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Everyman Options:
Kineticist
Author: Alexander Augunas
Cover Design: Alexander Augunas
Cover Art: Jacob Blackmon
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.
Follow Alexander Augunas’s exploits as well as upcoming products and previews from
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02
tyler jendrick (Order #31200458)
Design Goals
The following design goals guided the
development of Everyman Options: Kineticist.
03
Kineticist Elements
In addition to the elements found in the kineticist section of Chapter 1 in Pathfinder Roleplaying Game Occult
Adventures, a kineticist can choose the following new element.
Dream
Dreamstuff is the quintessential building blocks of the Dimension
04
of Dreams, a plane that all mortal minds visit when they dream.
Saving Throw Will disbelief
Kineticists able to manipulate both the waking and unwaking mind
You manifest a quasi-real blast of dreamstuff and hurl it at a foe.
using dreamstuff are called psychokineticists.
Each time you attack with a dream blast, you choose its blast type
Infusion wild talents are marked with a dagger (†); all other wild
(energy or physical) and damage type (acid, cold, electricity, or
talents listed below are utility wild talents.
fire for energy blasts, or bludgeoning, piercing, or slashing for
Class Skills: A psychokineticist adds Knowledge (local) and
physical blasts). A dream blast is an energy blast unless at least
Diplomacy to her list of class skills.
one type of physical damage is chosen (bludgeoning, piercing, or
Blast Talents: dream blast, mind blast
slashing damage).
Composite Blast Talents: phantasmal boost, phrenic blast,
The first time each round that a foe is hit by a dream blast, a
shadow blast
shadow blast, or a simple blast that has been infused with
Defense Talents: dream ward dreamstuff via the phantasmal boost composite blast, it can
Wild Talents: 1st—basic psychokinesis, malleable blast†, mental attempt a Will save to disbelieve. If the foe fails to disbelieve, it
wards, mind scan, probing infusion†, psychokinetic speech, takes full damage from all dream blasts and all simple blasts that
sickening†; 2nd—fearsome infusion†, psychokinetic knowledge, have been infused with dreamstuff using the phantasmal boost
sickening infusion†; 3rd—dream shaper, manipulation, mind scan composite blast for the rest of the round. If a dream blast is
(greater), mindscape duelist, psychic augury, psychokinetic disbelieved, the foe takes only one-fifth (20%) damage from the
invisibility, psychosomatic treatment, torrent†; 4th— paralyze, blast. If a simple blast that has been infused with dreamstuff is
psychokinetic scare, telepathy, tiring infusion†; 5th—exhausting disbelieved, it deals damage as that simple blast normally would
infusion†, ; 6th—dream messenger, dream shaper (greater), instead of as described by phantasmal boost. Any infusions tied to
nauseating infusion†, psychic dowsing; 7th—mind burst†, a disbelieved blast are only one-fifth as strong (if applicable) or
psychokinetic invisibility (greater), terrorizing infusion†; 8th— only 20% likely to occur.
manipulation (greater), nightmare messenger, paralyze (greater); If you possess an infusion wild talent that allows you to attack
9th—mindscape master. multiple times with your dream blast (such as flurry of blasts or
kinetic blade), you may chose a different type of kinetic blast and
Kinetic Blasts a different type of damage with each attack.
Kinetic blasts comprise simple and composite blasts. A dream blast is an illusion (shadow) effect.
Simple Blasts Mind Blast
A kineticist gains a simple blast from her primary element at 1st Element dream; Type simple blast (Sp): Level —; Burn 0 Blast
level—some elements offer more than one option. When a Type energy; Damage untyped
kineticist gains a new element via the expanded element class Saving Throw Will half
feature, she gains a simple blast from that element as well. Each You gather the psychic imprints of the thoughts and memories of
simple blast is either a physical blast or an energy blast. Physical dreaming creatures and transfer it into a foe’s mind, overloading it
blasts are ranged attacks that deal an amount of damage equal to with psychic information. Creatures damaged by the attack
1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 receive a Will save for half damage. A creature can attempt to
for every 2 kineticist levels beyond 1st. Spell resistance doesn’t disbelieve a single psychokineticist’s mind blast no more than
apply against physical blasts. Energy blasts are ranged touch once per round. Objects automatically disbelieve a mind blast.
attacks that deal an amount of damage equal to 1d6 + 1/2 the A mind blast is a mind-affecting divination effect.
kineticist’s Constitution modifier, increasing by 1d6 for every 2
kineticist levels beyond 1st.
Composite Blasts
Composite blasts combine elements to form a new blast. When a
Dream Blast
kineticist gains a new element through expanded element, she
Element dream; Type simple blast; Level —; Burn 0 gains access to all composite blasts for which she qualifies. Most
Blast Type energy or physical; Damage see text composite blasts are either physical or energy blasts, like simple
blasts. Physical composite blasts deal an amount of damage
equal to 2d6+2 + the kineticist’s Constitution modifier,
Dream Messenger
Element dream; Type utility (Sp); Level 6; Burn 0
You can communicate with any creature via its dreams, as the dream spell. You can accept 1 point of burn when using dream
messenger to deliver your message via telepathy rather than touch, increasing this ability’s range to equal that of your base
psychokinesis wild talent. Wild talents that alter how you communicate with others via basic psychokinesis (such as telepathy) affect
this ability.
Dream Shaper
Element dream; Type utility (Sp); Level 3; Burn 0
You are able to draw raw dreamstuff from the Dimension of Dreams and shape it into lifelike representations of creatures, objects,
and sounds. This acts as the minor image spell or the ventriloquism spell, except both effects last only while you concentration and
have a maximum duration of 1 round per kineticist level you possess..
Manipulation
Element dream; Type utility (Sp); Level 3; Burn 0
You can manipulate the thoughts and actions of other creatures, as the command spell. By accepting 1 point of burn, you can
instead implant your commands deep within the minds of others, as the suggestion spell.
Manipulation, Greater
Element dream; Type utility (Sp); Level 8; Burn 0
Prerequisite manipulation
You can manipulate the memories of other creatures, functioning as modify memory or repress memoryOA. By accepting 1 point of
burn when using this ability to modify another creature’s memories, you may enter the target’s subliminal mind to perform your work,
allowing you to modify up to 1 day per kineticist level you possess per round you spend modifying the target’s memory.
Mental Wards
Element dream; Type utility (Sp); Level 1; Burn 0
Your psychokinetic powers allow you to resist mental attacks and effects with ease. Add your Constitution bonus (if any) on
Mind Scan
Element dream; Type utility (Sp); Level 1; Burn 0
You can scan other creatures’ minds, functioning like the detect thoughts spell except you cannot study an area or subject for more
than 1 round without accepting points of burn. By accepting 1 point of burn when you use this ability, you may concentrate on detect
thoughts for as long as you wish until the next time your burn is removed. Alternatively, you can accept 1 point of burn when you use
this ability to immediately discern information as if you had studied the subject or area for 3 rounds. You may choose to accept 2
points of burn in order to gain both of these benefits similtaneously.
Psychosomatic Treatment
Element dream; Type utility (Su); Level 3; Burn 0
You can channel psychic energy directly from the
Dimension of Dreams into a foe’s mind, helping
09
Archetypes and Options
Each alternate class feature presented in an archetype either replaces or alters one or more specific
class features from the base class. When an archetype includes multiple alternate class features, a
character must take all of them—often blocking the character from ever gaining certain standard class
features, but replacing them with other options. All class features of the base class that aren’t
mentioned among the alternate class features of an archetype remain unchanged and are acquired
normally when a character reaches the appropriate level. If an alternate class feature replaces a base
class feature, the archetype doesn’t count as having that base class feature for the purpose of meeting
any requirements or prerequisites. If an alternate class feature alters an existing class feature, it is
considered to be the core class feature for the purposes of meeting any requirements or prerequisites,
even if it was renamed. A character can take more than one archetype, but none of the alternate class
features can replace or alter the same class feature of the base class.
If a class feature has a series of improvements (such as a kineticist’s infernal buffer), it can be
replaced either entirely or partially. By default, an alternate class feature replaces the entire original
class feature and all of its improvements. For example, if a class feature states that it replaces
elemental overflow without mentioning a specific bonus, it replaces elemental overflow entirely.
If an alternate class feature replaces one instance of a class feature that’s part of a series, the next
time the character would gain an improvement to that ability, the new improvement counts as the lower-
level ability that was replaced by the archetype, and all subsequent improvements follow suit. For
example, if the kineticist’s 3rd-level elemental overflow +1 were replaced, the kineticist would gain
elemental overflow +1 at 6th level, elemental overflow +2 at 9th level, and so on.
Elemental Blade (Archetype) with all simple and martial weapons, with light armor, and with
Rather than blast their opponents with powerful blasts of kinetic shields (except tower shields).
energy, some Kineticists prefer to channel elemental power This replaces the kineticist’s weapon and armor proficiencies.
through a melee weapon. Known as elemental blades, these Kinetic Combat (Ex): At 1st level, an elemental blade learns to
powerful warriors suppliment their martial skills with their use his elemental powers and wield his weapons at the same
incredible elemental powers. time. This functions much like two-weapon fighting, but the off-
Weapon and Armor Proficiency: An elemental blade is proficient hand weapon is a kinetic blast. To use this ability, the elemental
blade must have one hand or prehensile appendage free, while This ability alters gather power.
wielding a light or one-handed melee weapon in her other hand. Elemental Overflow (Su): An elemental blade applies her
As a full-round action, she can make all of her attacks with her elemental overflow bonus on attack rolls made with any light or
melee weapon at a –2 penalty and can also attack with a kinetic one-handed melee weapon that she is proficient with in addition to
blast (any attack roll required by her kinetic blast also takes this attack rolls and damage rolls made with her kinetic blast.
penalty). If she casts her kinetic blast defensively, she can decide This ability alters elemental overflow.
to take an additional penalty on her attack rolls, up to her Improved Kinetic Combat (Ex): At 9th level, an elemental
Constitution bonus, and add the same amount as a circumstance blade’s kinetic combat ability no longer counts as a form infusion
bonus on her concentration check made to cast the kinetic blast for the purpose of determining the number of infusions that she
defensively. If the check fails, the kinetic blast is wasted, but the can apply to her kinetic blast. Instead, she must increase the burn
kinetic blade’s attacks still take the penalty. An elemental blade cost of any kinetic blast that she uses during kinetic combat by 1
can choose to attack with her kinetic blast or her melee weapon additional point of burn if she applies a form infusion to her blast. If
first, but if she has more than one attack, she cannot use her she applies kinetic blade or kinetic whip to her kinetic blast, she
kinetic blast between weapon attacks. Using kinetic combat may make two off-hand attacks with her kinetic blast instead of
counts as a form infusion with a burn cost of 0, and as a result an one.
elemental blade cannot apply a form infusion to her kinetic blast This ability replaces the 9th-level infusion.
when using kinetic combat. This ability replaces the 1st-level
infusion. Harbinger (Archetype)
Although most kineticists gain their unusual powers and abilities
from circumstance of birth or from chance encounters with occult
12
focus on using their abilities to augment their skills
rather than as a weapon. Known as kinetic
tricksters, these kineticists use their powers to assume the form of a Small elemental whose elemental subtypes
enhance their strength and mobility, as well as
match her primary element; aerokineticists can transform into air
other pursuits.
elementals, geokineticists into earth elementals, hydrokineticists
Class Skills: A kinetic trickster gains 6 skill ranks
into water elementals, pyrokineticists into fire elementals, and
+ a number of skill ranks equal to her Intelligence telekineticists into aether elementals; aether elemental forms grant
modifier at each level, instead of the normal 4 skill the same abilities as air elementals, except their fly speed
ranks + Intelligence modifier at each level. maneuverability is good and they gain the telekinetic throw ability
Furthermore, all Strength- and Dexterity-based (Pathfinder Roleplaying Game Bestiary 5) instead of whirlwind. Changing
skills are class skills for a kinetic trickster.
shape is a standard action. A metabolic elementalist retains all of This ability alters expanded element.
her kineticist class abilities while in elemental form. This ability
otherwise functions like elemental body I, except it lasts Wu Jen (Archetype)
indefinitely and the metabolic elemental doesn’t adjust her ability Spellcasters with mysterious powers, wu jen command the very
scores. fabric of the natural world itself using mystic techniques and magic
Starting at 8th level, whenever she has at least 3 points of burn, rituals. Wu jen seldom live in traditional socities, preferring the
she can use elemental apotheosis to assume the form of a solitude of nature to the bustle of urban life, and are often hermits
Medium elemental, functioning like elemental body II. At 12th as a result. Through communing with nature and adhering to strict
level, whenever the metabolic elementalist has at least 5 points of taboos, a wu jen is able to coerce the nature spirits of the world
burn, she can use elemental apotheosis to assume the form of a into gifting her magical secrets that enable her to cast arcane
Large elemental, as per elemental body III. At 18th level, spells.
whenever the metabolic elementalist has at least 7 points of burn, Spells: A wu jen casts arcane spells and cantrips as a bard. She
she can transform into a Huge elemental, as per elemental body can cast any spell she knows without preparing it ahead of time,
IV. assuming she has not yet used up her allotment of spells per day
This ability replaces the 6th-, 8th-, 12th-, and 18th-level utility wild for the spell’s level, and she chooses her spells known from the
talents. elementalist wizard spell listAPG that matches her elemental focus.
Expanded Apotheosis (Su): Starting at 7th level, a metabolic Only elementalist wizard spells of 6th level and lower are
elementalist can accept 1 additional point of burn whenever she considered to be part of the wu jen spell list, and a wu jen cannot
uses her elemental apotheosis ability to transform into an use spell completion or spell trigger magic items (without making a
elemental amalgam of her primary element and one other element successful Use Magic Device check) of elementlist wizard spells
that she has selected with the expanded element ability. While of 7th level or higher. A wu jen’s selection of spells is extremely
doing so, she gains the abilities of both kinds of elementals, as limited; use Table: Bard Spells Known to determine how many
described by her elemental apotheosis ability. spells the wu jen knows at each level.
she must strongly revere nature and avoid metal armor, and she can learn from her expanded element, and her
cannot touch dead creatures (this taboo is immediately broken caster level is 4 levels lower when casting spells
if she makes a touch attack against an undead from her expanded element’s associated
creature, or touches an undead creature for any elemental spell list. This reduction can prevent a
reason). A wu jen cannot regain her spells for the wu jen from casting spells of a certain level, as
appropriate.
If the kineticist chooses to expand her righteous or vile power, allowing the kinetic to blast her foes with
understanding of an element she already has, she the very essence of another plane.
gains an additional infusion of her choice from that Advanced blast wild talents count as composite blasts wild talents
element, as if from her infusion or wild talent class for all effects.
feature, as appropriate. She also immediately adds
one spell known from this spell list of each spell Celestial Composite Blasts
level that she can cast, including at subsequent Righteous souls that display a kineticist’s gift are able to harness
spell levels. the essence of goodly planes that match their alignment—
At 15th level, the wu jen can either select a new Elysium, Heaven, and Nirvana being among the most common
element or expand her understanding of her sources for this power. The result of this combination is a celestial
original element. She can’t select the same composite blast, which infuses the kineticist’s raw elemental
element she selected at 7th level unless it is her matter with righteous might.
primary element. She gains all the benefits from Half of all damage dealt by a celestial composite blast is of the
her new expanded element as listed above. same type as the blast’s prerequisite simple blast wild talent; the
However, if the kineticist selected her primary rest stems directly from the raw essence of a good-aligned plane
element as her expanded element at both 7th and such as Elysium, Heaven, or Nirvana. Holy damage dealt by a
15th levels, her mastery of that element increases. celestial composite blast is the direct result of divine power and is
For wild talents and wu jen spells of her element, not subjected to being reduced by damage reduction or energy
the kineticist gains a +1 bonus on attack rolls and resistances or immunities. In addition, all celestial composite
damage rolls, as well as to caster level and DCs. blasts gain a +2 bonus on caster level checks made to overcome
This ability alters expanded element. the spell resistance of evil creatures.
14
Holy Wind Blast
Element air; Type composite blast; Level —; Burn 2 Prerequisite
air blast, expanded element (air), kineticist must be good-aligned.
Blast Type physical; Damage half holy, half bludgeoning. You
infuse your simple blast with gales from the trade winds of a
goodly plane, causing it to wreck evil foes.
Definition of Terms
Below are definitions of some common terms used here.
Core Class: One of the standard eleven classes found in the Pathfinder RPG Core Rulebook.
Base Class: A class that progresses from level 1–20.
Caster Level: Generally equal to the number of class levels (see below) in a spellcasting class. Some
prestige classes add caster levels to an existing class.
Character Level: The sum of a character’s class levels.
Class Level: The level of a character in a particular class.
Though most kineticists are able to master one, perhaps two Skill Ranks per Level: 2 + Int modifier.
elements at most, legends claim of the existence of exceptionally
powerful kineticists that are capable of harnessing all four of the Class Features
classical elements: air, earth, fire, and water. Known as scions of The following are class features of the scion of the elements
the elements because their powers are believed to be the result of prestige class.
a spiritual birthright afforded to their soul through concordance of Weapon and Armor Proficiency: A scion of the elements gains
the great spirits of nature. As a result of these powers, scions of no proficiency with any weapon or armor.
the elements are believed to reincarnate endlessly throughout the Kinetic Scion: Levels of the scion of the elements prestige class
ages, forever predestined to act as a force of balance not only stack with kineticist levels for determining
between the elements, but between the inner planes themselves.
Requirements
To qualify to become a scion of the elements, a character must
fulfill all the following criteria.
16
when a kineticist gains the supercharge ability, her effective
Feats: Spiritual Ascension. kineticist level for the purpose of meeting the prerequisites of wild
Skills: Knowledge (nature) 5 ranks. talents, and the effects of her burn, elemental overflow, infusion
Special: Must have the burn, elemental focus (air, earth, fire, or specialization, internal buffer, kinetic blast, and metakinesis
water), and elemental overflow class features. abilities and her wild talents.
Cannot have the expanded element class feature. Elemental Flexibility (Ex): A scion of the elements can take a
move action to gain the benefit of a wild talent (either an infusion
Class Skills or a utility wild talent) she doesn’t possess. This effect lasts 1
The scion of the element’s class skills are Acrobatics (Dex), Climb minute. The scion of the elements must meet all the wild talent’s
(Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Heal (Wis), prerequisites, including the minimum kineticist level required to
Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge select the wild talent. She may use this ability a number of times
(nature) (Int), Perception (Wis), Stealth (Dex), Swim (Str), and Use per day equal to 1 + her scion level (minimum twice per day).
Magic Device (Cha). The scion of the elements can use this ability again before the
duration expires to replace the previous wild talent with another At 6th level, a scion of the elements can use this ability to gain the
choice. benefit of three wild talents at the same time. She may select one
At 4th level, a scion of the elements can use this ability to gain the wild talent as a free action, two wild talents as a swift action, or
benefit of two wild talents at the same time. She may select one three wild talents as a move action. She may use one of the wild
wild talent as a swift action or two wild talents as a move action. talents to meet a prerequisite of the second and third wild talents,
She may use one of these wild talents to meet a prerequisite of and use the second wild talent to meet a prerequisite of the third
the second wild talent; doing so means that she cannot replace a wild talent. Each individual wild talent selected counts towards her
wild talent currently fulfilling another’s prerequisite without also daily uses of this ability.
replacing those wild talents that require it. Each individual wild At 8th level, a scion of the elements can use this ability to gain the
talent selected counts towards her daily use of this ability. benefit of one wild talent as an immediate action, or three wild
talents as a swift action. Each individual wild talent
selected counts towards her daily uses of this ability. which wild talents she can learn from her
At 10th level, a scion of the elements can use this ability to expanded element.
gain the benefit of any number of wild talents as a At 5th level and 9th level, the scion of the elements can select
swift action. Each wild talent selected counts a new element from among the list provided
towards her daily uses of this ability, and can be above, gaining all the benefits from her new
used as a prerequisite for any of the other wild expanded element as listed above. A scion of the
talents. elements cannot gain the expanded element class
Elemental Incarnation (Su): A scion of the elements feature from any class other than this prestige
has a timeless bond with the spirits of air, earth, class; instead, she gains an infusion from her
fire, and water, allowing her soul to endear where primary element whenever she would gain
others would falter. If a scion of the elements is expanded element from another class.
killed, she may automatically reincarnate (as the Elemental Understanding (Su): At 2nd level, a scion
spell) 1 day later. The scion of the elements
appears in a safe location within 1 minute of her
previous body, appearing exactly as she did in her
previous one. If she is killed again within 7 weeks
of her previous death or she dies of natural
causes, her soul undergoes true reincarnation and tyler jendrick (Order #31200458)
passes into the womb of a randomly determined of the elements chooses one element that she has
humanoid creature capable of giving birth to her. expanded her understanding of with the expanded
Effectively, the scion of the elements is born again element ability. She no longer treats her kineticist
and grows into a new 1st-level kineticist who is level as 4 levels lower for the purpose of
destined to take this prestige class again upon determining which wild talents she can learn from
meeting its prerequisites. If the scion of the the chosen expanded element. At 7th level, she
elements is killed while in a scion state or by a chooses a second expanded element to apply this
death effect, she remains dead and does not benefit to.
reincarnate. Scion Wild Talent: At 2nd level, a scion of the
Expanded Element: At 1st level, a scion of the elements elements gains one wild talent of her choice. She
learns to use another element. She can choose can select any infusion or utility wild talent from
air, earth, fire, or water. She gains one of that the list of options available based on her
element’s simple blast wild talents as well as the elemental focus or her expanded elements.
basic wild talent of her chosen expanded element Alternatively, she can choose a composite blast
(for instance, basic aerokinesis if she chooses air). wild talent whose prerequisites she meets. The
She doesn’t gain any composite blast wild talents scion of the elements gains an additional scion
or the defense wild talent of the expanded wild talent at 4th level and every 2 levels
element. In addition, she treats her kineticist level thereafter.
as 4 levels lower for the purpose of determining Scion State (Su): Beginning at 3rd level, a scion
of the elements can enter a state of pure zen that
grants her perfect connection to the elements. In the Open Game License by the Contributor (g) “Use”, “Used” or “Using”
order to enter a scion state, the scion of the means to use, Distribute, copy, edit, format, modify, translate and
elements must be benefiting from her elemental otherwise create Derivative Material of Open Game Content. (h) “You” or
overflow ability, and she must accept 1 point of “Your” means the licensee in terms of this agreement.
burn as a move action. While in a scion state, a 2. The License: This License applies to any Open Game Content that
scion of the elements increases any size bonuses contains a notice indicating that the Open Game Content may only be
on ability scores that she gains from her elemental Used under and in terms of this License. You must affix such a notice to
overflow ability by 2, and she adds her elemental any Open Game Content that you Use. No terms may be added to or
overflow’s attack roll bonus to all caster level subtracted from this License except as described by the License itself.
No other terms or conditions may be applied to any Open Game Content
checks and concentration checks that she makes
distributed using this License.
with her wild talents. Additionally, she adds half of
her elemental overflow’s attack roll bonus to the 3. Offer and Acceptance: By Using the Open Game Content You
indicate Your acceptance of the terms of this License.
save DCs of her wild talents. This state lasts for 1
minute, after which the scion of the elements 4. Grant and Consideration: In consideration for agreeing to use this
becomes exhausted for 2 minutes and fatigued for License, the Contributors grant You a perpetual, worldwide, royalty-free,
non exclusive license with the exact terms of this License to Use, the
1 hour. A scion of the elements can accept burn
Open Game Content.
while in a scion state to increase the duration of
her scion state by 1 minute per point of burn 5. Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your
accepted. When the state ends, the scion of the
Contributions are Your original creation and/or You have sufficient rights
elements becomes exhausted for twice the
to grant the rights conveyed by this License.
number of minutes she spent in her wild state
6. Notice of License Copyright: You must update the COPYRIGHT
(rounded up to the nearest minute), and is then
NOTICE portion of this License to include the exact text of the
fatigued for 1 hour. These conditions cannot be
COPYRIGHT NOTICE of any Open Game Content You are copying,
removed or suppressed, and a scion of the
modifying or distributing, and You must add the title, the copyright date,
elements that is incapable of becoming exhausted
and the copyright holder’s name to the COPYRIGHT NOTICE of any
or fatigued cannot enter a scion state.
original Open Game Content you Distribute.
True Scion (Su): At 10th level, whenever a
7. Use of Product Identity: You agree not to Use any Product
scion of the elements is in a scion state, she
doesn’t need to spend an action to use her
elemental flexibility ability. She can even use her
elemental flexibility during an opponent’s turn.
17 Identity, 18
OPEN GAME LICENSE VERSION 1.0A The
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13. Termination: This License will terminate automatically if You fail to LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
comply with all terms herein and fail to cure such breach within 30 days of Cook, and Skip Williams.
becoming aware of the breach. All sublicenses shall survive the termination of Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: Matt
this License. Sernett.
14. Reformation: If any provision of this License is held to be Anger of Angels. © 2003, Sean K Reynolds.
unenforceable, such provision shall be reformed only to the extent necessary The Book of Experimental Might © 2008, Monte J. Cook. All rights
to make it enforceable. reserved.
15. COPYRIGHT NOTICE: Open Game License v 1.0a © 2000, Wizards of The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron
the Coast, Inc. Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb.
Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. System The Book of Hallowed Might © 2002, Monte J. Cook.
Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Everyman Options: Kineticist © 2015, Everyman Gaming, LLC; Author
Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Alexander Augunas.
Dave Arneson. Leadership Handbook © 2015, Everyman Gaming, LLC; Author Alexander
Pathfinder Roleplaying Game Core Rulebook © 2011, Paizo Publishing, Augunas.
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tyler jendrick (Order #31200458)
Author: Scott Greene, based on original material by Neville White. Demon Lord,
Kostchtchie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.;
Scott Greene, based on original material by Ian Livingstone and Mark Barnes.
published and distributed by Frog God Games; Author: Scott Greene, based on original
Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games,
material by Gary Gygax. Demon Lord, Pazuzu from the Tome of Horrors Complete ©
Inc.; Author Scott Greene, based on original material by Gary Gygax.
2011, Necromancer Games, Inc.; published and distributed by Frog God Games;
Russet Mold from the Tome of Horrors, © 2002, Necromancer Games,
Author: Scott Greene, based on original material by Gary Gygax. Executioner’s Hood
Inc.; Author Scott Greene, based on original material by Gary Gygax. from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published
Shadow Demon from the Tome of Horrors, © 2002, Necromancer and distributed by Frog God Games; Author: Scott Greene, based on original material by
Games, Inc.; Author Scott Greene, based on original material by Neville White. Gary Gygax. Flumph from the Tome of Horrors Complete © 2011, Necromancer
Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene,
Inc.; Author Scott Greene, based on original material by Gary Gygax. based on original material by Ian McDowell and Douglas Naismith. Genie, Marid from
Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and
Inc.; Authors Scott Greene and Patrick Lawinger. distributed by Frog God Games; Author: Scott Greene, based on original material by
Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Gary Gygax.
Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original
published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
material by Gary Gygax. Nereid from the Tome of Horrors Complete © 2011, Poltergeist from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.,
Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott published and distributed by Frog God Games; Author: Scott Greene, based on original
Greene, based on original material by Gary Gygax. material by Lewis Pulsipher.
Jubilex from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., Trapper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.;
published and distributed by Frog God Games; Author: Scott Greene, based on original published and distributed by Frog God Games; Author: Scott Greene, based on original
material by Gary Gygax. material by Gary Gygax.
Lurker Above from the Tome of Horrors Complete © 2011, Necromancer Games, Amphisbaena from the Tome of Horrors, Revised © 2002, Necromancer Games,
Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on Inc.; Author: Scott Greene, based on original material by Gary Gygax. Angel, Monadic
original material by Gary Gygax. Deva from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author:
Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., Scott Greene, based on original material by Gary Gygax.
published and distributed by Frog God Games; Author: Scott Greene, based on original Angel, Movanic Deva from the Tome of Horrors, Revised © 2002, Necromancer
material by Ian Livingstone and Mark Barnes. Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
Moon Dog from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., Animal Lord from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
published and distributed by Frog God Games; Author: Scott Greene, based on original Author Scott Greene, based on original material by Gary Gygax. Ascomid from the
material by Gary Gygax. Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene,
Muckdweller from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., based on original material by Gary Gygax.
Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Aurumvorax from the Tome of Horrors, Revised © 2002, Necromancer
Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
Axe Beak from the Tome of Horrors, Revised © 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Bat, Mobat from the Tome of Horrors, Revised © 2002, Necromancer
Games, Inc.; Authors: Scott Greene and Clark Peterson, based on original material by Gary Gygax.
Beetle, Slicer from the Tome of Horrors, Revised © 2002, Necromancer
Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
Blindheim from the Tome of Horrors, Revised © 2002, Necromancer
Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. Brownie from the Tome of Horrors, Revised © 2002, Necromancer
Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
Bunyip from the Tome of Horrors, Revised © 2002, Necromancer Games,
Inc.; Author: Scott Greene, based on original material by Dermot Jackson.
Carbuncle from the Tome of Horrors, Revised © 2002, Necromancer
Games, Inc.; Authors Scott Greene, based on original material by Albie Fiore.
Caryatid Column from the Tome of Horrors, Revised © 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Jean Wells.
Crypt Thing from the Tome of Horrors, Revised © 2002, Necromancer
Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. Daemon, Ceustodaemon (Guardian Daemon) from the Tome of
Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Ian McDowall.
Daemon, Derghodaemon from the Tome of Horrors, Revised © 2002,
Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
Daemon, Hydrodaemon from the Tome of Horrors, Revised © 2002,
Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
Daemon, Piscodaemon from the Tome of Horrors, Revised © 2002,
Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
Dark Creeper from the Tome of Horrors, Revised © 2002, Necromancer
Games, Inc.; Author: Scott Greene, based on original material by Rik Shepard.
Dark Stalker from the Tome of Horrors, Revised © 2002, Necromancer
Games, Inc.; Author: Scott Greene, based on original material by Simon Muth.
Death Worm from the Tome of Horrors, Revised © 2002, Necromancer
Games, Inc.; Author: Scott Greene and Erica Balsley.
Decapus from the Tome of Horrors, Revised © 2002, Necromancer
Games, Inc.; Author: Scott Greene, based on original material by Jean Wells.
Demon, Nabasu from the Tome of Horrors, Revised © 2002, Necromancer
Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
Demodand, Shaggy from the Tome of Horrors, Revised © 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Demodand, Slimy from the Tome of Horrors, Revised © 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Demodand, Tarry from the Tome of Horrors, Revised © 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by tyler jendrick (Order #31200458)
Gary Gygax.
Dire Corby from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jeff Wyndham. Disenchanter from the
Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson. Dragon, Faerie from the Tome of Horrors,
Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger and Gary Gygax.
Dragon Horse from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Dust Digger from the
Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Flail Snail from the Tome of Horrors,
Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Tilbrook. Flumph from the Tome of Horrors, Revised © 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian McDowell and Douglas Naismith.
Foo Creature from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Forlarren from the
Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Ian Livingstone. Giant, Wood from the Tome of Horrors,
Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Wizards of the Coast.
Gloomwing from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Grippli from the Tome
of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
Gryph from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Peter Brown.
Hangman Tree from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Hippocampus from
the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene and Erica Balsley, based on original material by Gary Gygax.
Huecuva from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Underworld Oracle.
Jackalwere from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Jubilex from the Tome
of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
Kamadan from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Nick Louth. Kech from the Tome of
Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Kelpie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Lawrence Schick. Korred from the Tome
of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
Leprechaun from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Magma ooze from the
Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene.
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Mihstu from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
Mongrelman from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Necrophidius from
the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Tillbrook. Nereid from the Tome of Horrors,
Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
Pech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
Phycomid from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Poltergeist from the
Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Lewis Pulsipher. Quickling from the Tome of Horrors,
Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Quickwood from the Tome of Horrors, Revised © 2002,
Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Rot Grub from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
Author Scott Greene and Clark Peterson, based on original material by Gary Gygax.
Sandman from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. Scarecrow from the
Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. Skulk from the Tome of Horrors, Revised
© 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Muth.