Childhood Adventures
Childhood Adventures
Adventures
Authors: Alexander Augunas, BJ Hensley, Andrew Marlowe, Monica Marlowe,
Matthew Morris
Cover Artist: Jacob Blackmon
Cover Design: Alexander Augunas
Interior Art: Jacob Blackmon
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplay-
ing Game from Paizo Inc.. See http://paizo.com/pathfinderRPG for more
information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee
compatibility, and does not endorse this product.
Special Thanks
Owen K.C. Stephens and Lj Stephens for content consultation and editing. Julian
Neale for proofreading and editing. Kaelyn and Rayne Hensley, Kate and Thomas
Marlowe, and Finley and Simon Morris for providing inspiration for several of
the illustrations within this book.
02
A Foreward on Young Gamers
Oftentimes we see a roleplaying product like Childhood Contents
Adventures and assume that its themed entirely around
adjusting the Pathfinder Roleplaying Game for young players Rules Systems���������������������05
and GMs. There are plenty of books that do this, such as
Young Character Options by the Four Horseman and Rogue Age Categories�������������������������������� 06
Genius Games, as well as virtually everything published
by Playground Adventures. While Childhood Adventures has Aging and Growth��������������������������� 08
themes, mechanics, and options that lend themselves to the
imagination and needs of younger gamers, they aren’t the only Aging Effects������������������������������������ 16
focus here. Sections of this product are geared to help adults
properly roleplay young characters, and some essays and Life as a Child����������������������������������� 18
options have a darker, more adult edge to reflect this. When
deciding whether an option from this book is appropriate for a Childhood Heroics��������������������������� 32
young gamer, use your best judgment, and always consult the
young gamer’s primary guardian for his or her consent for any Monster Age Categories������������������ 40
decisions regarding that child’s gaming experience.
Character Options�������������45
—Alexander Augunas
Archetypes and Options������������������ 46
Contents
The following sections appear in Childhood Adventures. Feats������������������������������������������������ 56
Rules Systems: This chapter focuses on enhancing the
gameplay experience of young characters by providing rules Mischief and Antics������������������������� 60
centered around aging and growth, as well as a number of
informative essays designed to help players and GMs run Leadership Perks������������������������������ 66
effective, memorable characters who happen to be young.
Age Categories: These rules detail each of the eight age Spells����������������������������������������������� 68
categories associated with humanoid growth and development,
and include the aging modifiers and traits for each. Occult Rituals���������������������������������� 72
Aging and Growth: This system provides GMs and players
with rules for determining how young characters grow and Magic Items������������������������������������� 76
develop based upon their race and traumatic events that
happen during their lifetime. Traits����������������������������������������������� 80
Aging Effects: This section describes how aging effects alter a
character’s statistics and ability scores.
Life as a Child: This section details the general experiences the decry maneuver, as well as a new type of feat that only
of young characters from infancy through adolescence. It also young characters can normally take.
includes general information about young characters of each of Mischief and Antics: These rules allow a young character to
the core races, plus the kitsune, nagaji, samsarans, and wayangs. sow mischief and pandemonium on the battlefield by utilizing
Childhood Heroics: This section provides detailed advice that is her inherently playful and exuberant nature.
helpful for players and GMs with young characters and tables Leadership Perks: These rules provide new abilities and
with a mix of young and adult characters and players. benefits for characters in leadership positions that are
Monster Age Categories: These rules give GMs the tools for appropriate for young or youthful characters.
creating creatures of any age category while also generally Spells: This section includes a number of new spells that
describing how monsters of a given type age and develop. interact with young characters and alter how characters age.
Character Options:This section provides character building Occult Rituals: This section includes a number of esoteric
options for young PCs and NPCs. Many of the options can be rituals that involve childish urban legends or aging effects.
taken by adult PCs, but most include a childish slant or thematic Magic Items: This section introduces new magic items that are
aspects that make them appropriate for young characters. appropriate for young characters or that alter a creature’s age.
Archetypes and Options: This section includes numerous Traits: This section introduces a new type of trait, hobby
archetypes and class options whose themes focus around traits, and includes new family and social traits as well as
young or immature characters. drawbacks appropriate for young characters, as well as a new
Feats: This section introduces a new psychology maneuver, language for that only the young can understand.
03
04
Rules Systems
“We had a plan, Kohdaehan!” Drake
05
Age Categories
All characters have their age defined by units known as age categories. Each age category represents a specific period of physical,
social, and emotional development for that character, and each age category is associated with a particular phase of physical and
mental development raging from birth to old age. Despite their name, age categories do not measure the passage of time, and as a
result the number of years that encompass a single age category can be wildly different between two different kinds of creatures.
For instance, humans advance from the Infant age category to the Adult age category after just 15 years of life while elves require
over a century to advance the same number of age categories.
Most characters typically have two age categories: a physical age category and a mental age category. A character’s physical age
category determines any aging modifiers she gains to her physical ability scores (Str, Dex, Con), as well as any physical traits that
her race possesses at her physical age. In contrast, a character’s mental age category determines any aging modifiers she gains to
her mental ability scores (Int, Wis, Cha), as well as any mental traits that her race possesses at her mental age.
This section describes the ability score modifiers and traits associated with age categories for all humanoid creatures. The age
categories described herein are painted broadly to give a general impression of what a character is like at that age category’s given
level of physical and mental maturity. At the GM’s decision, the modifiers and traits for a specific humanoid race might vary from
those listed below.
Humanoid Age Categories that a character makes to its abilities or statistics based upon
The following describes the eight age categories associated its physical age category.
with human growth and development Mental Traits: This entry notes any special alterations that
Aging Modifiers: This entry describes any ability score a character makes to its abilities or statistics based upon its
modifiers that a character receives from its age. When a mental age category.
character is born, it receives all of the aging modifiers for each
age category younger than Adult it is (Infant, Toddler, Child, Infant
and Youth, respectively). A young character effectively “grows A humanoid creature’s first age category is Infant, which it
out” of these modifiers as it ages; for example, when an Infant enters immediately following its birth. Infants are undeveloped
ages into a Toddler, it removes the aging modifiers of the and almost completely dependent on caregivers to help
Infant age category from its ability scores, until no modifiers them meet even the most basic of needs, such as clothing
remain when the character ages into the Adult age category. In or nourishment. Infants of most races grow rapidly as their
contrast, an Adult character “grows into” the aging modifiers senses, biological systems, and locomotive abilities develop. A
of each age category after Adult that it advances into; for typical Infant more than double its size and weight by the end
example, when a Middle Age character ages into an Old of this age category.
character, it stacks the aging modifiers of the Old age category Aging Modifiers: –2 to Str, Dex, Con, Int,Wis, and Cha.
with those of the Middle Age age category. Size: An Infant character is three size categories smaller
For instance, Kyr’shin, an Infant kitsune, has aging modifiers than an Adult of its race.
of –8 Str, –4 Dex, –8 Con, –6 Int, –8 Wis, –6 Cha, which Physical Traits: An Infant character’s speed for all of its
represent the combined aging modifiers of the Infant, Toddler, movement types is reduced to 5 feet, and standing from prone
Child, and Youth age categories. When Kyr’shin ages into is a full-round action for an Infant. An Infant must make a DC
the Toddler age category, he removes the aging modifiers of 20 Acrobatics check whenever it moves more than 5 feet
the Infant age category, adjusting his aging modifiers to –6 during a round or fall prone. An Infant with a solid object to
Str, –2 Dex, –6 Con, –4 Int, –6 Wis, –4 Cha. This process balance against, such as a wall or a sturdy object, does not need
continues until Kyr’shin ages into an Adult, at which point to make this check. An Infant cannot speak any languages.
he has no aging modifiers to his ability scores. When he ages Mental Traits: An Infant character cannot take any actions
into a Middle Age kitsune, he gains the aging modifiers of the that require concentration, physical or mental coordination,
Middle Age age category (–1 Str, –1 Dex, –1 Con, +1 Int, finesse, or the ability to hold or wield objects. An Infant cannot
+1 Wis, +1 Cha), and stacks these aging modifiers with those understand any languages; in most cases, any Adult languages
from each subsequent age category that he ages into. that an Infant appears to speak is nothing more than random
Size: This entry notes any alterations to a creature’s size babble or sound mimicry that happens to sound like speech.
category based upon its age.Typically, characters younger than
theYouth age category are one or more size categories smaller Toddler
than an Adult of their race would normally be. After roughly a year of life, an Infant humanoid’s body has
Physical Traits: This entry notes any special alterations grown enough that it ages into the Toddler age category.
06
Although underdeveloped and unable to care for itself, a humanoids don’t grow during this age category. Childhood
Toddler humanoid is typically able to move clumsily and is a period of intellectual development for humanoids, and
begins to develop language skills. Toddlers grow rapidly and Child humanoids make tremendous strides in mastering their
quickly and quickly master and refine movement in their arms, bodies and minds. Child characters quickly learn and master
legs, and other similarly large limbs. As they age, Toddlers fine motor skills and learn to move through and manipulate
also begin to learn to use their bodies for more precise tasks their environments with ease. Perhaps most impressive of
involving their wrists, hands, fingers, and feet (especially their all, the mind of a Child is veritable information sponge and
toes), and some even begin learning basic academics. as a result Child humanoids are taught basic skills that they
Aging Modifiers: –2 to Str, Dex, Con, Int,Wis, and Cha. will need for the rest of their life. These skills and abilities
Size: A Toddler character is two size categories smaller make Child characters far more independent than Infants or
than an Adult of its race. Toddlers, but most still rely on older humanoids to care for
Physical Traits: A Toddler character’s speed for all of its them and to provide them meet their needs.
movement types is reduced by half. Aging Modifiers: –2 to Str, Dex, Con, Int,Wis, and Cha.
Mental Traits: A Toddler character can only speak or Size: A Child character is one size category smaller than an
understand a single language from among those listed in their Adult of its race.
language entry, and they are illiterate (they cannot read or
write in any language). Youth
Childhood is abruptly ended in most humanoids by a period
Child of rapid growth, marking a Child’s transition into the Youth
Physical growth slows drastically as a Toddler humanoid age category. Youth humanoids typically fall into one of
ages into the Child age category, but that isn’t to say that two categories: prepubescence and adolescence, which are
differentiated by the amount that the Youth grows. Typically,
growth in prepubescent Youths occurs at a more even rate,
while adolescent Youths spike widely in size as they age
towards adulthood, sometimes overnight. Despite their
extreme variance, most adults agree that the Youth age
category is a time of maturation and experimentation for
the young humanoid, and Youths possess the independence
necessary to discover and experiment with their identities,
though most Youths still need guidance from their elders.
Aging Modifiers: +2 to Dex, –2 to Str, Con, and Wis.
Size: AYouth character is the same size category as an Adult
of its race.
07
Aging and Growth
Aging is the process by which characters change, grow, and become older over time.Aging is represented largely by an acculumation
of physical, psychological, and social changes, and individual characters change in different ways as they age; for instance, humans
experience the aging process differently than elves, and it is possible for individuals of the same race to transition between stages
of life differently or experience those transitions in drastically different ways.
The aging and growth system included herein is largely designed to help simulate the increase in size that young characters
experience as they age. This system isn’t intended to be a mandatory inclusion in campaigns that feature young characters; for
some players and GMs, the added challenge of tracking changes to height and weight can quickly become cumbersome. But in
campaigns where the passage of time and the celebration of youth and their subsequent growth into adulthood is a key theme, the
aging and growth system provides a simple, yet involved means of tracking physical changes in characters.
08
are as follows:
Phase 1—Status: Check the character’s status; determine Table 1-1: Spurt Chance by Age Category
if any biological or environmental conditions affect the d% Result
character’s ability to grow during the growth interval. Infant,Toddler, and Child
Phase 2—Growth: Determine the amount of height 01-60 Lull
and weight that the character’s base height and base weight 61–100 Spurt
increases by during the growth interval and apply that increase Youth (Prepubescent Phase)
to the character’s height and weight. 01-50 Lull
Phase 3—Spurt: Check to determine if the character has 51-100 Spurt
a growth spurt during the growth interval. Youth (Adolescent Phase) and older
01-40 Lull
Phase 1–Status Phase 41-100 Spurt
During the Status phase, you check to see whether any
traumatic events that have happened since your character’s last interval. When staggering the increase in this manner, the
growth increment have affected the rate at which she grows. precise timing of when this growth occurs doesn’t matter;
Step 1–Check for Trauma: Determine whether the it happens when it happens, and never sooner. Increases to a
child’s growth has stunted. Certain physical, mental, and character’s base height and base weight actually increase her
environmental stresses can impact a young character’s ability base height and base weight for the purpose of effects that
to effectively grow. To determine if a traumatic event occurs, check those statistics.
the GM consults the list of growth traumas (see below) and
determine if any are applicable for the young character, based Phase 3–Spurt Phase
upon things that happened to her since last growth interval. During the Spurt phase, you check to see whether your
If the GM determines that a growth trauma could occur, she character undergoes a growth spurt during her next growth
determines the severity of the trauma and the chance for the interval.
trauma to leave lasting effects on the character, then rolls d%, Step 1–Check for a Spurt: As a young character grows
as described by each trauma’s unique rules and conditions. If and matures, it undergoes spurts
the character experiences multiple growth traumas during a and lulls in its growth that affect
single growth interval, the events take precedence in order its height and weight. During
from the first event experienced to the last. this step, roll d% and compare
the result to the entry on Table:
Phase 2–Growth Phase Growth Intervals by Age that
During the Growth phase, you increase your character’s correlates to the character’s current
base height and base weight. age category. The results (and their
Step 1–Determine Amount Grown: modifications to the character’s height
Determine the amount that your character and weight) are described below.
grows during the growth interval in inches (for
height) and pounds (for weight). To determine the
amount that a character grows, subtract the base
height and base weight of the character’s current
age category from her next age character, then divide
the result by the number of growth intervals that the
character possesses in her current age category.
The exception to this rule is when a Youth character
determines the amount grown during her adolescent
phase; as an adolescent, the character has already reached
her Adult base height and weight, and as a result she does
not undergo a growth phase during an adolescent growth
interval.
Step 2–Increase Height and Weight: Once you have
determined the character’s rate of growth for her current
growth interval, apply that growth to her base height and
her base weight. At the GM’s decision, this increase can be
applied all at once or over a length of time, typically between
the character’s current growth interval and her next growth
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Lull: The character does not grow beyond any increases to as long as the GM’s decision is fair and makes sense given the
her base height and base weight that she attains during the nature of the injuries sustained.
Growth phase.
Spurt: The character gains a small spurt in growth during Ability Damage
the growth interval. Her height and weight potential are each If a young character takes any amount of ability damage to
reduced by 1 while her height increases by 1 inch and her an ability score, the physical or psychological damage can
weight increases by a number of pounds equal to her weight stunt the character’s growth. Ability damage trauma exists
multiplier. When the character’s height potential or weight in three categories: minor injuries, moderate injuries, and
potential reaches 0, she has grown as much as she can in the severe injuries. During the Status phase, roll d% and subtract
respective statistic (height or weight) and subsequent growth the total amount of ability damage dealt to the character
intervals cannot result in a spurt for that statistic. from the end of its previous growth interval to the start of
its current growth interval (minimum 1), and compare the
Growth Trauma result to the injury type that matches the character’s injuries,
When an event happens that places severe stress upon a young as listed on Table 1–2: Ability Damage Trauma. The character
person’s body or mind, that stress can have lasting implications immediately gains the effects listed by her result.
for her physical growth. Such events are known as growth The three categories of ability damage trauma are described
traumas, and they cause complications as mild as a brief lull in in full below.
a character’s growth, or as severe as a reduction in her growth Minor Injuries: A character suffers minor ability
potential or even stunt her growth alltogether. While most damage trauma if it took any amount of ability damage
types of growth trauma are easily corrected missteps in since the end of its last growth interval. Minor ability
a character’s longterm growth, some can have lasting score trauma often temporarily stunts growth, but does
consequences and lifelong impacts, depending upon not impact a character’s long-term growth.
the trauma. Moderate Injuries: A character suffers moderate
Whenever one of the circumstances ability damage trauma if it took an amount of ability
described below happens to a young character, damage from a single effect that equaled or exceeded
a GM can choose to check to see whether a half of its associated ability score since the end
growth trauma occurs. Most growth traumas of its last growth interval. Moderate ability
are determined during step 1 of a young damage trauma sometimes has long-term
character’s Growth phase, meaning their repercussions for a character’s growth, but
effects can immediately alter or they are typically small reaching.
even prevent the character’s Severe Injuries: A character suffers severe
current growth interval. A ability damage trauma if it took
character can experience an amount of ability damage
multiple growth trauma of the from a single effect that was
same kind simultaneously, and equal to its associated ability
their effects generally don’t score – 1 since the end of its
stack. Instead, if a character last growth interval, or if it ever
experiences multiple simultaneously had an amount
growth trauma of the same of ability damage to three more
kind, a GM should consider ability scores that equaled or exceeded half of
increasing the severity of the each respective ability score since the end of its
injury rather than applying last growth interval. Severe ability damage trauma
too many. However, the GM can have lasting impacts for a character’s growth that
ultimately decides how traumas affect it for the rest of its life.
manifest during a growth interval; for
instance, if a character takes five different sources Ability Drain
of minor ability trauma at separate points between Just as ability damage can stunt a young character’s
growth intervals, the GM might decide to instead growth, so too can ability drain. Unlike ability
inflict one severe ability damage trauma onto the damage, whose effects on growth tend to be
character, or might choose to inflict three minor relatively short-lived aside from the most severe of
traumas (because they targeted different ability injuries, even minor amounts of ability drain trauma
scores) and one moderate trauma (because both can substantially impact a character’s long-term growth
targeted the same ability score). Ultimately, and development. Ability drain trauma exists in three
there’s no wrong way to resolve growth traumas categories: moderate injuries, critical injuries, and
10
severe injuries. During the Status phase, roll d% and subtract
the total amount of ability drain dealt to the character from the Table 1-2: Ability Damage Trauma
end of its previous growth interval to the start of its current d% Effect
growth interval (minimum 1), and compare the result to the Minor Injuries
injury type that matches the character’s injuries, as listed on 01-20 Skip the character’s next Spurt phase.
Table 1-3: Ability Drain and Massive Damage Trauma. The 21-100 No effect.
character immediately gains the effects listed by her result. Moderate Injuries
The three categories of ability drain trauma are described 01-20 Skip the character’s next spurt phase, reduce its
in full below. height potential and weight potential by 1.
Moderate Injuries: A character suffers moderate ability 21-40 Skip the character’s next Spurt phase.
drain trauma if it took any amount of ability drain since the 41-100 No effect.
end of its last growth interval. Moderate ability drain trauma Severe Injuries
usually has long-term repercussions for a character’s growth. 01-40 Skip the character’s next Growth phase and Spurt
Severe Injuries: A character suffers severe ability drain phase, reduce its height potential and weight
trauma if it took an amount of ability drain from a single effect potential by 2, reduce its base height and weight
that equaled or exceeded half of its associated ability score in all subsequent age categories by the amount
since the end of its last growth interval. Severe ability trauma skipped during the skipped Growth phase
can have lasting impacts for a character’s growth that affect it 41–60 Skip the character’s next Spurt phase, reduce its
for the rest of its life. height potential and weight potential by 2.
Critical Injuries: A character suffers critical ability drain 61–80 Skip the character’s next Spurt phase, reduce its
trauma if it took an amount of ability drain from a single effect height potential and weight potential by 1.
that was equal to its associated ability score – 1 since the end 81–100 Skip the character’s next Spurt phase.
of its last growth interval, or if it ever simultaneously had an
amount of ability damage to three more ability scores that
equaled or exceeded half of each respective ability score since her Constitution modifier. Minor affliction trauma often
the end of its last growth interval. Severe ability trauma nearly temporarily stunts growth, but does not impact a character’s
always has lasting impacts for a character’s growth that affect long-term growth.
it for the rest of its life. Moderate Affliction: A character suffers moderate
affliction trauma if she is affected by any disease or poison
Disease and Poison whose save DC is equal to or greater than 10 + her base
Alien agents such as diseases and poison account for the Fortitude save bonus + her Constitution modifier. Moderate
leading causes of stunted growth in young characters, as the affliction trauma often has long-term repercussions for a
young character’s body must divert its resources away from character’s growth.
growth and towards the mending of its disease- or poison- Severe Affliction: A character suffers severe affliction
ridden body. Disease trauma exists in four categories: minor trauma if she is affected by any disease or poison whose save
affliction, moderate affliction, severe affliction, and critical DC is greater than 15 + her base Fortitude save bonus +
affliction. During the Status phase, roll d% and subtract the her Constitution modifier. Severe affliction trauma can have
total number of days that the character spent afflicted by a lasting impacts for a character’s growth that affect it for the
disease or rounds afflicted by a poison from the end of its rest of its life.
previous growth interval to the start of its current growth Critical Affliction: A character suffers critical affliction
interval (minimum 1; this duration doesn’t need to be trauma if she is affected by any disease or poison whose save
consecutive, nor do they need to be the same affliction), and DC is greater than 20 + her base Fortitude save bonus + her
compare the result to the affliction type that matches the Constitution modifier. Severe affliction trauma nearly always
character’s affliction, as listed on Table 1-3: Disease Trauma. has lasting impacts for a character’s growth that affect it for
The character immediately gains the effects listed by her result. the rest of its life.
If a disease or poison causes a character to trigger another
kind of trauma (such as taking sufficient ability damage from Magic
a disease to cause ability damage trauma), apply both kinds of Of all the types of trauma that can alter a young character’s
trauma to the character as appropriate. size, magic is by far the most unpredictable of them: unlike
The four categories of disease and poison trauma are other types of trauma, certain kinds of magic can actually
described in full below. increase a character’s height and weight, and few schools of
Minor Affliction: A character suffers minor affliction magic are outright stunting to a character’s growth. Magic
trauma if she is affected by any disease or poison whose trauma exists in three categories: growth, hindrance, and
save DC is less than 10 + her base Fortitude save bonus + restorative. During the Status phase, roll d% and compare
11
of triggering trauma. Restorative spells don’t follow any of
Table 1-3: Ability Drain and Massive Damage the rules listed here; see the restorative entry below for more
Trauma information on how restorative spells function in regards to
d% Effect young characters and growth.
Moderate Injuries The three categories of magic trauma are described in full
01–40 Skip the character’s next Growth phases and Spurt below.
phase, reduce its height potential and weight Growth: A character has a chance to suffer growth
potential by 2, reduce its base height and weight trauma whenever it is affected by a spell, spell-like ability,
in all subsequent age categories by the amount or supernatural ability that increases its size or grants it a
skipped during the skipped Growth phase. bonus to a physical ability score. This is typically restricted
41–60 Skip the character’s next Spurt phase, reduce its to transmutation spells, such as enlarge person or beast shape
height potential and weight potential by 2. IV. Magic-based effects always have long-term impacts to a
61–80 Skip the character’s next Spurt phase, reduce its character’s growth.
height potential and weight potential by 1. Hindrance: A character has a chance to suffer hindrance
81–100 Skip the character’s next Spurt phase. trauma whenever it is affected by a spell, spell-like ability,
Severe Injuries or supernatural ability that reduces its size or grants it a
01–40 Skip the character’s next two Growth phases and penalty to a physical ability score. This is typically restricted
Spurt phases, reduce its height potential and weight to necromancy spells and transmutation spells, such as bestow
potential by 4, reduce its base height and weight curse, reduce person, or beast shape IV. Magic-based effects always
in all subsequent age categories by the amount have long-term impacts to a character’s growth.
skipped during the skipped Growth phases. Restorative: When a young character is targeted by
41–60 Skip the character’s next Spurt phase, reduce its restoration, greater restoration, heal, or regenerate, there is a
height potential and weight potential by 4. chance that the spell will remove any kinds of trauma that
61–80 Skip the character’s next Spurt phase, reduce its would negatively affect the target’s growth, such as from
height potential and weight potential by 2. illness trauma or ability drain trauma. The chance for such a
80–100 Skip the character’s next Spurt phase, reduce its spell to remove trauma from a young character is equal to
height potential and weight potential by 1. 10% x the spell’s level. Such spells can only remove trauma
Critical Injuries that has occurred since the end of the character’s last growth
01–40 Skip the characters next three Growth phases interval; they cannot remove trauma that has occurred
and Spurt phases, reduce its height potential and before previous growth intervals. A wish or miracle spell can
weight potential by 8, reduce its base height and remove such trauma, causing the target’s height and weight to
weight in all subsequent age categories by the immediately regain any base height and base weight that it lost
amount skipped during the skipped Growth phase. from trauma. Such spells can also alter a character’s height and
41–60 Skip the characters next two Growth phases and weight to be any size within the confines of its race’s height
Spurt phases, reduce its height potential and potential and weight potential; making a creature smaller
weight potential by 4, reduce its base height and than its race’s minimum potential or larger than its maximum
weight in all subsequent age categories by the potential is considered a powerful use of such spells.
amount skipped during the skipped Growth phase.
61–80 Skip the character’s next Growth phase and Spurt Malnutrition
phase, reduce its height potential and weight Proper nutrition is among the most important factors when
potential by 2, reduce its base height and weight determining a character’s growth, as a young character’s
in all subsequent age categories by the amount body simply lacks the resources necessary to increase its size
skipped during the skipped Growth phase. without the proper building materials and energy supply.
81–100 Skip the character’s next Spurt phase, reduce its Malnutrition exists in two categories: acute malnutrition and
height potential and weight potential by 2. chronic malnutrition. During the Status phase, roll d% and
subtract the total number of days that the character spent
the result to the magic type that matches the kind of magic malnourished from the end of its previous growth interval
that triggered the event, as described on Table: Growth and to the start of its current growth interval (minimum 1), and
Hindrance Trauma. Typically, each spell cast upon a young compare the result to the malnutrition type that matches the
character has a chance to trigger an event equal to 1% x the amount of nutrition that the character received, as listed on
spell’s level; this roll is made when the young character is first Table 1-5: Malnutrition Trauma. The character immediately
targeted by the spell but does not take effect until the next gains the effects listed by her result.
time that the young character starts a growth interval. 0-level The two categories of malnutrition trauma are described
spells, such as cantrips, knacks, and orisons, have no chance in full below.
12
Acute Malnutrition: A character suffers acute
malnutrition if all meals that she eats between the end of Table 1-4: Disease and Poison Trauma
her previous growth interval and the start of her current d% Effect
growth interval are poor meals. Acute malnutrition is often Minor Affliction
a minor bump in a child’s development, provided she can get 01–20 Skip the character’s next Spurt phase.
the proper nutrition before her next growth interval occurs. 21–100 No effect.
If a bout of malnutrition coincides with a growth interval, Moderate Affliction
however, the character’s long-term growth can be affected. 01–20 Skip the character’s next Spurt phase, reduce its
Chronic Malnutrition: A character suffers chronic height potential and weight potential by 1.
malnutrition if all meals that she eats between the end of her 21–40 Skip the character’s next Spurt phase.
previous growth interval and the start of her current growth 41–100 No effect
interval are poor meals, and she eats fewer than 1 meal per Severe Affliction
day on average. Chronic malnutrition has serious, long-lasting 01–40 Skip the character’s next Spurt phase, reduce its
effects on a character’s growth and often leads to starvation. height potential and weight potential by 2.
41–60 Skip the character’s next Spurt phase, reduce its
Massive Damage height potential and weight potential by 1.
Grievous wounds can drastically stunt a character’s growth 61–80 Skip the character’s next Spurt phase.
as the young character’s body struggles to grow amidst its 81–100 No effect.
desperate attempts to repair itself. Massive damage trauma Critical Affliction
tends to substantially impact a character’s ability to grow 01–40 Skip the character’s next Growth phase and Spurt
and develop. Massive damage trauma exists only in a single phase, reduce its height potential and weight
category, but counts as a severe injury if the total amount of potential by 2, reduce its base height and weight
hit points was equal to at least half of the character’s total in all subsequent age categories by the amount
number of hit points, or a massive injury if the total amount skipped during the skipped Growth phase
of hit points equal to or greater than the character’s total 41–60 Skip the character’s next Spurt phase, reduce its
number of hit points (see Table: Ability Drain and Massive height potential and weight potential by 2.
Damage Trauma). During the Status phase, roll d% twice and 61–80 Skip the character’s next Spurt phase, reduce its
use the lower result, and compare that result to the injury height potential and weight potential by 1.
type that matches the character’s injuries, as listed on Table: 81–100 Skip the character’s next Spurt phase.
Ability Drain and Massive Damage Trauma. The character
immediately gains the effects listed by her result.
received, as listed on Table: Psychological Trauma. The
Psychological character immediately gains the effects listed by her result.
Of all kinds of growth trauma, psychological distress is the The three categories of psychological trauma are described
least pronounced in the sense that the cause for the loss of in full below.
height and weight isn’t readily seen. Exactly what constitutes Minor Distress: A character suffers minor distress if it
psychological stress differs from individual to individual, but experienced psychological distress for less than half of the
it typically involves an altered state of mind that results as a time between the end of its last growth interval and its current
mental reaction to some outside force or stimuli, or lack there interval. Minor psychological trauma often temporarily stunts
of. For instance, a lack of sleep, unrelenting fear or anxiety, growth, but does not impact a character’s long-term growth.
use of drugs or alcohol, abuse, or assault can induce mental Moderate Distress: A character suffers moderate distress
distress. Such situations must be ongoing in order to impact a if it experienced psychological distress for more than half of
character’s growth; a single night of drinking or a small bout of the time between the end of its last growth interval and its
anxiety before a test does not significantly affect a character’s current interval. Moderate psychological trauma sometimes
height or weight. Even when ongoing, psychological stress is has long-term repercussions for a character’s growth.
less damaging to a character’s size than most other types of Severe Distress: A character suffers severe distress if it
trauma, and most stressors don’t last nearly long enough to experienced psychological distress for the entire duration
affect a character’s size. However, given prolonged emotions between the end of its last growth interval and its current
and conditions, the effects of psychological stress can be just interval. Severe psychological trauma can have lasting impacts
as damaging as broken bones or similar, physical injuries. for a character’s growth that affect it for the rest of its life.
Psychological trauma exists in three categories: minor
distress, moderate distress, and severe distress. During the Unfavorable Environment
Status phase, roll d% and compare the result to the distress Of every category of growth trauma, unfavorable environment
type that matches the amount of distress that the character is by far the most varied of them. An unfavorable environment
13
consists of any physical, environmental stimulus (or lack there
Table 1-5: Growth and Hindrance Trauma of) whose presence negatively impacts the character’s ability
d% Effect to grow. An unfavorable environment typically manifests in
Growth the form of some kind of deficiency, such as a lack of oxygen
01-05 Reduce the target’s height potential and weight or atmosphere for a human or a lack of water for a gillman.
potential by an amount equal to the spell level of Unfavorable environments are never concerned with bodily,
the effect that triggered the event. mental, or social deficiencies; a lack of proper nourishment,
06–75 No effect. for instance is categorized as malnutrition even if the deficiency
76–90 Increase the character’s height potential (if the is a result of a lack of available food in the environment.
result is odd) or weight potential (if the result is Environmental trauma exists in three categories: moderate
even) by an amount equal to half the spell level of conditions, severe conditions, and critical conditions. During
the effect that triggered the event (minimum 1). the Status phase, roll d% and compare the result to the distress
91–100 Increase the character’s height potential and type that matches the amount of distress that the character
weight potential by an amount equal to the spell received, as listed on Table 1-6: Environmental Trauma. The
level of the effect that triggered the event. character immediately gains the effects listed by her result.
Hindrance The three categories of environmental trauma are described
01–05 Increase the character’s height potential and in full below.
weight potential by an amount equal to half the Moderate Conditions: Minor conditions occur
spell level of the effect that triggered the event. when there is a sizable deficiency in the environment, such
06–75 No effect. living at a slightly higher altitude, accounting for less than
76–90 Reduce the character’s height potential (if the optimal atmospheric pressure and oxygen levels. Moderate
result is odd) or weight potential (if the result is environmental trauma can sometimes affect long-term
even) by an amount equal to half the spell level of growth and development.
the effect that triggered the event (minimum 1). Severe Conditions: Severe conditions occur when there
91–100 Reduce the character’s height potential and weight is a sizable deficiency in the environment, such as a grippli
potential by an amount equal to the spell level of living in a steppe where there is little water or rainfall to help
the effect that triggered the event. keep his skin moist. Moderate environmental trauma can
cause serious, long-lasting effects on a character’s growth.
Table 1-6: Environmental Trauma Critical Conditions: Critical conditions occur when
d% Effect there is a massive deficiency in the environment, such as a
Moderate Conditions human living in a place with a complete lack of gravity. Critical
01–20 Skip the character’s next Spurt phase, reduce its environmental trauma is always detrimental to a character’s
height potential and weight potential by 1. growth and can cause other serious medical conditions as well.
21–40 Skip the character’s next Spurt phase.
41–100 No effect. Atypical Body Types
Severe Conditions The rules for base heights and base weights found throughout
01–40 Skip the character’s next Spurt phase, reduce its the Pathfinder Roleplaying Game often assume that the character
height potential and weight potential by 2. has a typical body type for its race. However, variance in body
41–60 Skip the character’s next Spurt phase, reduce its type exists among most races, although it is often uncommon.
height potential and weight potential by 1. Use the following guidelines for creating a character with
61–80 Skip the character’s next Spurt phase. an atypical body type.
81–100 No effect. Dwarfism: A character with dwarfism is shorter than
Critical Conditions typical for a member of its race. Dwarfism can be inherited
01–40 Skip the character’s next two Growth phases or acquired and has three levels of severity: mild, moderate,
and Spurt phases, reduce its height potential and and extreme.
weight potential by 2, reduce its base height and Mild Dwarfism: Skip all of the character’s Growth phases
weight in all subsequent age categories by the beyond the Youth age category. Its base height and base
amount skipped during the skipped Growth phase weight never increase to that of an Adult of its race, though it
41–60 Skip the character’s next Growth phase and Spurt continues to undergo Spurt phases as normal.
phase, reduce its height potential and weight Moderate Dwarfism: Skip all of the character’s Growth
potential by 2. phases beyond the Child age category, and reduce its height
61–80 Skip the character’s next Spurt phase, reduce its potential and weight potential by 2. Its base height and base
height potential and weight potential by 1. weight never increase to that of an Adult of its race, though it
81–100 Skip the character’s next Spurt phase. continues to undergo Spurt phases as normal. The character’s
14
size category never increases beyond that of a Child of its race.
Extreme Dwarfism: Skip all of the character’s Growth phases Table 1-7: Malnutrition Trauma
beyond the Toddler age category, and reduce its height d% Effect
potential and weight potential by 4. Its base height and base Acute Malnutrition
weight never increase to that of an Adult of its race, though it 01–40 Skip the character’s next Spurt phase, reduce its
continues to undergo Spurt phases as normal. The character’s height potential and weight potential by 2.
size category never increases beyond that of a Toddler of its 41–60 Skip the character’s next Spurt phase, reduce its
race. height potential and weight potential by 1.
Giantism: A character with giantism is taller than typical 61–80 Skip the character’s next Spurt phase.
for a member of its race. Giantism can be inherited or acquired 81–100 No effect.
and has three levels of severity: mild, moderate, and extreme. Chronic Malnutrition
Mild Giantism: After generating your height potential, roll 01–40 Skip the characters next three Growth phases
your random potential dice once and add the result to your and Spurt phases, reduce its height potential and
height potential. weight potential by 8, reduce its base height and
Moderate Giantism: After generating your height potential, weight in all subsequent age categories by the
roll your random potential dice twice and add both results to amount skipped during the skipped Growth phase
your height potential. 41–60 Skip the characters next two Growth phases and
Extreme Giantism: After generating your height potential, Spurt phases, reduce its height potential and
roll your random potential dice three times and add all three weight potential by 4, reduce its base height and
results to your height potential. Upon aging into the Adult age weight in all subsequent age categories by the
category, the character’s size category increases to Large, and amount skipped during the skipped Growth phase
it takes a –2 penalty to its Dexterity. 61–80 Skip the character’s next Growth phase and Spurt
Overweight: A character who is overweight weighs more phase, reduce its height potential and weight
than is typical for a member of their race. Being overweight potential by 2, reduce its base height and weight
can be inherited or acquired and has three levels of severity: in all subsequent age categories by the amount
mild, moderate, and extreme. skipped during the skipped Growth phase
Mildly Overweight: Double the character’s weight modifier. 81–100 Skip the character’s next Spurt phase, reduce its
This increase doesn’t change when the character’s growth height potential and weight potential by 2.
intervals occur, or how many growth intervals the character
has during its age categories. Table 1-8: Psychological Trauma
Moderately Overweight:Triple the character’s weight modifier. d% Effect
This increase doesn’t change when the character’s growth Minor Distress
intervals occur, or how many growth intervals the character 01–20 Skip the character’s next Spurt phase, reduce its
has during its age categories. height potential and weight potential by 1.
Extremely Overweight: Quadruple the character’s weight 21–40 Skip the character’s next Spurt phase.
modifier. This increase doesn’t change when the character’s 41–100 No effect.
growth intervals occur, or how many growth intervals the Moderate Distress
character has during its age categories. 01–20 Skip the character’s next Spurt phase, reduce its
Underweight: A character who is underweight weighs less height potential and weight potential by 2.
than is typical for a member of their race. Being underweight 21–40 Skip the character’s next Spurt phase.
can be inherited or acquired and has three levels of severity: 41–100 No effect.
mild, moderate, and extreme. Severe Distress
Mildly Underweight: Reduce the character’s weight modifier 01–40 Skip the character’s next Growth phase and Spurt
by half. This decrease doesn’t change when the character ‘s phase, reduce its height potential and weight
growth intervals occur, or how many growth intervals the potential by 2, reduce its base height and weight
character has during its age categories. in all subsequent age categories by the amount
Moderately Underweight: Reduce the character’s weight skipped during the skipped Growth phase
modifier by 1/4. This decrease doesn’t change when the 41–60 Skip the character’s next Growth phase and Spurt
character ‘s growth intervals occur, or how many growth phase, reduce its height potential and weight
intervals the character has during its age categories. potential by 2.
Extremely Underweight: Reduce the character’s weight 61–80 Skip the character’s next Growth phase and Spurt
modifier by 1/8. This decrease doesn’t change when the phase, reduce its height potential and weight
character ‘s growth intervals occur, or how many growth potential by 1.
intervals the character has during its age categories. 81–100 Skip the character’s next Spurt phase.
15
Aging Effects
All mortal creatures grow and age naturally over the course of their lifetime, blossoming from youth into adulthood before slowly
progressing into old age and ultimately death. Despite how fundamentally natural the procession from infancy into old age is to
mortals, there have always been those who have sought to alter the ebb and flow of time and its effects upon the body to their own
gain and benefit, and the ultimate result of such endeavors is the regression or progression of one’s age.
An aging effect is any ability or effect that alters a character’s age category. Aging effects can alter a target’s age in one or two
different ways (physical or mental) and function differently based upon their duration (limited or instantaneous). An aging effect
can be both physical and mental similtaneously, but it is always either limited or instantaneous. An aging effect that reduces age is
said to regress the target, while an aging effect that increases age is said to progress the target.
Physical Aging Effects might recall names, places, and abilities it once knew, those
Physical aging effects alter the biological age of the target’s memories are filtered by its current level of mental maturity,
body, but not its mental facilities. A physical aging affect alters rather than its normal maturity. Creatures under the effects
a character’s physical ability scores (Str, Dex, and Con), as of aging effects are sometimes able to more clearly remember
well as its size and movement speed. It also gains any physical memories they made at their new age category (10% x the
traits associated with its new age category, as detailed in the creature’s combined Intelligence and Wisdom modifiers,
Age Categories and Aging section. minimum 10%), but this doesn’t always occur and the chance
While under the effects of a physical aging effect, a of success is ultimately determined by the GM.
character appears as it did (or will) at its new age category. As For instance, if Kyr’shin, an Adult kitsune, is mentally
a result, a character that has been affected by an aging effect regressed into an Infant, he modifies his mental ability scores
doesn’t need to make Disguise checks to appear as a creature with the aging modifiers associated with the Infant age
of its current age category. True seeing can see through any category (–6 Int, –8 Wis, –6 Cha) and he gains the physical
physical aging effect with a limited duration; creatures whose traits and mental traits associated with his new age category,
age has been altered by an instantaneous aging effect instead making moving and performing actions nearly impossible.
appear as they are, at their current physical age category. If the
creature has the change shape ability, any specific forms that Limited Aging Effects
the creature takes (such as a kitsune’s specific, human form) is Limited aging effects have their duration measured in
also affected by the aging effect. rounds, minutes, hours, or are permanent. Such aging effects
For instance, if Kyr’shin, an Adult kitsune, is physically lock a character at the age determined by the aging effect,
regressed into an Infant, he modifies his physical ability effectively preventing the target from growing or maturing
scores with the aging modifiers associated with the Infant age for the effect’s duration. A limited physical aging effect does
category (–8 Str, –4 Dex, –6 Con) and his size is reduced not grant immortality to a character, nor can it prolong or
by three categories, as appropriate for Infants. Finally, he shorten a character’s life in any meaningful way; a character
gains the physical traits associated with his new age category, under the effects of a limited physical aging effect will still die
making movement difficult. when it’s time comes, it simply does not physically age beyond
the point set by the effect for the duration of the effect. A
Mental Aging Effects limited mental aging effect prevents the target from maturing
Mental aging effects alter the maturity of the target’s mind, but beyond the age category determined by the aging effect; it is
not its physical body. A mental aging affect alters a character’s effectively unable to learn the maturity needed to progress to
mental ability scores (Int, Wis, and Cha). It also gains any the next mental age category.
mental and physical traits associated with its new age category, Limited aging effects of the same type (physical or mental)
as detailed in the Age Categories and Aging section, as a do not stack. If the aging effect is the result of a spell or
character’s mental facilities determine its ability to perform fine spell-like ability, it can be dispelled by dispel magic, and
and gross motor skills. A mental aging effect does not cause a break enchantment can end an aging effect as if it were a
character to lose any physical traits that its body would normally transmutation effect, even if it isn’t normally one.
possess on account of its current, physical age.
While under the effects of a mental aging effect, a Instantaneous Aging Effects
character’s mental facilities are reduced to those of its new age Instantaneous aging effects have an instantaneous duration,
category, impacting its maturity and comprehension abilities. and thus the aging effect. Such aging effects reset a character’s
In addition, while its memories aren’t gone, the character’s biological clock, instantly returning them to the age category
ability to process its memories becomes hazy; while it determined by the aging effect and causing them to mature
16
and develop as if they were naturally a character of their
new age category. Since a limited physical aging effect Permanent vs. Instantaneous Effects
resets the target’s biological clock, they can be used to It can be difficult to understand the difference between
prolong or shorten a character’s life because the character’s physical aging effects with a permanent duration (permanent
body is essentially as it was or will be, and ages as such. An aging effects) and aging effects with an instantaneous duration
instantaneous mental aging effect returns the target to the (instantaneous aging effects). The difference lies in how the
maturity it once hand (or will have, given its current mental spell affects the target’s body; permanent aging effects do not
state) at the age category determined by the aging effect; it is alter the target’s biological clock while instantaneous ones do.
able to become more mature and ultimately advance to the For instance, if Kyr’shin, a 20 year-old kitsune, is regressed
next mental age category. to the Infant age category by a permanent physical aging effect,
Instantaneous aging effects stack, and they cannot be done the effect doesn’t alter his body’s actual age, so if he was under
except via powerful magic such as wish or miracle; this counts, the effect for sixty years, he would be an 81 year-old Infant
as a greater effect for wish or a very powerful request for kitsune, and could die from old age despite appearing to be
miracle. Typically, the easiest way to undo an instantaneous an Infant.
aging effect is to use a second instantaneous aging effect to If Kyr’shin was regressed to the Infant age category by an
return the character to its proper age. instantaneous physical aging effect, however, his body would
effectively be that of an Infant kitsune; as a result, he would
Aging Effects, Objects, and Equipment age from Infant to Toddler, then Child, then Youth, and finally
The primary purpose of an aging effect is to regress or progress Adult as any other kitsune Infant would.
the age category of a living, mortal creature. That being
said, many progressive aging effects can be used to damage
constructs, objects, and undead as they focus the ravages of
time upon the target, degrading its structural integrity. In
contrast, many regressive aging effects can be used to heal
constructs, objects, and undead as they rewind time for the
target, restoring it to a newer condition.
When an aging effect targets a creature, it does
not affect the creature’s equipment unless
the aging effect notes otherwise.
Even if the aging effect does affect
the target’s equipment, aging effects
do not adjust such equipment to be
better suited for the target’s new shape
or size. A character whose size suddenly changes
becomes entangled if she is wearing any clothing,
armor, or gear that doesn’t adjust to her new size. This
condition lasts until all such items are removed from her
person. Additionally, if she became larger than her
clothing, armor, or gear’s intended size, every such
item that she is wearing gains the broken condition.
Magical clothing, armor, and gear gains a DC 10
Fortitude save to avoid breaking.
If a character’s size is reduced or increased by two
or more size categories, any clothing, armor, and
gear that she was wearing fall to the ground in her
space. If her size is reduced, objects she is holding
also fall to the ground if her new size category is
too small for her to be able to lift them. If her size
is increased, any clothing, armor, or worn gear that
she is wearing whose intended size is smaller than her
new size category that she is wearing is immediately
reduced to 0 hp and destroyed. Magical clothing,
armor, and gear gains a DC 20 Fortitude save to
instead gain the broken condition.
17
Life as a Child
The world of the Pathfinder Roleplaying Game is often a world of wonder and possibility. It is a world where angels soar through
the skies and the gods touch mortals with their grace, as well as a world where demons lurk in darkness and dragons slumber
in forgotten lairs. But for every pressing danger and fantastic wonder that presents itself in such a world, small, simple things
remain the same. The joys of friendship and the pangs of love, the struggles and dreams of common folk against the decadence of
the privileged, and the primal desire for freedom and stability that is inherent within the heart of every man, woman, and child.
All these things and more hold true, but one of the greatest, most simple truths that both the real world and the world of the
Pathfinder Roleplaying Game hold dear is the simple sanctity of childhood, and the tragedy felt when a child’s innocence is torn away
or corrupted.
Rearing a child is not easy. Even in a world where simple magic can clean most messes, and spells capable of lulling a crying
infant to sleep exist, most people struggle to put food into the hungry mouths of their offspring while simultaneously giving them
as many opportunities as possible to give them a future better than their present. Despite the hardships and struggles of the times,
most look back fondly on childhood, for it is a time of exploration without limitations and experimentation without significant
consequence. It is a time of learning and growth, be it academic, professional, or physical. It is a time where the foundations that
will set the child’s course for the rest of her life are invariably laid, a time that will determine her personal ethics and philosophies,
a time where her goals and dreams will begin to solidify. Such is the life of a child.
The following sections describe common themes and experiences that many characters share throughout each stage of their
childhood, from infancy to young adulthood.
Growing Up time sensitive and outright unable to restore life to those with
The more things are different, the more they are the same. frail bodies or who have moved on to their final resting place.
There are no truer words when discussing the growth and Even when they are able to provide these services for their
development of children in the Pathfinder Roleplaying Game. young, many families find themselves in hard times for having
In many ways, the life of a child is a timeless, near universal invested so much in purchasing such spellcasting services.
concept. Childhood is a time of innocence and growth, when
a young person discovers the world and her place in it through Infancy
exploration and discovery. Exactly how different races and Bringing new life into the world is a cause for celebration for
cultures view this exploration inevitably varies.Whereas an elf most folk, a joyful occurrence worthy of song and celebration.
celebrates the simple joys of youth and encourages thorough Given the considerable importance of birth and new life, most
exploration of the self, a human knows that her child’s youth cultures have at least one deity they can pray to in hopes of a
is precious and limited and encourages a dilettante’s approach smooth and complication-free birth, but despite the existence
to self-discovery, and an orc cares nothing for her child’s of such gods, complications still arise. Thankfully, well-off
innocence and discovery, only that it learns the barbaric ways families can afford a number of potent alchemical and magical
of her people. Although the outlooks differ, the end desire is remedies that make everything from pregnancy sickness to
the same: all decent and true parents wish for their children delivering the child easier and less painful, but such remedies
to become productive members of their society and to raise are often beyond the financial means of the average family.
families of their own. Instead, young families find themselves relying on tried and
The presence of magic has a number of implications for true practices to help them during pregnancy, and midwives
young characters whose families possess the means to afford are common. Thankfully, the faiths of most goodly deities who
it or the skills to harness it. For instance, fussy infants are concern themselves with birth and children often encourage
sometimes lulled to sleep or silenced using magic, while their flocks to offer assistance to expecting families out of the
many serious injuries and developmental complications can goodness of their hearts, and families in good standing with
be easily cured using spells like heal, regenerate, and remove their communities can expect plenty of support as the infant’s
disease, and a number of potent spells and magic items work birth draws near.
wonders towards keeping young characters safe and happy. Of For most cultures, raising a child is fairly similar throughout
course, the presence of such magic is just as often a burden as its infancy. Nursing, changing swaddling and other garments,
it is a blessing. Because such powers exist, many parents feel and providing a safe and warm environment for the child are
obligated to pour their life’s savings into curative spells for primary concerns of nearly every parent, and while meeting
their children, and feel as though they’ve failed them when these needs can be exhausting, they are met for the average
they are unable to do so. This is especially true with spells that infant all the same. Infancy is a time for growth first and
return life to the dead, which have the added sting of being foremost, so the demands and expectations placed on them is
18
relatively low. Sometimes, however, additional skills must be more, begin to eat adult food, and take their first clumsy steps
taught to survive infancy. For example, many parents who live and crash into things often. It is an unassuming time where
in dangerous frontier towns or out on open farmland teach mistakes are frequent and expected, as the toddler learns
the art of silence to their young as a necessary defense against to control its body and learn the fundamental skills that are
raiders and dangerous creatures. necessary in adult life. As a result, different cultures and races
Despite inherent similarities, some differences between often stress the mastery of different skills and abilities. For
infant-rearing exist, especially between families of different example, toddlers with special, innate magical abilities are
races. Toys differ in quality and quantity based upon culture often taught the basics of learning to control and command
or region, but generally the function of such objects is similar those abilities in youth while those who grow up in a martial
as a result of an infant’s lack of motor skills. Well-off families state are often taught the absolute basics for wielding simple
prefer to amuse their young with elaborate and sometimes weapons. Still, for every unique skill that a culture expects
magical distractions when within their means, though such its toddlers to learn, a number of skills are near universal.
toys are often more of a reflection of the quality of life For instance, most children are toilet trained as toddlers, and
provided by the parents than the quality of life experienced by many begin to learn basic words and grammatical structure in
the infants. Infants are fascinated by the world around them, their native language.
and even infants in the most financially-stable environment Although toddlers absorb new information constantly,
are just as pleased by a ragged chewing ring crafted from hide formal education isn’t a priority during toddlerhood, as few
and animal fat as they are an elaborate magical trinket with toddlers possess the capacity for concrete or abstract thinking.
the same purpose. Instead, learning is often driven by a toddler’s own curiosity
and sense of discovery, and often focused on sensory learning.
Toddlerhood A toddler’s curiosity is a powerful, driving motivation for her,
In most respects, there are few differences between a toddler and her guardians must balance encouraging this motivation
and an infant in terms of its care; they move around a bit with teaching their child the many dangers of the world. As
19
a result, a toddler’s parents and caregivers are her world; her children, and basic arithmetic is also emphasized. As they
sanctuary when she is frightened, her source of nourishment grow older, their tutelage often shifts more towards their
when she is hungry, and her playmates when she is lonely. As adult careers as most children begin learning basic skills that
a result, toddlers often have high opinions of their caregivers, can be applied to a variety of trades, though practical training
viewing them as flawless beings worthy of emulation. And for most trades isn’t emphasized until adolescence.
in emulating their caregivers, toddlers often desire the same
independence that their caregivers possess, and sometimes Young Adulthood
resent having rules and regulations in place. Such protests are Although the semantics of adolescence differs heavily across
often only for show, however, as most toddlers take extreme cultures and races, the experience itself is a universal one:
comfort in the presence of their caregivers and their rules. the struggle to find one’s identity amidst the confusion of
Despite all the learning that occurs during one’s being suck between childhood and adulthood. Adolescence is
toddlerhood, memories of this time fade quickly. Adults rarely a time of emotional uncertainty and paradoxes; youths crave
remember their toddlerhood beyond a few flashes of memory responsibility but seek the security of their childhood homes,
and vivid emotions. Hazy recollections of toddlerhood demand independence while practicing meek obedience,
sometimes drift into the mind’s surface by a recalled scent or and itch to set off on their own while lacking the means and
scene, but the bulk of one’s toddlerhood memories are lost maturity to do so. Adolescents are also faced with the future
amidst the fondness and exuberance of childhood. as an uncertainty for the first time in their young lives; used
to living in the moment as a child, adolescents are now faced
Childhood with the daunting challenge of learning a trade and preparing
After growing past the awkward phase of toddlerhood, most for the rest of their lives. For many, childhood’s end is marked
children are ready to run head-first into a world filled with by choosing such a path, whether the youth is apprenticed to
even more wonder and discovery than was previously available a master tradesman or is given additional responsibilities in
to them. Childhood is a time of entertainment and education, the family business. Adults are often eager to take youthful
when children are expected to work hard and play harder. apprentices, for not only does it offer an opportunity to pass
Village children are often expected to help their parents on their knowledge and skills, but it also gives them someone
around the house and at work when they aren’t out playing with excess energy and a spry build to sweep their floors and
or being formally educated, and are almost always assigned keep both their home and workplace tidy for them.
chores.The simple truth is that for many hardworking parents, Whereas children often perform odd jobs for their parents
such as those who work the land or manage a shop, a child is a and masters, youths are given more hands-on assignments. As
labor investment that can be paid in room and board as much many youths are, in some regards, an adult, they are given an
as it is a future heir, so only the most wealthy children find adult’s share of work and responsibilities, although effective
themselves with abundant leisure time. Still, few parents can parents and masters are sure to leave a youth with time to
resist the eager pleas and hope-filled eyes of their young and herself.Youths need time for relaxation and socialization, just
encourage their children to spend carefree afternoons playing as adults do, and many of them aren’t quite ready to give up
with friends and exploring the world around them. Play and fun or play, though their interests often change from childish
fun are virtues of childhood, and most children make games pursuits to more adult interests as they grow older. As an
and competitions out of even rudimentary chores to help pass adolescent approaches adulthood, she is expected to take an
the time and regardless of how the game is played, a good adult’s place in her local community, which often includes
deal of laughter and mischief is sure to follow. Despite the building a home, finding a partner, and settling down to raise
work, children of all walks of life find time to explore the a family. These expectations can be extremely frustrating
world around them, forming friendships, causing mischief, for adolescents, and stories of youths who have run away
and making memories that will last a lifetime. from home to join the circus or become adventurers aren’t
Cultural expectations of young characters begins to vary uncommon. Whether she follows tradition or blazes her
heavily in childhood, and differ from race to race, nation to own trail, the choices that a youth makes ultimately lay the
nation, or even village to village. Most children are expected foundation for the rest of her life.
to receive some form of formal education, but the quality of
a child’s education varies based upon her family’s wealth and Racial Childhoods
her home’s resources. For example, the average child living The following pages describe specific biological and
in a small village may only have a school with a single teacher psychological experiences common to young members
that services all of the children in her village, regardless of various Pathfinder Roleplaying Game races. Each entry includes a
age. Others rely on their parents or neighbors for lessons, sidebar with statistics used with the aging and growth system
and swap between households for lessons based upon parental (see pages 08–15). The values shown in each race’s entry are
availability. The academics taught to children likewise vary, based off of those described on the appendixes of Pathfinder
but most parents stress learning to read and write to their Roleplaying Game Advanced Race Guide.
20
Dwarf
While many jokingly claim that dwarves spring forth from Base Statistics for Dwarves
the womb fully grown, armor donned and ready for battle, Age Category Starting Age Weight Multiplier
dwarves enter the world after a gestation period of 12-1/2 to Infant 0 years x7
13 months much the same as any other humanoid. Dwarven Toddler 1 years x7
children are notoriously dense, and they are famously born Child 4 years x7
with relatively good vision, leading to the dwarven adage that Youth 12 years x7
every dwarf is, “born with her eyes open.” Adult 40 years x7
Infant: Dwarven infants are easy to manage compared to Middle Age 125 years x7
those of other races, as they tend to be heavy sleepers during Old 188 years x7
their fledgling years. That being said, infant dwarves are also Venerable 250 years x7
notorious for their loud crying, which often sounds more like Maximum Age 250 + 2d% years x7
an angry bellow than an infant’s tears. Dwarves range from 8
to 10 pounds at birth and are typically 15 to 17 inches long, Base Height and Weight for Dwarves
and have noticeably shorter limbs than human infants do. Age Base Height Base Weight
Dwarven infants have a remarkably developed sense of touch, Infant 1 ft. 2 in. 9.8 lbs.
and prefer tactile sensations to all others. Often, this manifests Toddler 1 ft. 6 in. 13 lbs.
as a compulsion to touch and discover all manner of objects Child 2 ft. 4 in. 26 lbs.
from a young age by palming them in their hands or rubbing Youth 2 ft. 10 in. 39 lbs.
up against them. Adult, female 3 ft. 7 in. 120 lbs.
Toddler: Dwarven toddlers take their first steps around Adult, male 3 ft. 9 in. 150 lbs.
the age of two, but are hesitant to try and run
early on. Instead, dwarves toddle with a Dwarf Height and Weight Potential
slow, plodding galt with remarkable Random Minimum Average Maximum
stability; compared to a human 2d10 2 10 20
Toddler, dwarves seldom–if ever–
fall over. Dwarves often tend to
have violent tantrums in their well-defined muscles. Traditionally-raised dwarves also begin
toddler years, much to the point to develop an appreciation for the legends and folk tales of
where dwarves who have raised their people, and many young dwarves spend much of their
human toddlers think them docile free time playing games that mimic brawling, fighting, and
by comparison. Oftentimes these digging out of respect and idolization for the heroes of their
tantrums are a direct result of people. Evenings are often spent lounging with family or
a young dwarf coming into listening to tales spun by elders.
conflict with dwarven society’s Dwarven children are notorious for their curmudgeonly
rigid rules and traditions, temperaments, which are often surly even by dwarf standards.
which involve strict schedules That being said, dwarven children learn quickly to watch
and high expectations. As they their tongue around their elders, for in dwarven society it is
grow older, dwarf toddlers acceptable for any adult to punish a misbehaving child. While
develop a constant desire to eat and dwarves generally frown on corporeal punishment, most are
put on when old dwarves fondly call more than willing to assign a long, difficult, and grueling task
“baby fat.” Dwarf toddlers also begin to that they’ve been putting off for an unruly tyke.
build a surprising amount of muscle in Youth: As a young dwarf becomes older, they hit a
these early years, as the extra strength significant growth spurt by dwarven standards, putting on an
is needed to help move her dense extra inch a few more pounds every couple years or so. As
bones and thick frame, and many go they reach their full size, many dwarven youths are expected
through a phase where they’ll stick to join the workforce alongside their parents, or receive
virtually anything into their mouth, training in a skill or trade or attend schooling. Male youths
causing many dwarves to refer to (as well as some females) often begin to grow the beards
toddlers in general as “biters.” that many foreigners associate with the dwarven race, and
Child: As a young dwarf ages learning proper beard hygiene is a critical skill that all youths
into a child, she leaves tantrums are expected to master. Although dwarven youths are often as
and baby fat behind, replaced by a gruff as their elders, this is actually viewed as an improvement
bit of an aggressive streak to match her as the growing dwarf’s crass temperament evens out.
21
Elf
For reasons that the elves keep to themselves, young elves are Base Statistics for Elves
a rare commodity to the world despite the sultry appetites Age Category Starting Age Weight Multiplier
of most elves. In the rare situation where an elf becomes Infant 0 years x3
pregnant, gestation lasts a grueling 17-1/2 to 18 months Toddler 1 years x3
which gives rise to a lithe child with delicate features and an Child 4 years x3
almost peaceful demeanor. Elven children appear slender and Youth 12 years x3
frail throughout their lives, with large eyes and pointed ears Adult 110 years x3
that grow as they age. Middle Age 175 years x3
Infant: Elf infants enter the world peacefully with Old 263 years x3
minimum wailing and a curious demeanor, and they are easily Venerable 350 years x3
mesmerized by natural sensations, such as fragrant flowers, Maximum Age 350 + 4d% years x3
trickling ponds, and glimmering sunlight. As soon as they
learn to crawl, young elves need constant supervision, and Base Height and Weight for Elves
they immediately embody much of the capricious whimsy that Age Base Height Base Weight
their race is known for. Worse still, elves are somewhat frail Infant 1 ft. 8 in. 6.9 lbs.
compared to other races, and an elven infant can be seriously Toddler 2 ft. 3 in. 9 lbs.
harmed by a collision or a fall that would merely bruise a Child 3 ft. 5 in. 18 lbs.
human Infant. As a result, elven parents are often somewhat Youth 4 ft. 2 in. 27 lbs.
doting with their infants and bond very quickly. Adult, female 5 ft. 4 in. 90 lbs.
Unlike infants of other humanoid races, elven infants don’t Adult, male 5 ft. 4 in. 100 lbs.
keep much body fat as they age, maintaining the slender and
delicate appearance that elves are known for throughout their Elf Height and Weight Potential
lives. Elf infants also require far less sleep than Infants of other Random Minimum Average Maximum
races demand, taking few naps during the day and almost 2d10 2 10 20
instinctively taking to the cycle of day and night to determine
when they must rest, meaning that few elves wake during the
night, assuring a peaceful slumber for both the young elf her human peers in nearly all areas of academia. Despite
and its caregivers. this, few elven parents force the same rigorous
Toddler: While elven toddlers take longer to take demands upon their children that humans do, instead
their first steps, typically doing so around 3 years of preferring that their offspring live pleasant, carefree
age, there is little hesitancy in their stride as they do childhoods.
so.Young elves practically take off running shortly after Youth: Much of what humans consider to be
their first steps, mastering motor coordination an elf’s “eternal childhood” is spent as a youth,
with such effortlessness that some claim young as opposed to a child. As a youth, an elf’s
elves literally learn to run before they can walk. characteristically eternal frame undergoes
As they grow older, their limbs become longer a number of awkward growth spurts
and they gain a small bit of weight, but remain that seem localized in her legs and arms,
as lithe and delicate in appearance as they did giving her an almost awkward appearance
in Infancy thanks to their light bone structure compared to the normally flawless beauty
and near inability to gain excess weight. normally associated with elves. As a result,
Elf toddlers also learn language almost many elves consider early youth, especially
effortlessly, and most can construct full pubescence, to be a “clumsy phase” for the
sentences in Elven before their fourth year, an youngster. Once she grows into her body
impressive task considering how nuanced of a towards the end of her second decade, an
language Elven is. elven youth’s growth all but stops for the next
Child: Although many assume that an elven childhood eight decades, gaining only a meager inch and
is significantly longer than that of other races, in truth an a few pounds every five years or so. Although
elf child grows only slightly slower than a young human. biologically mature by this point, elven
As she ages, an elf child’s limbs become longer and more society does not recognize a young
graceful and she quickly becomes a master at tasks involving elf’s adulthood until she has lived
physical grace, including running, jumping, and climbing. for more than a century, a prospect
Keen even in these early years, an elf child quickly masters that some more adventurous elves
an array of skills, and is typically years more advanced than find bothersome.
22
Gnome
As small and vibrant as they are, gnomes tend to give birth Base Statistics for Gnomes
to equally small and vibrant children. The average gestation Age Category Starting Age Weight Multiplier
period for a gnome is 11-1/2 to 12 months, but few things Infant 0 years x1
are typical for a gnomish pregnancy: gnomes can spend as Toddler 1 years x1
few as 5 months in the womb or as much as 18 and be born Child 4 years x1
looking exactly the same, much to the confusion of medical Youth 12 years x1
professionals. “A gnome,” most gnomish midwives claim, “is Adult 40 years x1
born not a moment before she’s born.” When they are finally Middle Age 100 years x1
born, gnomes seem eager to embrace all of the joy and wonder Old 150 years x1
that the world has to offer, and possess keen vision and hearing Venerable 200 years x1
at birth in order to experience it. Even when they’re young, Maximum Age 200 + 3d% years x1
many gnomes possess vibrant skin and hair colors that closely
resemble aspects of nature, such as sky blue, forest green, Base Height and Weight for Gnomes
daffodil yellow, or even lotus pink. Age Base Height Base Weight
Infant: Gnome infants look somewhat comical when Infant 0 ft. 10 in. 2.3 lbs.
they are born, possessing heads and limbs that are slightly Toddler 1 ft. 3 in. 3 lbs.
disproportional to their bodies. Surprisingly large given the Child 1 ft. 11 in. 6 lbs.
size of their mother’s bodies, a typical gnome infant is roughly Youth 2 ft. 4 in. 9 lbs.
10 inches long and weighs about 2 pounds. Although tiny Adult, female 2 ft. 10 in. 30 lbs.
things, a gnome infant is hardy and has an eager curiosity for Adult, male 3 ft. 0 in. 35 lbs.
the world around. Gnomes live to explore whatever they can
with all of their senses, and the best playthings for a young Gnome Height and Weight Potential
gnome are those that can safety stimulate all of her senses. Random Minimum Average Maximum
Although it might sound puzzling to claim that gnomes are 2d4 2 4 8
drawn to interesting things, they favor objects of all sorts that
are brightly colored, interesting to manipulate, and that taste
or smell good. As a result, gnome parents often spend much as a toddler, only with slightly more mature tastes. Their
of their time finding things that smell and taste interesting for innate desire to explore new people and places also morphs
their young to enjoy. Furthermore, the skin and hair tones that from a desire for wholistic sensory experiences to social
a young gnome is born with aren’t necessarily those that she’ll encounters with interesting people, and a gnome child has an
have in adulthood, as a young gnome’s skin tone and hair are almost compulsive need to check under every rock, peek into
prone to drastic changes as the gnome grows older. every burrow, and chat with every stranger, a habit that adult
Toddler: Gnome toddlers begin babbling in their parent’s gnomes encourage. Although a gnome grows throughout her
language relatively early on, and they typically take their first childhood just as any child would, their heads and eyes remain
steps when they are a year and a half old. Insatiably curious proportionately larger than the rest of their body,
and incredibly lively and energetic, gnome toddlers wobble, giving them an eerie, fey-like appearance.
crawl, climb, and explore virtually any person, any place, and Youth: Agreeable by nature, most
any thing they happen across using all of their senses. Before gnome youths are surprisingly compliant
the end of her second year, a gnome toddler typically speaks during their teenage years, only
her first intelligible words and from there, a linguistic deluge harboring slight rebellious streaks and
occurs as the gnome discovers the joys of social interaction minor scuffles involving conflicts of
for the first time. What’s more, gnomes typically begin interests. By youth, most gnomes
harnessing the first vestiges of fey magic that they have refined the overwhelming
possess, causing minor oddities such as amusing herself obsessions of childhood into
with strange lights and sounds, freshening her own several more focused pursuits
soiled diaper, or causing a favored toy to that most continue studying well
randomly change colors. into adulthood. As they age, a youth
Child: Unlike the young of gnome’s head quickly behind to assume
other races, who typically begin their race’s adult proportions, though
to solidify their personal likes and many retain a somewhat childish or
interests in childhood, a gnome even comical flair to specific features
child remains every bit the veritable such as large eyes, a bulbous nose, or
storm of exploration that she was a hairless chin.
23
Half-Elf
As the product of two drastically different races, half-elf Table 2-10: Base Statistics for Half-Elves
children are extremely unpredictable in regards to their Age Category Starting Age Weight Multiplier
growth and development. Often as varied in appearance Infant 0 years x5
as their human parents and possessing traits that hint at Toddler 1 years x5
their human parent’s ethnicity, some half-elves possess the Child 4 years x5
same lithe, graceful form as elves do while others bare no Youth 10 years x5
resemblance to their elven kin save for their pointed areas. Adult 20 years x5
The gestation period for a half-elf is typically 14 to 15 months, Middle Age 62 years x5
leading to a significantly longer than average pregnancy if the Old 93 years x5
mother is human, or a significantly shorter pregnancy if the Venerable 125 years x5
mother is elven. A half-elven child is often significantly easier Maximum Age 125 + 3d20 years x5
to deliver than a human child but more taxing than an elven
child, so such children are a relief for human women but often Base Height and Weight for Half-Elves
painful for elven woman. Strangely, while elves often have Age Base Height Base Weight
difficulty conceiving with other elves, it is often much easier Infant 1 ft. 7 in. 7 lbs.
for an elf of either sex to conceive a half-elf child, possibly as Toddler 2 ft. 2 in. 9 lbs.
a result of human fecundity. Child 3 ft. 3 in. 19 lbs.
Infant: Half-elf infants are unpredictable children on Youth 4 ft. 0 in. 29 lbs.
account of the fact that their blood stems from two extremely Adult, female 5 ft. 0 in. 90 lbs.
different sources. Half-elves can have physical Adult, male 5 ft. 2 in. 110 lbs.
traits such as hair color, eye color, eye shape,
and skin color from either parent, but Half-Elf Height and Weight Potential
virtually all have large eyes with slightly Random Minimum Average Maximum
enlarged irises and slightly pointed eyes. 2d8 2 8 16
Unlike an elf, a half-elf’s ears are rounded
at their point and slightly shorter, which
becomes increasingly apparent as the delicate in appearance as an elf, but as hardy as a human.
half-elf ages. In most regards, half-elven toddlers are indistinguishable
Even as infants, half-elves tend to from human toddlers in terms of their behaviors, much
be exceptionally beautiful by human to the annoyance of any elves in the toddler’s life.
standards, though elves often Child: Like both elves and humans, a half-
worry that they look overweight elven child experiences rapid mental growth
or deformed. They need slightly during her childhood years, perhaps more so than
less sleep than human infants do, her human peers do. Half-elves, however, often
but considerably more than elven don’t get a chance to show off their keen intellects,
Infants. Mentally, half-elven infants are however, because while they age ever so slightly less than
far closer in cognitive ability to human humans as children, that slight offset is enough to leave
Infants than elven ones, and these them miles behind academically, as half-elves aren’t always
differences lead many elven parents of developmentally ready to learn the same topics their human
half-elf children to believe their child peers are learning. That said, they typically make for very
is sickly or disabled in some manner. attractive, active children who have a predisposition for
Toddler: A half-elven toddler outdoor activities.
grows at much the same rate as Youth: Half-elves largely have a mentality and
a human toddler does, which is temperament similar to those of their human peers,
also slightly faster then that of an but grow significantly slower than their human peers
elven Toddler. Half-elven toddlers or faster than their elven peers. As a result, half-elven
typically take their first steps by a youths are often frustrated by a world that seems to
year and a half of age, and are also move too fast or too slow for them, and they often
well on their way to learning the go through a rebellious streak against both human
languages of their parents, though and elven society asa means of venting this frustration.
they often have a much easier time learning In particularly unfortunate cases, some half-elf youths decide
human languages as opposed to the nuanced to leave their parent’s society all together, striking out on their
tongue spoken by elves. Often as beautifully own in search of a home that understands and accepts them.
24
Half-Orc
Born from a union between two drastically different races, Base Statistics for Half-Orcs
a half-orc pregnancy is often hard on a human mother and Age Category Starting Age Weight Multiplier
unbearably long for an orc mother. Half-orc pregnancies have Infant 0 years x7
a gestation period of 8-1/2 to 9 months, same as humans and Toddler 1 years x7
longer than orcs. Though not nearly a burly as a full-blooded Child 4 years x7
orc, half-orc babies tend to be large and difficult for human Youth 7 years x7
mothers to carry, and because of their natural strength, many Adult 14 years x7
human mothers who are pregnant with half-orcs end up with Middle Age 30 years x7
broken ribs and internal bruising from the infant’s sheer Old 45 years x7
strength as it jostles and kicks its limbs. As a result, a half-orc Venerable 60 years x7
pregnancy can be dangerous for a human mother, and many Maximum Age 60 + 2d10 years x7
die trying to carry their child to term.
Infant: Half-orc infants are notoriously large at birth, Base Height and Weight for Half-Orcs
weighing roughly ten pounds and measuring an average of Age Base Height Base Weight
18 inches in length. Compared to human infants, half-orc Infant 1 ft. 6 in. 9.6 lbs.
infants tend to be extremely fussy, and constantly wriggle Toddler 2 ft. 0 in. 13 lbs.
and cry. They are large babies who are significantly stronger Child 3 ft. 0 in. 26 lbs.
than most children and are able to grasp, pick up, and hold Youth 3 ft. 8 in. 38 lbs.
onto objects much sooner than other races, though they lack Adult, female 4 ft. 5 in. 85 lbs.
the coordination to do anything substantial with the objects Adult, male 4 ft. 10 in. 120 lbs.
they grab. Still, the parents of a half-orc must keep a constant
vigil on their young child, for half-orc infants are notorious Half-Orc Height and Weight Potential
for picking up objects that children ought not to touch, and Random Minimum Average Maximum
are particularly attracted to the glimmer of steel and the 2d12 2 12 24
roar of fire. Although not nearly as impaired by bright light
as pure-blooded orcs, half-orc infants are blind for
the first several weeks of their life, and are easily Child: A half-orc child grows fast and plays hard when
irritated by bright light until their eyes have given the opportunity, and they are perfectly suited for
fully developed around one year of age. competitions of strength and endurance. That being said,
Toddler: Half-orc toddlers begin walking few get the opportunity to enter such competitions
roughly the same time as humans, but are because a half-orc’s appearance often scares both human
often noticeably larger than their human peers children and their parents away, while they often provoke
and favor rough play that is often on the disgust and ire from any pure-blooded orcs should
destructive side. Half-orc toddlers speak they have been raised in an orc community. As a
infrequently even after acquiring language result, most half-orc children must learn to make
and undergo an exceptionally painful due alone, and are often shy in regards to academic
teething process due to the small, adult achievement both because few are predisposed for
tusks that begin burrowing out of their academia and because few are tolerated within the
gums. These tusks commonly cause walls of most respectable academies unless their
infection in and around the teething families have the proper clout or connections.
area, but half-orc toddlers are Youth: Once a half-orc becomes a youth,
ravenous eaters despite the pain who she rockets in height and weight, growing more
usually wean early in favor of gnawing swiftly than even the fastest of humans. Before they
on tough foods like meat and bread. reach 12 years old, a half-orc youth can weigh as much
Although rowdy, half-orc toddlers as 160 pounds and stand well over five feet tall, and
are just as predisposed to kindness as any tusks they possess, which begin growing when
humans are, though tragically most learn during toddlerhood, reach their full length at
the cruelty of orcs and humans alike as this point. Overall, this gives half-orc youths a
early as their toddler years, and as a very intimidating appearance, and many have bad
result are forced to learn to survive in tempers and rebellious personalities. As a result,
an unfriendly world, often becoming many half-orcs often get into major and minor
cold, hard, and pragmatic towards scuffs, though this is a behavior that many grow out
others as a result. of as the throes of adolescence leave them behind.
25
Halfling
Halfling children are happy and humorous with a positive, Base Statistics for Halflings
upbeat personality that often looks for the good in any Age Category Starting Age Weight Multiplier
situation. Despite their diminutive size and lean frames, Infant 0 years x1
halfling children are often pleasantly plump and have comically Toddler 1 years x1
large feet until their bodies thin out and assume their proper Child 4 years x1
proportions during prepubescence. The gestation period for Youth 8 years x1
a halfling infant is 11-1/2 to 12 months, and halfling parents Adult 20 years x1
handle the challenges of parenthood with their race’s signature Middle Age 50 years x1
fearlessness and determination. Old 75 years x1
Infant: Halfling infants look nearly identical to human Venerable 100 years x1
infants, except their ears are slightly pointed, small wisps of hair Maximum Age 100 + 5d20 years x1
streak across their feet, and each is diminutive at birth, seldom
measuring more than 10 inches in length.They are typically less Base Height and Weight for Halflings
cautious than human infants, and aren’t afraid of the possibility Age Base Height Base Weight
of crawling off of furniture or tumbling into walls or floors. As Infant 0 ft. 8 in. 1 lbs.
a result, halfling infants need constant supervision, and halfling Toddler 1 ft. 1 in. 2 lbs.
parents often swear by swaddling clothes for the first several Child 1 ft. 8 in. 4 lbs.
months of life, as the thick wrappings help keep the babe in sight Youth 2 ft. 1 in. 8 lbs.
and out of trouble. Adult, female 2 ft. 6 in. 25 lbs.
Toddler: For the first few years of their lives, halflings Adult, male 2 ft. 8 in. 30 lbs.
grow and develop at mostly the same pace as humans, except
at a smaller scale. Halflings toddlers Halfling Height and Weight Potential
typically need more time to develop Random Minimum Average Maximum
the muscles to raise their heads 2d4 2 2 8
and coordinate their feet, but
once they manage to stand at
roughly 2 years of age, walking sturdy callouses that protect their kind’s feet from harm. For
comes quickly thanks to this reason, many halflings refer to toddlers as “tenderfoots”
their wide feet and natural because young halflings often bruise and scrape their feet
sense of balance. Fearless while playing.
by nature, halfling toddlers Child: By childhood, a halfling’s feet are properly
crave exploration and calloused, protecting them from harm and enabling the young
wander anywhere their halfling to fully experience the world without worry. Quick-
two feet can take them witted and humorous by nature, halfling children are known
despite lacking the for playing pranks and telling falsehoods as they try to learn
to tell better stories. Such tendencies often cause trouble with
the young halfling’s parents, who find that they must work
constantly to teach their child the difference between a story
and a fib. Despite their small size, halfling children often have
big personalities and use a variety of vivid expressions and
phrases when conveying their emotions to others.
Youth: Although most adolescents are known for being
moody and angst-ridden, this isn’t the case for halfling
adolescents. Instead, halfling youths often have a prominent
sense of humor and enjoy playing pranks and jokes on others,
especially their friends and family members. Halfling adolescents
also embody teenaged fearlessness, taking even their people’s
bravery to the extreme. As a result, most halfling Youths have
a daredevil phase that parents often try to hurry along as
quickly as possible. Most young halflings crave adventure in
some capacity, even if they don’t admit it to it, and often find
themselves getting into trouble both big and small when their
foolhardy curiosity inadvertently gets the better of them.
26
Human
Both adaptable and ambitious, humans have remarkable Base Statistics for Humans
endurance and are primarily driven by expansion. This Age Category Starting Age Weight Multiplier
motivation is deep-set within the human psyche, and one Infant 0 years x5
result of this drive is humanity’s extreme populousness, Toddler 1 years x5
which is aided significantly both by their fecundity as well Child 4 years x5
as the endearing manner in which most rear their children. Youth 8 years x5
To humans, a child is not only a gift from the gods, but also Adult 15 years x5
insurance against a future of loneliness and frailty and an Middle Age 35 years x5
heir who can inherit the material possessions and wealth that Old 53 years x5
they have spent their lives amassing. The gestation period Venerable 70 years x5
for a human Infant is 8-1/2 to 9 months, though as with all Maximum Age 70 + 2d20 years x5
facets of humanity, there is room for variance in and beyond
this range (especially if the mother is pregnant with twins, Base Height and Weight for Humans
which typically leads to a birth after 7 months). Humans Age Base Height Base Weight
tend to have uncomfortable pregnancies, and many seek the Infant 1 ft. 6 in. 7.5 lbs.
comforts of a midwife or doctor to help mitigate the chance Toddler 2 ft. 0 in. 10 lbs.
of complications. Despite the considerable chance that Child 3 ft. 0 in. 20 lbs.
something will go wrong, many human women are fearless in Youth 3 ft. 8 in. 30 lbs.
braving the trials of pregnancy, and families with four children Adult, female 4 ft. 5 in. 85 lbs.
are common, with some having as many as twelve. Adult, male 4 ft. 10 in. 120 lbs.
Infant: Human infants are born squalling
and full of life, their weight and height varying Human Height and Weight Potential
as much between Infants as it can between Random Minimum Average Maximum
human Adults. The average human infant weighs 2d10 2 10 20
roughly 7–9 pounds and is 19–22 inches
in length. Most humans are born
with light blue eyes and fuzzy up on their own, if not outright walking short distances. As the
vision, though this clears toddler grows, her vocabulary increases dramatically and she
upon quickly throughout gains the ability to walk with significantly more coordination
the infant’s first weeks and poise. Despite the increase in vocabulary, however,
of life. As their vision most human toddlers are difficult to understand and their
clears, a human infant’s pronunciation on account of their botched usage of words,
eyes typically change in incorrect pronunciations, and inability to use sentences with
color, assuming the child’s more than a handful of short, simple words.
true eye color. Human Child: As humans age from toddlerhood into childhood,
infants grow and develop rapidly. their large heads and stubby limbs begin to fill out. While
By 3 months of age, most human childhood lacks the rapid growth of earlier age categories,
Infants are able to lift heir head young humans become veritable sponges for knowledge and
without support, and by 7 information, and it is in childhood that most young humans
months of age most can begin to show their first inklings of an interest in personal
roll over and even sit pursuits and careers. Human children often look goofy and
up without assistance disproportionate compared to adults, as different parts of
and are beginning to their bodies don’t grow at the same rate or speed. This is no
learn to crawl. Human infants cause for alarm, however, as most fill out during adolescence.
are instinctively drawn to bright Youths: Adolescence is a time of rapid growth and
colors and sounds, and quickly change for young humans, both from a physical and mental
learn to recognize the sounds of perspective. Human youths often suffer from hormonal
their caregivers’ voices as well as fluctuations as they age that cause everything from acne to
humanoid faces. emotional mood swings. Often rebellious, most go through
Toddler:After roughly a year a stage where they desperately seek to control their lives, but
of age, young humans begin aren’t financially or emotionally equipped to do so. Human
picking up their first inklings of teenagers often start gangly but fill out quickly, reaching their
language and are often standing full height and weight in a matter of a few short years.
27
Kitsune
Kitsune children are good-natured and mischievous, and Base Statistics for Kitsune
enjoy playing silly games and pranks on their guardians and Age Category Starting Age Weight Multiplier
peers. Although the typical image of a kitsune is lean and lithe, Infant 0 years x5
kitsune are pudgy in youth, thinning out as their extremely Toddler 1 years x5
fluffy fur begins to “fill out” and become more manageable. Child 4 years x5
Kitsune are typically born after a gestation period of 8-1/2 Youth 8 years x5
to 9 months, and are eager to explore the world from the Adult 15 years x5
moment they gain their first inkling of independence. Middle Age 32 years x5
Infant: Kitsune are born blind and deaf at birth and are Old 50 years x5
typically 19-20 inches long and 6 pounds in weight. A young Venerable 65 years x5
kitsune will typically hear its first sounds after just two days, Maximum Age 65 + 3d12 years x5
but few open their eyes for the first time until two weeks
after birth, which are well-developed and resplendently Base Height and Weight for Kitsune
colored, and don’t change in coloration as the kitsune ages. Age Base Height Base Weight
Kitsune infants often appear stubby compared to their lithe Infant 1 ft. 6 in. 4 lbs.
and graceful parents; both their limbs and digits are short and Toddler 2 ft. 0 in. 8 lbs.
plump and their tails appear stubby, though this is largely a Child 3 ft. 0 in. 16 lbs.
byproduct of the kitsune’s thick fur. Youth 3 ft. 8 in. 25 lbs.
Shapeshifting comes naturally to newborn kitsune, and Adult, female 4 ft. 5 in. 85 lbs.
not only can infant kitsune shift between their true form Adult, male 4 ft. 10 in. 100 lbs.
and their human form with ease, but they quickly learn to
recognize shapeshifted caregivers. Infant kitsune also possess a Kitsune Height and Weight Potential
shapeshifting reflex that causes them to instinctively shapeshift Random Minimum Average Maximum
into whichever form that someone who is holding or touching 2d8 2 8 16
them assumes, so an older kitsune can guide an infant’s
shapechanging to prevent their ruse from being spoiled.
Toddler: Kitsune typically take their first steps around ten Youth: Kitsune adolescence is strikingly similar to human
to twelve months of age, but generally master motor skills at a adolescence, except kitsune often become boastful and
rate similar to humans. Kitsune toddlers are often more poised braggart-like instead of angst-ridden, though the behavior is
and coordinated than humans because of their tails, and tend treated similarly to teenage angst by older kitsune. Adolescent
to be more linguistically advanced, learning new languages, kitsune often act as though they can conquer the world, and
especially human ones, rapidly. As a result, the conversational by their mouths alone some might think them capable of it.
abilities of a young kitsune are often years beyond that of a Adolescent kitsune grow at a rate similar to those of human
human toddler, though just as naive, innocent, and immature adolescents, except they remain
in the things they say. In addition, kitsune toddlers are curious leaner and lighter and most go
to a fault and constantly find new and inventive ways to make through their growth spurts
mischief, making them exhausting to care for. faster then their human peers,
Child: As a young kitsune enters childhood, her tail giving kitsune youths a brief
elongates and her fur coat thins, dropping the stubby bulk window of time where they
of youth. Kitsune children are springy and energetic, often are larger in size and equally
possessing exceptional balance and agility that allows them matched in physical strength
to effortlessly out maneuver their human friends. That being to their human peers.
said, kitsune children are physically weaker than human During adolescence,
children and must learn to avoid overexerting themselves many kitsune begin
when frolicking with human friends. Kitsune children are to feel the pangs
also known for their youthful optimism, and few can tolerate of wanderlust
sitting still for long. As a result, its often difficult for a young and often begin
kitsune to tolerate traditional human settings for children, preparing to
namely the classroom, for very long, and they often find leave home.
church sermons and school lessons to be gruellingly dull. For
this reason, kitsune parents are quick to teach their children
the importance of learning to blend into and tolerate human
society, no matter how dreary it may be.
28
Nagaji
Quiet and obedient, nagaji children have an innate sense of Base Statistics for Nagaji
duty to others even from a young age, and are surprisingly Age Category Starting Age Weight Multiplier
docile in youth. Unlike other races, which tend to grow Infant 0 years x7
steadily until adolescence, nagaji grow in spurts throughout Toddler 1 years x7
every stage of their lives, as they must shed their scaly skin Child 4 years x7
in order to make room for their body to grow. A typical Youth 8 years x7
nagaji sheds her skin roughly 25 times throughout her life, a Adult 20 years x7
milestone that they often track with as much enthusiasm as Middle Age 60 years x7
her years. Although many assume that nagaji hatch from eggs Old 90 years x7
like tengu or kobolds do, they are actually born live after a Venerable 120 years x7
gestation period of 8-1/2 to 9 months. Maximum Age 120 + 3d20 years x7
Infant: Nagaji are surprisingly well-developed when they
are born, especially compared to a human infant. An infant Base Height and Weight for Nagaji
nagaji is born with considerable muscle mass and gross motor Age Base Height Base Weight
skills, and is often able to roll over on its own from birth and Infant 1 ft. 9 in. 12.3 lbs.
learns to crawl mere weeks later. Despite their children’s Toddler 2 ft. 5 in. 17 lbs.
rapid muscle growth, nagaji mothers seldom notice their Child 3 ft. 7 in. 33 lbs.
infant’s increased strength or mobility within the womb. Youth 4 ft. 5 in. 50 lbs.
Infant nagaji aren’t born with scales; they instead possess Adult, female 5 ft. 6 in. 160 lbs.
soft, tender skin that is usually pinkish in color. Before her first Adult, male 5 ft. 9 in. 180 lbs.
birthday, this flesh has hardens into proper
scales with a pattern (including coloration) Nagaji Height and Weight Potential
unique to that nagaji. Until then, a young Random Minimum Average Maximum
nagaji is exceptionally vulnerable to 2d10 2 10 20
harm and nagaji caregivers take special
care to make sure that their infants are
safe and looked after. This is seldom grow in quick, rapid spurts marked by the shedding of their
difficult, as nagaji are incredibly skin. Nagaji children often seem to have mercurial attitudes
well-believed infants and seem to foreigners and they bounce quickly from quiet stillness to
to gravitate towards authority barreling energy in a blink of an eye, abounding with energy.
figures and rules with an Nagaji parents often try to harness a young nagaji’s energy
instinctual obedience. by giving her chores around the house that a human might
Toddler: Nagaji take think better suited for an older child, such as digging pits and
their first steps early drudging fields. Such tasks are fairly easy for young nagaji on
compared to most toddlers, and account of their physical brawn, however.
can typically walk by a year and a half of Youth: Nagaji adolescence is similar to human adolescence,
age. As with infants, nagaji toddlers are except that nagaji take noticeably longer to grow to their adult
eerily well-behaved and completely height and weight. This is a result of their continued need to
lack the “terrible twos” phase that shed their skin as they grow; even the fastest of nagaji growth
human toddlers are known for; they spurts are significantly slower and more evenly paced than an
are obedient and have an innate knack average human’s growth at any given point during adolescence.
for rule-following. Although they tend Nagaji youths often begin studying under a mentor or master,
to master fine motor skills at the same usually their parents, to learn a trade that will support them
rate as humans, nagaji gain gross motor as an adult. For most nagaji adolescents, the mastery of their
skills at a significantly faster rate on skills in their chosen field is their primary concern and they
account of their much more refined muscle work hard to become productive members of their society.
mass. Early on during a nagaji’s toddlerhood Although adolescence is tumultuous for parents and includes
the youngling sheds her skin for the first time, many outbursts and cries for attention and independence for
a messy but momentous occasion that nearly parents of all races, adolescent nagaji are notably mild and
all nagaji parents celebrate exuberantly in a protest very little, perhaps on account of their slower growth
manner akin to how human parents celebrate rate. Likely, it’s because most nagaji are willing to accept
their children’s birthdays. whatever place they’re given in society with determination
Child: As in toddlerhood, nagaji children and a willingness to work hard despite all odds.
29
Samsaran
Although joyful and cheerful, to say that samsaran children Base Statistics for Samsarans
differ from human children is unimaginably restrained on Age Category Starting Age Weight Multiplier
account of the unique way in which young samsarans enter Infant – –
the world. Samsaran souls do not move on to the afterlife Toddler – –
the way that the souls of other creatures do; instead, they Child 0 years x5
return to the Material Plane and reincarnate as entirely new Youth 14 years x5
individuals who are the biological equivalent of a human child Adult 60 years x5
aged 4 through 7 years. Most samsarans reincarnate in a span Middle Age 150 years x5
of 2 to 4 weeks, and often rotate their sex in accordance to Old 200 years x5
an metaphysical cycle every few lifetimes. This gives her the Venerable 250 years x5
opportunity to experience many facets of mortal life across Maximum Age 250 + 6d% years x5
many lifetimes without a significant time lapse.
Child: When a samsaran reincarnates, she typically Base Height and Weight for Samsarans
reappears on the Material Plane with a body and mind Age Base Height Base Weight
that is the biological equivalent of a 4 to 7 year old human Infant – –
child. Although none are entirely sure how it happens, most Toddler – –
samsarans manage to reincarnate within a few miles of Child 3 ft. 6 in. 20 lbs.
other, major samsaran settlements and some theorize that Youth 4 ft. 3 in. 32 lbs.
a reincarnating samsaran’s soul uses ley lines for guidance, Adult, female 5 ft. 6 in. 110 lbs.
as traditional samsaran settlements are built along ancient Adult, male 5 ft. 4 in. 110 lbs.
ley lines and the majority of samsarans reincarnate around
such settlements. Life as a newly reincarnated samsaran is Samsaran Height and Weight Potential
tumultuous at first; she is quickly tested via a ritual known as Random Minimum Average Maximum
a samsutra, which involves placing the worldly 2d8 2 8 16
possessions of several recently deceased
samsarans before a newly reincarnated
child to determine who she once was unique personality and learns and grows at her own rate. In
through the objects she most strongly truth, a samsaran child acts more like a human child who’s too
identifies with. Once this has been smart for her own good, which is largely true for samsarans.
divined, all of her previous life’s As a result, young samsarans often seem incredibly crafty to
possessions are returned to her, outsiders and often are significantly smarter then one would
if any remain. Afterwards, she expect, given their age. Samsaran children truly are wise
is assigned caregivers and is beyond their years, however, and that wisdom often translates
expected to relearn samsaran into a child who is significantly better at assessing situations
traditions and customs. and making responsible choices for herself.
Despite her lingering Youth: Although they acknowledge their inexperience, by
memories of adulthood, a the time that a samsaran reaches adolescence she is largely
young samsaran doesn’t treated as an adult in most respects. As a result, samsaran
act like a “tiny adult.” society isn’t particularly forgiving to the antics of its youths,
She has her own, of which there are many. As in childhood, samsaran youths
are often too smart for their own good, and confident in their
ability to mimic feats of skill and prowess that they were able
to perform during their past lives, no matter how inept they
might actually be during their current one. As with humans,
samsaran adolescence is largely about discovering one’s
identity. Only for samsarans, this discovery revolves around
identifying that which makes the samsaran’s current lifetime
distinct and unique from her previous ones. Samsarans are
largely encouraged to try new things and explore things
that interest them, rather than trying to complete a “mental
checklist” of professions and skills. After all, samsarans believe
that life itself is meaning, and that the meaning of life is to find
one’s individual reason for living.
30
Wayang
Skittish and somewhat jumpy, wayang children are particularly Base Statistics for Wayangs
odd-looking on account of their sharp features and thin, gangly Age Category Starting Age Weight Multiplier
frames. Easily spooked and poor at reading the emotions of Infant 0 years x1
others, most young wayangs typically prefer avoiding new Toddler 1 years x1
people and take a long time to warm up to strangers. Once Child 4 years x1
they feel safe and secure, however, wayangs are chatterboxes Youth 12 years x1
and extremely inquisitive; they are interested in just about Adult 40 years x1
everything and particularly quick to learn new information. Middle Age 100 years x1
The average gestation period for a wayang is 11-1/2 to 12 Old 150 years x1
months, and they’re nearly always born at nighttime. Venerable 200 years x1
Infant: Wayang infants are gaunt creatures who, unlike Maximum Age 200 + 1d% years x1
human infants, appear practically emaciated at birth. In
truth, wayangs grow like shadows; they are longest and Height and Weight for Wayangs
leanest at dawn (infancy) and dusk (venerability) and Age Base Height Base Weight
become increasingly rounded the closer one moves towards Infant 0 ft. 11 in. 2 lbs.
noon (adulthood). As a result, wayang infants typically have Toddler 1 ft. 3 in. 3 lbs.
dramatic features, including huge ears, bug like eyes, angular Child 1 ft. 10 in. 6 lbs.
jaws, and long, spindly fingers and toes. Youth 2 ft. 3 in. 10 lbs.
Wayang infants are completely blind at birth, but most Adult, female 2 ft. 10 in. 30 lbs.
develop their eyesight within several weeks. Wayangs of Adult, male 3 ft. 0 in. 35 lbs.
all ages loathe brightness, but hatred is most pronounced
in infants, who wail incessantly in the presence of even the Wayang Height and Weight Potential
dimmest candle. Young wayangs typically do not grow out Random Minimum Average Maximum
of this behavior until they’re nearly a year and a half old, so 2d4 2 4 8
most wayang families take great care to shield their youngest
members’ eyes to prevent a cacophony of screaming and crying
from erupting whenever someone cracks open a window. hide and seek and similar games of perception are favorites of
Toddler: As an infant wayang ages, its young wayang, and these diminutive humanoids are without
features begin to fill out to more normal peer in such revelries. While their preference is and forever
proportions, but wayang toddlers still have will remain for dark places, most wayang children have
a gangly shape, and often appear crazed completely (if begrudgingly) acclimated to the sunlit world
thanks to their large eyes and ears. If and do not fear its brightness. Wayang children are also sharp-
their alien shapes have one advantage, witted and quickly take to learning new skills and abilities,
its that young wayangs often have wider much to the delight of their parents. Learning, especially book
feet, and as a result they typically take their learning, is incredibly important in wayang culture, and most
first steps at just 13 months of age. In most parents begin stressing its importance early in life.
other ways, wayangs develop throughout Youth: As they age closer to adulthood, an adolescent
their toddlerhood in a manner similarly wayang’s features continue to thicken, round out, and shorten,
to humans, though they pick up language though despite this they still possess grossly exaggerated
faster, provided that they live in a village features by the standards of other races. Like most other
that is insular enough to have more races, wayang adolescence is a time of self-discovery, but what
than one or two languages spoken many discover is that they loathe the light-bathed world that
by its residents. Young wayangs often they have found themselves in, and many deal with feelings
frighten easily, and are often attached to of entrapment in the sense that the insufferable sun keeps
their caregivers at the hip, especially when them trapped within darkened caves and hollows. Also, it is
visiting bright places. during adolescence that wayangs are permitted to perform
Child: Wayang children are tiny, their people’s most culturally and religiously significant
imp like creatures who act accordingly. rites upon themselves—ritualistic scarification and skin
Constantly underfoot, they all but live to bleaching. Different wayangs from different tribes and clans
find new and interesting places to hide scar themselves for different reasons–some as a sign of faith,
and skulk about in, reveling in every and others a show of strength or resolve. In either case, these
precious moment that they get to spend rites are a prominent part of wayang tradition, and nearly all
embraced in darkness. As one can imagine, wayang bleach their hair and skin in adolescence as a result.
31
Childhood Heroics
For as long as stories have been told, characters such as Christopher Robin, Katniss Everdeen, Harry Potter, Menolly, the Pevensie
children, Korra, and the Baudelaire orphans have been leaving their homes, going out into the world, and finding adventure (or
for some, adventure finds them). In many ways, young heroes such as these are a fundamental component of fantasy storytelling,
and just as every adult has a reason for adventuring, so does every child and adolescent. While many of these reasons transcend
age, others are tied directly to youth and the process of growing up.
Ultimately, it is the people at the table (players and GM alike) who determine what concepts for young characters are acceptable
to play. That being said, it is important to keep in mind that incorporating active young characters into a story opens up taboos
that otherwise would not be considered. While there are no hard or fast rules about what is or is not acceptable to bring into
a campaign, the further a concept travels from socially acceptable norms, the more important it is for players and the GM to
discuss why the inclusion of a young character is the right choice for a particular game. The thought of children in danger can be
an upsetting consideration for some people, and the real feelings of real people should always supercede the utilization of fictional
characters for the sake of a story.
The following section discusses the inclusion of young characters in a variety of campaign roles, as well as common pitfalls to
avoid when planning and roleplaying young characters.
An Infant’s Role age, toddlers feel that they can do whatever needs to be done
Largely subject to outside forces, infants know very little and by themselves on account of an inaccurate ability to assess
lack the physical ability to reliably move of their own accord personal capabilities and competencies. Mimicry of older
and the mental ability to meaningfully communicate with people is even more common in toddlers than infants, and
older people, instead mimicking things they see provided they many toddlers emulate what they see through play, such as by
can manage even that. As a result, infants require a guardian playing house or guards and thieves.
or caregiver who can provide them with the most basic Intellectually, toddlerhood is the stage of “why,” as toddlers
necessities for living. Infants are egocentric by nature, unable seek to understand and make sense of everything that enters
to conceptualize others, let alone put the needs of others their sphere of experience. Make believe and imaginative
before themselves. thinking first manifests during a person’s toddler years,
It is often in infancy when a person learns to trust or and especially in a world where sorcery exists, anything
distrust the nature of others, and Infants who are treated that a toddler cannot easily comprehend is often dismissed
poorly often grow up into individuals who struggle to place as being “magic” rather than contemplated with logic or
their trust in other people. Such tendencies are seldom, if critical thinking. Often, this happens because few races
ever, innate; in this and all else, Infants are blank slates eagerly begin formally educating their young as toddlers, as they are
awaiting experiences that will ultimately result in the creation not yet developmentally capable of handling even the most
of a unique person. fundamental of abstract concepts, which is a skill honed in
childhood rather than toddlerhood.
A Toddler’s Role
Toddlers are significantly more mobile than Infants and possess A Child’s Role
the ability to express themselves with sufficient (if limited) Despite common adult assumptions, children often have
linguistic ability. Although walking, toileting, and talking are significant proficiency in a limited number of skills and
by far the most common skills associated with toddlerhood, abilities, likely through formal training or self discovery. This
toddlers are constantly learning and refining the most basic often occurs in skills that the child is able to teach herself,
skills necessary to survive and inhabit their environment. such as climbing trees or swimming, or that she possesses
Toddlers learn these new skills quickly as they strive to master adult assistance in learning or discovering, such as painting
the reins of their own bodies, so to speak. Toddlers recognize or playing an instrument. Although they are veritable sponges
that there is much to be discovered in life, and they crave for new skills and information, children still tend towards
opportunities to seek out new experiences. concrete and linear thinking, and are able to think abstractly
Although still egocentric, toddlers begin to recognize in only the most basic context.
individuals as being different than themselves, both in a Children seek to find their personal calling, a skill or ability
physical and emotional sense. They can often recognize the that speaks to them as a future vocation, just as much as
emotions of others and may even care enough to try and adults do. Through experience, children have a deeper sense
console or elevate those emotions, but typically do so in of self and of others, and are significantly more empathetic
ways befitting herself, rather than the other person. At this than either infants or toddlers. Children are able to place
32
themselves in the metaphoric shoes of others, and constantly
seek praise and approval of authority figures and family Young Character Stereotypes
members in their lives. If encouraged, a child may flourish. There are plenty of great reasons to include a child character
If discouraged, a child may lose heart and believe they are in a story; it is a trope that is literally as old as the art of
incapable, hardening them against future aspirations. Despite storytelling itself. However, there are positive and negative
claims to the contrary, children seek stability and boundaries stereotypes for doing so, and using these stereotypes present
and will often do whatever a respected authority asks of them both an advantage and a disadvantage to the story. While
in order to gain approval, praise, and possible acceptance, even many consist of legitimate observations of young people,
if the request is illegal or something they wouldn’t normally using too many of these stereotypes or using them too often
consider doing. dehumanizes a character until she is defined only by her age.
The following are common (and often contradictory)
A Youth’s Role stereotypes involving young characters.
Both the similarities and differences between youths and adults Young characters are incapable of honest work.
are stark, especially when viewed in the light of the significant Oftentimes when a young character is portrayed as having to
progress she has made since birth. Youths are capable of work to earn her keep for one of many different reasons, she is
abstract thinking, and can apply previously learned lessons to relegated to performing illicit work such as petty thieving or
new situations. They possess a growing understanding of the working as a rumormonger. Historically speaking, there are
future as a concept and have begun preparing for it, often by plenty of unskilled jobs (including some dangerous ones) that
working hard in the present or narrowing their interests down young children have performed, such as chimney sweeping,
to a select few skills that will serve them well in adulthood. shop cleaning, shoe shining, tour guiding, and delivery boy/
During adolescence, youths begin to identify as individuals girl, among countless others that are perfectly legal.
separate from their parents or care givers and develop their Young characters have binary emotions. Young
personal morals and ethics, which become the foundation of characters (especially adolescents) are often portrayed
their adult ethos. Oftentimes families struggle with a youth’s with binary emotions. Happy/sad, mean/kind, and selfish/
seemingly sudden need for independence and isolation as she selfless are just a few of the common emotional axis that are
transitions between childhood and adulthood. regularly assigned to young characters. Furthermore, young
Physically, youths are often just as capable as adults, characters are often portrayed as having little to no variance
albeit less experienced and refined. As their bodies mature in these assigned emotions; a mean kid is always mean while
into adulthood, they often struggle with the awkwardness a selfless kid is always selfless. This assumption simplifies the
of their own developing body, and don’t often realize their emotional turmoil that exists in childhood and adolescence,
own physical strength on account of its rapid development. the same turmoil that exists in all stages of life. While its
Youths grow constantly, and clothes that fit them just months true that young characters often struggle to give voice to
before can quickly become ill-fitting, especially on younger their emotions, that doesn’t mean that young people lack the
youths.Youths often struggle with their identities as they age, capacity to experience them.
wanting both the respect and independence of adulthood Young characters can’t sympathize with adult
as well as the safety and carelessness of childhood but truly situations. Adults often assume that young characters lack the
possessing neither. These frustrations can manifest infamously ability to comprehend adult problems and situations. While its
as short-lived bouts of angst or even outright rebellion against true that children may not understand the complexities of these
authority figures. things, they are empathetic creatures and understand emotions
such as frustration and fear, and are therefore capable of
Young Characters as PCs handling such situations better than adults give them credit for.
Young characters have limitless reasons to go adventuring, and Young characters are weak. Children (and sometimes
virtually any reason for an adult to become an adventurer is adolescents) are often portrayed without agency, as being
just as suitable for a young character, with many emphasizing utterly dependent upon caregivers for everything and as being
the reason that the child is forced to leave the security of powerless to act or protect themselves from hostile forces,
home. Despite having similar catalysts, young characters are to the extent that they make no real effort to do so. Often,
not merely smaller adults, and differences in psychology and this stereotype is paired with the “youth in distress” trope, in
motivation should play a key role in determining a young which a young character is placed in a perilous situation with
character’s background and reasons for adventuring. no opportunity to try and alleviate herself. While its true that
Playing a young character opens up unexplored children are physically weaker than adults and rely on them,
opportunities for beginners and seasoned players alike. depriving a young character from showing agency for herself
Exploring a world of magic and wonder through the eyes of on account of her age discriminates against young people,
a character who isn’t jaded by a life of hardship, has never especially those who possess self defense skills and abilities.
ventured beyond her homeland, or hasn’t been disappointed
33
by dubious companions can be a refreshing change of pace most are willing to speak somewhat freely in the presence
that allows a player to take a new perspective in regards to the of a toddler. Toddlers, however, are typically egocentric
game world, whether that world is one the player is intimate enough that they lack the necessary motivation to become
with or not. While such emotions are also experienced by adventurers, or simply aren’t mature enough to handle the
adults, young characters have an innocence about them that burdens of the life of an adventurer.
most adults have lost, a special quality of child-like innocence Children and Youths: Of all young characters, children
that has been ground away by the monotony of adult life. Even and youths are the best suited to life as an adventurer, as they
adults who have lived their entire lives within the same small are old enough to have defined personalities and experiences
village have heard tales of the outside world, after all, and their that can result in a believably deep character and a valued
knowledge is tempered with years of experience regarding member of an adventuring party. Such characters, especially
how the world works. In contrast, a child’s first experience youths, are often of an age where they are independent and
with the outside world may be a traveling performance group responsible enough to set out into the world on their own.
and the naiveté that leads them to run away with the circus. They are capable of planning an escape, running away from
Children see the world as a magical place filled with a sour situation, and standing firm for causes they believe in.
wonder to be discovered. A rabbit hole can lead to a world Many child and youth characters get their start upon receiving
filled with playing cards and mad characters or a warm, cozy a task from a caregiver or a similar authority figure, while
parlor where honey pots are stacked from floor to ceiling just as many become adventurers after running away from
and tea is brewing on the hearth. Even the most mundane home, whether as the result of a truly bad situation or a flawed
stick just might be a lost wizard’s wand waiting for the right perspective on the part of the young character. After all, it
child to pick it up and give it a swing just so before it comes is within the very nature of such a character to seek reasons
to life with its magic. Thus, playing a young character is an to try something new or see something they’ve never seen
opportunity to be exceptionally creative and imaginative before, and many are just itching for a catalyst to get out and
within an already creative medium. go someplace new and exciting.
34
Portraying a Child of what other players accept as appropriate roleplaying.
Being a child and portraying a child in a game are not the Young characters often lack the experience and ability to
same, just as being a fighter and portraying a fighter are properly convey and understand their thoughts and emotions.
fundamentally different things. Although children lack adult Their vocabulary is often limited and their grammar lacking.
experience, including self-control, patience, and general While adults know many words and phrases to understand
worldly knowledge, overindulging in these aspects of situations and can do so creatively using figurative language,
childhood is likely to irritate fellow players as well as the subtext, and complicated phrases that are often lost on
GM if used without deliberation and restraint. It is extremely young listeners. As a result, ideas and thoughts are often
important as an adult player of a young character to wisely miscommunicated between young characters and adults,
choose which aspects of childhood that you do and do not and both often require clarification to concepts they don’t
regularly exhibit at the table. understand. Compared to annoying players and disrupting
Time is relative. For an adult, an hour is not an inordinate the flow of play at the table, communication hiccups and
length of time, but for young characters (especially toddlers, misunderstandings are an effective way to add a childish feel
children, and youths), hours feel like days and a week is to a character without straining the patience of the GM or
likewise a significantly long time to a person who’s life can fellow players at the table.
be easily calculated in months. As a result, young characters Roleplaying enthusiasm and wonder as well as a desire to
get bored and impatient easily and quickly compared to learn is another effective way to roleplay young characters.
their adult counterparts, and conversations between adults As adults age, they often become jaded or blunted to the
about matters that do not concern a child or her interests are excitement of discovery that once enthralled them as a child.
often exhausting to her comparatively short attention span. Experiences that are wondrous to a child, such as seeing an
Although a real child would likely comment on such things, elephant or a similarly massive creature for the first time, are
sometimes frequently or loudly, or become fidgety or even much less thrilling to an adult. Without context to process
seek out some new, entertaining, and often annoying thing new discoveries and experiences, young characters often
to do, it isn’t always appropriate to roleplay such things at chatter about new thrills and sensations endlessly, telling
the gaming table. Acknowledging the strain on the young every new person they meet about their new experience.
character may be necessary, but sharing such information in Such reactions to new experiences as well as their willingness
this manner repeatedly often quickly begins to push the limits to admit their naiveté is another effective way to add a
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childish feel to a young character, as most young characters summarize with a single word: cool. As a result, they often
are not only excited to experience new things, but they are go to great lengths to appear to be in the know, to fit in, or to
also excited for a chance to connect with others by sharing generally avoid making a fool of themselves. Because of their
their experiences with them. In doing so, many children inexperience, however, such attempts often backfire and leave
unknowingly hope to become part of a larger community by them feeling embarrassed and prone to lashing out at others.
setting themselves apart as someone unique and special in Although needing constant explanations and reminders seems
their own right. Creating this sense of realness is often easy for like something that could be annoying to other players, it can
actual children to convey, but requires a bit of consideration serve as a great way to get a group’s priorities on track when
for adults roleplaying young PCs to roleplay without creating focus is off or when starting a session in the middle of the
a caricature of a character. action, and as such is a trait worth emphasizing.
Despite beliefs to the contrary, adolescent PCs are often Regardless of age, young characters grow and learn at a
a challenge for many adults to roleplay well because their remarkable rate. Some habits are easily given up, but others die
psychology walks a thin line between childhood and adulthood hard if they ever go away at all, Fortunately for the players at a
all while being something entirely unique. Youths are less given table, a young PC is a character first and a youth second,
mature than adults, but capable of faking it, and seek to be and if a young PC’s behavior isn’t working in a game, it can
accepted as serious peers to the adults in their lives. As a result, be easily and swiftly removed from her player’s roleplaying
they often pretend to understand concepts they don’t, only to repertoire and chalked up to, “I outgrew that.” Such behaviors
require deep explanation of a situation later.Youths seek to be might sneak back in once and a while, especially when the
seen as admirable, confident, and capable, which they often character is stressed, but young characters seek acceptance
and praise first and foremost, and using this to the playable
advantage of the character’s player is worth remembering.
Its also worth noting that most young characters exploit
whatever “hot buttons” they find for others and often test
their boundaries with those individuals. Playing this up is yet
another excellent way to make a character appear childish,
so long as the behavior doesn’t drive a real wedge between
players and cause friction at the table.
36
a youth themselves and respect the young character for doing
the same, or feel that the young character is little more than Puberty, Sex, and Young Characters
a snot-nosed burden that will have to be cared for. A party’s The topic of sex and young characters is a difficult one to
reactions to the presence of a young PC could very easily run try and incorporate into a roleplaying game. After all, sex is
the gamut between cautious acceptance and outright refusal; a fundamental part of puberty in the sense that as they age,
some more open-minded members of a party might take the young characters slowly discover an important aspect of
young character under their wing in order to teach them the themselves during adolescence—their sexuality. As they grow
basics of adventuring, while others might display frustration at and develop, youths often flirt with romantic relationships
putting a young character in harm’s way. while hormones cause them to act erratically when in
All of these reactions, even outright refusal, make for the presence of someone they find attractive. In essence,
interesting roleplaying opportunities—provided, of course, adolescents must relearn how their bodies function as they
that the other players themselves aren’t opposed to the grow and develop, and often don’t understand how to cope
character’s inclusion. Young characters come prepackaged with the new signals that their growing body is sending them.
with uniquely fun roleplaying opportunities, but they aren’t Awkward, sweet, scary, or outright inappropriate moments
always appropriate for every table. When discussing the caused by these changes and miscommunications define
inclusion of a young PC, each player should consider, “Is adolescence, but in order to keep things fun and consensual at
the presence of this character truly an immersion-breaker the gaming table, it is important to respect the wishes of the
for me?” In a world prowled by dragons, where gods reign players as well as the privacy of the PC when exploring this
and every nightmarish monster imaginable exists, does it aspect of a character’s identity.
truly test the credibility of a campaign world for an 8 year The other aspect of sexuality—having sex—is never
old child to take up a sword and go on an adventure and be an appropriate topic for young PCs, and shouldn’t even be
competent? But despite the feasibility of young heroes, some discussed whenever young players are at the table without
players might feel that their embarking on dangerous quests a serious conversation with the player’s guardians. Although
is ethically wrong, or the imagery of them being attacked in young people certainly love and lust, the act of sex in the
combat might be a trigger for memories better left forgotten. context of young character is an inappropriate topic for a
As always, communication between both PCs and players is roleplaying game and should be avoided. If you absolutely
crucial for making the gaming experience fun for everyone at must touch on this aspect of a young character’s sexuality in
the table, regardless of whether or not a young PC is present. your campaign, stick to less intimate gestures such as holding
hands, a kiss on the cheek, or a loving embrace. Anything
Young Characters as NPCs more detailed will make most players feel uncomfortable.
While the guidelines for playing young PCs can largely be Expanding upon the idea that sex between two young
extrapolated by GMs for creating young NPCs, there are characters is a subject that most players don’t want to be
some additional elements that are important for GMs to keep approached with during a roleplaying game, sex between a
in mind when making young NPCs. First, it is imperative to young character and an adult will often be outright reviled
refrain from making young NPCs into childish caricatures, by most players and GMs. Often, this reaction is rightfully
which happens when the NPC’s acts in a way for no other so; no matter the motivation, romantic relationships between
reason than “that’s what kids do.” Instead, focus on the “whys” a young character and an adult are nearly always exploitative
and “hows” of behavior. For instance, a young character who in nature and the majority reduce the agency of the young
constantly interrupts and annoys adults is a stereotype, but character in question. Although examples of such relationships
a young character who behaves in the same way because exist historically, such as in draconian marriage traditions
she lives on the streets and needs to heckle adults for basic found throughout the ancient and literary world, including
necessities has the beginnings of a character because her such details doesn’t make your game world feel more alive
behavior is justified. Consider why this character needs to be or in-depth; it makes the world feel unsafe for your players to
a young, rather than an adult, and let those reasons craft the play in, and unsafe games are eventually abandoned.
character’s personality for you. One effective way for an adult When faced with these topics in a roleplaying game, it is
GM to do this is to project forward in time to consider what often best to start a discussion about the topic as real people
kind of adult the young character will grow into, then flash rather than characters in a game. These situations involving
backwards to the current story and speculate who that adult sex are intimate and personal for the characters involved
was like at their current, tender age in order to play the role and the people playing them, regardless of age, and demand
that they’re needed to fill in the story line. consent from all participants: characters, players, and GM.
Often, young NPCs are used as set pieces by GMs, meaning Note that underage characters can’t really give consent, and
that they’re background characters that serve no purpose in topics that go beyond a date or a kiss should simply be avoided
the story other than to add flavor to a setting or to give the PCs when young players are present.
a compelling reason to undertake an adventurer. Regardless of
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how vital such roles are to a story, using young characters in allowing the villain to remain a peer to the PCs, which not
this manner only serves to dehumanize them and is ultimately only allows greater contrast between the actions of the PCs
as boring as relying on the tired “damsel in distress” trope. versus the actions of the villain, but also allows that villain to
Effective NPCs need depth regardless of age or campaign role, hound the PCs under the collective noses of adult authority;
lest they be dismissed or overlooked by the PCs. after all, what sensible adult would believe that a child was
Also keep in mind that not all NPCs can or should be seriously seeking to throw open the gates of Hell and usher in
adults. Carefully consider if this NPC would be appropriate a new age of devastation and ruin?
as an adult and what it is that you hope to convey to your Often when PCs face off against a foe, they’re used to
players that requires a child in the role. As with PCs, NPCs fighting enemies who are bigger and more powerful then
with unusual backgrounds make them more compelling and they are, which often helps to justify the use of violent action
memorable. As with any NPC, young NPCs occupying strange against those foes. But what about when the PCs are being
roles should gain a satisfactory resolution or answer to the opposed by someone smaller and younger than them? Young
question of why or how they obtained that role, even if that villains, especially those capable of standing toe to toe with
resolution is itself enigmatic. the PCs as a result of strange magic or cunning skills, make
the use of force against adversaries a difficult question for
Young NPCs as Villains the PCs. Do they harm or possibly kill someone so young,
If crafting a young NPC who is neutral or friendly to the someone who has potential enough that they could possibly be
PCs is tricky, making a young NPC who is antagonistic or redeemed from their wicked ways? Would they offer the same
outright villainous to their aims requires even more strategy. chance at repentance to an older villain acting in the same
A young villain for an entire party of young characters keeps way? And is the young character truly acting of its own accord,
everything on a level playing field mentally and socially while or is there a greater threat pulling the young character’s
strings, using them as a convenient puppet in a larger strategy
that the young character isn’t mature enough to understand?
Regardless of the answers to these questions, they (as well as
countless others) make confrontations with young antagonists
difficult prospects for the PCs to manage.
Regardless of the PCs and their feelings regarding the
presence of a young villain, all villains are characters first and
it is crucial that a young villain have a fully formed personality
and motivation that helps explain why someone so young
would be willing to do whatever terrible things that the villain
has done to achieve her ends. Just as an adult villain, a young
villain must be fully formed, deeply considered, and flawed
with motivations that explain her desires and actions.Whether
these facets are simple or complex, the motivations of a young
villain should never be lacking in deliberation.
A villainous minor that squares off against adult or young
PCs should be a challenge regardless of her chronological age,
but should not be made young on a whim. When looking for
deep motivations for a child villain, a GM needs to determine
what kind of triggering event caused a child to become “bad,”
evil, or simply in opposition to the PCs. At this point, it is
imperative to note that young characters (children especially)
really only know what they have been taught, including some
degree of right and wrong. While fairness is something that
everyone understands, children especially often reason that it
is fair to take something that they do not personally have from
another individual if they desire it. However, most children
aren’t evil despite this reasoning; they are simply egocentric
and lack the experience to be able to place themselves in
the shoes from whom they are victimizing. Also, young
characters often lack the ability to readily comprehend the
full implications and consequences of their actions, and often
believe that failure is something that happens to other people.
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Another consideration for the motivations of young villains
is the perception of time; specifically, how young people view Adult Situations at the Gaming Table
time. Place an adult and a child alone in a room for an hour– Few situations arise where a GM must tread lightly than
the adult is likely able to cope better than the child because when describing adult scenes for young characters. First
to the child, an hour feels like an eternity. The younger a and foremost, both the GM and her players participate in
person is, the longer she perceives any given measurement of roleplaying games to have fun. As individuals, players play
time compared to the perceptions of her adult counterparts. roleplaying games for many reasons, including escapism,
Likewise, to be denied something desired for any length of personal exploration, socialization, or simply as a casual way to
time is often stressful to a young person, and for someone with pass time. Because different players play the game for different
the power to take what they want when they want it, who is reasons, incorporating adult situations into your roleplaying
often developmentally egocentric and lacking in interpersonal game is a sensitive topic even before young PCs enter the
empathy, it is easy to see how a young character could become picture, as each player has their own list of adult situations
a villain. This isn’t to say that all young villains are short- that, as individuals, they feel uncomfortable engaging in, and
sighted brats, however. The youth who is wise beyond her such situations can trigger memories of personal experiences
years, who has been deeply impacted by a traumatic event, and unpleasant pasts.
can likewise blossom into a potential villain on account of As a GM, it is imperative to consider your players as
her understanding of how the adult world works, and needs individuals. Some people are very private, and virtually no
comparatively little time for her views to shift towards player is ever going to sit down at a table the first night of
villainy on account of a youth’s truncated perception of time a new campaign and say, “My PC is not interested in having
and malleable world view. For instance, a 5 year old person sexual relationships because I was raped as a child.” But
who endures exile or strife for a single year has still endured silence is not consent. There are players, both men and
hardship for 20% of her lifetime, and during a time when she women, who have had terrifying encounters with trusted
is developing her personal ethos that will ultimately set the adults, and experiencing those same situations in the context
foundation for her moral choices as an adult. Events that seem of a roleplaying game can cause those terrifying memories to
like a modest or moderate inconvenience to an adult can thus resurface. Such memories are often even more profound if the
have lasting repercussions on the psyche of a young character. scenario at the table is happening to a young character, even if
Young characters who are never taught compassion or that character does not belong to the traumatized individual.
empathy through experience often lack the capacity for these Quickly, these bouts of terror make such players feel as though
emotions, and their perspective is likewise shaped by these the gaming table is not a safe place for them to express their
deficiencies. After all, a young character’s worldly perspective concerns and feelings, and ultimately those players tend to
is far more malleable then that of an adult’s, and neglect is leave campaigns before voicing their objections.
as powerful a sculptor as experience, leading many adults Ultimately, capable GMs are able to run an adult game
who mentioned or raised a so-called enfant terrible to wonder without resorting to adult topics that can serve as a trigger
where they went wrong with the young character without for the players at their tables. Refraining from such topics or
releasing that what they didn’t do is just as important as what keeping your focus on them light ultimately keeps players
they did. In the end, however, it is important that a young feeling safe at your table, and players who feel safe are more
villain has agency in her actions; simply blaming “mommy or likely to return for the next session. Ultimately, the inclusion
daddy issues” as the reason for her antagonistic relationship of most so-called adult topics usually amount to little more
with the PCs removes the villain’s agency, which is a crucial than lazy and unsophisticated tactics for building tension, fear,
factor in what makes an effective villain. An NPC’s decision to and revulsion towards specific characters and societies in the
be the hero of her own selfish story and come to blows with context of a game world. If you absolutely must incorporate
the PCs must ultimately reside with her if she is to be a deep an adult topic into your game, ask your players for their
and complex villain, regardless of her age. opinions on the topic first. Engage in a meaningful, polite, and
Young villains work best when they make PCs examine their brief discussion on the topic, and if you don’t know a player’s
character’s life choices, shining a light on how similar they personal history, keep adult topics out of your game.
are save for a few different choices at crucial moments. They One particular trope that requires special mention is the
often represent the path one walks when she makes only the fille fatale, the young character counterpart of the femme
“easy” choices in life, for it is easier to hate and destroy than to fatale. As there is no male counterpart to this trope, it is
love and protect.While flawed themselves, a good child villain generally never a good idea to use it as it distastefully reduces
shines a light on the flaws of the PCs and makes them question a young girl to a sex object for a male minor. While a young
their own life choices. Also, young villains often serve as an girl may be aware that men might be sexually attracted to her
effective mirror on both familial and societal institutions, as and attempt to use that to her advantage, show some respect
no child is inherently cruel, and should provide a lens into the and avoid using this tired trope in your games.
absolute worst the world has to offer.
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Monster Age Categories
Most monsters are born, grow older, and develop just as humanoids do, to the extent that most progress through a series of eight
stages that are, in most ways, like the eight age categories of humanoid creatures. Also like humanoids, many monsters gain aging
modifiers, physical traits, and mental traits based upon their age.
This section describes the ability score modifiers and traits associated with age categories for all types of creatures except
humanoids (for humanoid age categories, see pages 6 and 7). The age categories described herein are painted broadly to give
a general impression of what a character is like at that age category’s given level of physical and mental maturity. At the GM’s
decision, the modifiers and traits for a specific creature might vary from those listed herein.
CR and Young Monsters: As a general rule, a monster’s Challenge Rating is reduced by 1 if it is a Child, by 2 if it is a Toddler,
and by 3 if it is an Infant. If an Infant monster has a physical or mental trait that severely restricts the actions it can take (such as a
humanoid Infant’s mental traits), that Infant effectively has no Challenge Rating, as the young creature lacks the ability to provide
a significant challenge to its adversaries.
Aberration Age Categories Aging Modifiers: –2 to Str, Dex, Con, Int,Wis, and Cha.
Aberrations are bizarre and varied creatures that have no Size: An Infant animal is three size categories smaller than
unified methodology for determining how they age. Most an Adult of its kind.
aberrations belong to one of three categories for the purpose Physical Traits: An Infant animal’s speed for all of its
of determining aging and how they age: bestial aberrations, movement types is reduced to 5 feet, and standing from
humanoid aberrations, and ooze aberrations. Example prone is a full-round action for an Infant. An Infant must make
creatures for each type are provided, but ultimately GMs are a DC 20 Acrobatics check whenever it moves more than 5
encouraged to use their best judgment when determining feet during a round or fall prone. An Infant with a solid object
how an aberration ages. to balance against, such as a wall or a sturdy object, or that
Bestial: Aberrations in this category have forms that has four or more legs does not need to make this check. An
are vaguely similar to animals, magical beasts, or vermin, Infant cannot speak any languages if an Adult of its kind would
such as reefclaws. They count as animals for the purpose of normally possess the ability to do so.
determining their age categories and how they age. Mental Traits: An Infant character cannot take any actions
Humanoid: Aberrations in this category have a vaguely that require concentration, physical or mental coordination,
humanoid shape, such as gugs. They count as humanoids for finesse, or the ability to hold or wield objects. An Infant
the purpose of determining their age categories. cannot understand any languages if an Adult of its kind would
Ooze: Aberrations in this category are amorphic and have normally possess the ability to do so; in most cases, any Adult
no clearly defined body shape, such as gibbering mouthers. languages that an Infant appears to speak is nothing more than
They count as oozes for the purpose of determining their age random babble or sound mimicry that happens to sound like
categories and how they age. speech.
40
learning to survive on their own, and require assistance from
caregivers to do so, provided they had any to begin with. Advancing by Age and Aging Effects
All Child animals possess the following aging and size The majority of creatures advance via class levels or racial Hit
modifiers. Dice; while they have predetermined base statistics that are
Aging Modifiers: –2 to Str, Dex, Con, Int,Wis, and Cha. modified slightly by their age category, they do not gain new
Size: A Child animal is one size category smaller than an powers or abilities from aging, nor does their number of Hit
Adult of its kind. Dice increase. A small number of creatures, however, do not
need to gain class levels or racial Hit Dice in order to advance;
Young Adult instead, they gain Hit Dice simply by living and growing into
Upon aging from childhood into theYoung Adult age category, their full adult forms. Although advancing one’s Hit Dice via
most animals are physically mature enough to strike out on aging has its benefits, it does leave such creatures vulnerable
their own. While they haven’t reached the peak of their kind’s to aging spells and effects (see pages 16–17). That being said,
physical form, Young Adult animals act in most ways like it is difficult to age or regress creatures who advance via aging
Adults of their kind. for this same reason: their bodies and minds have grown and
AllYoung Adult animals possess the following aging and size become tempered with age, and as such they resist attempts
modifiers. that attempt to age them before their time or return them to
Aging Modifiers: +2 to Dex, –2 to Str, Con, and Wis. youthful inexperience.
Size: A Young Adult animal is the same size as an Adult of A creature whose base statistics advance from aging (such
its kind. as a true dragon) cannot be a willing target of any aging
effect, and such creatures are granted one or more saving
Adult and Beyond throws to negate an aging effect that targets it even if one is
Upon reaching adulthood, survival is the primary concern of not normally allowed. The creature gains a Fortitude save to
most animals.They hunt, forage, or scavenge for food and seek negate any physical aging effect and a Will save to negate any
suitable mates to further their kind. As an animal matures and mental aging effect. Furthermore, if such a creature has spell
enters old age, its body starts to wither and grow less quick resistance as a racial ability (as opposed to spell resistance
and responsive. As a result, most animals die not of natural granted by other sources like a class ability or spell), its spell
causes, but from predation from other, younger animals. resistance increases by +5 against any spell or spell-like ability
All animals of the Adult age category or older possess the that attempts to alter its physical age category, its mental age
following aging modifiers when their age advances to the category, or both.
appropriate age category. An aging effect never causes a creature whose abilities and
Adult Aging Modifiers: None. statistics advance from aging to gain or lose Hit Dice.
Mature Adult Aging Modifiers: –1 Str, –1 Dex, –1 Con.
Old Aging Modifiers: –2 Str, –2 Dex, –2 Con.
Very Old Aging Modifiers: –3 Str, –3 Dex, –3 Con. respective bestiary entry; some true dragons, such as shens
(Pathfinder Roleplaying Game Bestiary 5) count as true dragons
Dragon Age Categories despite not possessing age category rules in their entry. For
Dragons are proud, reptilian-like creatures that are known such dragons, approximate their age categories using a similar
for their ill-temper, their love of gold, and their inherent kind of true dragon (such as sovereign dragons for shens).
magical natures. Dragons fall into one of two categories for
the purpose of determining aging: degenerate dragons and Fey Age Categories
true dragons. Example creatures for each type are provided, Fey are human-like creatures that are closely tied to natural
but ultimately GMs are encouraged to use their best judgment places and are notorious tricksters and pranksters, sometimes
when determining how an aberration ages. to deadly effect. Fey fall into one of two categories for the
Degenerate: Dragons in this category do not increase in purpose of determining aging: natural fey and timeless fey.
Hit Dice merely from aging; they require class levels or the Example creatures for each type are provided, but ultimately
acquisition of racial Hit Dice from other sources in order to GMs are encouraged to use their best judgment when
increase in power and ability. They count as animals for the determining how a fey ages.
purpose of determining their age category and how they age Natural: Most fey are born and age through natural means.
until they reach the Adult age category, at which point they They count as humanoids for the purpose of determining their
count as humanoids (typically dwarves, elves, or other long- age categories and how they age.
lived humanoids). Timeless: A very small number of fey creatures
True: Dragons in this age category gain additional Hit Dice spontaneously emerge from the world’s wild places, rather
and special abilities whenever their age category increases. than requiring a natural birth. These fey often represent
Nearly all true dragons include age category rules in their nature in all of its primal might and fury. Despite having souls,
41
these creatures don’t have age categories; they are effectively which one ooze splits into two oozes, or budding, in which a
immortal and are constantly at the cusp of adulthood. In small growth on an existing ooze sprouts off into a new ooze.
addition, such fey are outright immune to aging effects, as A small number reproduce in other ways, including spores
their bodies are utterly incapable of progressing or regressing. or infestation. As the simplest of creatures, Immature oozes
While virtually all fey are natural, virtually any kind of simply appear like Adult oozes, only smaller.
fey can spontaneously wink into existence as a timeless fey. Physical Traits: An Immature ooze has the young creature
Ultimately, the GM determines whether a fey is natural or simple template.
timeless; barring any extreme circumstances (such as a
collation of timeless fey that work together towards some Adult
greater end), only 1 in every 1,000 fey is a timeless fey. Aside from an increase in size, little difference is apparent
between an Immature ooze and an Adult ooze. Motivated only
Magical Beast Age Categories by the most basic of instincts, oozes simply go about their days
Magical beasts are extremely diverse, comprising of both feeding until they age into Mature oozes.
vertebrates and invertebrates with magical abilities. Magical Physical Traits: None.
beasts belong to one of four categories for the purpose of
determining aging: awakened beasts, magical animals, magical Mature
vermin, and timeless beasts. Example creatures for each type A fully mature ooze is preparing to reproduce, and is either
are provided, but ultimately GMs are encouraged to use their covered with small buds, preparing to split, or both. Typically,
best judgment when determining how a magical beast ages. oozes must amass a significant amount of bodily resources
Awakened Beasts: All magical beasts in this category before they can reproduce, meaning that most mature oozes
have an Intelligence of 3 or higher, such as the phoenix. They are larger than Adult members of their kind.
count as humanoids for the purpose of determining their age Physical Traits: A Mature ooze has the advanced creature
categories and how they age. simple template. An ooze that reproduces via binary fission
Magical Animals: All magical beasts in this category are gains the giant creature simple template instead of the
vertebrate creatures with an Intelligence of 1 or 2, such as advanced creature simple template.
the hippocampus. They count as animals for the purpose of
determining their age categories and how they age. Outsider Age Categories
Magical Vermin: All magical beasts in this category are Outsiders are fantastic beings that are usually comprised of
invertebrate creatures with an Intelligence of 2 or lower, the essence of a plane other than the Material Plane, such as
such as the ankheg. They count as vermin for the purpose of Heaven, Hell, or the Shadow Plane. Outsiders fall into one
determining their age categories and how they age. of three categories for the purpose of determining aging:
Timeless Beasts: All magical beasts in this category are mortal natives, immortal natives, and true outsiders. GMs
incredibly powerful creatures that where either created by are encouraged to use their best judgment when determining
the divine (such as the behemoths or the tarrasque) or are how an outsider ages.
especially powerful, mighty, or mysterious beings (such as Mortal Natives: All outsiders in this category have the
kaiju). These magical beasts don’t have age categories, and native subtype. Unlike true outsiders, native outsiders in
are immune to aging effects (even if their stat blocks don’t this category are born, grow old, and die, such as aasimars
note this immunity). Timeless beasts with the young creature and tieflings. They count as humanoids for the purpose of
simple template typically represent runts of their kind, rather determining their age categories and how they age.
than actual younglings or children. Immortal Natives: All outsiders in this category have the
native subtype. Unlike mortal natives, which grow and age like
Monstrous Humanoid Age Categories mortal beings, immortal natives, such as kami, spontaneously
As their name implies, monstrous humans look and act like manifest upon the Material Plane.These native outsiders don’t
humanoids in most regards. All monstrous humanoids count have age categories, and are immune to aging effects (even if
as humanoids for the purpose of determining their age their stat blocks don’t note this immunity). Immortal natives
categories and how they age. with the young creature simple template typically represent
runts of their kind, rather than actual younglings or children.
Ooze Age Categories True Outsiders: All outsiders in this category lack the
The following describes the three age categories associated native subtype. True outsiders, which account for nearly
with ooze growth and development all outsiders, manifest fully grown at the moment of their
creation, and as a result they are immune to aging effects
Immature (even if their stat blocks don’t note this immunity). Outsiders
Oozes are never “born” the way that animals or vermin are. with the young creature simple template typically represent
Rather, most oozes reproduce either by binary fission, in runts of their kind, rather than actual younglings or children.
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Plant Age Categories Mature Sprout
The following describes the eight age categories associated By the time a Sprout matures into a Mature Sprout, it is
with plant creature growth and development. basically an Adult; it needs only to fill out a little more and
finish growing to its full size and splendor. Despite being less
Young Seedling powerful than Adults of their kind, a Mature Sprout plant is a
When a young plant creature first sprouts, it is known as significant threat and is nearly as capable as an Adult.
a seedling. Young Seedlings are typically able to grow and Aging Modifiers: +2 to Dex, –2 to Str, Con, and Wis.
thrive on their own from the moment they sprout, but some Size: A Mature Sprout plant is the same size category as an
more intelligent plant creatures opt to take care of their Adult of its kind.
young, much as humans do, as they lack many of the abilities
associated with Adults of their kind. The rate at which plants Adult and Beyond
grow and develop varies. Some grow rapidly like weeds, while Once a plant creature has become an Adult, it typically spends
others take years to develop. As a general rule, smaller plants most of its time sustaining itself and attempting to reproduce.
grow and develop more quickly than larger ones. Mosslike Although most young plants have no motivation to attack
plants (like mindslaver mold) tend to grow and develop faster travellers or adventurers, as Adults, many plants need the
than soft stem plants (like assassin vines), which grow and corpses of living creatures to use as proper fertilizer or as
develop faster than woody stem plants (like treants). nutrients to provide their young with precious nutrients they
Aging Modifiers: –2 to Str, Dex, Con, Int,Wis, and Cha. need to grow from a seed into a Young Seedling plant.
Size: A Young Seedling plant is three size categories smaller Adult Aging Modifiers: None.
than an Adult of its kind. Mature Adult Aging Modifiers: –1 Str, –1 Dex, –1 Con.
Physical Traits: A Young Seedling plant’s speed for all its Old Aging Modifiers: –2 Str, –2 Dex, –2 Con.
movement types is reduced to 5 feet. A Young Seedling does Very Old Aging Modifiers: –3 Str, –3 Dex, –3 Con.
gain any extraordinary abilities that it would normally possess
based upon its kind. Vermin Age Categories
Mental Traits: A Young Seedling plant’s does gain any In many regards, the only true difference between an animal
extraordinary, spell-like, or supernatural abilities that it would and a vermin is that most animals are thinking creatures while
normally possess based upon its kind, nor can it cast spells vermin are nearly always mindless invertebrates. All vermin
or perform any other action that requires concentration. A count as animals for the purpose of determining their age
Young Seedling cannot understand any languages if an Adult categories and how they age.
of its kind would normally possess the ability to do so; in most Some kinds of vermin undergo a special process known as
cases, any Adult languages that a Young Seedling appears to metamorphosis, in which case the vermin drastically alters its
speak is nothing more than random babble or sound mimicry biological chemistry when progressing from one specific age
that happens to sound like speech. category to another (typically from Young Adult to Adult) by
creating a pupa, dissolving its body, and reforming itself into
Seedling its adult shape. Creatures that have undergone metamorphosis
As a Seedling, a plant creature is often noticeably bigger react differently to aging effects; if younger than Adult, a
and is capable of moving faster, but otherwise there is little metamorphic vermin cannot have its age progressed to Adult
difference between a Young Seedling and a Seedling. As a or older. If older than Young Adult, a metamorphic vermin
Seedling, most plants have gained the special abilities that cannot have its age category regressed to Young Adult or
their kind are known for, and can be as dangerous as an Adult. younger.
Aging Modifiers: –2 to Str, Dex, Con, Int,Wis, and Cha.
Size: A Seedling plant is two size categories smaller than an Nonliving Creatures
Adult of its kind. Creatures that aren’t alive nor dead (namely constructs and
Physical Traits: A Seedling plant’s speed for all its undead) do not age and are immune to aging effects. Specific
movement types is reduced by half. aging effects may describe alternate effects when used
against a nonliving creature (such as flames of youth), however.
Sprout Constructs and undead with the young creature simple
Sprout plant creatures are much larger than Young Seedlings template are usually simply smaller than normal (such as an
or Seedlings, and have undergone significant physical undead raised from a child’s corpse) and aren’t actually young.
development.They are often just as fast as Adults of their kind, Creatures that are half-construct or half-undead (see
and are often just as dangerous. Chapter 4 in Pathfinder Roleplaying Game Advanced Race Guide) can
Aging Modifiers: –2 to Str, Dex, Con, Int,Wis, and Cha. be affected either as living creatures or as undead creatures,
Size: A Sprout plant is one size category smaller than an depending upon whether they are mostly alive or mostly
Adult of its kind. undead, as determined by the GM.
43
44
Character Options
“For someone who’s only been
crumbled to ash.
45
Archetypes and Options
Archetypes modify a base class by replacing its class features.When a player selects a class, she can choose to use the standard class
features in the class’s original description or she could choose to adopt an archetype. Each alternate class feature presented in an
archetype replaces or alters a specific class feature from its base class.
When an archetype includes multiple class features, a character must take all of them. All other class features of the base class
that aren’t mentioned by the archetype remain unchanged and are acquired normally at the appropriate level. A character with an
archetype doesn’t count as having the class feature that was replaced for purposes of meeting any requirements or prerequisites.
On the other hand, any alternate class features listed as altering an existing class feature otherwise works as the original class
feature, and is considered to be that class feature for the purposes of meeting any requirements or prerequisites, even if that
feature is renamed to fit a different theme.
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class
features can replace or alter the same class feature from the base class as the other alternate feature.
If an archetype replaces a class feature that’s part of a series of improvements or additions to the base ability (such as a rogue’s
sneak attack or a fighter’s weapon training), the next time the character would gain that ability, it counts as the lower-level ability
that was replaced by the archetype. In effect, all abilities in that series are delayed until the next time the class improves that
ability.
If an archetype replaces a class feature that has a series of improvements, but it does not list one individual improvement, that
class feature replaces the entire class feature and all of its improvements.
Arcane Discoveries Using this ability doesn’t increase the spell’s casting time or
Wizards constantly hunt knowledge and the magic that spell level. You can choose to apply two or even all three of
manifests from it, spending most of their time researching these benefits to a single spell with a single use of this ability,
spells and secrets, and arcane discoveries are the result of this but doing so grants you a 25% arcane spell failure chance (as
obsession. A wizard can learn an arcane discovery in place of a if you were wearing armor) when casting the spell for each
regular feat or a wizard bonus feat. additional benefit beyond the first that you apply. You can
Ageless (Su): You gain absolute control over the effects use this ability a number of times per day equal to 3 + your
of time on your body. You become immune to aging effects, Intelligence modifier.
though you may choose to be affected by such an effect if Vitality Siphon (Su): You can absorb a creature’s life
desired. In addition, you can alter your physical age to any age force with your aging spells.Whenever you target an opponent
category at will, as if using greater alter age (page 68). You still with a spell from the necromancy (aging) subschool, you gain
die of old age when your time comes. You must be at least a a number of temporary hit points equal to the spell’s caster
17th-level wizard to select this discovery. level + the number of age categories that you progressed or
Hidden Life (Ex): You have stored a bit of your essence regressed the target. Temporary hit points gained from this
within your familiar, making you more difficult to kill. You discovery do not stack and disappear after 1 hour.
automatically stabilize when reduced to 0 or fewer hit points
if your familiar is within 60 feet of you. If you die, your soul Cavalier Order
is drawn to your familiar and is housed within it. As long as The following cavalier order is appropriate for child characters
your familiar is alive and in direct contact with your body, any or characters that interact frequently with children.
source of healing that targets your body can bring you back to
life, as described by breath of life. Healing effects cannot bring Order of the Terrier
you back to life in this manner if you have been dead for more Cavaliers who belong to this order are driven to be protectors
than 1 round.You must be at least a 10th-level wizard to select of the weak and are quick to stand against bullies and speak
this discovery. against injustice. Members of the Order of the Terrier never
Rebellious Student (Ex): You have eschewed the hesitate to engage a foe simply because of size; they enjoy
traditional methods taught to you by your former instructors seeing a strongman and tyrant in her place and relish the
in favor of a number of practical, if risky, shortcuts. As a opportunity to do so themselves.
result of your unconventional approach to spellcasting, the Edicts: The cavalier must defend those weaker than he and
Spellcraft DC to identify spells that you cast increases by 5. In seek to right injustice or unfairness whenever he encounters
addition, whenever you cast a spell, you can ignore its verbal it. He must work to combat oppression and tyranny wherever
components (as Silent Spell), its somatic components (as Still it appears, using whatever means are most effective given the
Spell), or its material components (as Eschew Materials). situation. The cavalier must never willingly aid a tyrant or use
46
his position to take advantage of the meek or defenseless. that provide him with aid and information. The investigator
Challenge: Whenever an order of the terrier cavalier chooses a community of no more than 500 people per
issues a challenge, he receives a +1 morale bonus on all melee investigator level in size. While he is within this community,
damage rolls made against the target of his challenge if his he gains a +4 bonus on Diplomacy and Knowledge (local)
target is one or more size categories larger then him or its CR checks to gather information and when he makes such checks
is 1 or more higher than his party’s APL. This bonus increases it takes half of the normal amount of time. Once per day while
by +1 for every four levels the cavalier possesses. in his chosen area, he can ask a minor request of his followers.
Skills: An order of the terrier cavalier adds Knowledge This typically involves delivering a message, fetching an
(local) (Int) and Perform (Cha) to his list of class skills. In item for the investigator, or a similar task. He can change his
addition, an order of the terrier cavalier adds half his class level chosen area by spending a week in a new area recruiting new
(minimum 1) on skill checks made to demoralize opponents. followers or relocating his old crew. An investigator must be
Order Abilities: A cavalier that belongs to the order of at least 7th level to select this talent.
the terrier gains the following abilities as he increases in level. Unmask (Ex): Whenever the investigator makes a successful
Worrying Boast (Ex): At 2nd level, the cavalier can spend a Perception or Sense Motive check to oppose a Bluff or Disguise
standard action to boast about his accomplishments and battle check or succeeds on a Will save against an illusion effect
prowess. He receives Dazzling Display as a bonus feat. He does that disguises another creature’s appearance (such as disguise
not need a weapon in hand to use this ability. The cavalier can self or ghostly disguiseUM), he can spend one use of
demoralize opponents using Bluff rather than Intimidate and inspiration as an immediate
takes no skill check penalty for being smaller than his target. action to reveal the ruse to
Intuitive Tactician (Ex): At 8th level, the cavalier develops a all creatures within 60 feet,
knack for directing his allies in battle. He adds his Charisma treating them as if they
bonus (if any) to the number of times per day that he can use also had succeeded on the
the tactician ability; if he does not have tactician, he gains it skill check or saving throw.
as a cavalier of half his level. Whenever the cavalier acts as the This doesn’t reveal the
commander of an army (Pathfinder Roleplaying Game Ultimate disguised individual’s
Campaign), his army increases its Morale by 2 and he gains one
additional boon.
Inspiring Victory (Ex): At 15th level, the cavalier’s impressive
deeds spur his allies towards victory. Whenever the cavalier
confirms a critical hit against the target of his challenge or
reduces the target of his challenge to 0 or fewer hit points
while in combat, all allies within 60 feet (except the cavalier
himself) gain a +2 morale bonus on attack rolls, caster
level checks, damage rolls, and saving throws for 1 round.
This ability does not function if the target of the cavalier’s
challenge is helpless or has fewer Hit Dice than half the
cavalier’s character level.
Investigator Talents
The following investigator talents are available to investigators,
and other classes that can use investigator talents.
Encyclopedic Knowledge (Ex): Any time the investigator uses
inspiration on an Intelligence check or an Intelligence-based
skill check, if he rolls the maximum result on his inspiration
die he can roll an additional inspiration die and add the
result to his check. He must spend one use of inspiration
to do so, even if he could normally use inspiration with the
Intelligence check or Intelligence-based skill check for free.
He can continue to do this for as long as he rolls the maximum
amount, up to a number of times equal to his Intelligence
modifier (minimum 1). The investigator must be at least 5th
level to select this talent.
Local Connections (Ex): The investigator has recruited a loyal
group of street urchins, research assistants, or other contacts
47
identity unless the investigator has a means of removing Kineticist Archetype
the disguise, such as by dispelling disguise self or removing a The following archetype is available to kineticist characters.
mundane disguise.
Vivid Memory (Ex): The investigator has an astounding ability Spatial Kineticist (Archetype)
to recall information, no matter how brief the exposure. He Some telekineticists relish using their powers to manipulate
can spend one minute and expend one use of inspiration to the world around them, rather than blow it apart. While
perfectly memorize one page (no larger than 1 square-foot in entirely able to harm their foes, spatial kineticists often prefer
area) of written information, including both any text and any hampering or disabling opponents, leaving enemy threats at
accompanying illustrations or diagrams contained on the page. the telekineticist’s mercy.
The investigator recalls the information as a visual image, so Spatial Focus (Ex): A spatial kineticist must choose aether
he does not need to understand the language or content to as her primary element and must choose telekinetic blast as
memorize it. He may have a number of pages of information her first simple blast. Her telekinetic blast and any infusions
equal to his investigator level memorized at any one time she applies to it does not count as magic for the purpose of
and can forget a page of information at will to memorize a determining if her blast affects incorporeal creatures.
new one. The investigator can reproduce the memorized Extended Spatial Control (Su): At 1st level, a spatial
information through writing or drawing, but particularly kineticist gains the extended range infusion and telekinetic
complex illustrations or diagrams may require a Craft or finesse utility wild talent.
Profession check to be reproduced accurately. This ability replaces the 1st-level infusion.
Kinetic Guard (Su): At 2nd level, a spatial kineticist
gains a +1 deflection bonus to her AC. This bonus increases by
1 for every four kineticist levels she possesses. By accepting 1
point of burn, the spatial kineticist can increase this deflection
bonus by +1 until the next time her burn is removed. She
can increase the bonus multiple times in this way, but never
more than 50% of its starting value. In addition, whenever she
accepts burn while using an aether wild talent, the currents
of aether swirling around her cause this bonus to increase by
+1 for 1 round. A spatial kineticist can dismiss or restore this
effect as an immediate action.
This ability replaces elemental defense. A spatial controller
cannot select the expanded defense utility wild talent.
Hindering Infusion
Element aether, air, earth, water; Type substance infusion;
Level 2; Burn 2
Associated Blasts air, blizzard, charged water, earth, ice,
magma, metal, mud, plasma, sandstorm, steam, telekinetic,
thunderstorm, water
Saving Throw none
Your kinetic blast drives into the foe in a vulnerable area.
Attempt a dirty trickAPG combat maneuver check against
each target damaged by your infused blast, using your
Constitution modifier instead of your Strength
modifier to determine your CMB. If your attack is
successful, the target gains your choice of one of the
following conditions: blinded, deafened, shaken, or
sickened. This condition lasts for 1 round. For every
5 by which your attack exceeds your opponent’s
CMD, the penalty lasts 1 additional round. This
penalty can be removed if the target spends a move
action. If you accept an additional point of burn, the
48
penalty from the maneuver lasts for 1d4 rounds plus 1 round from the sorcerer/wizard spell list to her oracle spell list and
for every 5 by which your attack exceeds the target’s CMD, her spells known as a divine spell.
and the affected opponents must spend a standard action to At 5th level, she gains a +4 bonus on saving throws against
remove the condition. mind-affecting effects. She adds one 2nd-level enchantment
or illusion spell from the sorcerer/wizard spell list to her
Battering Infusion oracle spell list and her spells known as a divine spell.
Element aether, air, earth, water; Type substance infusion; At 10th level, she gains cold resistance 10 and electricity
Level 2; Burn 2 resistance 10. She adds one 4th-level enchantment or illusion
Associated Blasts air, blizzard, charged water, earth, spell from the sorcerer/wizard spell list to her oracle spell list
magma, metal, mud, sandstorm, steam, telekinetic, water and her spells known as a divine spell.
Saving Throw none At 15th level, she gains DR 10/cold iron. She adds one
Your kinetic blast swirls around your foe, forcing it in a 7th-level enchantment or illusion spell from the sorcerer/
direction of your choice. Attempt a repositionAPG combat wizard spell list to her oracle spell list and her spells known
maneuver check against each target damaged by your infused as a divine spell.
blast, using your Constitution modifier instead of your This ability replaces the oracle’s curse.
Strength modifier to determine your CMB. If your attack is Bonus Spells: faerie fire (2nd), invisibility (4th), charm
successful, you can move your target 5 feet to a new location. monster (8th), baleful polymorph (10th), irresistible dance (16th).
For every 5 by which your attack exceeds your opponent’s These spells replace the oracle’s mystery bonus spells at the
CMD, you can move the target an additional 5 feet. You indicated levels.
cannot use this maneuver to move a foe into a space that is Revelations: All foundling oracles have access to the
intrinsically dangerous, such as a pit or wall of fire, and it has following revelations, regardless of what mystery they choose.
no effect on creatures that are more than one size category Pixie’s Arrow (Sp): You can touch one melee weapon or one
larger than you.You can accept additional points of burn when piece of ammunition as a standard action to infuse it with a bit
using this infusion to treat yourself as being one size category of fairy magic. The next creature struck by this weapon within
larger for the purpose of determining which creatures you can 1 minute of this ability’s use loses all memories of the last 5
affect with this infusion per point of burn accepted. minutes, as per modify memory. The caster level for this effect is
equal to your oracle level, and the creature receives a Will save
Mind Over Matter (DC 10 + 1/2 your oracle level + your Charisma modifier) to
Element aether; Type utility (Su); Level 2; Burn 1 negate the effect. At 7th level, you can cause the target to fall
Whenever you use an aether wild talent whose effects move a asleep, as per deep slumber, instead of erasing its memories.You
target against its will (such as foe throw or pushing infusion), can affect any creature whose Hit Dice are equal to or less than
you can accept 1 point of burn in order to add +1 to the wild your own with this ability. At 15th level, you can charm the
talent’s save DC or to any attack roll made as part of a combat target, as per charm monster, instead of erasing its memories.
maneuver check. This bonus increases to +2 at 12th level and You can use this ability once per day, plus one additional time
+3 at 20th level. each day at 5th level and every six levels thereafter.
Sprite Form (Su): You can shrink down to Diminutive size as
Oracle Archetype a standard action, gaining a +6 size bonus to Dexterity and
The following archetype is available to oracle characters. a –4 penalty to Strength. This otherwise functions as reduce
person, except it can affect you even if you aren’t a humanoid.
Foundling (Archetype) While using this ability, you gain a 60-foot fly speed with
Countless legends tell of mortals who have encountered fey perfect maneuverability. You can use this ability for 1 minute
creatures and emerged forever changed.Whether they danced per day per oracle level. This duration does not need to be
in a fairy ring, nibbled on a cake that sat on a toadstool, or consecutive, but it must be spent in 1-minute increments.You
accepted a fairy’s gift in a moonlit glade, these foundlings must be at least 7th level to select this revelation.
are blessed with the magic of the fey, but also suffer the Unbearable Beauty (Su): As a standard action, you can focus
mischievousness or malice of a fairy’s capricious nature. your gaze on one creature within 30 feet. The target must
Fey-Touched Curse (Su): All foundlings share the same succeed on a Fortitude save or be blinded for 1 round. This
curse—their brushes with fey have left them forever unlucky. ability has no effect on blind creatures or creatures that are
A foundling cannot benefit from luck bonuses or abilities that immune to gaze attacks. Creatures that successfully save
allow her to roll twice on any roll or check and use the better against this ability cannot be affected by the same foundling’s
(or worse) result. She also takes a –4 penalty on Diplomacy unbearable beauty for 24 hours. You can use this ability a
and Sense Motive checks made against creatures other than number of times per day equal to 3 + your Charisma modifier.
fey on account of her strange and otherworldly demeanor. Woodland Guide (Ex): You can move through any sort of
The foundling adds one 1st-level enchantment or illusion spell undergrowth (such as natural thorns, briars, overgrown areas,
49
and similar terrain) at your normal speed and without taking »» Cursed: The target is cursed, as if the purehearted champion
damage or suffering any other impairment. Thorns, briars, had cast bestow curse, using his paladin level as his caster level.
and overgrown areas that have been magically manipulated to »» Exhausted: The target is exhausted. The purehearted
impede motion, however, still affect you. At 7th level, once champion must have the fatigued purity before selecting
per day as a standard action you can designate a number of this purity.
allies equal to your Charisma modifier to share this benefit »» Frightened: The target is frightened for 1 round per two
for 24 hours. You must be at least 3rd level to select this levels of the purehearted champion. The purehearted
revelation. champion must have the shaken purity before selecting this
Mysteries: The following oracle mysteries complement purity.
the foundling archetype: Heavens, Nature, Waves, Wind. At 12th level, a purehearted champion adds the following
purities to the list of those can be selected.
Paladin Archetype »» Blinded: The target is blinded for 1 round per level of the
The following archetype is available to paladin characters. purehearted champion. The purehearted champion must
have the dazzled purity before selecting this purity.
Purehearted Champion (Paladin) »» Deafened: The target is deafened for 1 round per level of the
All paladins are forces for good in the world, but some are of purehearted champion.
these holy warriors harbor a spirit so innocent and righteous »» Dispel: The target’s magical effects are purged, as if the
that their very touch is unbearable to evil creatures. purehearted champion had cast the targeted version of
Purifying Touch (Su): At 3rd level, a purehearted dispel magic, using his paladin level as his caster level.
champion can use lay on hands to damage any evil-aligned »» Stunned: The target is stunned for 1 round per four levels of
dragon or outsider with the evil subtype as if they were the purehearted champion.
undead. This ability replaces aura of courage. These abilities are not cumulative. For example, a 12th-
Purity (Su): At 3rd level, and every three levels thereafter, level purehearted champion’s lay on hands ability deals 6d6
a purehearted champion can select one purity. Each purity points of damage and might also cause the target to become
adds an effect to the purehearted champion’s lay on hands fatigued, silenced, confused, or deafened. Once a purity is
ability. Whenever she uses lay on hands to deal damage to one chosen, it can’t be changed.
target, the target also receives an additional effect from one This ability replaces mercy.
of the purities possessed by the purehearted champion. This Greater Lay on Hands (Su): At 5th level, a purehearted
choice is made when lay on hands is used. The target receives champion can use her lay on hands ability to damage any creature
a Will save to avoid this purity. If the save is successful, the with an evil aura (as the cleric class feature). In addition, she
target takes the damage as normal, but not the effects of the may spend two uses of lay on hands to channel energy as a cleric
purity. The DC of this save is equal to 10 + the paladin’s level using the Alignment Channel (evil)APG feat. At 12th level, she
+ the paladin’s Charisma modifier. Creatures that cannot be can use this ability to damage any evil creature with 4 or more
damaged by the purehearted champion’s lay on hands are Hit Dice. This ability replaces divine bond.
immune to a purehearted champion’s purities. At 3rd level, Untouched by Evil (Sp): At 8th level, a purehearted
the purehearted champion can select from the following champion gains protection from evil as a constant spell-like
initial purities. ability, using her paladin level as her caster level. At 17th level,
»» Dazzled: The target is dazzled for 1 minute per level of the this protection expands outward into an aura, granting her a
purehearted champion. constant magic circle against evil effect that moves with her.
»» Fatigued: The target is fatigued. This ability replaces aura of resolve and aura of righteousness.
»» Shaken: The target is shaken for 1 round per level of the Sanctified Blood (Su): At 11th level, a purehearted
purehearted champion. champion’s blood causes extreme discomfort to wicked
At 6th level, a purehearted champion adds the following creatures that strike her in melee. Anytime a creature hits
purities to the list of those that can be selected. the purehearted champion and deals lethal damage with a
»» Dazed: The target is dazed for 1 round. melee attack that deals piercing or slashing damage, the attack
»» Silenced: The target is unable to talk for 1 round per level of provokes an attack of opportunity from the purehearted
the purehearted champion, as if it were in an area of silence, champion. If she chooses to take this attack of opportunity,
as per the spell. she uses her lay on hands ability to make the attack. If her
»» Staggered: The target is staggered for 1 round per two levels touch attack hits, the target is affected as if the purehearted
of the purehearted champion. champion used her lay on hands ability to attempt to damage
At 9th level, a purehearted champion adds the following it. This counts against her number of uses of lay on hands per
purities to the list of those that can be selected. day, and she may apply an additional effect to the creature
»» Confused: The target is confused for 1 round per two levels from one of her purities.
of the purehearted champion. This ability replaces aura of justice.
50
Personal Mementos Practice Blade
Although most occultists seek implements that have strong Implement School transmutation; Implement rod, toy
connections to worldly events or strange phenomena, some weapon, writing utensil
occultists establish psychic connections with items of personal Toy to Tool (Su): When you gain this focus power, choose one
importance, such as those from a favorite childhood toy, type of weapon (simple, martial, or exotic) of the same
a precious family heirloom, or even a friend or lover. Such general type as the implement. Once chosen, this choice
personal links often result in powerful objects known as cannot be changed. As a standard action, you can expend 1
personal mementos, which hold great psychic significance for point of mental focus to cause the implement to transform
the occultist to whom it belongs. into a masterwork weapon of the chosen type. You can
An occultist can adopt a personal memento whenever he grant your implement an enhancement bonus and weapon
gains access to a new implement school. Once chosen, the special abilities as if it were actually a weapon, though you
personal memento is permanent and cannot be changed. or another character must have the proper item creation
A personal memento grants an occultist a bonus focus feats and monetary resources to do so. The weapon retains
implement power for its implement school; however, using its new shape until you spend 1 point of mental focus to
this focus power exposes emotions made raw by the occultist’s return it to its original form.
connection to the memento, causing him to take a –2 penalty
on Will saves anytime he activates this focus power and for 1 Secret Emblem
round afterwards. A personal memento is often the occultist’s Implement School abjuration; Implement amulet,
most prized possession; he must invest a minimum of 1 point brooch, shield, holy symbol
of mental focus into it each time he regains mental focus and Hideaway (Su): As a standard action, you can expend 1 point of
he may not invest more points of mental focus into any other mental focus to shroud an area against outside observation
implement he possesses. An occultist can only adopt one and eavesdropping. Choose a 10-foot radius area that
personal memento at a time. includes your current square. Anyone looking into the
area from the outside sees only a dark, fog like mass that
Creepy Plaything cannot be penetrated by darkvision or see in darkness. No
Implement School necromancy; Implement bone, doll, sounds, regardless of volume, can escape the affected area.
figurine Likewise, the outside world is similarly obscured from
Unnerve (Su): As a standard action, you can expend 1 point those within the affected area. This effect lasts for 1 minute
of mental focus to take on a mien that unsettles your per occultist level.
opponents for 1 round per occultist level. All foes within
30 feet take a –1 penalty on saves against fear effects. This Soothing Talisman
penalty increases to –2 at 7th level and to –3 at 14th level. Implement School enchantment; Implement bauble,
In addition, creatures within 10 feet that are immune to blanket, figurine
fear lose this immunity while they remain within 10 feet Calming Glow (Su): As a standard action, you can expend 1
of you, and for 1 round afterwards. This focus power is a point of mental focus to emit a 20-foot aura of reassuring
mind-affecting emotion effect. calm. Any mind-affecting emotion effects that rely on
negative emotions (such as crushing despair, rage, terrible
Dangerous Toy remorseUM, and all fear effects) are suppressed, as per calm
Implement School evocation; Implement sling, slingshot, emotions. While the aura is active, the personal memento
toy gun, wand shines like a torch, functioning like a 0-level light spell for
Peashooter (Su): You can telekinetically sling rocks, bullets, and the purpose of magical darkness. This aura lasts for 1 round
other small objects at a target within 30 feet, functioning per occultist level.
like telekinetic projectileOA. Using this ability doesn’t expend
mental focus, and you can use it so long as you have at least Tattered Cloak
1 point of mental focus invested within the implement. By Implement School illusion; Implement blanket, cloak,
spending 1 point of mental focus when you use this ability, towel
you can add your occultist level to the damage done by Hide and Seek (Su): As a standard action, you can expend 1
each attack made using this ability, and the struck creature point of mental focus to obscure your physical form while
becomes dazed for 1 round unless it succeeds on a Fortitude you are moving, making it difficult to strike you in combat.
save. At 6th level, you can activate this ability as a full-round During any round that you move at least 10 feet, you gain
action in order to make as many attacks with this ability 20% concealment, as per the blur spell, until the start of
as you could during a full-attack action with a bow. This your next turn. This ability lasts 1 round per occultist level.
counts as a full-attack for the purpose of using feats and At 10th level, you instead gain 50% concealment, as per
abilities, such as Rapid Shot. displacement.
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Treasured Glass that target for 1 round. This bonus increases to +2 at 8th level
Implement School divination; Implement magnifying and +3 at 15th level.
glass, spyglass, telescope Aura of Valor (Su): When the spiritualist reaches 7th
Reconnoiter (Su): As a standard action, you can expend 1 point level, as a swift action, the phantom can emit a 10-foot-radius
of mental focus to create an invisible, immobile sensor at aura of valor. Creatures within the aura gain a +2 morale
a target location within 100 feet. You can see through this bonus on saves versus mind-affecting effects and they can roll
sensor as if you were at that location, using any visual senses twice, taking the better result, when making saves against fear
that you possess when this focus power was activated, effects. Ending the aura is a free action. The phantom can use
such as darkvision or see invisibility. The sensor lasts for 1 this ability in either ectoplasmic or incorporeal form.
round per occultist level. Using this focus power causes any Rallying (Su): When the spiritualist reaches 12th level,
existing sensors that were created by this ability to instantly three times per day as a standard action, the phantom can give
vanish, as if their duration had expired. forth a battle cry that acts as good hope. The phantom uses its
Hit Dice as its caster level for the effect. The phantom can use
Worn Utensil this ability in either ectoplasmic or incorporeal form.
Implement School conjuration; Implement chop sticks, Constant Encouragement (Su): When the spiritualist
fork, knife, spoon reaches 17th level, the phantom can grant an ally that has failed
Full Belly (Su): As a standard action, you can expend 1 point an attack roll, saving throw, or skill check a +2d4 competence
of mental focus to create one good meal’s worth of simple, bonus to the roll retroactively. If the bonus is enough to turn
wholesome food or cause it to refine and purify existing the failure into a success, the roll succeeds. The phantom can
food or drink, as per the purify food and drink spell. use this ability once per day, and only while in ectoplasmic or
incorporeal form.
Phantom Emotional Focus
Each phantom has an emotional focus–a powerful emotion Ranger Combat Styles
based on some experience in life that keeps it tethered to the The following combat styles are available to rangers, slayers,
Material and Ethereal Plane. This emotional focus determines and other classes that can use ranger combat styles.
many of the phantom’s abilities and benefits. The following Harrying: If the ranger selects harrying, he can choose
new emotional focus is available to spiritualist phantoms from the following list whenever he gains a combat style feat:
and any other classes that gains a phantom or a phantom’s Dodge, Combat Reflexes, Nimble Moves, and SidestepAPG.
emotional focus. At 6th level, he adds Acrobatic Steps, Improved SidestepAPG,
Spring Attack, and Wind Stance to the list. At 10th level, he
Bravery adds Combat Patrol and Lightning Stance to the list.
Phantoms with this emotional focus often died in the heat of Sling: If the ranger selects the sling combat style, he can
battle or while attempting some death-defying stunt. They choose from the following list whenever he gains a combat
remain tethered to the Material Plane as a result of their desire style feat: Arc SlingerUC, Far Shot, Precise Shot, and Sling Flail.
to continue to face down terrifying threats rather than retire At 6th level, he adds Deadly Aim, Improved Precise Shot,
to a peaceful afterlife. These phantoms bond with spiritualists Point Blank MasterAPG, and Snap ShotUC to the list. At 10th
who are timid or need support to face an overwhelming level, he adds Improved Snap ShotUC, Pinpoint Targeting, and
personal difficulty or situation. Phantoms with this focus tend Shot on the Run to the list.
to take the form of tall, benevolent beings that are quick to Underfoot: If the ranger selects the underfoot combat
offer reassurance or spry rascals eager to tackle any challenge. style, he can choose from the following list whenever he gains
These phantoms often exude an aura that flickers like the a combat style feat: Dodge, Improved Feint, Slayer’s FeintACG,
red-orange glow of a cheery campfire and their facial features Wave StrikeUC. At 6th level, he adds Canny TumbleACG,
often have a soft glow that radiates from within. Disorienting ManeuverUC, Greater Feint, and UnderfootAPG
Skills: The phantom gains a number of ranks in Perform to the list. At 10th level, he adds Passing TrickUC and Sliding
(oratory) and Sense Motive equal to its number of Hit Dice. DashUI to the list.
While confined in the spiritualist’s consciousness, the phantom
grants the spiritualist Skill Focus in each of these skills. Vigilante Social Talents
Good Saves: Fortitude and Will. The following social talents are available to vigilantes, and
Collective Resolve: The phantom gains a +1 morale other classes that can use social talents.
bonus on saving throws whenever it is within 10 feet of at Age Imposter (Ex):The vigilante’s vigilante identity can appear
least one ally (not including itself). one age category older or younger than his social identity,
Bolstering Blows (Su): Whenever a bravery phantom which must match his actual age. This decision is made when
hits a creature with a slam attack, all other allies within 30 this talent is chosen, and once made it can only be changed
feet gain a +1 morale bonus to attack and damage rolls against when the vigilante gains a level or when he advances to a
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new age category. The vigilante can still use the Disguise skill
to appear older or younger than his actual age, and he takes Other Bravery Focused Abilities
no penalties on Disguise checks for attempting to disguise If a spiritualist archetype allows the selection of an additional
himself as a different age category. focus, add bravery to the list of available foci. Add the
Beneath Notice (Ex): The vigilante is adept at blending in following to other character options for spiritualists with
among the local population. Add +4 to the DC to gather bravery phantoms.
information about the vigilante’s social identity. In addition, Emotional Conduit (Feat): 1st—remove fear, 2nd—
the vigilante gains spell resistance 13 + his character level blessing of courage and life APG, 3rd—heroism, 4th—feast on
against divination spells and effects that attempt to learn fearACG, 5th—telepathic bond, 6th—greater heroism.
information about him, including scrying spells. A vigilante Fractured Mind (Archetype): bless (5th), remove fear
cannot take both this talent and the renown social talent. (7th), heroism (9th), greater heroism (16th).
Terrain Mastery (Ex): The vigilante can select the terrain Spirit-Bound Blade (Spell): The weapon also gains the
mastery rogue talent (Pathfinder Roleplaying Game Pathfinder courageousUE special ability.
Unchained) in place of a social talent. He can select this social
talent multiple times. At 10th level, he can take the greater
terrain mastery rogue talent (Pathfinder Roleplaying Game
Pathfinder Unchained) instead of the terrain mastery talent. He
can only take greater terrain mastery once, and he must meet
the talent’s prerequisites.
Rogue Archetype
The following archetype is available to rogue characters.
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even though she is not yet 10th level. She can also use this and a +2 bonus on Diplomacy checks to make a request for
talent to hide within a crowd, regardless of what terrain she money or simple aid.
is in. Rogue Antics: A rogue with this talent gains Combat Antics
This ability replaces improved uncanny dodge. as a bonus feat, ignoring its prerequisites. In addition, she can
Rogue Talents: A street urchin can choose uncanny dodge select feats that list Combat Antics as a prerequisite regardless
as a rogue talent starting at 4th level, and she can choose of her age category. If she is an Adult or older when she selects
improved uncanny dodge as an advanced rogue talent. She can this talent, she cannot exchange Combat Antics for Combat
also choose from the following rogue talents in addition to Stamina, as described by the feat.
generally available talents.
Grease Man (Ex): A street urchin with this talent is treated Summoner Archetype
as one size category smaller for the purpose of determining The following archetype is available to summoner characters
when she is squeezing. While squeezing, she can move at her using the summoner class from Pathfinder Roleplaying Game
normal speed and retains her Dexterity bonus to AC, though Pathfinder Unchained.
she still takes a –4 penalty on attack rolls and to her AC due
to the confined space. Phantasmalist (Archetype)
Quick-Foot (Ex): A street urchin gains a +10 bonus to her Those born with a vivid imagination and a will strong enough
speed when taking the withdraw or run action. She also gains to impose that imagination upon reality are able to manifest
a +2 bonus on all ability checks and skill checks made as part figments of their make-believe world in the Material Plane,
of a chase (Pathfinder Roleplaying Game GameMastery Guide). creating phantasmal creatures and images that are surprisingly
difficult to disbelieve. Often the first thing to manifest to such
Rogue Talents an individual’s side is a companion, one who embodies that
The following combat styles are available to rogues and other individual’s unconscious needs or desires.
classes that can select rogue talents. Phantasmal Companion (Su): A phantasmalist’s
Antic Ringleader (Ex) A rogue with this talent can, as a eidolon is not a flesh and blood outsider, as typical eidolons
standard action, grant the benefits of the Combat Antics feat are. Instead, a phantasmalist’s eidolon is a creature born from
to all allies within 30 feet (not including herself) that can see the Dimension of Dreams, and is in many ways similar to
and hear her, even if they don’t meet the feat’s prerequisites. an animate dream as a result. At 1st level, the phantasmalist
Instead of gaining their own mischief pool as described by the chooses both an eidolon subtype for his eidolon as well as an
Combat Antics feat, allies gain a number of mischief points emotional focus, as if his eidolon were a spiritualist phantom.
equal to half the rogue’s highest mental ability score modifier The eidolon’s appearance reflects its emotional choice, such as
(minimum 1). An ally that already has the Combat Antics feat a zealous archon possessing an orange halo or an intimidating
still gains these additional mischief points. Mischief points demon possessing pulsating black blotches on its hide. The
granted by this rogue talent are spent first when a character eidolon also gains Skill Focus in one of its emotional focus’s
uses a combat antic. This ability lasts for 3 rounds, plus 1 skills. Once chosen, this cannot be changed. In addition,
round for every 2 levels the rogue possesses. The rogue can should a phantasmalist’s eidolon be reduced to 0 hit points
use this ability once per day, plus one additional time per day or become dismissed, it retreats to the Dimension of Dreams
at 5th level and every 4 levels thereafter. A rogue must have rather than the home plane of its eidolon subtype.
the Combat Antics feat before selecting this talent. This ability replaces the evolution point that the
Decrier: A rogue with this talent gains Improved Decry as a phantasmalist’s eidolon would normally gain at 1st level; as a
bonus feat, even if she doesn’t meet the prerequisites. result, a phantasmalist’s eidolon gains 1 fewer evolution points
Dextrous Athletics (Ex): A rogue with this talent can use her at each level then is indicated on Table: Eidolon Base Statistics.
Dexterity modifier in place of her Strength on Climb and Hidden Consciousness (Su): As a standard action, as
Swim checks. In addition, she can use the Climb skill to climb long as his eidolon is on the same plane as him, a phantasmalist
as long as she has at least one hand free. can usher his eidolon into his mind, returning it to the font of
Pitiful Disguise (Ex): A rogue with this talent reduces the imagination from which it sprung. Upon doing so, any items
amount of time it takes to create a Disguise by half; a full- worn, held, or carried by the eidolon are dropped. While
round action becomes a standard action, a standard action inhabiting its master’s mind, the eidolon is fully aware of its
becomes a move action, and a move action becomes a swift surroundings and can even speak through the phantasmalist’s
action. This stacks with similar effects that reduce the time mouth, should he allow it to do so. While his eidolon inhabits
required to create a disguise (such as the quick disguiseAPG his mind, a phantasmalist gains the Skill Focus feat that his
rogue talent), but it does not reduce the casting time of spells eidolon gained as a bonus feat at 1st level, unless he already
and other effects that create magical disguises. In addition, she has Skill Focus in this skill, and a +4 bonus on saving throws
gains a +10 competence bonus on Bluff and Disguise checks against mind-affecting effects. While housed within the
made to appear as an ordinary beggar of her age and race, phantasmalist’s mind, the eidolon still counts as having been
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summoned for effects such as the phantasmalist’s summon to maintain concentration on the spell in his stead. The spell
monster spell-like ability. functions using the summoner’s statistics and abilities, rather
This ability replaces bond senses. than those of the eidolon.
Unbound Imagination: A phantasmalist has a sense of This ability replaces maker’s call.
wonder and imagination that cannot be contained by reality, Emotional Attacks (Sp): At 8th level, a phantasmalist
and as a result he has access to magic normally unavailable can enhance one weapon wielded by his eidolon as if using
to summoners. A phantasmalist casts arcane spells drawn spirit-bound bladeOA. The phantasmalist may cast this spell-like
from the sorcerer/wizard and summoner spell lists. Use the ability on his eidolon from up to 30 feet away and the benefit
summoner spell list from Pathfinder Roleplaying Game Pathfinder that the eidolon gains must match its emotional focus. If the
Unchained for this purpose. Only illusion spells of 6th level and phantasmalist has an emotional focus that is not listed by spirit-
lower and summoner spells are considered to be part of the bound blade, he may choose the closest emotion from among
phantasmalist spell list. If an illusion spell appears on both the those listed, as determined by the GM. The phantasmalist can
sorcerer/wizard spell list and the summoner spell lists, the use this ability once per day at 8th level, plus one additional
phantasmalist uses the lower of the two spell levels given for time each day for every four levels beyond 8th.
the spell. This ability alters the summoner’s spells. This ability replaces transposition.
Phantasmic Creature (Su): Beginning at 3rd level,
monsters summoned by a phantasmalist are quasi-real beings
forged from his imagination. A phantasmalist can spend a
use of his summon monster spell-like ability to cast a summon
nature’s ally spell of the same level. Although they appear like
normal summoned creatures, all creatures summoned by a
phantasmalist using this ability are shadow creatures, as per
shadow conjuration. A shadow creature has one-fifth the hit
points of a normal creature of their kind
(regardless of whether they are recognized
as shadowy) and deals normal damage
and have their normal abilities and
weaknesses. Against a creature that
recognizes it as a shadow creature,
however, the shadow creature’s damage
is one-fifth (20%) normal, and all
special abilities that do not deal lethal damage are
only (20%) likely to work. (Roll for each use and each
affected character separately.) Furthermore, a shadow
creature’s AC bonuses are just one-fifth as large.
In addition, creatures summoned by this ability never
gain the celestial or fiendish template. Instead, the
phantasmalist can grant such creatures any 1-point
evolution available to an eidolon with the summoned
creature’s subtypes (if any). Summoned creatures cannot
gain evolutions that require an eidolon base form and must
meet all of the evolution’s prerequisites.
At 5th level, shadow creatures summoned by this
ability become two-fifths real (40%) instead of one-
fifth real (20%). This increases to three-fifths real
(60%) at 10th level, four-fifths real (80%) at
15th level, and five-fifths real (100%) at
20th level.
This ability alters summon monster.
Subconscious Concentration
(Su): At 6th level, a phantasmalist can
transfer control of any illusion spell that
he casts with a duration of concentration to
his eidolon, effectively allowing the eidolon
55
Feats
Feats represent special tricks and edges that characters acquire through training, luck, or a quirk of birth. They grant abilities
and benefits in certain situations. Feats often belong to one or more special categories that possess a number of rules that govern
them. A feat’s types appear in parentheses after the feat’s name. The following types of feats appear in this section.
Child Feats: Child feats can only be selected by Child and Youth characters. Whenever a character with a Child feat reaches
a new age category as a result of natural aging or gains a new class level, she may choose to learn a new feat in place of one child
feat she knows, in effect losing the child feat in exchange for a new one. The feat that the character learns instead of the child feat
is listed in the feat’s description, and she can only change one child feat at any given opportunity. Some child feats allow or require
the character to immediately trade her feat when certain criteria are met; these are also noted in the feat’s description and don’t
count against the total number of child feats that she can trade at a given level.
Combat Feats: Brawlers, fighters, gunslingers, swashbucklers, and warpriests can select combat feats as bonus feats. Members
of other classes can take combat feats, provided they meet the prerequisites.
Teamwork Feats: Teamwork feats grant significant bonuses, but only function under specific circumstances. In most cases,
these feats require an ally with the same feat to have a specific position on the battlefield. Teamwork feats provide no benefits if
the given conditions are not met. Allies who are paralyzed, stunned, unconscious, or otherwise unable to act do not count for the
purpose of these feats. Cavaliers, hunters, and inquisitors have special class abilities that allow them to use teamwork feats even
if their allies don’t have those feats.
Ambitious Grip (Child, Combat) inability to complete the program of study, though you still
You are capable of wielding weapons as efficiently as any adult. recall a number of tricks from your school days.
Prerequisites: Str 10, base attack bonus +1. Prerequisites: Intelligence 10, Spellcraft 1 rank, no levels
Benefit: You can wield weapons as if your size category in a class that has the arcane school class feature.
were that of an adult of your race without taking the penalty Benefit: Choose one arcane school from any of the schools
for an inappropriately sized weapon. available to a character with the arcane school wizard class
Normal: You take a –2 penalty when using an feature. You cannot choose an elementalist or focused arcane
inappropriately sized weapon. school. You gain a +1 bonus on saving throws made against
Maturation: You may learn Power Attack or Weapon spells of the chosen spell school. You can use one 1st-level
Focus in place of this feat. You must learn a new feat in place power from the chosen school once per day, as if you were a
of Ambitious Grip when your age category reaches Youth or 1st-level wizard. This feat only allows you to use arcane school
older; unlike other child feats, this exchange is not optional. powers that are limited to a number of uses per day equal to 3
+ the wizard’s Intelligence modifier.
Animal Partner (Child) Maturation: You may learn Skill Focus or Spell Focus in
You share a powerful bond with an animal friend. place of this feat. You may learn a new feat in place of Arcane
Prerequisite: Animal companion or mount class feature. School Dropout if you gain levels in a class that has the arcane
Benefit: You can make Handle Animal checks to handle school class feature in addition to when you could normally
your mount or animal companion as a free action and your swap a child feat.
animal companion gains defend as a bonus trick. If it already
knows this trick, you may select a different trick instead. Bookish (Child)
In addition, as long as you and your animal companion are You live vicariously through the written word.
within 30 feet, you both are aware of each other’s positioning Prerequisite: Must have spent at least 3 skill ranks in any
and conditions, functioning as status, and should you become number of Intelligence-based skills.
unconscious, your companion can use the defend trick to Benefit: Choose one Intelligence-based skill that you are
defend you without handling. trained in. You gain a +2 bonus on checks made with this
Maturation:You may learn Mounted Combat, Skill Focus skill, and once per day you may reroll a failed check with the
(Handle Animal or Ride), or any teamwork feat in place of chosen skill. If you have the inspiration class featureACG, you
this feat. You may learn a new feat in place of Animal Partner may spend one use of inspiration to use this feat instead.
if your animal companion dies in addition to when you could Once per day, you may change the Intelligence-based skill
normally swap a child feat. that you have chosen with this feat by studying written notes,
textbooks, or a similar repository of information for 10
Arcane School Dropout (Child) minutes. Doing so doesn’t reset the number of times per day
You dropped out of a school due to an unwillingness or that you may use this feat.
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Special: This feat can be taken multiple times. Its effects feat to any witch hex (but not major hex or grand hex) that
don’t stack. Each time you select this feat, choose a different any other member of the coven has once per day. Doing so
Intelligence-based skill to which it applies. doesn’t reset the number of times per day that you may use
Maturation: You may learn Skill Focus with any this feat.
Intelligence-based skill in place of this feat. Maturation: You may learn Iron Will or Skill Focus in
place of this feat.You may learn a new feat a new feat in place
Brash Temperament (Child) of Coven Initiate if you gain levels in a class that has the hex
You are defiant and braizen when facing even the largest class feature in addition to when you could normally swap a
opponents. child feat, and you add Extra HexAPG to the list of feats that you
Prerequisite: Intimidate 1 rank. may learn in place of this feat, provided you meet this feat’s
Benefit: You gain a +2 bonus on Intimidate skill checks prerequisite.
and are considered one size category larger when determining
size-based bonuses and penalties to Intimidate checks. In Effortless Cooperation (Child, Teamwork)
addition, the DC to demoralize you increases by +2. You have grown up and practiced with a number of allies
Maturation:You may learn Skill Focus with any Charisma- and can use this training to conquer seemingly impossible
based skill in place of this feat. challenges.
Benefit: Choose up to four creatures. Whenever you are
Child at Heart within 30 feet of a chosen ally who also has this feat and has
You never completely grew up, and several tricks and also designated you as a chosen ally, you may use any skills that
techniques that you picked up in childhood remain with you. cannot be used untrained that your chosen ally possesses as if
Prerequisite: Must be taken at 1st level. you were trained in that skill. You can swap one creature that
Benefit: Choose one child feat. You must meet the feat’s you have designed with this feat for a new creature each time
prerequisites, and you cannot choose a child feat whose you gain a level. If a chosen ally dies, youy may designate a
maturation is mandatory upon aging into a certain age category new ally with this feat the next time you gain a level.
(such as the Ambitious Grip feat). You gain the chosen child
feat, but you can never learn a new feat in place of this feat.
57
Special: A character cannot benefit from this feat unless Prerequisite: Cha 13.
she permanently has it. This acts as an exception to the solo Benefit: You can make a Bluff check to decry an ally in
tactics class feature, the tactician class feature, and similar combat as a move action.
abilities. This feat can be granted to a companion creature Normal: Decrying in combat is a standard action.
using the hunter tactics class feature and similar abilities,
provided that it is permanent. Incorruptible (Child)
Maturation:You may learn any teamwork feat in place of You view the adult world in black and white, and are staunchly
this feat. rooted in your beliefs.
Benefit: You gain a +4 bonus on saving throws against
Feral Upbringing (Child) charm and compulsion effects and against possession. Once
Raised by friendly beasts in the wild, your life experiences per day, you may reroll a Will save against such an effect. You
have changed you in ways that civilized folk cannot imagine. must decide to use this ability before the results are revealed.
Benefit: Choose one specific kind of animal. You gain You must take the second roll, even if it is worse.
a +2 racial bonus on Survival checks, which increases to Maturation:You may learn Iron Will or any feat that lists a
+4 whenever you are in your chosen animal’s preferred paladin class feature that you possess as a prerequisite in place
terrain, and can communicate with animals of this type as an of this feat.You must meet the feat’s prerequisites. At the GM’s
extraordinary ability, functioning like speak with animals. In decision, you may learn a new feat in place of Incorruptible if
addition, you gain one of the following benefits: you witness or are subject to an event that completely shatters
»» +2 on Fortitude saves made against exposure to cold or your youthful innocence and naive outlook.
warm weather.
»» +2 on Acrobatics, Climb, Fly, Perception, or Swim skill Mature Bearing (Child)
checks. (Choose one skill.) You move through the adult world with ease, acting far beyond
»» Add +5 to your base speed when using the charge, run, or your years.
withdraw actions or when using the Stealth skill. Prerequisites: Bluff or Diplomacy 1 rank, Disguise 1 rank.
Special: You can select this three times. Its effects don’t Benefit: You gain a +2 bonus on Bluff and Diplomacy
stack. Each time you select this feat, choose two additional checks made against adults of your race. You gain a +2 bonus
benefits from among those listed. on Disguise skill checks to pose as though you were up to
Maturation: You may learn Fleet, Great Fortitude, or two age categories older then your actual age, and ignore the
Skill Focus with Acrobatics, Climb, Fly, Perception, Swim, or check penalties for disguising yourself as a member of your
Survival in place of this feat. race of a different age category.
Maturation: You may learn any feat that lists 1 or more
Greater Decry (Combat) ranks in Bluff, Diplomacy, or Disguise as a prerequisite, or
You are skilled at making foes outright ignore your allies. Skill Focus with any of these skills in place of this feat.
Prerequisites: Cha 13, Improved Decry, Bluff 4 ranks.
Benefit: Whenever you use decry to grant an ally the Meek Facade (Combat)
decried condition, increase the duration of the condition by You are skilled at making foes outright ignore your allies.
1d4 rounds. In addition, creatures that are immune to mind- Prerequisite: Cha 13.
affecting effects (except mindless creatures) are subject to any Benefit: Whenever you are decried, you can attempt
decried condition you create, though they gain a +20 bonus on Stealth checks to hide from opponents that have failed their
Sense Motive checks to oppose the condition. opposed Sense Motive check, even while being actively
observed by such an opponent. Attempting any action that
Head of the Class (Child) could be viewed as a potential threat or an obvious threat still
You were your class’s star pupil, always the first to offer an causes the decried condition to end.
answer and always correct.
Prerequisite: Must have at least 1 skill rank in three Noble Scion (Child)
different Knowledge skills. You are a member of a proud noble family, whether or not you
Benefit:You gain a +2 bonus on initiative checks and a +1 remain in good standing with them.
bonus on Knowledge skill checks with all Knowledge skills Prerequisite: Charisma 13.
that you are trained in. Benefit: You gain a +2 bonus on all Knowledge (nobility
Maturation: You may learn Improved Initiative or Skill checks), and that Knowledge skill is always considered a class
Focus with any Knowledge skill in place of this feat. skill for you. In addition, when you select this feat, choose
one of the benefits listed below that matches the flavor of your
Improved Decry (Combat) noble family. Work with your GM to ensure that your choice
You are skilled at persuading your foes to leave allies alone. is appropriate.
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Scion of the Arts:You gain a +1 bonus on all Perform checks,
and Perform is always a class skill for you. If you have the New Psychology Maneuver
bardic performance ability, you can use that ability for an Psychology maneuvers are special actions that characters can
additional 3 rounds per day. take to weaken their foes’ resolve and manipulate their actions
Scion of Lore:You gain a +1 bonus on all Knowledge skills in in combat. For more information on psychology maneuvers,
which you have at least 1 skill rank. see pages 20–23 in Ultimate Charisma.
Scion of Magic: You gain one of the following languages as a
bonus language: Abyssal, Aklo, Celestial, Draconic, Infernal, Decry
or Sylvan. Once per day, as a free action, you can gain a +1 In combat, you can decry one ally (including yourself) to
bonus on any caster level check you make to overcome spell make that creature seem meek and unworthy of attention.You
resistance.You must use this ability before rolling your check. can decry an ally that is within 30 feet as a standard action.
Scion of Peace: Whenever you take 10 on a Wisdom-based The ally gains the decried condition (see below) for 1 round.
skill or Diplomacy, treat the result as if you had rolled a 13 Decrying an opponent that already has the decried condition
instead of 10. extends the duration of the decried condition.
Scion of War: Add your Charisma modifier instead of your Using the decry psychological maneuver is a language-
Dexterity bonus on initiative checks. If you have a Dexterity dependent effect unless used to decry one’s self.
penalty, you must apply both your Dexterity penalty and your Multiple Attempts: When attempting to decry an ally,
Charisma modifier. that ally takes a –5 penalty to its Psychology DC if it has already
Special: A character that is an Adult or older may select performed an action that could be viewed as a potential threat
this feat as if she were a Youth, but only at 1st level. If she does by onlookers, or a –10 penalty if it has already performed an
so, she cannot learn a new feat in place of this feat. action that is an obvious threat (see the decried condition).
Maturation: You may learn Persuasive, Prodigy, or Skill These penalties stack. In contrast, a creature that has already
Focus in place of this feat. been decried and that has performed no threatening actions
gains a +5 bonus to its Psychology DC against opposed Sense
Precocious Youth (Child) Motive checks to attack it.
You seek to be more adult than your childish peers, driving
you to train your body and mind. New Condition: Decried
Benefit: Choose one of the following ability scores: A decried creature cannot be the target of any lethal actions
Strength, Constitution, or Wisdom. You reduce the aging unless the attacker succeeds on a Sense Motive check opposed
penalty that you take to the chosen ability score by –2. by the decried creature’s Psychology DC. Attempting this
Special: You can select this feat three times. Each time, check is a free action that can be made once per round. A
choose a different ability score. decried creature may calculate its Psychology DC for this
Maturation: You may learn Great Fortitude, Iron Will, purpose as 10 + its Bluff bonus if this value is higher. A lethal
Lightning Reflexes, Toughness, or any feat that lists one or action is any attack or effect that causes direct harm to an
more of these feats as a prerequisite, provided you meet the opponent in the form of lethal damage, ability damage or
feat’s prerequisites. You must learn a new feat in place of ability drain, negative levels, or any other effect that could
Precocious Youth when your age category reaches Youth or potentially kill a creature. A creature that succeeds on its Sense
older; unlike other child feats, this exchange is not optional. Motive check can attack the creature normally; effectively
ignoring the decried condition for that creature. When the
Sibling Rivalry (Child, Teamwork) duration ends or all active opponents are ignoring the decried
You are extremely competitive with siblings and teammates condition, the decried condition ends.
alike, and strive to prove your superiority at all times. If a decried creature performs any action that could be viewed
Benefit: Once per round at the start of your turn, you as a potential threat, such as a hostile creature approaching,
can designate one ally within 30 feet that you can see as a free she takes a –5 penalty to her Psychology DC against Sense
action. Beginning at the start of your next round, whenever Motive checks made to overcome the decried condition. Any
you attempt an attack roll or skill check of the same kind that obvious threat, such as drawing a weapon, casting a spell, or
the designated ally also attempted during the last round, you aiming a ranged weapon, allows all creatures that witness the
may gain a +2 morale bonus on one such roll or check as an obvious threat to ignore the decried condition. This condition
immediate action. If you designate an ally with Sibling Rivalry doesn’t remove a creature’s ability to act rationally.
that also has this feat, you gain a +2 morale bonus on all attack Creatures with an Intelligence of 2 or less gain a +10 bonus
rolls and skills of the same kind that the designated ally makes on opposed Sense Motive checks against a decried creature
without needing to use an action. in addition to any other bonuses they may receive. Creatures
Maturation:You may learn any teamwork feat in place of immune to mind-affecting effects ignore this condition.
this feat.
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Mischief and Antics
Mischief and antics is an optional system to help stimulate the level of creativity, exuberance, and near fearlessness that young
characters bring to nearly every activity they participate in, combat included. Their antics are unconventional, and often
disruptive and frustrating to adults (and occasionally other young characters). The combination of wild creativity and fearlessness
represented by mischief and antics can be brutal both on and off the battlefield. Although a young character’s ability to use antics
is limited, young characters can easily bounce back into the fray with a bit of rest, continuing their string of mischief and mayhem.
There are two ways you can implement mischief and antics in your game.
Feat Access: The default assumption is that most children do not have the wild nature that mischief and antics require, and
as a result the mischief and antics system is only available to characters that have the Combat Antics feat, which grants them a
mischief pool and access to antics.
Every Young Character: In particularly youthfully charged games, all children might have a mischief pool by default as well
as access to all the antics they meet the prerequisites for. Under this system, a character that ages into the Adult age category
immediately loses access to her mischief pool and antics, and she would need to take the Combat Antics feat in order to regain
these abilities. (Under this implementation, the Combat Antics feat isn’t a child feat and cannot be exchanged via maturation.)
Mischief Pool overland speed. For each uninterrupted minute you rest in
When you have an ability that grants you a mischief pool, your this way, you regain 1 mischief point. If you are suffering from
mischief pool contains a maximum number of points equal to any of the following conditions, you can’t regain mischief
half your character level (minimum 1) + your highest mental points: confused, cowering, dazed, dead, disabled, exhausted,
ability score modifier (Intelligence, Wisdom, or Charisma). fascinated, frightened, helpless, nauseated, panicked,
During combat, you can spend points from this pool to paralyzed, petrified, shaken, sickened, staggered, or stunned.
perform various antics, the specific effects of which are
dictated by the class features, feats, skill ranks, and spells you Class Feature Antics
possess. Spending mischief points does not require an action Many class features that are gained in a class’s first few levels
unless noted in the antic’s description, and you can’t do so if have antics associated with them. In addition to the class
you are unconscious, dazed, or stunned. You can use as many feature requirements listed for each of these antics, you must
antics on the same action or attack as you like (as long as you have the Combat Antics feat.
have the mischief to spend), but you can’t use the same antic Ambitious Strike (Unarmed Strike): You strike foes
twice within its scope. For instance, if you have an antic that with exceptional force. Whenever you hit an opponent with
affects a single attack, you can’t use that antic more than once an unarmed strike, you can spend up to 10 mischief points
on the same attack. The save DC against an antic’s effects is to add +1 to your unarmed strike damages roll per 2 points
equal to 10 + 1/2 your character level + your highest mental spent until the end of the turn.
ability score (Intelligence, Wisdom, or Charisma). Cajole Companion (Animal Companion): You are
Dropping to 0 mischief points causes you to become skilled at getting your companion to perform a trick it doesn’t
fatigued until you have 1 or more points in your mischief pool. know multiple times. As a standard action, you can spend 3
Temporary increases to your mental ability scores, such as mischief points in order to choose one trick that it could learn
those granted by fox’s cunning or owl’s wisdom, do not increase and attempt a Handle Animal check with a DC equal to 5 +
the number of mischief points in your pool or your pool’s the trick or general purpose’s Handle Animal DC. If your
maximum number of mischief points. However, permanent check succeeds, your animal companion counts as knowing
increases to your mental ability scores, such as the bonus the chosen trick or general purpose for 1 minute.
granted by a headband of vast intelligence worn for more than 24 Child of Nature (Nature Sense, Resist Nature’s Lure,
hours, do adjust your mischief points. or Wild Empathy):You have a close bond with nature. If you
You regain mischief points by resting for short periods of possess the nature sense class feature, whenever you attempt
time. You don’t have to sleep while resting in this way, but a Knowledge (nature) or Survival check, you may spend any
you can’t exert yourself. You stop regaining mischief points number of mischief points (minimum 1) to gain a +1 bonus on
if you enter combat; take an action that requires a Strength-, the check for every mischief point spent. If you have the wild
Dexterity-, or Constitution-based skill check or an ability empathy class feature, whenever you attempt to improve the
check tied to one of those ability scores; or take more than attitude of a creature using wild empathy, you may spend any
one move action or standard action in a round (you can still number of mischief points (minimum 1) to gain a +1 bonus
take free, immediate, and swift actions). This reduction in on your wild empathy check for every mischief point spent.
your number of actions per round also effectively halves your If you have the resist nature’s lure class feature, whenever you
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make a saving throw against the spell-like and supernatural
abilities of fey, you may spend any number of mischief points New Feats
(minimum 1) to increase the bonus from resist nature’s lure The following feats allow characters to make better use of
by an amount equal to the number of mischief points spent. their antics and mischief.
This increase does not adjust the effects of any class features or
feats that you possess that determine their effects based upon Antic Companion (Child)
your resist nature’s lure class feature’s bonus. When your animal companion does well it excites you,
Chosen Hand (Smite Evil or Smite Good): You are refreshing your own mischief.
infused by the very will of your deity. Whenever you smite Prerequisites: Animal companion, eidolon, familiar, or
an evil foe with smite evil or a good foe with smite good, you phantom class feature; ability to use antics.
may spend a number of mischief points up to the number of Benefit: Whenever your animal companion, eidolon,
times per day that you can smite evil (minimum 1). Whenever familiar, or phantom rolls a natural 20 on an attack roll, you
you successfully hit the target of your smite evil with an immediately regain 1d3 mischief points.
attack, you heal a number of hit points of damage equal to the Maturation: You may learn any feat in place of this feat.
number of mischief points spent, as if from fast healing. This You must learn a new feat in place of Antic Companion if
ability lasts a number of rounds equal to your paladin level. If you lose the ability to use antics, such as by exchanging the
the target of your smite dies, you immediately heal 1d8+1 hit Combat Antics feat or from aging into the Adult age category.
points of damage per mischief point spent.
Competitive Countering (Countersong or Combat Antics (Child, Combat)
Distraction): You work hard to counter your enemies with You bring a special combination of daring, luck, and creative
your performances. You can spend any number of mischief thinking to the combats you engage in.
points (minimum 1) whenever you make a Perform check Benefit: You gain a mischief pool. Whenever you make an
using the countersong or distraction bardic performances attack roll, saving throw, or skill check in combat, you may
to add +1 to your Perform check’s result for every mischief spend 2 mischief points in order to reroll your attack roll,
point spent. saving throw, or skill check. Alternatively, you may spend 2
Fleet Feet (Fast Movement): You move surprisingly mischief points when an opponent attacks you to force that
fast.You can spend 1 mischief point to increase the movement opponent to reroll its attack roll and use the lower result.You
speed bonus that you gain from your fast movement class must use this ability before the roll’s result is revealed.
feature by 5 feet until the start of your next turn. Using this Special: Since you have a mischief pool, you can spend
ability is a free action. your mischief points to use any antics for which you the
Flexible Tactics (Favored Enemy): You attempt to prerequisites.
apply your lessons against your favored enemies against new Maturation: You may learn Combat StaminaPU or Extra
foes with mixed results. As a swift action, you can spend 2 StaminaPU in place of this feat.
mischief points and choose one opponent that is not one of
your favored enemies.You treat that opponent as if it were one
of your favored enemies for a number of rounds equal to your whims. Whenever you use channel energy to harm creatures,
ranger level. You bonus against that opponent is equal to half you may spend 3 mischief points to attempt a reposition
your highest favored enemy bonus. combat maneuver against all creatures that fail their Will saving
Hope-Inspiring Soloiquy (Inspire Courage): Your throw against your channel energy ability. You may substitute
performances inspire hope in even the most jaded hearts. your effective cleric level for your base attack bonus and your
Whenever you start or maintain the inspire courage bardic Charisma modifier for your Strength modifier when making
performance, you may spend 3 mischief points. Allies affected this reposition attempt. Creatures with channel resistance add
by your performance have all fear effects, if any, suppressed their channel resistance to their CMD against this reposition
for 1 round. attempt. If you possess the Channel ForceARG feat, you gain a
Parrot Lore (Bardic Knowledge): You’ve overheard +5 bonus on your reposition attempt for every 2d6 points of
plenty of useful information when others thought you weren’t channel energy damage you are capable of dealing.
listening. Whenever you attempt a Knowledge check, you Surprising Strike (Sneak Attack): You quickly strike
may spent a number of mischief points up to half your bard foes for surprising amounts of damage. Whenever you hit an
level in order to gain a +1 bonus on the check per mischief opponent with an attack and deal sneak attack damage, you
point spent. If you have the lore master class feature, you may can spend 3 mischief points to roll your sneak attack damage
spend 5 mischief points to take 20 on a Knowledge check as a dice twice and use the higher result.
standard action, as if you had used lore master to do so. Tantrum (Bloodrage or Rage): You quickly work
Scattering Channel (Channel Energy): Your yourself into a frenzy when you’re angry. Whenever you are
channeled energy jostles your adversaries about at your god’s bloodraging or raging, you can spend 2 mischief points to gain
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a +1 bonus on a single attack roll or a single Strength check that determine their effects based upon your bravery class
made to break an object.You can use this ability as a free action feature’s bonus.
(even if it isn’t your turn) and can use it a number of times per
round equal to the total number of effective barbarian levels Feat Antics
and effective bloodrager levels you possess. Many child feats as well as feats that are available to low-
Triumphant Grit (Grit, Luck, or Panache): When level characters have combat antics associated with them.
things go well, your celebratory cheers inspire your friends. In addition to the feat requirements listed for each of these
Whenever you regain a point of grit, luck, or panache, you antics, you must have the Combat Antics feat.
can spend 2 mischief points to grant all allies within 30 feet a Acrobatic Maneuvers (Agile Maneuvers): You can
+1 morale bonus on attack rolls and on saving throws against use the momentum from your acrobatic flips and dives to
fear effects until the start of your next turn. Unlike most attack foes. Whenever you make a bull rush, disarm, grapple,
morale bonuses, this bonus stacks with any morale bonuses reposition, steal, or trip attempt, you can spend 2 mischief
those allies already possess, but not from multiple instances points in order to substitute your Acrobatics bonus for your
of this antic. combat maneuver bonus when making your attack roll to use
Youthful Courage (Bravery): You’re indestructible– that combat maneuver. Additionally, any time you attempt to
or at least you often behave that way. Whenever you make a maintain a grapple or escape from a grapple, you can spend 2
saving throw against a fear effect, you may spend any number mischief points to substitute your Acrobatics bonus for your
of mischief points (minimum 1). You increase the bonus that combat maneuver bonus when making your attack roll as part
you gain from your bravery class feature by an amount equal of the grapple combat maneuver.
to the number of mischief points spent. This increase does not Below the Belt (Improved Dirty TrickAPG):You know
adjust the effects of any class features or feats that you possess how to strike a creature where it hurts the most. Whenever
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you make a melee or ranged attack against a humanoid Fiercely Independent (Brash Temperament*): You
opponent or an opponent whose weaknesses and abilities you insist upon doing everything yourself. As a free action, you can
have identified with a successful Knowledge check, you can spend 3 mischief points to designate one opponent that you
spend 2 mischief points in order to strike your opponent in can see. For a number of rounds equal to your character level,
a vulnerable location. If your attack succeeds and you deal you gain a +2 bonus on attack rolls and damage rolls against
at least 1 point of lethal or nonlethal damage to the target, the target provided that you and your animal companions,
your opponent must succeed on a Fortitude save or become eidolons, familiars, and phantoms are the only creatures
sickened for 2d4 rounds and fall prone. threatening that opponent. This benefit immediately ends if
Bounce Back (Toughness): You are too much of a your designated opponent is attacked by an ally that isn’t one
troublemaker to stay down for long. Whenever you are dealt of your animal companions, eidolons, familiars, or phantoms.
lethal damage, you can spend any number of mischief points Innocent Mein (Meek Facade*): You are devious in
(minimum 1) as an immediate action to convert up to 5 hit your ability to feign meekness.Whenever you gain the decried
points of lethal damage into nonlethal damage per mischief condition (see page 59), you may spend 3 mischief points to
point spent. This antic can only convert lethal damage from a designate one opponent within 30 feet. If that opponent fails
single attack or effect into nonlethal damage per use. its Sense Motive check to oppose the Psychology DC of the
Clip Charge (Improved Trip):You are able to interrupt creature that granted you the decried condition, it is flat-
charging creatures by tripping them. You can spend up to 5 footed against the next attack that you make against it before
mischief points whenever a charging opponent provokes an the end of the decried condition.
attack of opportunity from you for moving through your Kinetic Evasion (Kinetic LeapOA):You can quickly use
threatened area. If your attack of opportunity hits, you can your kinetic powers to escape harm by blasting yourself into
attempt to trip that opponent with the weapon as a free action the air. Whenever you would be required to make a Reflex
without provoking an attack of opportunity. You gain a +1 save, you may spend up to 5 mischief points as an immediate
circumstance bonus on this trip attempt for each mischief action to substitute an Acrobatics check for your Reflex save
point you spent using this antic. bonus. This counts as an Acrobatics check made to jump for
Combined Attacks (Effortless Cooperation*): You the purpose of determining if you gain a bonus from effects
can pressure an opponent directly into an ally’s oncoming like Kinetic Leap. For each mischief point you spend, you gain
attack. Whenever you use the aid another action to grant a a +1 circumstance bonus on your Acrobatics check. If you
bonus to attack rolls to an ally that you have designated with make a successful Reflex saving throw against an attack that
the Effortless Cooperation feat, you can spend any number of normally deals half damage on a successful save, you instead
mischief points. For every 2 mischief points that you spend, take no damage. In addition, you move as part of using this
your ally also gains a +1 bonus on damage rolls on the next ability, as if you had made an Acrobatics check to jump; this
attack that she makes against the chosen opponent before the may be a long jump or a high jump (your choice).
start of your next turn. Leg Grab (Improved Grapple): You can latch yourself
Dog Pile (Improved Grapple): You help others keep onto a larger creature’s leg, impairing its ability to move. You
foes pinned by using your body weight to your advantage. can spend 2 or more mischief points whenever you attempt
Whenever you grapple an opponent that is not also being to grapple an opponent that is one or more size categories
grappled by any other creature, you can initiate a dog pile by larger than you. For the purpose of this grapple, you count
spending any number of mischief points (minimum 1) and as a creature one size category larger if you spent 2 mischief
designating one ally within 30 feet per mischief point spent. points, or two size categories larger if you spent 4 mischief
Whenever you attempt to maintain the grapple against the points and calculate your size bonus to CMB and CMD
dog piled opponent, you may choose to fall prone as a free accordingly. If your grapple succeeds, you latch onto the
action. Likewise, designated allies may choose to fall prone target’s leg or a similar appendage, immediately moving you
whenever they attempt to aid you in maintaining the grapple. into the opponent’s space.Your opponent does not receive the
While prone, you and all allies that you designated don’t grappled condition (although you do), but its movement speed
take the usual –4 penalty on attack rolls made to grapple the is reduced by half if you are one size category smaller than it,
dog piled opponent, nor do you take the usual –4 penalty to or one-fourth if you are two size categories smaller than it.
your CMD against attacks made by the dog piled opponent This condition lasts for as long as you continue to maintain
(including attempts to escape your grapple). Instead, you gain the grapple, and the movement penalties stack if multiple
a +4 bonus on grapple attempts and to your CMD against characters use this ability against a single foe. Grappling a foe
grapple combat maneuvers while prone, and designated allies in this manner doesn’t end the decried condition.
that successfully aid your provide a +2 bonus on grapple Vulgar Stunt (Improved Dirty Trick): You can
attempts and to your CMD against grapple combat maneuvers perform a stunt that is specifically intended to gross out your
while they are prone. This benefit lasts for as long as you opponent, such as by dripping saliva into their ears or flinging
continue to maintain the dog pile. boogers at them. Whenever you attempt a dirty trick combat
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maneuver, you can spend 3 mischief points in order to inflict (typically requiring an Acrobatics check with a DC equal to 4 x
two penalties onto the target simultaneously: the sickened the target’s height). As part of your attack, make an Acrobatics
condition, plus one of the following conditions: blinded, check against your target’s CMD. If you succeed, your attack
dazzled, deafened, entangled, or shaken. This doesn’t stack deals additional damage as if you were a Small falling object;
with other feats or abilities that allow you to inflict multiple for every 5 by which your check beats your target’s CMD,
conditions onto an opponent with a single dirty trick attempt. the size of this damage increases by one size category, to a
Wedgie (Improved Dirty TrickAPG): You can daze an maximum of a Huge falling object.
opponent by interfering with its garments. Whenever you I’m Not Touching You (Bluff 3 ranks): You are able to
successfully use the dirty trick combat maneuver, you can infuriate your foes with your feinting antics. Whenever you
spend up to 9 mischief points to cause the target to become successfully feint an opponent in combat, you can spend 3
dazed for 1 round, plus 1 additional round per 3 mischief mischief points to attempt a verbal Bluff check to antagonize
points spent. This is in addition to the usual penalty that you that opponent using the antagonize psychology maneuver
inflict with the dirty trick combat maneuver. Any creature (Ultimate Charisma 20–23) as a free action.
that is immune to sneak attacks is immune to this ability, and Imaginary Flanker (Bluff 5 ranks): In combat, you
any item or ability that protects a creature from critical hits fight as if an invisible force were aiding you at all times. As a
also protects a creature from this ability. Creatures that aren’t swift action, you can spend up to 5 mischief points to make a
wearing clothing cannot be affected by this antic. Bluff check opposed by the Psychology DC of one opponent
within 30 feet that you threaten. You gain a +1 circumstance
Skill Antics bonus on your Bluff check per mischief point spent. If your
In addition to the skill requirements listed for each of these check is successful, you treat that opponent as if you were
antics, you must have the Combat Antics feat. flanking it until the start of your next turn, granting you the
Antagonizing Jeers (Intimidate 5 ranks):You unleash usual bonuses on melee attack rolls as well as allowing you
a torrent of callous slurs and cruel jeers at opponents, leaving to use feats and class features that function against flanked
enemies demoralized despite your size.Whenever you attempt opponents, such as sneak attack. Creatures with 1 or 2
a verbal Handle Animal or Intimidate check to antagonize an Intelligence gain a +4 bonus to their Psychology DC against
opponent using the antagonize psychology maneuver (Ultimate this ability, and mindless creatures are not affected.
Charisma 20–23), you can spend up to 5 mischief points. You Grab and Stab (Sleight of Hand 5 ranks): You can
gain a +1 circumstance bonus on your antagonize attempt per grab an opponent’s clothing or appendages and guide them
mischief point spent. into an attack with a flick of your wrist.Whenever you use the
Babbling Banter (Diplomacy 3 ranks): In combat, attack action, you may spent any number of mischief points
while you fight, you babble incessantly. As a swift action, (minimum 1) to attempt a Sleight of Hand check opposed by
you can spend 1 mischief point to make a Diplomacy check the Combat Maneuver Defense of the target of your attack.
opposed by the Psychology DC of one opponent within 30 If your check succeeds, you gain a +1 bonus on attack and
feet. If your check is successful, you gain a +1 morale bonus damage rolls made with light and one-handed weapons against
on attack rolls against that target and a +1 dodge bonus to the target of your attack, plus an additional +1 bonus for
your AC against attacks made by that target. These bonuses every 5 by which your check’s result exceeded the target’s
last 1 round. On subsequent rounds, you can maintain these CMD. This bonus cannot exceed the total number of mischief
bonuses against a creature for 1 additional round by spending points that you spent using this ability. You cannot use this
1 mischief point as a free action. This is a language-dependent ability against an opponent that lacks clothes, garments,
effect that relies on verbal components. or appendages that you can easily grab and guide into your
Frightening Tumble (Intimidate 3 ranks): You scare weapon attack, and you must have at least one hand free in
your foes so effectively that they tumble over in fright. order to use this ability.
Whenever you successfully demoralize an opponent and Look at Me (1 rank in any Strength-, Dexterity, or
you beat their Psychology DC by 5 or more, you can spend Charisma-based skill):You are skilled in the art of keeping
3 mischief points to force the target to make a Reflex save all eyes on you. As a full-round action, you may spend any
instead of increasing the duration of the shaken condition. If number of mischief points (minimum 1) in order to make
the target fails its Reflex save, it falls prone. a skill check with any Strength-, Dexterity-, or Charisma-
High Striker (Acrobatics 3 ranks): Your attacks are based skill opposed by the Psychology DC of all opponents
especially lethal when you have higher ground. Whenever you within 30 feet. Any opponent whose Psychology DC you
make an attack against an opponent, you may spend 3 mischief beat with this check becomes fascinated for 1 round, plus 1
points if you have a high ground bonus against the target of additional round for every 5 by which your check exceeds
your attack. You may use this ability even if you don’t have a that opponent’s Psychology DC. The duration of the fascinate
high ground bonus whenever you are attacking from a space effect cannot exceed the number of mischief points that you
above your opponent, such as when you are flying or jumping spent using this ability, and you cannot take any other actions
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while maintaining the fascinate effect.
Pockets of Stuff (Sleight of Hand 1 rank): You have Mischief and Stamina
a habit of collecting junk with sometimes useful applications. Mischief and Stamina (see Chapter 3 in Pathfinder Roleplaying
Whenever you are at a settlement for at least 24 hours, you can Game Pathfinder Unchained) represent two different means
spend 4 hours and 10 gp to establish a junk fund. After doing by which heroes can gain access to the same pool of clever
so, you are treated as carrying 5 pounds of additional weight. tricks and tactics, using it to accomplish amazing feats. For
After doing so, you are always treated as carrying 5 pounds characters with a mix of mischief and stamina, they pool the
of additional weight. As a full-round action that provokes resources together into a combined pool, gaining a number of
attacks of opportunity, you can spend 2 mischief points and an points equal to:
appropriate amount of money from your junk fund to draw an
item that would have been available in the settlement that you 1/2 the character’s level + the character’s base attack
visited. Once you have spent all the money from your junk bonus + the character’s Constitution modifier + the
fund or procured 5 pounds of items with this ability, you can character’s highest mental ability score modifier.
not use this ability again until you replenish your junk fund.
If you have the Brilliant PlannerUI feat, you can spend 3 For feats, magic items, and other effects, a mischief user can
mischief points to procure an item from your brilliant plan spend and gain mischief points in place of stamina points and
fund in half the usual amount of time (5 minutes instead of vice versa. However, you only regain 1 mischief point or 1
10 minutes). stamina point from each minute of rest (see above).
Spell Antics
Many cantrips and 1st-level spells have antics associated with receives at least 1 point of magical healing. Creatures that take
them. In addition to the spell requirements listed for each of no fire damage from this ability do not have their movement
these antics, you must have the Combat Antics feat. speed reduced. This antic does not work against opponents
Disrupting Flare (ability to cast flare): You can use that cannot be affected by caltrops.
your flare spell to disrupt your enemies’ actions. You can Numbing Cold (ability to cast ray of frost): You use a
spend 3 mischief points in order to ready an action to cast flare small amount of cold energy to numb your target’s body. As
whenever one opponent of your choice either makes an attack a standard action, you can force one opponent within 30 feet
roll, moves (including charges), or casts a spell. When your to make a Fortitude save by spending at least 1 mischief point.
readied action triggers, your flare spell gains an additional For every 2 mischief points you spend beyond the first, add +1
effect based upon the action that triggered it, as described to the Fortitude save DC of this ability. If the target is wearing
below. The save DC against flare when readied in this manner furs or cold weather gear it gets a +2 circumstance bonus on
increases to 10 + 1/2 the spell’s caster level + your highest its Fortitude save. On a failed save, the target takes 1 point
mental ability score modifier (Intelligence, Wisdom, or of cold damage, and it takes a –2 penalty to its Strength and
Charisma). Dexterity for 24 hours, or until the creature is successfully
Attack: If the opponent fails its saving throw against flare, all treated with a DC 15 Heal check, or until it receives at least 1
attacks it makes suffer a 20% miss chance until the start of its point of magical healing. Creatures that take no cold damage
next turn, as if from concealment. from this ability do not take these penalties. This antic does
Movement: If the opponent fails its saving throw against flare, not work against opponents under the effects of endure elements
it must immediately attempt a Reflex save at the same save or more powerful magic.
DC or fall prone. Potent Daze (ability to cast daze): You time your daze
Spellcasting: If the opponent fails its saving throw against spell to take effect at the perfect moment, allowing it to affect
flare, it must attempt a concentration check (DC equals flare’s even powerful adversaries. By spending 2 or more mischief
save DC) or lose the spell. points when you cast daze, you can increase the spell’s HD
Hot Foot (ability to cast spark):You use a tiny portion limit by 2 and its save DC by +1, up to a maximum of 20 HD
of magical energy to burn an opponent’s feet. As a standard and +10 to the spell’s save DC.
action, you can force one opponent within 30 feet to make Ranged Trickster (ability to cast mage hand):You use
a Reflex save by spending at least 1 mischief point. For every arcane powers to augment your mischievousness. As a standard
2 mischief points you spend beyond the first, add +1 to the action, you can use the dirty trick combat maneuver at range
Reflex save DC of this ability. If the target is wearing shoes or by spending any number of mischief points. The range of this
other footwear, it gets a +2 circumstance bonus on its Reflex ability is 30 feet per mischief point spent. When attempting a
save. On a failed save, the target takes 1 point of fire damage, dirty trick at ranged, you may use your caster level in place of
and its speed is reduced by half because it foot is wounded. your base attack bonus, and your highest mental ability score
This movement penalty lasts for 24 hours, until the creature (Intelligence, Wisdom, or Charisma) in place of your Strength
is successfully treated with a DC 15 Heal check, or until it modifier.
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Leadership Perks
Introduced in Ultimate Charisma, leadership perks are special abilities that characters gain that represent special tips and tricks
that they have acquired that improve their effectiveness as a leader. Leadership perks are earned at 2nd level and every 2 levels
thereafter, and additional perks can be gained by taking the Extra Leadership Perk feat (Ultimate Charisma 41).
Some perks are organized into categories that represent the benefits they provide. The following kinds of perks are included
within this section.
Loner: Loner perks grant powerful benefits in exchange for the character’s ability to recruit cohorts and followers. Upon
selecting a loner perk, you lose the ability to attract such characters and any existing cohorts and followers you have leave your
service. You can forgo the benefits of your loner perks for 1 entire level in order to exchange them for new perks, regaining
the ability to acquire cohorts and followers. At the GM’s decision, doing so may also require a personal sacrifice, such as gp,
performing a task for another character, and so on.
Kingdom: Kingdom perks interact with the kingdom building rules found in Chapter 4 of Pathfinder Roleplaying Game Ultimate
Campaign. They increase your effectiveness as a leader by allowing you to grant additional benefits to your kingdom.
Organization: Organization perks allow characters that join one of your organizations to gain special benefits based on the
type of organization that you created.You can select multiple organization perks, but an organization can only gain the benefit of
one organization perk at a time.
Relationship: Relationship perks interact with the relationship system found in Chapter 3 of Pathfinder Roleplaying Game
Ultimate Campaign. They improve your ability to build relationships with other characters.
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made for any kingdom that you act in a leadership role for. An whatever it takes to survive the harshness of the world.
organization or kingdom can only benefit from one instance Benefit:You gain a +1 bonus on Acrobatics, Bluff, Disguise,
of this perk at a time. Escape Artist, Perform, and Stealth checks, as well as on
Fortitude saves against disease and poison and Constitution
Imaginary Friend checks made to stabilize. When your character level reaches
You gain a quasi-real being as a cohort. 5th and every 5 levels thereafter, these bonuses increase by
Prerequisite: Character level 6th. +1, to a maximum of +5 at 20th level.
Benefit: You gain a phantasmal eidolon (see page 54) as
if you were a summoner with the phantasmalist archetype of Trickster Companion
your character level –4. This eidolon’s Hit Dice count as an You use companions to create ideal distractions and diversions.
effective cohort level for the purpose of determining your Prerequisite: Must have an animal companion, cohort,
maximum cohort level. If you later gain an eidolon through familiar, follower, eidolon, or phantom.
another source, this perk stacks with that other source but Benefit: Whenever you are within 30 feet of one of your
you must take the phantasmalist archetype. This perk counts animal companions, cohorts, familiars, followers, eidolons, or
as having the eidolon class feature for the purpose of meeting phantoms you gain a +2 circumstance bonus on Bluff, Sleight
feat prerequisites. of Hand, and Stealth checks. If you and one of your animal
companions, cohorts, familiars, followers, or eidolons are
Personal Contact (Contact) threatening the same spellcaster, the DC for that spellcaster to
Whether because of your family ties, mentors, or personal cast defensively increases by 1. This penalty does not stack if
friends you possess, you have many contacts. multiple creatures with this perk threaten the same spellcaster.
Benefit: Choose one of the following types of contacts:
academic, artisan, gossip, merchant, observer,
rumormonger, or watch guard. You
immediately gain a contact with a Trust score
of 3 of the chosen type. This contact must be
a person that you know well or have some
sort of personal connection to. If you lose this
contact, you may select a new contact with this
perk the next time that you gain a level.
Special: This perk can be selected
multiple times. Each time it is selected,
you gain a new contact.
Social Tactics
You possess a number of bits of useful
know-how that help you navigate
complex social situations.
Benefit: Choose one of the following
feats: Blustering BluffUI, But a ScratchUI,
Call TruceUI, ConfabulistUI, Criminal
ReputationUI, Cutting HumiliationUI,
Ironclad LogicUI, Intoxicating FlatteryUI,
Nerve-Racking NegotiatorUI, Persuasive
BriberyUI, Play to the CrowdUI, Quick FavorUI,
Rhetorical FlourishUC, Sense AssumptionsUI,
Sense RelationshipsUI, Street SmartsUI.You gain
the chosen feat as a bonus feat. You must meet
the feat’s prerequisites, if any.
Special: This perk can be selected once at
1st level, plus one additional time at 5th level
and every 4 levels thereafter.
Survivor (Loner)
Living on your own, you’ve learned to do
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Spells
The new spells in this section are presented in alphabetical order, with the exception of those whose names begin with “greater,”
“lesser,” or “mass.” In addition, several spells introduced within this section belong to a new subschool of the necromancy school,
as noted below.
Aging: An aging spell alters the physical age of its target. Some aging spells also alter the target’s mental age as well. All spells
that belong to the aging subschool are aging effects (see the Aging Effects section above).
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You temporarily regress the target, immediately returning subject loses the ability to speak any language it knows,
it to its previous age category. The target immediately alters and may babble meaninglessly like an Infant. This prevents
its Strength, Dexterity, and Constitution scores to reflect its the subject from providing verbal components for spells
new age, but it does not alter its Intelligence, Wisdom, or and abilities or being easily understood without elaborate
Charisma for that category. A creature whose age is unknown pantomimes or sign language. Comprehend languages does not
is treated as if the spell regresses it to Youth. meaningfully translate the subject’s words. A successful Will
If you cast this spell on an object, construct, or undead save reduces the subject’s linguistic ability to that of a Toddler,
creature, it is healed 3d6 points of damage + 1 point per significantly reducing its vocabulary. The subject may only
caster level (maximum +15) as time reconstructs and repairs speak in simple words and short sentences, limiting its ability
it. This version of the spell has an instantaneous duration. to speak to up to 25 words, none of which may contain more
This spell counters and dispels sands of time*. than two syllables. Any spells or abilities that the subject uses
with verbal components have a 50% chance of failure, and the
Flames of Youth, Greater save DCs of language-dependent effects that the target uses
School necromancy (aging); Level cleric 5, sorcerer/wizard are reduced by 6.
5, witch 5 Tongues suppresses the effects of infantile babble for its
duration, but does not dispel it.
This spell functions as flames of youth* except you can reduce
the target’s age by up to two categories or heal 5d6 points Mental Regression
of damage + 1 point per caster level (maximum +20) to an School enchantment (compulsion) [mind-affecting]; Level
object, construct, or undead. cleric 4, sorcerer/wizard 4, witch 4
Components V, S
Hide from Adults Casting Time 1 standard action
School abjuration; Level bard 2, cleric 2, inquisitor 2, Range touch
sorcerer/wizard 2, witch 2 Target touched living creature
Components V, S, DF Duration 10 minutes/level (D)
Range touch Saving Throw Will negates; Spell Resistance yes
Targets one touched creature/level
Duration 10 min./level (D) You temporarily wipe the target’s maturity and experiences
Saving Throw Will negates (harmless); see text; Spell from its mind, making it act as though
Resistance yes it were a child. The target replaces
its mental aging ability score
Humanoids that are Youths or older cannot see, hear, or modifiers for those of the Child
smell creatures warded by this spell. Even extraordinary age category (–2 Intelligence, –4
or supernatural sensory capabilities, such as blindsense,
blindsight, scent, and tremorsense, cannot detect or locate
warded creatures. Humanoids get a single Will saving throw.
If it fails, the subject can’t see any of the warded creatures.
If it has reason to believe unseen opponents are present,
however, it can attempt to find or strike them. If a warded
creature attempts to touch or attack any creature (even
with a spell), the spell ends for all recipients.
Infantile Babble
School enchantment (compulsion); Level bard 2, cleric 3,
mesmerist 2, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft. /2 levels)
Effect ray
Duration 1 hour/level
Saving Throw Will partial; see text; Spell Resistance yes
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Wisdom, –2 Charisma for humanoids). In addition, its base Siphon Sands
attack bonus is reduced to +0 and each of its skill ranks grants School necromancy (aging) [occult]; Level sorcerer/wizard
a +0 bonus on checks made using that skill instead of the 6, witch 6
usual bonus. As a result, the target cannot use any trained- Components V, S, F (an hourglass)
only skills for the duration of this spell unless the target has Casting Time 1 standard action
an ability that allows such skills to be used untrained. Finally, Range close (25 ft. + 5 ft./2 levels)
the target’s effective level in each of its classes is reduced to 1 Target one living creature and personal
for the purpose of all level-dependented abilities and effects it Duration instantaneous and 1 day/level (see text)
possesses. This also prevents a spellcaster from casting spells Saving Throw no; Spell Resistance yes
that it could not cast as a 1st-level spellcaster.
This spell doesn’t affect the target’s hit points or which class You age the target in order to temporarily regain your youth.
features it possesses. The target’s age is immediately increased by up to three
categories (minimum 1). For each category older that your
Mental Regression, Greater target becomes, you may either reduce your own age category
School necromancy (aging) [mind-affecting]; Level cleric 6, by one (minimum Youth) or grant yourself a +1 inherent
sorcerer/wizard 6, witch 6 bonus to Strength, Dexterity, or Constitution. This inherent
bonus stacks with itself (but not with other inherent bonuses),
This spell functions as mental regression*, except the target to a maximum of +3.The inherent bonus lasts 1 day per caster
replaces its mental aging ability score modifiers for those level you possess, but otherwise the effects of siphon sands are
of the Infant age category (–6 Intelligence, –8 Wisdom, –6 instantaneous.
Charisma for humanoids). In addition, the target loses the If you siphon multiple age categories from a target, you can
mental traits of its current age category (if any) and instead spend those age categories as you see fit. For example, if you
gains the mental traits of the Infant age category. siphon three categories, you could reduce your age category by
1 and grant yourself a +2 inherent bonus to Strength, or
Sands of Time reduce your age category by 1 and
School necromancy (aging); Level cleric 3, sorcerer/wizard grant yourself a +1 inherent
3, witch 3 bonus to Strength and
Casting Time 1 standard action Constitution.
Components V, S
Range touch
Target touched creature or object
Duration 10 minutes/level or instantaneous (see text)
Saving Throw none; Spell Resistance yes
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Tantrum You conjure a sturdy dwelling within the subject, which must
School enchantment (compulsion) [emotion, mind- be a living tree that is at least 20 feet tall and 3 feet wide. This
affecting]; Level bard 2, sorcerer/wizard 3 functions like secure shelter, except from the outside, the tree
Casting Time 1 standard action fort appears to be a 5-foot by 5-foot shack. By speaking a pass
Components V, S, M (a broken toy) phrase of no more than 25 words that you choose when you
Range close (25 ft. + 5 ft./2 levels) cast the spell, a creature can cause a 5-foot long knotted rope
Target one creature; see text to descend from the fort’s balcony. The balcony has sturdy
Duration 1 round/level wooden railings, and surrounds the fort on all sides. Add
Saving Throw Will negates; Spell Resistance yes your caster level to the Climb DC to climb the target tree by
any means other than this rope ladder. Creatures with climb
This spell fills the target with extreme amounts of anger and speeds must make checks to successfully scale the tree.
frustration, making them scream, shout, and lash out at foes. Because the fort’s inside is larger than its outside, you can
This functions like confusion, except the target takes a –4 create any floor plan you desire. The place is furnished and
penalty on attack rolls and damage rolls for the spell’s duration contains sufficient foodstuffs to serve 3 good quality meals
and it uses the following table to determine its actions. to a dozen people per caster level. Regardless of the weather
outside, the fort’s interior is always as comfortable as a cool
d% Behavior summer day. Outside weather conditions do not affect the
01–10 Act normally. tree fort, nor do conditions inside pass to the outside world.
11–28 Do nothing but scream and shout. The tree fort is highly defensible. All walls and supports
29–46 Drop prone; if prone, stand from prone. (including the tree itself) gain hardness and hit points as if they
47–64 Use a single move action to move towards one were made of stone rather than wood, and are not vulnerable
random creature; if prone, stand from prone. to fire. In addition, when the spell is cast you may elect to
65–82 Attack nearest creature with a dirty trick combat sacrifice 30 cubic feet of floor space to add a light ballista
maneuver. or light catapult to the tree fort, to a maximum of 1 siege
83–100 Attack the nearest creature with a natural attack, an weapon per 5 caster levels.
unarmed strike, or a improvised weapon. At the end of the spell’s duration, anyone and anything
within the fort is gently lowered to the ground as the structure
Any creature that the subject has an attitude of friendly or (but not the target tree) dissolves into sawdust.
helpful towards can attempt to soothe it as a full-round action Tree fort may be made permanent with permanency, at a cost
with soft, reassuring words. This is considered a use of the of 15,000 gp. If you cast tree fort multiple times to enlarge
aid another action, and doing so allows the subject to make the fortress, each casting’s area increases the fort’s apparent
a new saving throw against this spell as a full-round action. A area by 5 feet and requires its own permanency spell.
successful save negates the effect.
Creatures with an Intelligence of 2 or less are unaffected by Wretched Flatus
temper tantrum. School necromancy; Level bard 2, cleric sorcerer/wizard 2
Casting Time 1 standard action
Tantrum, Mass Components V, S
School enchantment (compulsion) [emotion, mind- Range close (25 ft. + 5 ft./2 levels)
affecting]; Level bard 4, sorcerer/wizard 5 Target one creature
Targets one creature/level, no two of which can be more Duration 1d3 rounds, than 1 round/level
than 30 ft. apart Saving Throw Fortitude negates; Spell Resistance yes
This spell functions as tantrum, save it targets multiple targets. You cause the subject’s bowels to cramp and writhe painfully,
as if the subject’s guts were being filled with heated air. If
Tree Fort affected, the subject becomes nauseated for 1d3 rounds.
School conjuration (creation); Level bard 5, cleric 5, druid When the nauseated condition ends (even if removed by a
5, inquisitor 5, occultist 5, paladin 4, psychic 5, ranger 4 beneficial spell or effect), the target flatulates loudly, causing
sorcerer/wizard 5, summoner 5, witch 5 it to expel a cloud of noxious gas in a 20-foot radius that acts
Casting Time 1 standard action as stinking cloud, except living creatures as sickened instead of
Components V, S, M (three iron nails and a pinch of sawdust) nauseated. The subject does not receive a Fortitude save to
Range touch negate the sickened condition on the round that it flatulates,
Effect a massive tree fort, up to a 10-ft. cube/level (S) but on subsequent rounds it can attempt to save against the
Duration 2 hours/level (D) cloud as normal with a +4 bonus on Fortitude saves made to
Saving Throw harmless (object); Spell Resistance no tolerate the smell of its own flatulence.
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Occult Rituals
Occult rituals are special incantations that anyone can cast, even characters who are unable to cast spells. Rituals involve a number
of esoteric components and sometimes allow one or more secondary casters to assist the ritual’s primary caster, but despite this
they function like spells in most regards. Rituals must be learned before they can be cast, though only the primary caster needs
to fully understand the ritual’s intricacies. Rituals cannot be cast without cost, and include both a harsh penalty if the ritual’s
casting fails as well as a backlash that befalls its casters regardless of success or failure. All rituals include one or more material
components as well as focus components that harness and focus the ritual’s power; even if a ritual’s component doesn’t include a
cost, it is seldom easy to procure and is never assumed to be easily available or within a spell component pouch.
For more information regarding the discovery and casting of occult rituals, consult the occult rituals section in Chapter 5 of
Pathfinder Roleplaying Game Occult Adventures.
Bloody Woman in the Mirror magic circle against evil) around the mirror before casting the
School conjuration (calling) [see text]; Level 4 ritual in order to keep the target trapped, as described by
Casting Time 4 minutes lesser planar binding. This diagram isn’t required in order to
Components V, S, F (a glass mirror and a candle) SC (up perform the ritual, however, and should no diagram exist,
to 10) the consequences are similar to attempting to call an outsider
Skill Checks Knowledge (arcana) DC 37, 1 checks; with planar binding without possessing such means; that being
Knowledge (religion) DC 37, 1 check; Perform (oratory) it depends mostly on the specific, individual outsider called.
DC 37, 1 checks. The primary caster can add 26,400 gp of offerings to the ritual
Range close (25 ft. + 5ft./2 levels) to instead resolve the ritual as planar binding, or 120,000 gp
Target one elemental or outsider; see text of offerings to resolve it as greater planar binding. Increase the
Duration instantaneous ritual’s skill check and saving throw DCs by +2 if the ritual is
Saving Throw Will negates; SR no and yes; see text cast as planar binding or +4 if it is cast as greater planar binding.
Backlash All casters are fatigued and are shaken for 10 Outsiders called by this ritual have a number of special
minutes. abilities while called in this manner. They gain the incorporeal
Failure The outsider manifests as normal, but it does not subtype, but do not possess an incorporeal touch attack. They
perform any services for the casters and cannot return to can shift between corporeal and incorporeal form as a move
whence it came as long as any of the primary or secondary action, but are automatically forced back into incorporeal
spellcasters are alive. The outsider innately understands this form during the daytime or if they enter a space with normal
regardless of its Intelligence or what languages it speaks, and or bright illumination. They can also cast shadow walk once per
it and gains locate creature as a constant spell-like ability in day as a spell-like ability and transform into a haunt with a CR
regards to the ritual’s casters. The maddening drone of this equal to or less than their CR. (As a haunt, they have a reset
spell-like ability slowly changes the outsider’s alignment to of 1 day and cannot be destroyed as long as they survive as an
chaotic evil at a rate of one alignment shift per day, until it outsider. Damage done to the haunt is dealt to the outsider.)
can bear the droning no more and seeks the blood of the When a calling ritual is used to call an air, chaotic, earth,
ritual’s casters. evil, fire, good, lawful, or water creature, it becomes a ritual
Effect of that type and gains the appropriate descriptor.
This infamous ritual can be used to call spirits from other
planes and force them to manifest within the confines of the Incantation of Homogenization
mirror focus. The ritual can only be performed at night, but is School transmutation; Level 8
otherwise simple to perform; a mirror need only to be hung Casting Time 8 hours
on a wall in a small room whose illumination level is either ComponentsV, S, M (a diamond worth 20,000 gp, powdered
darkness or dim illumination. One by one, each secondary silver worth 2,500 gp) SC (up to the Intelligence modifier
caster enters the chamber, closes the door, and repeats a brief of the primary caster)
chant of summoning, typically by invoking an outsider’s name Skill Checks Knowledge (arcana) DC 28, 3 checks;
or title three times. Finally, the primary caster finishes the Knowledge (religion) DC 28, 1 check; Perform (sing) DC
ritual by entering the chamber, closing the door, and repeating 28, 4 checks.
this chant. If the ritual is successful, the invoked outsider Range touch
appears as a distorted face within the focus mirror. Target one target (an unwilling target must be helpless)
In most ways, this ritual functions like lesser planar binding, Duration instantaneous
and a skilled ritualist will often employ a calling diagram (see Saving Throw Will negates; SR yes
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Backlash All casters take 1d6 points of Constitution damage. or restoring what was lost.
Failure The casters each take 1d6 Constitution damage each Effect
round for 8 rounds. This ritual uses fond memories and pixie dust to allow its
Effect casters to fly for a short while. First an arcane sigil is painted
This ritual calls upon the primary essence of creation to on the brow of each of the ritual’s casters, who then sing
reform an aspect of the target’s physical appearance to match several uplifting Sylvan symphonies to raise the casters’
that of the casters. This ritual can only be performed during spirits. After the symphonies have been sung, each primary
a full moon. When casting this ritual, the primary caster caster sprinkles a pinch of pixie dust that has been freely given
must select one specific, identifiable physical attribute that to the casters for this purpose. If the ritual is successfully
all casters share (such as type, subtype, age, gender, or hair completed, all casters gain the ability to fly for the ritual’s
color). First, a magic circle must be drawn in a fine powder duration, as overland flight.
made from ground silver and glass. Once the circle has been Unlike overland flight, the fly speed granted by this ritual
drawn, the target must be placed in the center of the circle, requires the casters to think joyous and uplifting thoughts in
after which the casters perform a sermon that is accompanied order to keep aloft. If a caster becomes affected by a negative
by a rhythmic chant. As the casters chant, they drain their emotion effect, such as a fear effect or crushing despair, the
blood and smear it onto the target, anointing them with the effects of overland flight are suppressed for the emotion effect’s
essence of the physical trait they wish to impart upon it. duration, during which the caster floats downward towards
Once this chant is complete, the target immediately gains the ground, as if the duration of overland flight had expired.
the physical trait chosen by the primary caster, replacing
any existing traits of that kind that the target possessed. An Pact of Binding Promises
unwilling target receives a Will save to negate this effect. School abjuration; Level 3
This ritual can only change one physical attribute per casting; Casting Time 7 hours, then 1 hour (see text)
for instance, if performed by a trio of Ancient dragons on a 16 Components V, S, F (two objects, one treasured by the
year old human, the dragons could choose type (dragon) or primary caster and the other by the target)
age (Ancient) but not both. If dragon is chosen, the human Skill Checks Any DC 37, 6 checks; Diplomacy DC 37, 1
would transform into a 16 year old dragon (a Young dragon), check
while if Ancient is chosen, the human would transform into Range touch
an ancient equivalent of a human (801 to 1,000 years in age, Target primary caster and one target
so the human would likely die and crumble to dust). If the Duration permanent (D)
target’s age is adjusted, this is an instantaneous aging effect Saving Throw Will negates (harmless); SR yes (harmless)
alters the target’s mental and physical age. A creature cannot Backlash The primary caster is exhausted.
be targeted by this ritual more than once per year. Failure The primary caster and the target take a –6 penalty
to their respective Charisma scores on checks made to
Joyous Dreams of the Pixie’s Flight influence each other for 1d12 days, and both must attempt
School transmutation; Level 5 Diplomacy checks against the other’s Psychology DC. On
Casting Time 5 minutes a failed check, the creature’s Relationship Score with the
Components V, S, M (one use of pixie dust per caster; this other creature is reduced by 2d8.
dust must be freely given or the ritual automatically fails), Effect
SC (up to one per caster level of the primary caster) This ritual channels the friendship and trust between two
Skill Checks Knowledge (arcana) DC 31, 1 check; Perform individuals to forge a powerful bond that transcends time and
(sing) DC 31; 4 checks space, affording the pair a number of unique benefits. Casting
Range touch the ritual is relatively simple, but in order to do so both the
Target primary and secondary casters primary caster and the target must have a healthy, friendly
Duration 1 hour/level (D) relationship with one another with a Relationship Score of
Saving Throw Will negates (harmless); SR yes (harmless) 31 or higher (see Ultimate Charisma 24–27). This Relationship
Backlash All primary and secondary casters take 1d3 points Score cannot be the result of a spell or a similar effect; only
of Wisdom damage. genuine friendship can power the ritual. In order to cast the
Failure The primary and secondary casters are cursed with ritual, the primary caster and the target must spend a day’s
a random, permanent penalty, as conditional curseUI. The worth of time together, enjoying each other’s company (this
secondary casters receive a Will save (use the ritual’s save is represented by the first 6 skill checks, which must involve
DC) to negate this penalty. The curse is typically related activities that both the primary caster and the target enjoy).
to something physical happening to the caster’s body or After the day’s activities have ended, the pair must spend
being, such as its shadow tearing free from its body, and the an hour of rest with one another, during which they take
condition to remove the curse typically involves retrieving no other actions other than to talk and enjoy each other’s
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company (this is represented by the Diplomacy skill check). 31. Likewise, if one of the characters dies, the empathic
At the conclusion of this time, the primary caster and the link reverberates with this loss, and the surviving character
target must each give the other one treasured item of their becomes sickened for 1 month after its friend’s demise. If the
choice, cementing the bond and concluding the ritual. dead creature is returned to life within this time frame, the
If the ritual is cast successfully, the primary caster and the ritual is immediately reestablished and the sickened condition
target establish an empathic link with one another with a removed; otherwise, the link is broken, ending the ritual and
limitless distance, functioning similarly to the link between removing the sickened condition.
a wizard and his familiar, except the link has no maximum
distance and even functions across time, space, and planar Repair Time’s Broken Flow
boundaries. This empathic link doesn’t allow communication School necromancy (aging); Level 7
between the two creatures, but they are aware of each other’s Casting Time 7 hours
general emotions and condition. In addition, both creatures Components V, S, M (dirt taken from the place of the target’s
can use the empathic link and the friendship it represents birth, oil blessed by a demigod worth 3,000 gp, quartz sand
before rolling a d20 to roll twice and use the higher result. from a plane with the erratic time planar trait worth 2,000
Alternatively, they can choose to reroll a d20 that has already gp, four candles made with a thriae queen’s merope)
been rolled before the result has been revealed and use the Skill Checks Knowledge (arcana) DC 23, 4 successes;
new result, even if it is worse. Both creatures can use this Knowledge (religion) DC 23, 2 successes; Diplomacy or
ability once per day. A creature can only harness one empathic Perform (oratory) DC 23, 1 success.
link in this manner each day, regardless of the number of Range touch
empathic links it has forged using this ritual. Target primary caster and target (an unwilling target must
Because the magic invoked by this ritual relies on the power be helpless)
of strong feelings of friendship between two characters, the Duration instantaneous
benefits granted by this ritual immediately end if the two Saving Throw Will negates; SR yes
character’s Relationship Score is ever reduced to less than Backlash All casters become exhausted. The target takes
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10d6 points of fire damage and is exhausted. Effect
Failure All casters and the target take 10d8 points of acid This ritual petitions powerful spirits from the Shadow Plane
damage and 10d8 points of fire damage. or other unscrupulous to alter the primary caster’s life force
Effect at a cost: an equal, yet opposite, sacrifice of life from another
This ritual repairs damage done to the temporal flow of a creature, a yin to the desired yang. To cast this ritual, the
single target, removing all alterations to its age. This ritual can primary caster must first combine the ritual’s quartz material
only be cast during the winter solstice, the summer solstice, component with specially prepared amaranth and laurels,
the vernal equinox, or the autumnal equinox under the light grinding these ingredients together in a darkwood mortar
of a full moon. When casting this ritual, the primary caster using the focus pestle while speaking incantations, which
first takes a handful of dirt taken from the place where the takes half of the ritual’s casting time. Once she has completed
target was born and mixes it with the quartz sand material this task, she spends the rest of the ritual’s casting time using
component, using the mixture to draw a magic circle around the powder to draw a small magic circle on an obsidian alter
the target, who must be as naked as a newborn babe. One unlit roughly 1 square foot in size. Once she has completed these
candle material component is placed around the circle at each preparations, she can finish casting the ritual at any time as
of the four cardinal directions, then the magic circle is traced described below, provided the alter and her magic circle are
in blessed oil while an incantation is read aloud. When the undisturbed.
oil is spread and all incantations are read, the primary caster In order to complete the ritual, the primary caster takes
finishes the ritual by reciting an ancient verse believed to have blood from herself and the target and mixes them together
been spoken by the god who created time, then setting the oil within a chalice placed within the center of the magic circle.
ablaze. If the ritual is cast successfully, the ring of oil bursts This blood is then used to draw arcane sigils on both herself
into holy flame, igniting the four candles and burning away and the target, then she concludes the ritual by drawing a third
all aging effects that have ever affected the target, including sigil in blood within the center of the circle while completing
instantaneous ones. The target’s physical and mental age are an incantation. In total, this process takes 1 minute of casting
restored to their proper age category, based upon the target’s time. Once the incantation has been completed, the primary
chronological age. If this ritual makes the target’s age exceed caster chooses whether to progress or regress her age
its maximum age, the target crumbles to dust. category, and by how many age categories. The ritual’s effects
are determined by this choice, as described below.
Seal of Stolen Time Progression: The primary caster petitions the spirits of the
School necromancy (aging) [evil]; Level 7 Shadow Plane to take the target’s age and experience and
Casting Time 70 minutes, then 1 minute (see text) transfer it to her. The target’s physical age regresses one or
Components V, S, M (2,000 gp of flawless quartz per age more physical age categories, and for every age category
category older or younger you wish to become, amaranth younger that the target becomes, the primary caster becomes
pickled for a year in the essence of a mortal soul, laurels one age category older. Alternatively, the primary caster can
marinated in the blood of an innocent), F (a pestle carved choose to gain a +1 inherent bonus to one mental ability
from bone taken from one of the primary caster’s ancestors) score of her choice instead of gaining an age category; bonuses
Skill Checks Knowledge (religion) DC 31, 3 successes; gained in this manner stack up to +4 and have a duration of 1
Knowledge (arcana) DC 31, 4 successes year. The target cannot become more than one age category
Range 30 feet younger than the Infant age category, and if made younger
Target primary caster and target (an unwilling target must than an Infant, the target is unborn and ceases to exist. Such a
be helpless) character cannot be returned to life except by wish, miracle, or
Duration instantaneous, 1 year (see text) divine intervention.
Saving Throw Will negates; SR yes Regression: The primary caster petitions the spirits of the
Backlash The primary caster and the ritual’s target become Shadow Plane to take the target’s youth and life force and
nauseated for a number of rounds equal to the number of transfer it to her. The target’s physical age progresses one
age categories that each progresses or regresses (see text). or more physical age categories, and for every age category
Failure The primary caster’s age category is adjusted by 1d12 older that the target becomes, the primary caster becomes
age categories; this adjustment is of the same kind that the one age category younger. Alternatively, the primary caster
primary caster desired (progression or regression), but can choose to gain a +1 inherent bonus to one physical ability
the primary caster cannot gain inherent bonuses instead of score of her choice instead of gaining an age category; bonuses
adjusting her age category, and she is aged both physically gained in this manner stack up to +4 and have a duration of 1
and mentally. If made younger than Infant or older than year. The target cannot become more than one age category
Venerable, she ceases to exist or dies of old age, as described older than the Venerable age category, and if made older than
by the ritual. If the ritual fails, the target’s age category is Venerable, the target dies of old age.
not adjusted. Aging effects created by this ritual are instantaneous effects.
75
Magic Items
The magic items in this section are divided into the categories outlined in Pathfinder Roleplaying Game Ultimate Equipment, so
they can be used with the treasure generator detailed in that book. These magic items are effective in games that heavily feature
young NPCs, whether they be actual child heroes or adult adventurers facing a second childhood.
Spells listed in an item’s construction requirements that are marked with an asterisk (*) can be found in the spells section of
Childhood Adventures.
Weapons Description
The following section includes weapons with unusual powers Despite appearing to be a simple band, this polished quartz
and magical abilities. Magic weapons can have either abilities ring is surprisingly heavy when worn. While wearing a ring of
that need to be activated to function or powers that work chronologic stability, anytime the wearer is affected by an aging
passively and constantly. effect, she receives a Fortitude save to prevent the effect from
altering her physical age and a Will save to prevent the effect
Wooden Armament of the Meek from altering her mental age. If the aging effect is the result
Price 14,000 gp; Slot none; CL 3rd; Weight 1 lb.; Aura of a spell or spell-like ability, the save DC is equal to 10 + the
faint transmutation spell’s level + the spellcaster’s key ability score modifier (such
Description as Intelligence for wizards or Wisdom for clerics). Otherwise,
This unassuming wooden toy acts in all ways a +1 merciful the save DC is equal to 10 + half the source’s Hit Dice + half
weapon made of steel, except each time the wielder attacks the source’s Charisma modifier (if any). If the ability belongs
a foe with the weapon, she can choose to treat her weapon’s to a class that has rules regarding its saving throws (such as the
damage as bludgeoning damage in addition to its normal save DC for a witch’s hexes), the aging effect uses those rules
damage types. An observer must succeed at a DC 30 to determine its save DC instead.
Perception check to realize a wooden blade of the meek is Construction
a manufactured weapon rather than an improvised weapon Requirements Craft Wondrous Item, age resistanceUM, alter
(specifically, a child’s toy); the DC decreases to 20 if the age*, protection from spells; Cost 1,250 gp
observer is able to handle the weapon, or to 10 if the observer
handling the weapon is a Youth or younger. Greater Ring of Chronologic Stability
A wooden armament of the meek can be crafted in the form of Price 36,000 gp; Slot shoulders; CL 1st; Weight –; Aura
virtually any melee weapon, thought you must add the cost of moderate illusion
a masterwork version of that weapon to the wooden armament Description
of the meek’s cost and price. For instance, making a wooden This quartz band is flecked with gold, silver, and platinum so
armament of the week in the shape of a gladius increases the it shines in the presence of light. A greater ring of chronologic
weapon’s price by 315 gp. In addition, a wooden blade of the stability functions in all ways as a ring of chronologic stability,
meek can be further enhanced with a higher enhancement plus whenever the wearer fails a saving throw against an aging
bonus and additional weapon special abilities as normal, but it effect, it can attempt to save again 1 round later at the same
cannot possess any special abilities or features that a wooden DC. The wearer gets only this one extra chance to succeed on
object could not possess. (For instance, a wooden armanent of its saving throw.
the meek could not become a brilliant energy weapon, because Construction
brilliant energy weapons are insubstantial.) Requirements Craft Wondrous Item, greater age resistanceUM,
Construction greater alter age*; Cost 18,000 gp
Requirements Craft Arms and Armor, ironwood, versatile
weaponAPG; Cost 75,000 gp Rods
Rods are scepter-like devices that have unique magical powers
Rings and usually do not have charges. Anyone can use a rod (though
Rinbs bestow magical powers upon their wearers. Anyone can metamagic rods have no effect when used by creatures that
use a ring, but a character can gain the benefits of only two cannot cast spells). For more information regarding rods, refer
magic rings at a time. to Chapter 4 in Pathfinder Roleplaying Game Ultimate Equipment.
76
Description Amulet of the Mature Tongue
This ornate rod is crafted from darkwood, gold, and ivory, Price 28,000 gp; Slot shoulders; CL 1st; Weight –; Aura
and is inlaid with two hourglasses, each filled with fine grains moderate illusion
of crushed quartz. When held by one of its two ends, the Description
hourglass at that end adjusts to roughly show the wielder’s This gaudy, pastel-blue amulet features a polished chunk of
age in age categories; for instance, this hourglass would adjust amber in its center and is suspended from a golden chain.
to two-eighths full when held by a human toddler because When the amulet is worn by an Infant, anything spoken by
Toddler is the second age category of eight in humanoids. This the wearer in Babyspeak (see page 81) is instantly translated
estimate is vague and does not account for unnatural causes of into the racial language of its primary caregivers. The infant’s
death, such as by violence. voice when speaking sounds like that of an Adult of its race
If two different creatures hold a rod of temporal transference while using this amulet, rather than that of an Infant speaking
by each end, the sand within each hour glass adjusts to match an adult language. Likewise, the wearer gains the ability to
the creature holding its respective end, either wielder can understand the language of its caregivers while wearing the
speak one of two command words to transfer age categories amulet. Otherwise, this functions like tongues.
between the two wielders. For this purpose, the creature that Construction
speaks the command word is known as the giver, while the Requirements Craft Wondrous Item, tongues; Cost 14,000
other creature is known as the receiver. When activated, the gp
giver’s age category is either reduced or increased by one,
determined by which command word was spoken. If the giver Cloak of Woven Imagination
spoke the command word for reducing her age category, the Price 46,000 gp; Slot shoulders; CL 1st;
receiver’s age category progresses by one. If the giver spoke Weight –; Aura moderate illusion
the command word for increasing her age category, the Description
receiver’s age category regresses by one. This transference is This otherworldly cloak shimmers with
an instantaneous aging effect. iridescent light that rapidly changes
Construction between a multitude of shapes and
Requirements Craft Rod, siphon sands*, creator must use a colors. A wearer who is a Youth or
rare flower known as a solar lotus (see Chapter 5 in Pact Magic younger can activate the cloak by
Unbound: Grimoire of Lost Souls) as part of the creation of a rod
of temporal transference. The solar lotus’s cost is included in the
rod’s cost; Cost 75,000 gp
Wondrous Items
“Wondrous item” is a catchall category for anything that
doesn’t fall into other groups. Wondrous items are a diverse
group. Some must be worn in a specific magic item slot in
order to work, while others must merely be possessed.
Anyone can use a wondrous item unless the item’s description
specifies otherwise.
There are two main categories of
wondrous items: slotted and slotless.
Slotted items take up a magic item
slot, and must be worn by those who
want to benefit from them.
77
drawing its hood over her head, causing her to benefit from gp (all age categories); Slot shoulders; CL 7th; Weight –;
invisibility, as per the spell, except characters of the same Aura moderate necromancy
age category as her (or younger) can still see her as though Description
she were not invisible. The wearer can attack such creatures This bright, cheerful cloak comes in an array of dazzling colors
without ending the invisibility effect on her. However, if the and patterns ranging from cute and childish to trendy and
wearer attacks any creature of an older age category than her, cool. When worn, golden embroidery in the shape of a letter
this effect ends. or symbol that represents the wearer appears prominently on
Construction the mantle’s back.
Requirements Craft Wondrous Item, hide from adults*, When a command word is spoken, the cloak instantly alters
selective invisibilityMC; Cost 23,000 gp the wearer’s age to one, two, three, or all of the following
age categories, determined when the cloak is created. The age
Everclean Cloth categories that can be keyed to a mantle of youth are Infant,
Price 1,000 gp; Slot body; CL 1st; Weight –; Aura faint Toddler, Child, or Youth. This is an instantaneous aging effect,
Description although a second command word instantly returns the wearer
This simple, white linen cloth is roughly one square foot in of a mantle of youth to its proper age. A mantle of youth can only
size and plush to the touch. By spending 1 minute folding the restore a wearer to its proper age if the wearer is wearing the
cloth, an everclean cloth can be made to serve as any one of the exact cloak that first altered its age. Any creature adjacent to
following garments for a creature of any size: bodysuit, diaper, the wearer can speak a command word to activate the cloak.
loin cloth, or swaddling clothes. In addition, an everclean cloth Construction
instantly cleans itself and its wearer whenever they become Requirements CraftWondrous Item, alter age*; Cost 35,000
dirty, sullied, or soiled, as per prestidigitation, leaving the gp (one age category), 47,500 gp (two age categories), 65,000
wearer smelling fresh, clean, and pleasant. gp (three age categories), 77,500 gp (all age categories)
Construction
Requirements Craft Wondrous Item, prestidigitation; Cost Pauperizing Pacifier
500 gp Price 95,000 gp; Slot none; CL 15th; Weight –; Aura
strong necromancy
Feather of Tickling Description
Price 4,000 gp; Slot body; CL 1st; Weight –; Aura faint A pauperizing pacifier functions in all ways as a placating pacifier,
enchantment except it can affect creatures of the Child age category or
Description older with far more insidious implications . When used by a
A feather of tickling appears as an ordinary feather taken from possessor of the Child age category or older, the possessor
a Medium creature or smaller, usually a common foul such must succeed on a DC 19 Will save or become unable to
as a chicken, a duck, or a turkey. The wielder of a feather of remove the pacifier from its mouth or stop suckling on it.
tickling can use the feather as part of an attack action to make a While suckling, it is impossible for the possessor to provide
melee touch attack against a foe. On a successful hit, the target verbal components for its spells and abilities, and any attempts
must succeed on a DC 13 Will save or become overwhelmed to do so cause the spell or ability to be wasted to no effect.
by a tickling sensation that quickly spreads across its body, This is a mind-affecting enchantment (compulsion) effect.
causing it to become dazed for 1 round. If the touch attack is a During each subsequent round that the possessor suckles
critical hit and the wielder confirms the critical hit, the target on the pauperizing pacifier, it must attempt a second DC 19
becomes stunned on a failed save instead. Creatures that are Will save as a full-round action that doesn’t provoke attacks of
one or more age categories younger than an Adult of their opportunity. If its save is successful, it wrenches the pacifier
kind take a –4 penalty on Will saves against this effect. from its mouth, ending the effect. If its save fails, its mental
If a foe fails its saving throw against a feather of tickling two age category is reduced to Infant, and each round its physical
consecutive rounds in a row, it instead becomes stunned for 1 age category is reduced by one, until it is physically an Infant.
round on a failed Will save, or stunned for 1 round and prone This is a permanent aging effect that cannot be reversed or
if the touch attack is a critical hit and the wielder confirms altered for as long as the possessor is suckling on a pauperizing
the critical hit. pacifier. If the pacifier is removed (typically requiring a DC
Construction 20 Strength check), the possessor’s physical and mental age
Requirements Craft Wondrous Item, prestidigitation; Cost category return to their proper age slowly, increasing by one
500 gp age category each hour until the possessor’s physical and
mental age is restored.
Mantle of Youth Construction
Price 70,000 gp (one age category), 95,000 gp (two age Requirements Craft Wondrous Item, greater alter age*; Cost
categories), 130,000 gp (three age categories), 155,000 47,500 gp
78
Placating Pacifier teleport or plane shift, both with perfect accuracy). It even
Price 750 gp; Slot none; CL 1st; Weight –; Aura faint has a 50% chance to ignore effects that bar extradimensional
conjuration movement (such as dimensional anchor), though it only gets
Description to roll this chance once per day.
This simple object appears to be little more than an old Each time the possessor’s physical age is reduced, the
pacifier, which typically takes the form of a bit of brandy- poppet’s appearance ages one age category. During this time,
soaked meat rolled in a spoonful of sandy sugar that has the aging effect caused by the alluring poppet can be reversed
been gathered into a ball and secured by a thread. Despite its by casting remove curse followed by break enchantment on the
appearance, a pauperizing pacifier never spoils and is resistant alluring poppet (caster level check DC 25). If the possessor’s
to the gnawing of even the most ferocious of children. age category is reduced enough to have its age become equal
When a pauperizing pacifier is placed into a creature’s mouth, to or younger than the alluring poppet’s starting age, however,
it immediately relieves any oral pain that the possessor is the poppet returns to its original form (that of a young,
experiencing, such as pain from teething. In addition, the pacifier nondescript humanoid), effectively preventing the possessor’s
nourishes the creature as if it had eaten a full day’s worth of age from being restored in this manner. Once an alluring
meals. As a result, even the most surly infant will not fuss or cry poppet has keyed itself to a creature by assuming its likeness,
while suckling on a pacifying pacifier, and once an infant starts it cannot key itself to another creature until it reduces that
suckling on a pacifying pacifier, it will not stop suckling until the creature’s age category to be equal to or less than its starting
pacifier is removed from its mouth by another creature. age category, or until the possessor dies or is otherwise unable
Construction to play with the alluring poppet. Some alluring poppets are tied
Requirements Craft Wondrous Item, polypurpose panaceaUM; to other magic items or creatures, and can produce powerful
Cost 375 gp effects upon reducing a creature to its starting age category
(such as freeing a creature from imprisonment, granting the
Cursed Items item’s creator a wish, awakening an eternally-slumbering
Perhaps the most dangerous and insidious of all cursed creature, and so on).
items are those magic items whose intended functions are Creation
completely replaced by a curse. Yet even these items can Magic Items stone of luck; Mundane Items any doll
have their uses, particularly as traps or weapons. For more
information regarding cursed items, refer to Chapter 6 in Headband of the Inner Child
Pathfinder Roleplaying Game Ultimate Equipment. Price 14,350 gp; Slot headband; CL 3rd; Weight 1 lb.;
Aura faint transmutation
Alluring Poppet Description
Price 28,000 gp; Slot shoulders; CL 9th; Weight –; Aura This iridescent headband initially appears to be one of the
moderate illusion headbands listed below and actually provides the wearer with a
Description temporary enhancement bonus to one or more mental ability
This cloth doll depicts a cherubic, nondistinctive humanoid scores as appropriate for such an item until the headband
creature.When its possessor plays with the doll for 10 minutes, has been work for 24 hours. At that moment, the headband
it gains a +1 luck bonus on saving throws, ability checks, and stops providing an enhancement bonus and instead replaces
skill checks for 24 hours, and the doll’s appearance changes to the wearer’s aging modifiers to its mental ability scores with
that of its possessor at a random age category (01–20 Infant, those of the Child age category (–2 Int, –4 Wis, –2 Cha for
21–60 Toddler, or 61–100 Child). If viewed with true seeing, humanoids). In addition, the wearer’s base attack bonus is
however, the doll’s guise changes to that of a malicious-looking reduced to +0 and each of its skill ranks grants a +0 bonus
doppleganger, hinting at its true nature. on checks made using that skill instead of the usual bonus. As
After playing with an alluring poppet for 10 or more a result, the wearer cannot use any trained-only skills unless
minutes, the possessor rapidly diminishes in size and age, she has an ability that allows such skills to be used untrained.
reducing its physical and mental age category by one after Finally, the wearer’s effective level in each of her classes is
24 hours and making its appearance seem more cherubic. reduced to 1 for the purpose of all level-dependent abilities
This is an instantaneous aging effect. Once its age category and effects it possesses. This also prevents a spellcaster from
has been reduced, the possessor becomes compelled to play casting spells that she could not cast as a 1st-level spellcaster.
with the doll again at some point within the next 24 hours This effect is an instantaneous aging effect, and as a result it
for a minimum of 10 minutes, granting it the luck bonus and persists even after the headband of the inner child is removed.
diminishing its physical size and age once more (DC 18 Will Creation
save negates). In addition, if the possessor fails this Will save, Magic Items headband of alluring charisma, headband of
the alluring poppet will randomly appear in the possessor’s inspired wisdom, headband of mental prowess, headband of mental
hand, even if removed from its possession (as per greater superiority, headband of vast intelligence
79
Traits
This section includes new character traits that are suitable for young characters, as well as characters who had their adventuring
start in youth. Generally speaking, a character may select two character traits during character creation. Selecting a character
drawback, which acts as a negative trait, allows a character to select a third trait to compensate for this penalty. A character may
select no more than one character trait per category. For more information on character traits and drawbacks, see Chapter 1 in
Pathfinder Roleplaying Game Ultimate Campaign.
Hobby Traits with this trait who has chosen the same family or clan as you
Animal Keeper:You’ve loved animals ever since you were is within 60 feet.
a child, and know how to improve their attitude. Choose one Family Traditions: Your family possesses a number of
kind of animal or vermin (such as dogs, cats, or bears). You traditions that continue to influence you today. You gain a +1
gain a +1 trait bonus on all Handle Animal checks, and animals trait bonus on Knowledge (local) and Knowledge (religion)
of the chosen kind automatically have a starting attitude one checks and one of these skills is a class skill for you.
step friendlier towards you, to a maximum of friendly. Sibling Rivalry:You have always strived to do better than
Athlete: You were a sports nut as a child, and loved one of your siblings, and this constant need for competition
playing rough-and-tumble games with your friends at every has spurred you on even now. Whenever an ally confirms a
opportunity. You gain a +1 trait bonus on Climb, Fly, and critical hit against an opponent, you gain a +1 trait bonus on
Swim checks, and on performance checks made during a your next attack roll made against that same opponent. If your
performance combat (see Chapter 3 in Pathfinder Roleplaying attack threatens a critical hit, you also gain a +2 trait bonus on
Game Ultimate Combat). your attack roll to confirm the critical hit.
Bookworm: You were enamoured with reading as a child Tight Bonds:You are inseparable from another character.
and would spend countless nights awake, reading late at night. Choose one character when you gain this trait. If the chosen
Increase any bonus on skill checks that you gain from a book character has this trait and has selected you with it, you gain
or manual by +1 for as long as that book is in your possession. a +1 trait bonus on Will saves against charm and compulsion
Bug Collector:You loved insects as a child, and either had effects if the chosen character is within 60 feet. This bonus
or have a massive collection of them.You gain a +1 trait bonus increases to +3 against a command to compromise your
on Knowledge (nature) checks and can use this skill to identify relationship with or harm the chosen character.
the abilities and weaknesses of vermin.
Coin Collector: You were fascinated by currency as a Social Traits
child, and collected whatever coins you could from faraway Apprentice:You were apprenticed to a tradesman to learn
lands. You gain a +1 trait bonus on Appraise checks and Lore a craft or profession. Choose one Craft or Profession skill.You
(currency) checks and Appraise is a class skill for you. gain a +1 trait bonus on checks made with the chosen skill. In
Musician: You adored musical performance as a child, addition, you begin play with a kit worth 100 gp or less that
and are skilled at performing yourself. Choose one of the is useful to a character in trade’s line of work, such as gaining
following Perform skills: keyboard instruments, percussion, a midwife’s kit if your chosen skill is Profession (midwife) or
sing, string, or wind. You gain a +1 trait bonus on checks an alchemy crafting kit if your chosen skill is Craft (alchemy).
made with the chosen Perform skill, and that skill is a class Infant Whisperer: Although most grow out of the ability
skill for you. If your 1st-level class already has Perform as a to understand the babble of infants, you are young at heart
class skill, you instead gain 1 additional skill rank that must be and have retained this ability. You gain Babyspeak as a bonus
assigned to the chosen Perform skill. language at 1st level, regardless of your age (see page 81).
Trailblazer: For as long as you can remember, you have In addition, you gain a +1 trait bonus on Diplomacy checks,
loved hiking and traveling wherever your feet would take you. which increases to +2 on Diplomacy checks made to adjust
Your Constitution score is treated as being 2 higher for the the attitude of Infant and Toddler characters.
purpose of determining how long you can run or march for, One of the Kids: Despite your age, you are well-liked by
and your overland speed increases by 5 feet. youngsters. You gain a +2 trait bonus on Diplomacy checks
against characters that are younger than Adult, and Diplomacy
Family Traits is a class skill for you.
Family Bonds: You are inseparable from other members Youthful Face: Others have a difficult time discerning
of your family or clan. Choose one specific family or clan when your true age, and you’ve always been confused for someone
you gain this trait. You gain a +1 trait bonus on Will saves much younger then you actually are. You can pass for being
against charm and compulsion effects if another character a character one age category younger then your actual age
80
without needing to make Disguise checks, but you need to
make Disguise checks to appear as a character of your actual Babyspeak: The Language of Infants
age category. When determining any modifiers on Disguise Throughout the cosmos, many powerful beings possess
checks that you receive, you count as being one age category the ability to speak the universal language of creation, an
younger then your actual age. esoteric tongue known as truespeech. Typically, only mighty
outsiders such as agathions, azatas, and inevitables are capable
Drawbacks of speaking the tongue of creation, although some scholars
Big Baby: You bruise easily and react loudly to pain. You believe that all intelligent mortals are born with a limited
take a –2 penalty on saving throws against effects that cause hit capacity for truespeech that is lost as the mortal ages. This
point damage. This penalty increases to –4 against pain effects. fragmented version of truespeech can only be understood by
In addition, whenever a source deals hit point damage to you, the very young, and is known as Babyspeak.
that source deals 1 additional point of nonlethal damage per When an Infant speaks Babyspeak, it sounds like garbled,
damage die rolled as part of the attack or effect. infantile babble and mewling. In truth, the Infant can
Gullible: You are easy to fool. You take a –2 penalty on articulately communicate with other infantile creatures while
saving throws against enchantments and illusions, as well as on speaking this language. Most humanoids quickly lose the
opposed Perception and Sense Motive checks. In addition, all ability to speak babyspeak as they learn to speak their mortal
lies that you are told seem one step more believable then they language. Babyspeak cannot be understood via comprehend
would to a character without this drawback (see the Bluff skill languages or learned via the Linguistics skill, but tongues grants
for more information regarding believability). the caster the ability to speak and understand this language.
Illiterate:You never learned to read or write in youth, and
such skills do not come easily to you.You cannot read or write
in any language you know, and cannot learn new languages
via the Linguistics skill. The first time you invest a skill rank
into the Linguistics skill, you lose this drawback and gain the
slow reader drawback instead. (Even after exchanging this
drawback for a new drawback, you do not gain a new language
for investing your first language in Linguistics.)
Prone to Tantrums: You have a short fuse and become
easily frustrated when you don’t have your way. You take
a –2 penalty on saving throws against emotion effects, and
whenever you fail an ability check, attack roll, saving throw,
or skill check, you fly into an tantrum unless you succeed on
a Will save (DC 15 + 1/2 your character level). On a failed
save, you can take no actions for 1 round other than to scream,
shout, pout, fuss, and carry on, sometimes by hitting or
throwing nearby objects. (This does not count as an attack.)
For every 5 by which you failed your save, this condition
lasts 1 additional round. This is a mind-affecting emotion
effect, and characters immune to mind-affecting effects or
emotion effects cannot select this drawback.
Slow Reader: Whether you were recently taught
to read or you have a reading disability, reading is
a difficult task for you. You take a –4 penalty on
skill checks that require the ability to read (such as
Linguistics checks and Spellcraft checks to identify
scrolls), and reading 25 words is a full-round action for
you that provokes attacks of opportunity. Furthermore,
any task that requires reading (such as making or aiding a
Research check, casting a scroll, or preparing spells from
a formula or extract book) takes you twice as long. Each
time you gain a rank in the Linguistics skill, you can
choose one specific work of writing that you are
familiar with and remove this penalty for the
purpose of that specific work.
81
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depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
or audio representations; names and descriptions of characters, spells, enchantments, personalities, Anger of Angels. © 2003, Sean K Reynolds.
teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved.
magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris
or registered trademark clearly identified as Product identity by the owner of the Product Identity, and Pramas, and Robert J. Schwalb.
which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, The Book of Hallowed Might © 2002, Monte J. Cook.
sign, motto, designs that are used by a Contributor to identify itself or its products or the associated Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason
to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Peck, Jeff Quick, and Sean K Reynolds.
Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker,
2. The License: This License applies to any Open Game Content that contains a notice indicating Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley,
that the Open Game Content may only be Used under and in terms of this License.You must affix such Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland,
a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
License except as described by the License itself. No other terms or conditions may be applied to any Pathfinder Roleplaying Game Advanced Player’s Guide © 2010, Paizo Publishing, LLC; Author:
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors:
the terms of this License. Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock,
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ
grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this Taylor.
License to Use, the Open Game Content. Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn,
5. Representation of Authority to Contribute: If You are contributing original material as based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Open Game Content,You represent that Your Contributions are Your original creation and/or You have Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Authors: Wolfgang Baur,
sufficient rights to grant the rights conveyed by this License. Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter,
copying, modifying or distributing, and You must add the title, the copyright date, and the copyright Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; Authors: Jesse Benner,
7. Use of Product Identity:You agree not to Use any Product Identity, including as an indication Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims,
as to compatibility, except as expressly licensed in another, independent Agreement with the owner of F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook,
each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with and Skip Williams.
any Trademark or Registered Trademark in conjunction with a work containing Open Game Content Pathfinder Roleplaying Game Core Rulebook © 2011, Paizo Publishing, LLC; Author: Jason
except as expressly licensed in another, independent Agreement with the owner of such Trademark or Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett,
challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves,
Game Content shall retain all rights, title and interest in and to that Product Identity. Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson,Tom Phillips,
8. Identification: If you distribute Open Game ContentYou must clearly indicate which portions Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor,
of the work that you are distributing are Open Game Content. and Steve Townshend.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this Pathfinder Roleplaying Game Ultimate Campaign © 2013, Paizo Publishing, LLC; Authors:
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Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based
James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, on original material by Gary Gygax.
Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Tome of Horrors III, © 2005, Necromancer Games, Inc; Author: Scott Greene, with Casey
Townshend. Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston,
Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Patrick Lawinger, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb.
Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games,
Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material
Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.,
Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary
Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.; Authors: Dennis Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published
Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games,
Russ Taylor. Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material
Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.,
Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian
Lawinger, and Bill Webb; Based on original content from TSR. McDowall.
Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games,
based on original material by Gary Gygax. Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material
Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, by Gary Gygax.
based on original material by Lawrence Schick. Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games,
Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material
Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Demon, Shadow from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.,
Greene, based on original material by Rik Shepard. published and distributed by Frog God Games; Author: Scott Greene, based on original material by
Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Neville White.
Greene, based on original material by Simon Muth. Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published
Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
based on original material by Gary Gygax. Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and
Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scoit distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Nereid
Greene, based on original material by Gary Gygax. from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by
Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
based on original material by Gary Gygax. Poltergeist from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published
Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene. and distributed by Frog God Games; Author: Scott Greene, based on original material by Lewis Pulsipher.
Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and
based on original material by Philip Masters. distributed by Frog God Games; Author: Scott Greene, based on original material by Ian Livingstone
Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based and Mark Barnes.
on original material by Ian Livingstone and Mark Barnes. Angel, Monadic Deva from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Author: Scott Greene, based on original material by Gary Gygax.
Greene, based on original material by Gary Gygax. Angel, Movanic Deva from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Author: Scott Greene, based on original material by Gary Gygax.
Greene, based on original material by Gary Gygax. Animal Lord from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author
Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Scott Greene, based on original material by Gary Gygax.
Greene, based on original material by Neville White. Ascomid from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott
Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, Greene, based on original material by Gary Gygax.
based on original material by Gary Gygax. Atomie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott
Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene, based on original material by Gary Gygax.
Greene and Patrick Lawinger. Aurumvorax from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author:
Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Scott Greene, based on original material by Albie Fiore. Axe Beak from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott
Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Greene, based on original material by Gary Gygax.
Scott Greene, based on original material by Albie Fiore. Bat, Mobat from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Authors:
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Scott Greene and Clark Peterson, based on original material by Gary Gygax. Scott Greene, based on original material by Gary Gygax.
Beetle, Slicer from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Forlarren from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott
Scott Greene, based on original material by Gary Gygax. Greene, based on original material by Ian Livingstone.
Blindheim from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Froghemoth from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott
Greene, based on original material by Roger Musson. Greene, based on original material by E. Gary Gygax.
Brownie from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Giant, Wood from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author:
Greene, based on original material by E. Gary Gygax. Scott Greene, based on original material by Wizards of the Coast.
Bunyip from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Gloomwing from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author:
Greene, based on original material by Dermot Jackson. Scott Greene, based on original material by Gary Gygax.
Carbuncle from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Authors Scott Grippli from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott
Greene, based on original material by Albie Fiore. Greene, based on original material by Gary Gygax.
Caryatid Column from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Gryph from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott
Author Scott Greene, based on original material by Jean Wells. Greene, based on original material by Peter Brown.
Crypt Thing from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Hangman Tree from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author:
Scott Greene, based on original material by Roger Musson. Scott Greene, based on original material by Gary Gygax.
Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. © 2002, Hippocampus from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author:
Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Scott Greene and Erica Balsley, based on original material by Gary Gygax.
Daemon, Derghodaemon from the Tome of Horrors, Revised. © 2002, Necromancer Games, Huecuva from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott
Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Greene, based on original material by Underworld Oracle.
Daemon, Hydrodaemon from the Tome of Horrors, Revised. © 2002, Necromancer Games, Ice Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene.
Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Iron Cobra from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based
Daemon, Piscodaemon from the Tome of Horrors, Revised. © 2002, Necromancer Games, on original material by Philip Masters.
Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Jackalwere from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott
Dark Creeper from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Greene, based on original material by Gary Gygax.
Scott Greene, based on original material by Rik Shepard. Jubilex from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott
Dark Stalker from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Greene, based on original material by Gary Gygax.
Scott Greene, based on original material by Simon Muth. Kamadan from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott
Death Worm from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Greene, based on original material by Nick Louth.
Scott Greene and Erica Balsley. Kech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott
Decapus from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
Greene, based on original material by Jean Wells. Kelpie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott
Demodand, Shaggy from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Greene, based on original material by Lawrence Schick.
Author Scott Greene, based on original material by Gary Gygax. Korred from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott
Demodand, Slimy from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Greene, based on original material by Gary Gygax.
Author Scott Greene, based on original material by Gary Gygax. Leprechaun from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author:
Demodand, Tarry from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Scott Greene, based on original material by Gary Gygax.
Author Scott Greene, based on original material by Gary Gygax. Magma ooze from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author:
Demon, Nabasu from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene.
Scott Greene, based on original material by Gary Gygax. Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott Greene.
Dire Corby from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Mihstu from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott
Greene, based on original material by Jeff Wyndham. Greene, based on original material by E. Gary Gygax.
Disenchanter from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Mongrelman from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author:
Scott Greene, based on original material by Roger Musson. Scott Greene, based on original material by Gary Gygax.
Dragon, Faerie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Nabasu Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott
Scott Greene, based on original material by Brian Jaeger and Gary Gygax. Greene, based on original material by E. Gary Gygax.
Dragon Horse from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Necrophidius from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author:
Scott Greene, based on original material by Gary Gygax. Scott Greene, based on original material by Simon Tillbrook.
Dust Digger from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Nereid from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott
Scott Greene, based on original material by Gary Gygax. Greene, based on original material by Gary Gygax.
Flail Snail from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Pech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott
Greene, based on original material by Simon Tilbrook. Greene, based on original material by Gary Gygax.
Flumph from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Phycomid from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott
Greene, based on original material by Ian McDowell and Douglas Naismith. Greene, based on original material by Gary Gygax.
Foo Creature from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Poltergeist from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott
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Greene, based on original material by Lewis Pulsipher. Greene, based on original material by David Cook.
Quickling from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Spriggan from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott
Greene, based on original material by Gary Gygax. Greene and Erica Balsley, based on original material by Roger Moore and Gary Gygax.
Quickwood from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Tenebrous Worm from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
Scott Greene, based on original material by Gary Gygax. Author: Scott Greene, based on original material by Gary Gygax.
Rot Grub from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Tentamort from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott
Greene and Clark Peterson, based on original material by Gary Gygax. Greene, based on original material by Mike Roberts.
Sandman from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Tick, Giant & Dragon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
Greene, based on original material by Roger Musson. Author: Scott Greene, based on original material by Gary Gygax.
Scarecrow from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Troll, Ice from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott
Scott Greene, based on original material by Roger Musson. Greene, based on original material by Russell Cole.
Shadow Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Troll, Rock from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author:
Skulk from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised © 2002, Necromancer Games,
Greene, based on original material by Simon Muth. Inc.; Author Scott Greene, based on original material by Gary Gygax.
Slime Mold from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Wood Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott
Scott Greene, based on original material by Gary Gygax. Greene and Patrick Lawinger.
Slithering Tracker from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Zombie, Juju from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author:
Author: Scott Greene, based on original material by Gary Gygax. Scott Greene, based on original material by Gary Gygax.
Soul Eater from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott
Normal is So Overrated!
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