions blinded for 1d4+1 rounds. Creatures that succeed at this save
as flesh to stone (caster level equals basilisk’s HD) instead of take no fire damage and are instead dazzled for 1 round. The
inflicting paralysis. save DC is Charisma-based.
21
THe GarundI WIlds
Garund is a massive continent with many biomes. Its By Attack feat. At 8th level, you can move through threatened
environs run the gamut from deserts to rain forests to squares without provoking attacks of opportunity, and you
magic-twisted badlands. Characters of classes at home in gain trample, as the universal monster rule, dealing your
the wild draw inspiration from the beasts of these lands to shifter claw damage. At 15th level, you gain Improved Overrun
develop new forms and techniques. as a bonus feat, even if you do not meet the prerequisites.
22
Heroes of Golarion
must succeed at a Charisma check against a DC of 10 + the deafened for the duration; at 16th level, the bloodrager can
swarm’s CR. You can direct the swarm to disperse, remain in instead cause the targets to be paralyzed for 1 round. Whether
a designated location, or attack an opponent. This control or not the save is successful, a creature cannot be the target of
lasts for a number of rounds equal to half your shifter level. the bloodrager’s roar again for 24 hours.
Desert Fortitude (Su): At 8th level, you gain resistance 5 to
Snapping Turtle electricity and fire. In addition, you gain endure elements as
Long-lived and resilient, turtles embody wisdom and a constant spell-like ability and a +2 competence bonus on
endurance in many cultures. Those who take this aspect saves against arcane spells. At 16th level, your resistance to
gain profound insight as well as remarkable resilience. A electricity and fire increases to 10.
snapping turtle’s alternate attack is bite (B, P, S). Rending Rage (Su): At 12th level, you gain a rend attack, as the
Minor Form: You gain a +2 enhancement bonus to universal monster rule, that deals extra damage equal to 2d4 +
Wisdom. At 8th level, this bonus increases to +4, and at 15th 1-1/2 times your Strength modifier. At 18th level, this damage
level, it increases to +6. increases to 2d6 + 1-1/2 times your Strength modifier.
Major Form: Your shape changes to that of a Large giant Master of Mysteries (Su): At 16th level, you can cast either
snapping turtle (Pathfinder RPG Bestiary 2 273). While in maze or symbol of insanity once per day as a spell-like ability,
this form, you gain low-light vision, scent (30 feet), a swim with a caster level equal to your character level. You also gain
speed of 20 feet, and a bite attack (1d8 + 1-1/2 your Strength spell resistance equal to 11 + your level.
modifier damage). At 8th level, you gain an insight bonus Final Riddle (Su): At 20th level, you gain immunity to fire
equal to your Wisdom modifier to your CMD against bull and electricity and ignore environmental penalties due to
rush, dragAPG, overrun, repositionAPG, and trip attempts. At temperature. Your competence bonus on saving throws
15th level, you gain DR 5/silver. against arcane spells increases to +6. You have these benefits
constantly, even while not raging.
SPHINX BLOODRAGER BLOODLINE
Those who successfully traded riddles with sphinxes
sometimes find themselves or their descendants exhibiting
both arcane power and violent fury. These bloodragers find
being outwitted or outmaneuvered especially infuriating;
though they are usually scholarly and erudite, their fits of
frenzied rage are all the more terrifying in comparison.
Bonus Feats: Alertness, Combat Casting, Dazzling
Display, Improved Critical, Iron Will, Rending
FuryUC, Skill Focus (Intimidate), Voice of the SibylUM.
Bonus Spells: Divine favor (7th), touch of idiocy (10th),
searing light (13th), bestow curse (16th).
Bloodline Powers: You gain the ruthless claws and
implacable voice of the sphinx while bloodraging.
Claws (Su): At 1st level, you grow claws while
bloodraging. These claws are treated as
natural weapons, allowing you to make two
claw attacks as a full attack, using your
full base attack bonus. These attacks deal
1d6 points of damage each (1d4 if you are
Small) plus your Strength modifier. At
4th level, these claws are considered magic
weapons for the purpose of overcoming damage reduction.
At 8th level, the damage increases to 1d8 points (1d6 if you are
Small). At 12th level, the critical threat range for these claws
increases to 19–20.
Roar (Su): At 4th level, the bloodrager learns the secrets of
the sphinx’s roar. He can roar as a standard action a number
of times per day equal to 3 + his Charisma modifier. Enemies
within 60 feet of the bloodrager that can hear the roar must
succeed at a Will save (DC = 10 + half the bloodrager’s character
level + his Charisma modifier) or become frightened for 1d6
rounds. At 10th level, the bloodrager can instead cause the
targets to be panicked or stunned (bloodrager’s choice) and
23
Heroes of TIan XIa
Tian culture encompasses more than a dozen nations, each Restoring Flames (Sp): At 15th level, you can cast greater
with its own unique customs emerging from thousands restoration once per day as a spell-like ability.
of years of history, but the rise and fall of uniting empires Rebirth (Su): At 20th level, the full power of a phoenix
and the steady flow of diplomats, merchants, philosophers, erupts from within you if you perish. When you die, you are
priests, and warriors have forged conventions and legends brought back to life, as true resurrection, after 1 minute. This
that are familiar among nearly all of the people of Tian Xia. ability can be used only once every 24 hours, and if you are
Nomadic tribes wandering the great deserts of Shaguang slain again within this period, your death is permanent.
and the citizens of the great metropolis of Kasai might have
little in common, but they may still respect certain shared SPIRIT EATER (MEDIUM ARCHETYPE)
traditions and venerate cultural heroes whose deeds are told Shenmen is a ghost-haunted nation trapped in the shadow
across the entirety of the continent. of the Gossamer Mountains and held beneath the yoke of
jorogumo witches. The mediums of Shenmen face brazen
PHOENIX SORCERER BLOODLINE yokai that hunger for the living, and these mediums
One of your ancestors bore witness to a phoenix’s have learned to devour them instead. Guardians of their
resurrection and formed a bond with the magical creature. communities, spirit eaters absorb the dead to channel their
The resurrecting flames still course through your veins, power and serve as a line of defense against all manner of
surging with power. incorporeal yokai.
Class Skill: Knowledge (Arcana). Ectoplasmic Strikes (Su): At 3rd level, a spirit eater
Bonus Spells: Color spray (3rd), see invisibility (5th), magic medium treats his attacks as if they had the ghost touch
circle against evil (7th), wall of fire (9th), break enchantment (11th), weapon property.
path of the windsARG (13th), firebrandAPG (15th), prismatic wall This replaces haunt channeler.
(17th), fiery bodyAPG (19th). Consume Spirit (Su): At 7th level, a spirit eater can attempt
Bonus Feats: Dodge, Elemental Focus (fire), Fast Healer, to consume an incorporeal creature and house it within his
Improved Initiative, Iron Will, Mobility, Quicken Spell, Skill body. If he reduces an incorporeal creature to 0 hit points
Focus (Knowledge [arcana]). or fewer, he can instead leave the creature at 1 hit point and
Bloodline Arcana: When casting any spell that deals fire consume the creature as an immediate action. A consumed
damage, you can instead heal your targets. The spell deals creature is contained in the spirit eater’s body and grants
no damage, and living creatures affected by the spell instead him a +1 bonus on either attack rolls, saving throws, or skill
regain a number of hit points equal to half the fire damage checks, chosen by the spirit eater, and a number of temporary
the spell would normally deal. hit points equal to the consumed creature’s Hit Dice.
Bloodline Powers: The phoenix is an elemental creature A spirit eater’s body can hold a number of creatures
of sky and primal fire, and its blood within you sings with a equal to his spirit bonus. If he attempts to consume
similar power. another creature after this point, he releases the creature
The Unseen World (Su): At 1st level, you gain detect magic and that has been contained in his body longest. He can
read magic as spells known. At 5th level, the phoenix’s blood release a consumed creature as a free action. A consumed
drives you to find and save lost knowledge and magical creature attempts to escape after 24 hours. The spirit eater
items. As a swift action, you can automatically identify the can attempt to keep a consumed creature in his body by
properties of a non-cursed magic item you hold; you must attempting a Will save (DC = 10 + half the spirit eater’s level
still identify a cursed item as normal to correctly identify it + twice the number of the creatures he has contained in
as cursed. You can use this ability a number of times equal his body). If he succeeds, the consumed creatures remain,
to your Charisma modifier per day. but they grant the spirit eater’s channeled spirit 1 point of
Immolation (Su): At 3rd level, you gain the ability to surround influence over him. A released creature is destroyed as if
yourself in fire as a swift action. This fire burns for a number it were reduced to 0 hit points and can reconstitute again
of rounds per day equal to your character level plus your later, if able.
Charisma bonus. These rounds do not have to be consecutive. This replaces location channel and connection channel.
Any unarmed attacks you make while affected by immolation
deal an additional 1d6 points of fire damage, and any creature TIAN ALCHEMY
that ends its turn adjacent to you while you’re affected by The alchemists from the many nations of Tian Xia have
immolation also takes 1d6 points of fire damage. developed unique subcultures around the processing and
Vermilion Wings (Su): At 9th level, you gain the ability to application of inks and dyes. Their use of these materials
grow a pair of phoenix wings from your back as a standard allows them to develop unique alchemical creations
action. The wings grant you a fly speed of 60 feet with good not seen outside of the Dragon Empires. The following
maneuverability. You can dismiss the wings as a free action. discoveries are available to alchemists.
24
Heroes of Golarion
Constructive Dyes: The alchemist’s dyes congeal and the level of extract expended. For example, if the alchemist
solidify, allowing him to make physical objects from them. expends a 4th-level extract, he can create a creature as if
The alchemist can expend two uses of his daily bombs to using summon monster IV. Additionally, the alchemist can
create a nonmagical object, as minor creation, using his expend an additional use of his daily bombs when creating
alchemist level as the spell’s caster level. The alchemist must a creature in this way to grant the creature the celestial or
be at least 8th level and have the divine inks discovery before fiendish template. The alchemist must have the divine inks
selecting this discovery. discovery before selecting this discovery.
Divine Inks: The alchemist can develop special pigments
and combine them with his alchemical reagents to create
unique dyes that cling to the empty space around him,
allowing him to paint images in the air to fool his enemies.
By expending two daily uses of his bombs, he can use the
dyes to create an image in a space adjacent to him, as silent
image, using his alchemist level as the spell’s caster level.
The image he creates remains for a number of minutes
equal to his alchemist level. He can dismiss this image as a
standard action.
Explosive Calligraphy: The alchemist can create
especially volatile pigments that detonate when agitated.
This requires expending one daily use of his bombs, but
otherwise functions as explosive runes except that it deals
damage as one of the alchemist’s bombs. The alchemist can
expend an additional daily use of his bombs to apply one
discovery that applies to his bombs, such as acid bombAPG
or dispelling bombAPG, to the runes created with this
discovery. An alchemist must be at least 6th level before
selecting this discovery.
Greater Constructive Dyes: The alchemist expands
the set of objects he can create with his constructive
dyes. The alchemist can expend one additional use of his
daily bombs when using his constructive dyes discovery to
create objects, as major creation. The alchemist must be at
least 10th level and have the constructive dyes and divine
inks discoveries before selecting this discovery.
Greater Divine Inks: The alchemist’s unique dyes allow
him to create lifelike images. If he expends an additional
daily use of his bombs, the image he creates with the divine
inks discovery also produces sound, smell, and heat, as major
image. The alchemist must be at least 6th level and must
have the divine inks and improved divine inks discoveries
before selecting this discovery.
Improved Divine Inks: The alchemist’s unique dyes
allow him to create images accompanied by sound. If he
expends an additional daily use of his bombs, the image he
creates with the divine inks discovery also produces minor
sounds, as minor image. The alchemist must be at least
4th level and must have the divine inks discovery before
selecting this discovery.
Living Pigment: The alchemist infuses his inks and dyes
with a spark of animating force. As a standard action, he can
expend one daily use of his bombs and a 1st-level extract he
has prepared to create a creature, as summon monster I, using
his level as the spell’s caster level. The extract is expended as
if the alchemist had consumed it. The alchemist can expend
a higher-level extract when using this ability to create a
creature using a summon monster spell of a level equal to
25
KIneTICIsTs of THe draGon empIres
Tian Xia is a land famous for its people’s connections to KINETIC DISSOLUTION
the spirits and elements, and as a result, many races and Element universal; Type utility (Su); Level 1; Burn 0
cultures native to the Dragon Empires have developed Prerequisites wayang, chosen racial trait
unique traditions that allow them to brandish elemental Choose either the dissolution’s childARG alternate racial trait or the
power in styles all their own. light and darkARG racial trait. You can use the chosen racial trait by
accepting 1 point of burn, even if you have no daily uses of that
ANCESTRAL WILD TALENTS racial trait remaining.
Kineticists throughout Tian Xia have mastered a variety
of unique traditions that enable them to wield elemental MESMERIZING ELEMENTALIST
power in tandem with their races’ unique physiologies. Element universal; Type utility (Su); Level 1; Burn 0
The following utility wild talents represent several unique Prerequisite nagaji
powers that kineticists of different stripes from the Dragon You gain the hypnotic gaze nagaji alternate racial traitARG. If you
Empires have mastered. already have this trait, add +1 to the trait’s save DC instead. You
can use the hypnotic gaze racial trait by accepting 1 point of burn,
even if you have no daily uses of that racial trait remaining.
NINE-TAILED KINETICIST
Element universal; Type utility (Su); Level 1; Burn 0
Prerequisite kitsune
You can cast a spell-like ability granted to you by any Magical
TailARG feat you have by accepting 1 point of burn, even if you
have no daily uses of that spell-like ability remaining. You must
be able to use wild talents of a level equal to the number of
extra tails required to use a spell-like ability granted by
a Magic Tail feat to use this ability to cast that spell-like
ability (for example, you would need to be 15th level
and able to use 8th-level wild talents to use this
talent to cast the dominate person spell-like
ability granted by Magical Tail). In addition,
you can learn a Magical Tail feat that you
qualify for in place of gaining a new infusion
or utility wild talent.
26
Heroes of Golarion
CLOCKWORK KINETICISTS All of your blasts are mildly toxic. Creatures that take damage
Nestled between Nagajor and Xa Hoi lie the mysterious from your blast are sickened for 1 round.
Clicking Caverns. Explorers willing to risk these depths can
gain unrivaled command over the element of metal. VENOM INFUSION, GREATER
Element universal; Type substance infusion; Level 7; Burn 4
CLOCKWORK HEART Prerequisites venom speaker, venom infusion
Element earth; Type utility (Su); Level 3; Burn — Associated Blasts any simple or composite
Prerequisite metal blast Saving Throw Fortitude negates
You have used your power over metal to add clockwork This talent functions as the greater toxic infusion wild talentUW,
components to your own body. So long as these clockwork except it affects any creature that takes any type of damage from
components are kept wound (per the winding ability of the the blast.
clockwork subtypeB3), you gain the benefits of both the Improved
Initiative and Lightning Reflexes feats. VENOM SPEAKER
Element universal; Type utility (Su); Level 1; Burn 0
CLOCKWORK PUPPET You gain the investigator’s poison lore class feature (Pathfinder
Element earth; Type utility (Su); Level 5; Burn 0 RPG Advanced Class Guide 31), using your kineticist level as your
Prerequisite metal blast investigator level, and can use your gather power ability even while
You can weave metal into clockwork parts, creating clockwork holding a dose of poison in one of your hands or appendages as
constructs to attack your foes. This functions as the aether puppet long as you could otherwise use that ability. If you are at least 6th
wild talent, except the object animated gains the clockwork level, you can learn the alchemist’s swift poisoning class feature
subtype and cannot have the stone Construction Point ability. or one of the following alchemist discoveries in place of a utility
wild talent, using your kineticist level as your alchemist level:
SPARK OF INNOVATION concentrate poisonAPG, poison conversionUC, or sticky poisonAPG.
Element earth; Type utility (Sp); Level 5; Burn 0
Prerequisite metal blast WINDS OF YJAE
You shape metal into a clockwork creature, as spark of lifeOA except The people of Yjae, the last remaining of the ancient Shory
you summon a clockwork earth elemental. The elemental’s type flying cities, are masters of the art of elemental air.
is changed to construct (clockwork) and it gains construct traits
and clockwork traits instead of elemental traits. The creature loses BOLT
any spell-like abilities or supernatural abilities it normally has. If Element air; Type form infusion; Level 3; Burn 2
you have the greater elemental whispers utility wild talent, you Associated Blasts electric blast, thunderstorm blast
can take a clockwork familiarB5 as an improved familiar with that Saving Throw Reflex half
ability instead of an earth elemental. You unleash a bolt of lightning above an enemy within 30 feet
and send it spiraling down with tremendous force. Each bolt is
NAGAJOR VENOKINESIS a 5-foot-wide, 30-foot-long, vertical bolt, dealing your full blast
Venokineticists draw forth deadly toxins from the elements. damage to creatures within the line. If all squares in the bolt’s
area are outdoors and in a storm, the blast deals an additional
VENOM ADMIXTURE 1 point of damage per die. The saving throw is Dexterity-based.
Element universal; Type substance infusion; Level 2; Burn 2
Prerequisite venom speaker KINETIC AWE
Associated Blasts any simple or composite Element universal; Type utility (Su); Level 1; Burn 0
Saving Throw see text You create a terrifying display of elemental power. This ability
You can infuse your kinetic blast with poison. To use this infusion, functions as Dazzling Display, except you can use this ability as a
you must be holding a dose of poison or have at least one use standard action and you add half your kineticist level as a bonus
of a feat or racial trait that produces poison (such as the Spit on your Intimidate check if you’ve used gather power during the
VenomARG feat or the toxic skinARG grippli alternate racial trait). same round; doing so expends the gathered power. This ability
One dose of poison or one use of your feat or racial trait is otherwise counts as the Dazzling Display feat; feats and other
consumed if applicable, and creatures damaged by the infused effects which affect Dazzling Display (such as Shatter Defenses)
blast are affected by the poison. Use the same type, save, save apply to it, and it counts as Dazzling Display for the purpose of
DC, frequency, effect, and cure as the consumed poison. meeting combat feat prerequisites.
27
myTHIC oCCulTIsm
Although members of the occult classes, found in MYTHIC OCCULT CLASSES
Pathfinder Roleplaying Game: Occult Adventures, often Because they specialize in things that are, generally
concern themselves with matters of obscure and byzantine speaking, outside the realm of common knowledge,
lore, there has historically been little overlap between practitioners of the occult who find a way to tap into
this group of dedicated specialists and mythic power (see mythic power often find that the occult path is more
Pathfinder RPG Mythic Adventures). This does not mean that difficult to grasp than more conventional approaches.
occult practitioners do not delve into mythic lore, however, Occult characters can take mythic options like any other
and the following section explores some of the more character, but they may find that many of the available
common ways that these two mysterious practices interact options are not well suited to their particular abilities,
with one another. especially since their magic is neither arcane nor divine.
When a psychic spellcaster becomes mythic, she can
treat her psychic spells as either arcane or divine for the
purposes of any mythic abilities she gains. This does not
change the actual nature of her spellcasting, but it allows
her to make use of certain mythic abilities she would
otherwise be unable to use. Once this choice between
arcane and divine is made, it cannot be changed.
Kineticists: In much the same way that kineticists can
channel elemental energy, a tiny number of them are
eventually able to master the ability to channel the
strange energy that empowers mythic creatures.
Some believe that any kineticist can unlock this
ability with enough dedicated work and skill, while
others believe it is a trait one must
be born with. In either case, mythic
kineticists tend to gravitate toward
either the path of the champion (generally
known as the path of the channeler) or the
guardian (sometimes referred to as the path of
infinite stillness).
Mediums: In a way, every medium gets a small
taste of mythic power through the spirits they
channel, each of which is tied closely to one of the six
mythic paths. In rare cases, the spirits become taken with a
particular medium and bestow upon him a greater portion
of their power. When a medium first gains mythic power,
he can do so normally, or he can tie his mythic power to
the spirits he channels. Once this choice is made, it cannot
be changed. If he ties his mythic power to his spirits, then
whenever he performs a seance, his mythic path changes
to match the spirit he is channeling that day. This does not
allow the medium to change which path abilities he has
chosen for a given path. Instead, whenever he gains a
new mythic path ability, he must select an ability for
each mythic path, and he gains access to those abilities
only when channeling the spirit associated with that path.
Mediums who select this option cannot gain the Dual
Path feat, and they cannot select universal path abilities.
Mediums who do not take this option tend to prefer the
trickster path (sometimes referred to by mediums as the
many-faced path).
Mesmerists: Mythic mesmerists acquire their powers
because their inherent mythic potential already gives them
28
Heroes of Golarion
a knack for manipulating others. Many mythic mesmerists faster one (a swift action is faster than a move action, and a
are believed to be godlings descended from the likes of move action is faster than a standard action).
Asmodeus or Norgorber, although such claims are best taken Expanded Implement Knowledge (Su): Choose a
with a grain of salt. Mesmerists frequently take the path of the single implement school you have access to. For each
trickster (and unlike with many mythic occult practitioners, spell level that you can cast, you add one additional spell
there is no special name for mesmerists who do). from that school of magic to your list of spells known.
Occultists: Occultists, with their innate connection to Additionally, by expending one use of mythic power as
the power of objects, are most often imbued with mythic a swift action, you can add 2 points of mental focus to a
power by handling powerful items that have potent single implement associated with the chosen implement
connections to mythic people, places, and events. Mythic school. These points of mental focus are created from
occultists often find themselves drawn to the path of the the expended mythic energy and do not come from your
trickster (sometimes called the path of the dilettante when daily allotment of mental focus. You must be touching
referring to mythic occultists), although those who focus the implement in which the mental focus will be invested
more on their spellcasting abilities instead turn to the path when you use this ability.
of the archmage, and such individuals are often referred to Mythic Amplification (Su): Whenever you cast a psychic
as thaumaturges. spell, you can expend one use of mythic power to apply a
Psychics: Most psychics draw their powers from their single phrenic amplification you know to the spell, without
disciplines, and mythic psychics are no exception. For expending any points from your phrenic pool to do so. The
most mythic psychics, their discipline provides the source phrenic amplification added in this way does not count
of both their psychic and mythic powers: a mythic psychic against the normal limit of one phrenic amplification per
with the abomination discipline might be tainted by a spell. You must be at least 3rd tier to select this path ability.
dark force of mythic proportion, while one with the faith
discipline may have been imbued with divine power. Hierophant Path Abilities
Mythic psychics are often drawn toward the archmage path The following occult-themed abilities are available to
(generally referred to as the path of the third eye by mythic characters of the hierophant path.
psychics) or the hierophant path (typically referred to as Mythic Treatment (Su): Whenever you use your touch
the path of enlightenment). treatment class feature, you can expend one use of mythic
Spiritualists: Mythic spiritualists almost always travel power to grant the touched creature a new saving throw to
in the company of the phantoms of legendary heroes and resist a single harmful effect that initially allowed a Fortitude
villains, although it is unclear whether it is the phantom or Will save to resist. The touched creature gains a bonus on
that gives the spiritualist mythic power or the spiritualist’s this saving throw equal to half your mythic tier. If the saving
mythic nature that attracts such a potent phantom. throw is successful, the effect ends immediately. You must
Most spiritualists are drawn to the hierophant path, and be at least 3rd tier to select this path ability.
spiritualists who take this path are often referred to as Psychic Healing (Su): You can transmit healing energy
shepherds of the underworld. A spiritualist treats any through psychic vibrations. Whenever you cast a spell of
references to an eidolon within a mythic ability (such as the healing subschool that targets a single creature, you can
the mythic companion guardian path ability) as though it target any creature to which you are connected by a telepathic
also referred to phantoms. bond or similar effect, even if that creature is outside the
spell’s normal range. You cannot use this ability to cast such
MYTHIC CASTERS a spell on a creature that is farther away from you than 1
Although psychic magic differs from arcane and divine mile per mythic tier. You must be at least 6th tier to select
magic in many ways, a psychic caster can still benefit from this path ability.
the eldritch secrets of the paths of the archmage and the Shielding Phantom (Su): Your phantom is especially adept
hierophant. The following section provides new occult- at protecting you and your allies from harm. The shield and
themed path abilities for the archmage and hierophant paths. circumstance bonuses granted by your spiritual interference
class feature are both increased by an amount equal to half
Archmage Path Abilities your mythic tier.
The following occult-themed abilities are available to
characters of the archmage path. MYTHIC KINETICISTS
Coupled Phenomena (Su): Whenever you spend a standard Kineticists in particular have difficulty making full use
action, move action, or swift action to implant a mesmerist of mythic power, as they are not spellcasters in their own
trick (including masterful tricks), or use a discipline power, right and many mythic abilities do not interact with their
focus power, spirit power, touch treatment, or utility wild most potent class feature, the kinetic blast. The following
talent, as a free action you can also activate an ability that uses section presents a number of new, specialized path abilities
mythic power. The mythic ability you activate must require for champions and guardians that give kineticists a greater
the same action type as the other ability you activated or a range of mythic options.
29
Champion Path Abilities MYTHIC PERSONALITIES
The following kineticist-focused abilities are available to Tapping into the energies and powers of the occult allows
characters of the champion path. profound insight into the mind. Mythic power allows an
Kinetic Font (Su): As a swift action, you can expend one occult character even greater control over this insight. The
use of mythic power to open up a wellspring of kinetic following section provides new occult-themed path abilities
energy within yourself. Each round, beginning on the for the marshal and trickster paths.
round in which you use this ability, you can reduce the
total amount of burn you would take for a single blast or Marshal Path Abilities
utility wild talent by 1, to a minimum of 0. This effect lasts The following occult-themed abilities are available to
a number of rounds equal to half your mythic tier. You characters of the marshal path.
must be at least 6th tier to select this path ability. Free Your Mind (Su): You can reach into the mind of your
Overcharged Blast (Su): Whenever you use one of your allies and free them from unwanted influence. You can spend
kinetic blasts, you can expend one use of mythic power as 1 point of mythic power as a full-round action to remove
a free action to apply one additional infusion to the blast, a mind-affecting effect currently affecting an ally within
beyond the normal limit of one form infusion and one 30 feet. The effect immediately affects you instead, and you
substance infusion per blast. Additionally, whenever you receive a saving throw to resist the effect as if you were the
use this ability, you reduce the total amount of burn you original target. If you succeed, the effect has no effect on you;
would accept from the blast by 2 (to a minimum of 0). otherwise, you are subject to it. You must be at least 6th tier to
Unorthodox Infusion (Su): You learn to master an select this path ability.
infusion beyond those that normally apply to the elements Spirit Influence (Su): When you complete a seance, you
in which you specialize. You learn a new infusion of your can choose a number of allies equal to half your mythic
choice, regardless of that infusion’s associated blasts. tier (minimum 1). The chosen allies also gain your spirit’s
You can apply the chosen infusion to any blasts you are spirit bonus.
capable of using, even if they are not one of that infusion’s Unfettered Spirit (Su): As an immediate action when an ally
associated blasts. You must be at least 3rd tier to select this within 30 feet fails a d20 roll that could be modified by your
path ability. spirit bonus, you can spend 1 point of mythic power and allow
your spirit to gain 1 additional point of influence over you to
Guardian Path Abilities add your spirit surge die to the check’s result. If the ally is
The following kineticist-focused abilities are available to receiving your spirit bonus from the spirit influence ability,
characters of the guardian path. you can choose to either spend your mythic power or allow
Energy Conduit (Su): As an immediate action, you can your spirit to gain additional influence instead. You must be
expend one use of mythic power to harness harmful energy at least 3rd tier to select this path ability.
within your body and use it to empower your kinetic
abilities. For a number of rounds equal to your mythic Trickster Path Abilities
tier, whenever you take acid, cold, electricity, fire, or sonic The following occult-themed abilities are available to
damage, you ignore the first 5 points of that damage. For characters of the trickster path.
every 5 points of damage ignored in this way, you gain an Bottled Talent (Su): As a standard action, you can expend
energy point, which you can expend to reduce the total one use of mythic power and attempt a melee touch attack
burn cost of a blast or utility wild talent by 1 (to a minimum against a creature with class levels. If you succeed, choose
of 0). Unspent energy points dissipate after 10 minutes. one of that creature’s class features with limited uses, such
You must be at least 6th tier to select this path ability. as rage, smite evil, or a single spell with a casting time of 1
Guarded Gathering (Su): Whenever you use your gather standard action. You replicate that ability and place it into an
power class feature, the gathered energy swirls around item you hold for 10 minutes per tier. Any creature holding
you, forming a protective barrier. You gain a deflection the item can expend 1 point of mythic power as a standard
bonus to AC equal to half your mythic tier (rounded down, action to activate the replicated feature, using the level of the
minimum 1). creature touched as their level for any effects based on level.
Opportunistic Blast (Su): You can take advantage of You cannot replicate a specific feature from a creature more
momentary lapses in defense to assault your foes with your than once every 24 hours in this way. You must be at least 6th
kinetic blast. Once per round, when an ally within 30 feet tier to select this path ability.
of you makes an attack of opportunity against an opponent Quick Trick (Su): As an immediate action when a triggering
you can see, you can expend one use of mythic power as condition is met against you or an ally within reach for a trick
an immediate action to make an attack of opportunity you know, you can spend 1 point of mythic power to implant
against that opponent using one of your kinetic blasts. You the trick in yourself or the ally and immediately activate the
can apply infusion wild talents to the blast, and you accept trick. You must be at least 3rd tier to select this path ability.
burn for doing so. You must be at least 3rd tier to select this Rebounding Stare (Su): You can cause your hypnotic stare to
path ability. bounce between creatures. When you use your hypnotic stare,
30
Heroes of Golarion
you can spend 1 point of mythic power to affect an additional of occult skill unlocks granted by this ability also apply to skill
creature within 30 feet of the original target with the stare for unlocks you gain access to in this way.
1 round. You can affect additional creatures up to your mythic Phantom Possession (Su): As a full-round action, by
tier. You can maintain additional stares by spending 1 point expending one use of mythic power, you can invite your
of mythic power per additional stare each round. phantom to control your body while you project your spirit
incorporeally. While your spirit is outside of your body in
UNIVERSAL PATH ABILITIES this fashion, you become incorporeal and gain a fly speed
The following universal path abilities are thematically linked of 60 feet (perfect), but your statistics remain otherwise
to occult characters or improve upon the class features of unchanged. Your projected spirit has incorporeal versions of
occult classes. all of your equipment, although consumable equipment and
Borrow Mythic Power (Su): As a move action, you can call equipment with limited numbers of charges or uses cannot
on a channeled spirit to grant you a fraction of its mythic be used while incorporeal. At the same time, your phantom
power. Your channeled spirit gains 1 point of influence over takes control of your body, as the spell possessionOA. You can
you, and you gain two uses of mythic power. Uses of mythic end the effect at any time by returning to your body, and
power gained in this way are lost once the spirit leaves you, it ends automatically after 1 minute per mythic tier unless
and they can be spent only on path abilities from the same you expend an additional use of mythic power to extend
mythic path with which the spirit is associated. the duration. If your spiritual form is slain, your
Mythic Burn (Su): You are able to convert mythic energy spirit returns to your body automatically and the
into the energy used to fuel your kinetic powers, and vice effect ends. You must be at least 6th tier and
versa. You can expend mythic power to reduce the total burn have the phantom class feature to select
cost of a blast or utility wild talent on a one-for-one basis. this path ability.
Alternatively, you can accept 1 point of burn in place of
expending one use of mythic power. You must have the burn
class feature to select this path ability.
Mythic Contact (Su): You learn the true name of a
particularly powerful and knowledgeable outsider with
up to 20 Hit Dice. When using your outside contact class
feature, you can expend one use of mythic power to conjure
this particularly potent contact instead of one of your other
contacts. If you do, the contact can provide much more
detailed information, such as anything that can be learned
with a legend lore spell, and the contact can provide the
information immediately. However, the cost is much higher:
typically 1,000 gp, although in some cases the contact may
instead accept services or an exchange of information. As
with outside contact, you can attempt to bargain
with the contact, using Diplomacy or
Intimidate to try to halve the payment
cost. Failure causes the cost to be doubled,
and failure by 5 or more causes the mythic
contact to depart without providing information of any kind.
Typically, a mythic contact will not lower itself to delivering
messages, but at the GM’s discretion, it may be willing to
perform other services for you in exchange for appropriate
compensation. You must be at least 3rd tier and have the
outside contact class feature to select this path ability.
Occult Mastery (Su): You are a master of occult skill unlocks.
You gain a bonus equal to your mythic tier on skill checks
made as part of an occult skill unlock, and you can use each
occult skill unlock you have access to a number of additional
times per day equal to your mythic tier. Further, by expending
one use of mythic power, you gain the ability to use an occult
skill unlock you would not otherwise have access to (whether
because you cannot cast psychic spells or because you are not
trained in that skill). You can use this occult skill unlock until
the next time you regain uses of mythic power. The extra uses
31
neXT volume
The story continues! The Pathfinder Chronicles detail tales and discoveries from
members of the Pathfinder Society all over Golarion. Among these are tales
of great heroes capable of great feats of might, magical relics that grow in
strength alongside the heroes who wield them, and forgotten magic locked
away due its dangerous power. Pathfinder Player Companion: Chronicle of Legends
is your chance to make these tales a reality with powerful new class options,
capstones, spells, magic items, and other options for your character!
Browse a rich overview of the known Explore major metropolises on Learn of gods and faiths that are popular
nations of Golarion with Pathfinder continents far from the heart of among distant nations and non-human
Campaign Setting: The Inner Sea World Avistan with Pathfinder Campaign peoples, from Tian Xia to Vudra to the
Guide, and find a tantalizing mystery Setting: Distant Shores, where you can forests of the elves and mountains of
to investigate or a spot to seek out for celebrate local festivals or do business the dwarves, with Pathfinder Campaign
your next adventure! with a rakshasa! Setting: Faiths of Golarion!
32
i Can sHow You tHe world!
Explore a world of exceptional heroes and unfathomable magic! Channel spirits from the
legendary realms of Iblydos or Valenhall, shift into the aspects of beasts from southern Garund,
delve into the psychic secrets of the Palatine Eye or the continent of Vudra, and explore the art of
alchemical calligraphy from Tian Xia! Pathfinder Player Companion: Heroes of Golarion gives you all the
tools you need to learn from the farthest-flung reaches of Golarion!
Inside this book you’ll find:
► Mystic bloodlines common in distant nations, including medusa-spawned bloodragers who can freeze
foes in their tracks, erudite sphinx-like bloodragers, and sorcerers with the heart of a phoenix!
► Secret techniques the beast speakers of lost Tekritanin used to befriend monstrous bulettes, petrifying
basilisks, electric behirs, death worms, and sun falcons, and to command them to serve by their side!
► Rules for occult characters to venture into the realm of mythic power, including new path abilities focused
on occult magic and powers.
This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the
Pathfinder Campaign Setting, but it can easily be incorporated into any fantasy world.
paizo.com/pathfinder
Printed in China. PZO9495