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Ravnica Pathfinder

The Master Ravnica Document V3 is a comprehensive guide for playing a campaign set in the Ravnica universe, emphasizing the rich lore and complex guild dynamics without relying on official 5e materials. It includes character archetypes, guild restrictions, and insights into gameplay mechanics while encouraging creativity and unique character development. The author expresses gratitude to contributors and playtesters, highlighting the importance of community feedback in shaping the document.

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art.camusaurio
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0% found this document useful (0 votes)
59 views102 pages

Ravnica Pathfinder

The Master Ravnica Document V3 is a comprehensive guide for playing a campaign set in the Ravnica universe, emphasizing the rich lore and complex guild dynamics without relying on official 5e materials. It includes character archetypes, guild restrictions, and insights into gameplay mechanics while encouraging creativity and unique character development. The author expresses gratitude to contributors and playtesters, highlighting the importance of community feedback in shaping the document.

Uploaded by

art.camusaurio
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Master Ravnica Document V3

Foreword
This was born out of idea of wanting to play a campaign set in Ravnica, without having to change to 5e, as I had no
doubt that whatever WotC had made for their setting book was complete trash. In fact I had and still haven’t
looked at the book at all.
I had started playing Magic right around when 8th edition started, so the first real planes I was introduced to was
Mirrodin, Kamigawa and Ravnica. The lore, at the time, was captivating and I fell in love with these planes.
Ravnica’s story was fun, a murder mystery set in an endless Slavic city with complex political factions all fighting
around a magical and all powerful set of laws made in their ancient past.
This document seeks to recapture some of that lighting in a bottle that was the first Ravnica block. When the
guilds were at their finest, their most complex and deep. Not shallow hollowed out color archetypes to fit some
$3.99 online personality quiz. While the things in the document are timeless and can be used at any time in
Ravnica’s history. They fit that time frame the best and there are no mentions of planeswalkers, blue crystal
skeletons nor stetsons and deerstalker caps.
When I first made the first draft of what eventually would become this document in late March of 2022 I didn’t
know how much time and effort I would sink into it. How quickly new thoughts would come, how much it would
drag to finish those thoughts and what my brain needed to get done to feel that this document was complete. As
of this moment I consider this document complete, so allow me to use the rest of this space to answer some
FAQs.
Are you going to add equipment? Turns out Ravnica doesn’t have a lot of great and memorable equipment. For
Sunforger I suggest a Returning Flaming Burst Hammer
Are you going to do X plane? No, lots of the planes have become just pop culture theme parks of real world
cultures. There are a million and a half splats for Japanese and Greek style classes.
Are you worried about WotC doing something? I would love if they did, give me more publicity than I ever
deserve.
I don’t agree with how you treated the guildless and locked certain things behind different guilds, why did you do
that? Just an older school of thought really, things need to have limits to make them unique, limits breed
creativity too. All these things make it more fun in my opinion. If you disagree with something like “Oh I think
Gruul should have access to the Apocalypse Oracle Mystery” That’s fine, make that change, but I do suggest that if
you are DM’ing you do keep most of the limits and separations in place. It will make for a better experience.

1|Page
Acknowledgments
Thank you to my friends for playing and playtesting this with me, and for no other reason than
being my friends. To Peter especially, for helping post this around in different location and
replying to commenters for me. That is very much appreciated, and I know it is a hassle to deal
with me.
To Ayla, thank you for putting up with me, the time put into my “masterpiece” and making life
just more enjoyable.
To the anonymous posters, thank you for your comments, downloads and questions. It is just
nice to know that people were seeing it.
To the anonymous poster who I had an extended conversation with. I really enjoyed our
conversation. It was nice to talk to someone who saw the vision, who got it. I tried to take as
many of your suggestions to heart as I could. I saved some snipits of your comments and used
them as a well of inspiration to cross the finish line. I have sadly nothing to offer you but a
double helping of thanks and free download of this document. I wish I could have shared them
here to single you out, but word and images doesn’t go together well, doubled by them being
long and thin. To quote you though. “So from a flavor prospective the fact you understand
that the Boros Legion is compared to the Azorious. While you are showing off the Initial ravnica
era of the guilds, you’re still showing a much greater understanding of the flavor of the guild
structure than most dumbfucks… or WOTC themselves honestly. As for my favorite thing in the
book mechanically? The Dimir Brawler and in general the Dimir Structure, in general, is hyper
flavorful for being able to assume other identities, and in general the fact it’s a Dimir archetype
that isn’t just “Oooh it’s a rogue” and instead “Naw it’s a BRAWLER!”” [sic]

2|Page
Thoughts
Do remember that Centaurs are a populous race on Ravnica, there is a slightly more PC stat
block for them in the way back, more like a template really. They were just a little too unwieldy
in the play testing to make it to the finished product as a PC race, but DMs I really do suggest
you use them as NPC, enemies and flavor where ever you can. They are in the Green or White
guilds.
Regarding the Murders at Karlov Manor, I find it very funny that this set failed and was so
universally hated. The more I think about it the funnier it becomes. A low stakes, more
personal story set on the most popular plane, in what should be a safe “retread” of the first
block. I guess the talent and freedoms that existed to make the first block a success no longer
exist in the modern world. So when you see classes and skill that focus on Sense motive,
discovering criminals, bluffing, committing crimes and lawyers. It’s not out of some desire to be
like the most recent Ravnica set. It is to be more in line with the original story of the original
block, a murder mystery turned political action thriller.
While running a murder mystery is hard to do in TTRPG especially as a mystery and done well.
Something like that is always a great place to start, but I would really suggest not running it as
a full on mystery. More each clue, leads them somewhere else, which leads to another clue
and so on and so on until you are ready to have something big happen, just when they are
about to put it all together or catch the culprit. There is more in the back about what guilds
work best together and such, but at the end of the day, you can really force anyone to work
together. Such is the magic of the guild pact.

3|Page
Table of Contents
 Guild Restrictions …………………………………………………………………………………………………………………………………..[6]
 Races – Player ………………………………………………………………………………………………………………………………………..[7]
 Non Player Races and Languages …………………………………………………………………………………………………………[10]
 Guild Languages …………………………………………………………………………………………………………………………………..[11]
 Archetypes …………………………………………………………………………………………………………………………………………..[12]
 Azorius Archetypes ………………………………………………………………………………………………………………………………[12]
o Lyev Spell Arrester (Wizard) …………………………………………………………………………………………………..[12]
o Order Master (Paladin) ………………………………………………………………………………………………………….[12]
o Document Master of Prahv (Investigator) .…………………………………………………………………………….[13]
o Azorius Guilt Knower (Bard) ………………………………………………………………………………………………….[14]
 Dimir Archetypes …………………………………………………………………………………………………………………………………[15]
o Insidious Brawler (Brawler) ……………………………………………………………………………………………………[15]
o Dimir Infiltrator (Hunter) ……………………………………………………………………………………………………….[16]
o Nightveil Slicer (Swashbuckler) ………………………………………………………………………………………………[18]
o Vadelkin Spy (Wizard) …………………………………………………………………………………………………………….[18]
 Rakdos Archetypes ………………………………………………………………………………………………………………………………[19]
o Hellbent Magus (Magus) ………………………………………………………………………………………………………..[19]
o Havoc Raiser (Skald) ………………………………………………………………………………………………………………[19]
o Cult Uncager (Cavalier) ………………………………………………………………………………………………………….[20]
o Rakdos Subverter (Investigator) …………………………………………………………………………………………….[21]
 Painful Secrets Damage Table…………………………………………………………………………………. [22]
 Gruul Archetypes………………………………………………………………………………………………………………………………… [23]
o Zhur Taa Striker (Bloodrager) …………………………………………………………………………………………………[23]
 Improvised Weapon Damage Table ………………………………………………………………………….[24]
o Enduring Trog (Monk) ……………………………………………………………………………………………………………[25]
o Skarrgan Earthbreaker (Cleric) ……………………………………………………………………………………………….[26]
o Gruul Zealot (Anti Paladin) …………………………………………………………………………………………………….[26]
 Detect Strength ……………………………………………………………………………………………………….[27]
 Seleysnya Archetypes ………………………………………………………………………………………………………………………….[30]
o Silentman (Warpriest) ……………………………………………………………………………………………………………[30]
o Nature Bonded (Hunter) ………………………………………………………………………………………………………..[30]
o Regenerative Sagittar (Ranger) ………………………………………………………………………………………………[31]
o Conclave Glade Defender (Slayer) .…………………………………………………………………………………………[31]
 Orzhov Archetypes ………………………………………………………………………………………………………………………………[32]
o Tithedrinker (Oracle) ……………………………………………………………………………………………………………..[32]
 Blood Mystery ………………………………………………………………………………………………………….[32]
o Debt Enforcer (Samurai) ………………………………………………………………………………………………………..[33]
o Arm of Alms (Monk) ………………………………………………………………………………………………………………[34]
 Vow of Poverty… for others ……………………………………………………………………………………..[36]
o Basilica Mercy Giver (Cleric) ….……………………………………………………………………………………………….[37]
o Ozhovian Gouger (Bloatmage) ……………………………………………………………………………………………….[37]
 Izzet Archetypes …………………………………………………………………………………………………………………………………..[38]
o Niv Idolist (Inquisitor) …………………………………………………………………………………………………………….[38]
o Dragon’s Maw Gunner (Gunslinger) ……………………………………………………………………………………….[38]
o Probability Blaster ………………………………………………………………………………………………………………….[39]
o Flask Thrower Perfectionist (Warpriest) …………………………………………………………………………………[39]

4|Page
 Gulgari Archetypes ………………………………………………………………………………………………………………………………[40]
o Ochran Assassin (Rouge/Ninja) ………………………………………………………………………………………………[40]
 Additional Rogue Talents …………………………………………………………………………………………[41]
o Deadbridge Acolyte (Druid) ………..………………………………………………………………………………………….[41]
o Street Swarm Scavenger (Shamam)…….………………………………………………………………………………….[42]
o Rotwood Monstrosity (Bloodrager) ……………………………………………………………………………………….[44]
 Boros Archetypes …………………………………………………………………………………………………………………………………[45]
o Ordruun Commando (Fighter) ……………………………………………………………………………………………….[45]
o Inspired Wojek (Warpriest) ……………………………………………………………………………………………………[46]
o Light of the Legion (Inquisitor) ……………………………………………………………………………………………….[47]
o Boros Shock Trooper (Magus) ………………………………………………………………………………………………..[47]
 Additional Magus Techniques ………………………………………………………………………………….[48]
 Lighting Helix ……………………………………………………………………………………………………………[48]
 Greater Lighting Helix ………………………………………………………………………………………………[49]
 Simic Archetypes ………………………………………………………………………………………………………………………………….[50]
o Cytoplast Alchemist (Alchemist) …………………………………………………………………………………………….[50]
o Alpha Predator (Barbarian) …………………………………………………………………………………………………….[50]
o Rogue Grafter (Witch) ……………………………………………………………………………………………………………[51]
o Frogmorph Striker (Shifter) ……………………………………………………………………………………………………[52]
 Guildless Archetypes ……………………………………………………………………………………………………………………………[53]
o Street Hooligan (Swashbuckler) ……………………………………………………………………………………………..[53]
o Guildbreaker (Ranger) ……………………………………………………………………………………………………………[54]
o Haazda Rallier (Bard)……..…………………………………………………………………………………………………….[54]
o Protector from Debt (Vampire Slayer) ……………………………………………………………………………………[55]
 New Oracle Curse ………………………………………………………………………………………………………………………………..[56]
 Sorcerer Bloodline Restrictions ……………………………………………………………………………………………………………[57]
 New Sorcerer Bloodlines ……………………………………………………………………………………………………………………..[59]
 Wizard School Restrictions …………………………………………………………………………………………………………………..[70]
 Witch Patron Restrictions …………………………………………………………………………………………………………………….[71]
 Cleric Domain Restrictions and Favored Weapons ……………………………………………………………………………….[73]
 Guild Cleric Domains ……………………………………………………………………………………………………………………………[74]
 Oracle Mystery Restrictions …………………………………………………………………………………………………………………[78]
 Cavalier Order Restrictions ………………………………………………………………………………………………………………….[79]
 Guild Cavalier Orders …………………………………………………………………………………………………………………………..[80]
 Lore Basics …………………………………………………………………………………………………………………………………………..[86]
 Notable Locations (Homebrew) ……………………………………………………………………………………………………………[87]
 Lore In Depth ……………………………………………………………………………………………………………………………………….[90]
 The Guild Pact ……………………………………………………………………………………………………………………………………..[94]
 Guild Cooperation ……………………………………………………………………………………………………………………………….[95]
 DM info and Forgotten Things ……………………………………………………………………………………………………………..[96]
o Centaur PC Template ……………………………………………………………………………………………………………..[96]
o Nephilim Heretic (Cleric) ………………………………………………………………………………………………………..[96]
o Nephilim Domain …………………………………………………………………………………………………………………..[97]
o Dimir Doppelganger (Vigilante) ………………………………………………………………………………………………[98]

5|Page
Guilds – Restrictions
• Azorius Senate: White Blue, Lawful

• House Dimir: Blue Black

• Cult of Rakdos: Red Black, Non Lawful

• Gruul Clans: Red Green, True Neutral or Chaotic

• Selesnya Conclave: Green White, Neutral & Non Chaotic

• Orzhov Syndicate: White Black, Non Chaotic

• Izzet League: Red Blue

• Golgari Swarm: Black Green

• Boros Legion: Red White, Non Evil

• Simic Combine: Green Blue

• Guildless: May be any race and any alignment, cannot be divine caster classes, except for
Paladin, Vampire hunter or any spelless ranger archetype.

Class restrictions
• Divine Classes ,except Paladin and Vampire Hunter, must be in a guild
• Paladin any guild where they can be LG or Guildless
• Vampire Hunter non orzhov guild or guildless
• Gunslinger must be Izzet league, Orzhov syndicate or Azorius Senate
• Alchemist are in the Simic, Golgari, Rakdos and Dimir guilds only
• Bards are in the Rakdos, Boros, Azorius guilds or guildless
• Wizard & other INT Casters can’t be Gruul
• Druids, Rangers, Hunters, Shamans, and Shifters must in Green guild (some exceptions for
specific architypes)

• Barbarian, Skald, Bloodrager must in either a Green, Red, Black guild but not Izzet or Dimir

6|Page
Races
Player
 Elves – Elf {Green}
 Goblins – Goblin or Hobgoblin {Red or Black}
 Humans – Human {any}
 Minotaur- Half Orc or Orc {Red} (replace bite, with gore)
 Vampires – Dhampires {Black}
 Viashino – Lizardfolk or Kobold, except medium size and stats are +2 DEX, +2 Wis, with either a -
2 to STR or INT {Red}
 Vedalken – Gnome except medium size or Drow {Blue}
 Fairy(Greater) – Halfling except replace Sure Footed with a 10 ft fly speed with poor
maneuverability {Blue}
 Simic Mutants – Grippli, Gillmen, Nagaji {Simic only}
o Nagaji
 Alternate Racial Trait
 True Serpent: More experimented on than others you no longer have legs. You
instead have a snake like body and tail. You have a 25ft movement speed, and a
primary natural attack (tail) that does 1d4 damage if you are medium. The
replaces Base Speed and Resistant
 Loxodon {White}

• Use either Oread or Dwarf Ability Scores


• Can use either Oread or Dwarf Racial abilities can be chosen differently than ability
scores but can’t mix and match racial abilities. So, they must all be Dwarf or Oread.
• Can use Dwarf or Oread racial weapons or take Dwarf or Oread archetypes/feats
• Can’t take Crystalline Form

7|Page
 Root Kin {Green} {See Variants}
Ability Score: +2 Con, +2 Wisdom and -2 Dexterity
Size: Medium
Type: Outsider Native
Base Speed: 20 ft
Languages: Common and Sylvan

Racial Traits
Defense Racial Traits
Plant Immunities: Root Kin don’t need to sleep and are Immune to Magic Sleep effects.

Feat and Skill Racial Traits


Natural Environment: +4 to stealth in Forest and other plant heavy areas

Magical Racial Traits


Plant Magic: Can cast good berry and Speak with Plants 1/day with CL equal to HD

Offense Racial Traits


Thorns: A creature that strikes you with an unarmed strike, or a natural weapon takes 1d4 +1 for every 4
hd you possess points of damage unless they make a DC 10+HD+Con mod reflex saving throw. If you are
unarmored or not wearing bulky clothing these count as armor spikes and you are proficient with armor
spikes

Sense Racial Traits


Low Light Vision: Can see twice as far as humans in conditions of low light

See Variants Below

• Wood Kin – Gruul


Ability Score: +2 STR, +2 CHA and -2 DEX
Replacing Magical Racial Trait
Spell Resistance: Wood Kin gain spell resistance equal to 7 + their character level. This
resistance can be lowered as a free action, it does not come up till you spend 1 standard action
to raise it. Wood Kin with this racial trait take a –2 penalty on all concentration checks made in
relation to arcane spells.

• Woodwraith – Golgari
Replacing Magical Racial Traits
Nasty Thorn: Can cast Nauseating Dart 3/day with DC equal to 10+Con mod+ HD
Replacing Offense Racial Trait
Corruption: whenever you would do negative energy damage you do that much damage +1 for
every 4 hd you possess after your first HD unless it is against plants in which case it is that much
damage +2 for every 4 hd you possess after your first HD.
Senses Replacing Low Light Vision
Dark Vision: Can see perfectly in the dark up to 60 feet.

8|Page
• Cytoplast Kin -Simic
Ability Score: +2 CON, +2 Int, -2 CHA
Replacing Feat and Skill Racial Trait:
Adapt: 3/day you may gain a +2 to a skill check of your choice and may make that check as
though you were trained in it.
Replacing Magical Racial Traits
Cytoplast Guidance: 3/day you may cast guidance as a swift action on a creature that isn’t
yourself.

• Flame Kin – Boros


Ability Scores: +2 DEX, +2 CHA, -2 WIS
Base Speed: 30 ft
Replacing Defensive Racial Traits
Armor Born: Increase the maximum Dex bonus of Armor and Shields by 1 and decrease their
Armor Check penalty by 1. Stacks with Armor training and other similar affects.
Replacing Magical Racial Trait
Radiance: Once per day when you are effected by a moral, luck, sacred or untyped bonus 1 ally
at level 1 and 1 additional ally per every 4 HD after within 20 ft may also gain this bonus.
Replacing Offense Racial Triat
Immolation: 1/day as a swift action you may make a burst of flames shoot out of you. This does
1d8 fire damage for each HD you have in a 5 ft burst around you. DC 10+CHA+Level reflex save
to halve damage. You are dealt this damage but you do not get a reflex save to halve the
damage, you cannot reduce damage from this ability except once you reach 10 HD. Once you
have 10 HD this ability can only put you at -1 HP minimum as long as you have 10 HP when you
use this ability.

• Vitu Ghazi Kin –Selesnya


Ability Score: +2 CON, +2 CHA, -2 INT
Replacing Feat and Skill Racial Traits
Grown Diplomats: Gain a +3 bonus to diplomacy and a +3 bonus on Handle Animal Checks
Replacing Magical Racial Traits
Vitu Ghazi Crystals: 2/day you may cast Cure Light Wounds and Entangle with CL equal to your
HD
Replacing Offense Racial Trait
Hard Bark: Gain a +1 Bonus to natural armor

9|Page
Non Player Races & Languages
 Fairies (Lesser) (Auran)
 Ogres, Giants, Trolls, Cyclops (Giant)
 Shapeshifters (Aklo)
 Ghost (Common)
 Gorgon (Undercommon)
 Dryad (Sylvan)
 Angels (Celestial)
 Devils (Infernal)
 Demons (Abyssal)
 Sphinx (Sphinx)
 Centaurs (Tauren)
 Elves (Elven)
 Goblins (Goblin)
 Human (Common)
 Loxodon (Loxodon)
 Minotaur (Tauren)
 Vampire (Commen)
 Viashino (Draconic)
 Vedalken (Aquan)
 Fairy (Greater) (Auran)
 Simic Mutants (None)

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Guild Languages
 Azorius High Common
o Basically what like old English is compared to modern English
 Dimir Cant
o An entirely coded language that sounds like a normal conversation but is actually a
different one. Focusing on assigning missions and retrieving info from operatives.
o Always starts with a question
 Rakdos Romance Language
o Needlessly complex
o Always in verse
 Gruul Creole
o While all Guild languages are a creole of their member races, the Gruul language is the
most so, with no additional rules or unique words
 Selesnya Sign Languages
o The only non-verbal language
o Can also be communicated through touch
o Hieroglyphic writing
 Orzhov Orthodox
o Complicated language and very context based
o Usually only priests or above in Syndicate can read it
 So only they control the information of the sacred texts
 Izzet Metniviz
o Kind of a joke language
o Language only consists of the letters in nivmizzet
o Similar pig latin
 Golgari Undercode
o Able to be used by insects, plants and undead
o Similar to Morass Code
o Proficient listeners are valued over speakers as listeners allow the language to be
transmitted quicker
 Boros Tactical
o Non Written
o Doesn’t handle complex concepts well
o Mostly used to verbally communicate military maneuvers in secret
 Simic Cytoplastic
o Requires a Cytoplasm graft to “speak” it
o Non Written
o Cytoplasm transmits to other Cytoplasm
o Can be picked up by nearby Cytoplasm based on “how loud the conversation is”

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Archetypes
Azorius Archetypes
Lyev Spell Arrester (Wizard)
Alters Class Skills
Add Profession (Barrister) to your list of class skills.

Alters Arcane Bond


You must select a Light Hammer as your Bonded Object, or you must select your Familiar to be a non-flightless bird.

Alters Arcane School


You must select the Abjuration school and the Counterspell sub school as your Arcane School.
As an additional talent of this school you may counter spell like abilities as though they were spells.

Weakened Magic: The DCs of your spells get a -1 and you have a -1 to hit with ranged spells.

Replaces the Bonus Feat at level 5


No Escape: You gain the Disruptive feat. When a target, fails a save or is hit, by a spell you cast that either has a save or chance
to miss, or has a spell or spell like ability countered by you is it under your No Escape Ability until the end of their next turn. Your
threatened area, for making an attack of opportunity against the target for them casting a spell or spell like ability is
considered to be 30 ft only for the targets effected by your No Escape ability. You can make an attack of opportunity against
them if they do not cast defensively as if you used The Hand of the Apprentice Universalist ability, you can use this ability a
number of times per day equal to your intelligence modifier. At 10th level you can use this ability equal to 3+ your intelligence
mod per day. At 15th level you can use this ability equal to 3+ double your intelligence mod per day.

Replaces the Bonus Feat at Level 10


Long Arm of the Law: You gain the Spellbreaker Feat. When a target affected by your No Escape ability fails a concentration
check, you can make an attack of opportunity against them as if you used The Hand of the Apprentice Universalist ability, you
can use this ability a number of times per day equal to your intelligence modifier. At 15th you can use this ability equal to 3+
your intelligence mod per day. At 20th level you can use this ability equal to 3+ double your intelligence mod per day.

Replaces the Bonus Feat at level 15


I Am the Law: You gain the Parry Spell Feat. If you were to successfully counter a spell, you may make a DC 25+Double Spell
level of the countered spell profession (Barrister) check. If you succeed the check, the spell you used to counter the spell is not
used. If you fail the check, the spell is used normally and you cannot use this ability for 1 hour, and your spells DC’s are treated
as one lower for that hour as well. Your No Escape and Long Arm of the Law abilities adds your Int modifier to damage instead
of STR modifier.

Order Master (Paladin)


Replacing must be Lawful Good, you may be any Lawful alignment instead.
Replacing Aura of Good
Aura of Law: The power of an Order Master’s Aura of Law is equal to her Paladin level.

Replacing Detect Evil


Detect Chaos: At will, a paladin can use detect chaos, as the spell. An Order Master can, as a move action, concentrate on a
single item or individual within 60 feet and determine if it is chaotic, learning the strength of its aura as if having studied it for 3
rounds. While focusing on one individual or object, the paladin does not detect chaos in any other objects or individuals within
range.

Replacing Smite Evil

12 | P a g e
Smite Chaos: Once per day, a paladin can call out to the powers of law to aid her in her struggle against chaos. As a swift
action, the paladin chooses one target within sight to smite. If this target is chaotic, the paladin adds half her Cha bonus (if
any)(min1 for positive modifiers) to her attack rolls and adds half her paladin level to all damage rolls made against the target
of her smite. If the target of smite chaos is an outsider with the chaos subtype, an chaos-aligned dragon, or an undead
creature, the bonus to damage on the first successful attack increases to 1 points of damage per level the paladin possesses.
Regardless of the target, smite chaos attacks automatically bypass any DR the creature might possess.
In addition, while smite chaos is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC
against attacks made by the target of the smite. If the paladin targets a creature that is not chaotic, the smite is wasted with no
effect.
The smite chaos effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of
this ability. At 4th level, and at every three levels thereafter, the paladin may smite chaos one additional time per day.

Altering Lay on hands


The Order Master gains either lay on hands & mercy or touch of corruption & Cruelties based on their alignment. A neutral
Order Master may choose, once chosen this choice can’t be changed.

Replacing Aura of Courage, Aura of Resolve, Aura of Justice, Aura of Faith, Aura of Righteousness & Holy
Champion
Aura of Battlefield Mastery: The Order Master gains an Aura with a range of 30 ft. At the following levels the aura gains the
following benefits. The Order Master benefits from these as well, so long as the conditions are met, she considers herself her
own ally.
3rd level: Allies who are in flanking gain a +2 to damage rolls against the flanked target.
8th level: Allies who are adjacent to one another gain +2 bonus to AC
11th level: Allies who are adjacent to an ally and an enemy gain a +2 to hit, Allies in flanking gain an additional +2 to hit the
flanked target.
14th level: Allies not adjacent to another ally gain a +2 to reflex saves.
17th level: Allies within 15 ft of an ally that is not the Order Master gain an additional +2 to all saves.
20th level: The previous bonuses are double.

Altering Spells:
An Order Master only gains access to her 1st and 2nd level spell slots, choosing either the paladin or antipaladin spell list based
on the choice she made at level 3. At 8th level and every 4 levels after the Order Master gain an addition spell per day for any
spell levels they can cast.
Bonus Feats: At 10th level and every 3 levels after the Order Master gains an additional feat.

Document Master of Prahv (Investigator)


Changing Alchemy
The Document Master can cast spells, gaining a spell book and learning spells off the sorcerer/wizard spell list. A Document
Master begins play with a spellbook containing all 0-level wizard spells plus three 1st-level spells of his choice. The Document
Master also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each
new Investigator level, he gains two new spells of any spell level or levels that he can cast (based on his new Investigator level)
for his spellbook. At any time, a Document Master can also add spells found in other spellbooks to his own

This does not change the number of spells he can cast each day. It also replaces the Alchemist Discovery Investigator talent
with Arcanist Exploits, where one inspiration use can be used as one arcane reservoir point. Unless otherwise noted the DC is
10+1/2 investigator level+ Int mod

Replacing Trapfinding
Well Read: When a Document Master would roll the highest number on the inspiration die for a knowledge check they may roll
another inspiration die, and add it to the result of the check, and repeating this process until the roll of the dice is no longer the
max number on the die.

Replacing Poison Lore


Document Master: You gain a bonus equal to ½ your level on Perception checks in libraries, court rooms, and to inspect books
and other documents. They also gain a bonus equal to ½ their level on Linguistic checks to make and detect forgeries.

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Replacing Poison Resistance
Chaos Resistance: at 2nd level Gain a +2 bonus on all saving throws caused by chaotic creatures or spells with the chaotic
descriptor. This bonus increases to +4 at 5th level, +6 at 8th, and +8 at 11th. At 16th level treat him as having succeeded at saving
throws caused by chaotic creatures and spells with the chaotic descriptor

Replacing Trap Sense


Rune Sense: At 3rd level they gain a +2 bonus saves vs Spells or Traps whose activation is based on reading or looking at writing
or a document or a picture. At 6th level and every 3 levels after these bonuses increase by 2.

Replacing Swift Alchemy


Swift Paperwork: at 4th level an investigator can create and detect forgeries in half the normal amount of time. They can also
fill out and processes non forgery paper work in ¼ the normal time. To detect his forgeries a person must spend 1d6 minutes per
page. The DCs of magical glyph, symbol, or other magical spell effect (referred to in this spell description as a rune) cast by the
investigator increase by 1, if they are cast on a forgery you have made, the spell only activates if the creature is able to
determine it is a forgery, and increase the DC of the spell by an additional 2 unless they beat the Linguistics check by 5 or more
or possess the Document Master ability.

Azorius Guilt Knower (Bard)


Changing Weapon Proficiencies
An Azorius Guilt Knower is not proficient with whips.

Changing Spells Known


An Azorius Guilt Knower does not learn spells off the bard spell list instead he only learns divination spells, but they may be
from any spell list, and he learns them as if they were 1 level lower based on the lowest level they can be learned at. If that
makes them a 0 level spell he can cast them as a cantrip. He can't make a spells level go below 0.

Changing Performance
An Azorius Guilt Knower must select oratory as his performance type.

Changing Martial Performance


Instead of heavy blades, the Azorius Guilt Knower’s other martial performance tied to his performance type is hammers.

Replacing Distraction
Counter-Scrying: At level 1 When an Azorius Guilt Knower knows or suspects he might be scryed upon he can start this
performance as a swift action. Information that the party would gather from scrying on the Azorius Guilt Knower during this
time is wrong, and the party is unaware that Azorius Guilt Knower knows of their scrying.

Replacing Fascinate
Erode Will: At 1st level the Azorius Guilt Knower can attack a creature’s mental fortitude. When he starts this performance the
creature gets a -1 on will saves and an additional -1 on saves vs divination spells. The penalty vs divination spells increases by 1
at 5th level and every 6 levels after.

Replacing Suggestion
Forced Honesty: At 6th level this performance acts of zone of truth. With the emanation coming from the bard with a range of
30ft. Creatures in the zone are not aware of it. Creatures in the zone do not get a save against telling the truth, they also feel
compelled to answer when asked a question. DC against answering when asked is DC 10+½ class level+cha mod vs will. Even if
they pass this save they are not aware of the effect and may still answer, they may also answer in the future if asked again. The
bard may only ask 1 creature 1 question per round of the performance.

Replacing well versed


Closer: At 2nd level an Azorius Guilt Knower adds ½ his level to Sense Motive and Profession (barrister) checks.

Replacing Jack of all trades


Divine on Crime: at 10th level an Azorius Guilt Knower, knows if his divination spells were a success or not, he also as additional
5% chance to correctly divine the future. He also only pays 1/4th the cost for material components for divination spells .

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Dimir Archetypes
Insidious Brawler (Brawler)
Alters Class Skills
Acrobatics, Climb, Craft, Escape Artist, Disable Device, Disguise, Knowledge (all), Perception, Sense Motive, and Swim are all
class skills

Alters Weapon and Armor Proficiency


An Insidious Brawler is proficient with Torches, Lamps, Ladders, Blow Darts, All Simple Weapons and Short Swords. They are
proficient with all Light armor and shields (except Tower).

Replaces Brawlers Cunning


Cunning Movement: An Insidious Brawlers Dexterity must be at least 10. Their Dexterity is treated to be equal to their
intelligence for all things that care about dexterity or its modifier. If an Insidious Brawler were to experience a penalty to
dexterity, it would lower its replacement modifier by an equal amount. An Insidious Brawler does not receive any benefit for a
dexterity score over 10. (As an example, an Insidious Brawler has an DEX of 10 with a modifier of 0 and an INT of 20 and a
modifier of +5. They have the Weapon Finesse Feat and are at first level, with a BAB of +1. They roll an attack roll with a
dagger. They roll 1d20+1+5 to hit. They Miss. They then move in to a square where there is a poison pit spike trap. They roll a
Reflex save to avoid damage against a DC of 20. They Roll 1d20+2+5. They fail and take damage. They then fail their Fort save
and become poisoned. The poison does 2 points of dexterity damage. He then tries to roll an acrobatics check to escape the
pit. He has a single rank in it and it is a class skill. He rolls 1d20+1+3+4. Due to the penalty to DEX. His ally then casts Cat’s
Grace on him. Before the Brawler makes another attack with his dagger. He rolls 1d20+1+5. Even though he would have an
effective 12 to DEX. The Brawler wears no Armor or Shield, their AC is 15.)

Alters Unarmed Strike


An Insidious Brawlers Unarmed Strike damage is treated as though they were one size category smaller. (1d4 at first level for a
medium Insidious Brawlers)

Alters Martial Training


Perfect Double: An Insidious brawler counts their total brawler levels as levels in any other class for the purpose of qualifying for
feats. They also count as all classes for feats and magic items that have different effects based on whether the character has
levels in those classes.

Replaces Bonus Combat Feats


Dirty Fighter: At 2nd Level the Brawler Gains the Improved Dirty Trick Feat. At 5th level the Brawler gains the Equipment Trick
Feats for Boot, Ladder, Lantern, Smokestick and Magic Trick Mage Hand feat. At 8th level the Brawler gains the Greater Dirty
Trick Feat. At 11th level they gain the Quick Dirty Trick Feat. At 14th Level they gain the Dirty Trick Master Feat. At Levels 17 & 20
they gain a bonus feat as normal. If they already have the feat they would gain at that level, they may gain the next Dirty Trick
Feat they would gain or a bonus feat.

Replaces Maneuver Training


Dirty Maneuvers: At 3rd level the brawler gains a +1 bonus on combat maneuver checks when performing a Dirty Trick
Combat Maneuver and a +1 bonus to her CMD when defending against that maneuver. At 7th level and every 4 levels
thereafter, the brawler increases bonuses by +1. At 7th level they may also attempt a dirty trick for free to a foe adjacent to the
one being dirty tricked. It must be the same penalty. At 11th level and every 4 levels after, when the brawler does a dirty trick
maneuver, they may choose one additional target adjacent to themselves or an opponent being targeted by a dirty trick to do a
free dirty trick to. A target can only have one dirty trick maneuver done to them in this way and all dirty tricks must be for the
same status effect. This can form a chain. So Original target, target adjacent but behind them and then target adjacent but
behind the original adjacent but behind target.

Replaces Knockout
Magehand: An Insidious Brawler can cast mage hand any number of times per day. An Insidious Brawler can cast Pilfering Hand
a number of times per day equal to his intelligence modifier minus -2. At 10th level, he can cast Pilfering Hand one more time
per day and at 16th level he can cast it an additional time per day.

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Replaces Close Weapon Mastery
Cunning Mastery: When Wielding a weapon he has a proficiency with from his class she uses the unarmed strike damage of a
brawler 4 levels lower instead of the base damage for that weapon. The weapon also benefits from his Brawler’s Strike Class.

Dimir Infiltrator (Hunter)


Altering Animal Companion
A Dimir Infiltrator gains the assistance of a Dimir Spy Bug. Stats of a Giant Mosquito, but with a 2 in INT and its wings beat
silently. In addition to the benefits given by the 7th level advancement, a Dimir Spy Bug also gains +2 INT

Replacing Animal Focus


Guild Focus: at 1st level a Dimir Infiltrator can take on the aspect of a guild as a swift action. She must select one type of guild to
emulate, gaining a bonus or special ability based on the guild emulated and her Dimir infiltrator level. The Dimir Infiltrator can
use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be
spent in 1-minute increments. The Dimir Infiltrator can emulate only one guild at a time.

When a Dimir Infiltrator choses a guild focus they gain a +4 on disguise checks to appear part of that guild.

The Dimir Infiltrator can also apply one of these aspects to her animal companion. Unlike with the Dimir Infiltrator herself,
there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count
against the Dimir Infiltrator’s minutes of duration per day-it remains in effect until the Dimir Infiltrator changes it. The
companion’s aspect must be the same aspect the Dimir Infiltrator has taken on. The Dimir Infiltrator can select or change the
animal foci on both herself and her animal companion as part of the same swift action.

When a Dimir Spy Bug has a guild focus they gain a +4 on disguise checks to appear part of that guild.

If the Dimir Infiltrator’s animal companion is dead, the hunter cannot apply her companion’s guild focus to herself instead of
her animal companion. They instead gain a +8 bonus, in addition to the normal +4 on disguise checks to appear part of the
guild, they are currently guild focusing.

Azorius: +2 bonus to will saves, +4 bonus to Fly, +4 Bonus to Spellcraft. These bonuses increase by +2 at 8th level and again at
15th level.

Boros: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against
attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Dimir: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th
level. You instead gain a +4 bonus to disguise to make it look like you are not a part of any guild.

Gruul: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Golgari: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 30 feet at 8th level
and it also gains 30 feet of tremor sense at 15th level. The scent range doubles if the opponent is upwind, and is halved if the
opponent is downwind.

Rakdos: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Selesnya: The creature gains a +2 enhancement bonus to Charisma. This bonus increases to +4 at 8th level and +6 at 15th
level. Also when it benefits from healing and it heals a minimum of 1d4 in a single turn, it heals an additional 1d8. This bonus
increases to 2d8 at 8th level and 3d8s at 15th level.

Orzhov: All bleed damage dealt is increased by 1d4. This bonus Increased to 2d4 at 8th level and 3d6 at 15th level.

Simic: The creature gains a 5-foot enhancement bonus to its base speeds. This bonus increases to 10 feet at 8th level and 20
feet at 15th level.

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Izzit: The creature gains a +2 enhancement bonus to Intelligence. This bonus increases to +4 at 8th level and +6 at 15th level.
It also gains fire resistance 5. This bonus increases to fire resistance 10 at 8th level and fire resistance 15 and electrical
resistance 5 at 15th level.

Replacing Precise Companion and the teamwork feats at 6th and 9th level
Omni Companion: A Dimir infiltrator must always be ready to infiltrate other guilds, however a Spy Bug accompanying them
would certainly raise suspicions. Luckily the Spy Bug can take various shapes to be better allowed into other guilds.

At 2nd level the Dimir Spy Bug gains the ability to turn herself into any Small animal and back again once per day. Her options
for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here.
The effect lasts for 1 hour per Hunter level, or until she changes back. Changing form (to animal or back) is a standard action
and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the Hunter is familiar.

A Dimir Spy Bug can communicate normally with other animals of the same general grouping as her new form. (The normal
sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A Dimir Spy Bug can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight
times at 18th level. At 20th level, a Dimir Spy Bug can use wild shape at will. As a Dimir Spy Bug gains levels, this ability allows
the bug to take on the form of larger and smaller animals plants. Each form expends one daily use of this ability, regardless of
the form taken.

At 8th level, a bug can also use wild shape to change into a Medium animal. When taking the form of an animal, a Dimir Spy
Bug’s wild shape now functions as beast shape II.

At 10th level, a bug can also use wild shape to change into a Tiny animal or a Small or Medium plant creature. When taking the
form of animals, a Dimir Spy Bug's wild shape now functions as beast shape III. When taking the form of a plant creature, the
Dimir Spy Bug's wild shape functions as plant shape I.

At 12th level, a Dimir Spy Bug can also use wild shape to change into a Large or Diminutive animal or a Large plant creature.
When taking the form of a plant, the Dimir Spy Bug's wild shape now functions as plant shape II.

At 14th level, a Dimir Spy Bug can also use wild shape to change into a Huge animal

At 16th level a Dimir Spy Bug can also use wild shape to change into a Huge plant creature. When taking the form of a plant, the
Dimir Spy Bug's wild shape now functions as plant shape III.

Replacing Woodland Stride


City stride: move easier through crowds. When moving through groups of humanoids that would normally count as difficult
terrain, the Dimir Infiltrator instead moves normally.

Replacing Second Animal Focus


Momentary excellent: for a number of minutes equal to half his level a Dimir Infiltrator can double the bonuses given by focus
to both him and his spy bug. Must be used in 1 minute intervals. It is a free action to use. You also get a +4 to bluff, diplomacy,
and intimidate vs members of the guild you are appearing as, this effect constant. +8 if your spy bug is dead.

Replacing One with the Wild


One with the city: bonus on gather information checks and survival checks to follow tracks on the city. Creatures with a miss
chance for attacking you in dim light or darkness have an additional 10% miss chance.

Replacing Master Hunter


Confusing Duplicate: The spy bug gains an additional +8 to intelligence. This doesn't count it as an awakened animal. Instead it
is a magical animal. The Dimir Infiltrator can use beast shape as though he was the spy bug.
the Spy bug can transform into a copy of the Dimir Infiltrator in appearance and speech.

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Nightveil Slicer (Swashbuckler) (Fairy, Greater)

Changing Panache
Panache is in instead based on Intelligence and all other Swashbuckler abilities that refer to Charisma are instead based on
Intelligence.

Changing Opportune Parry and Riposte


At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a
use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an
attack of opportunity; for each size category the attacking creature is smaller than the swashbuckler, the swashbuckler takes a
– 2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses.
The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made.
Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make
an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be
reduced by any ability or effect that reduces the number of panache points a deed costs.

Replacing Charmed Life


Sneak in: at 2nd level you may cast reduce person on yourself as a swift action, with a caster level equal to your Swashbuckler
level. You can do this 3/day at level 2, and an additional time per day at 6th level and every 4 levels after. At 10th level you may
reduce yourself two size categories instead.

Replacing the Bonus Feat @ 4th level


Better Flight: You gain 10 ft of fly speed and average maneuverability. At 10th level this increases to 30 ft and good
maneuverability and at 15th level your flight speed increases to 40ft.

Replacing Swashbuckler Weapon Training @ 5th level


Tiny Cut, Perfect Place: at 5th level when you would have your size reduced, normally reducing your weapon damage die,
instead increase your damage die for each size category you were reduced. Increasing your size now reduces your weapon
damage die for each size category it would have increased it.

Vadelkin Spy (Wizard) (Vadelkin)


To select this archetype you can't remove your racial spell like abilities, but you can trade them for other racial
spell like abilities. You are treated as gnome and a drow for qualifying for feats and traits.

Replacing Arcane Bond


Innate diversity: if you selected gnome, gain the drow racial spell like ability trait. If you selected drow, gain a gnome spell like
ability trait. They are now intelligence based. In addition you can take feats that list gnome or drown as a prerequisite even if
you don't meet the ability and skill rank prerequisites.

Replacing Arcane School


Enhanced Natural Magic: 1st level you gain the feats Casual Illusionist and Drow Nobility.

3rd level: gain the feats Enhanced Gnome Magic twice and Spider Climb.

8th level: Can sacrifice a racial spell charge to cast a spell of the same school that they know. Can't do this more than the
number of times a day per spell level than the number of spells they can cast at that level. If they sacrifice a spell charge of a
spell like ability the can cast all the time or is constant, they can still cast that spell or it is still constant.

Replacing bonus feats


Know One’s Self: at 3rd level and every 2 levels after select a feat from the list to gain, you still must meet some prerequisites.

Improved drow nobility, greater drow nobility, umbral scion, improved umbral scion, extra gnome magic, enhanced gnome
magic, expanded resistance, gnome trickster, groundling.

If you have all the feats from this list, you may gain a feat that list gnome or drow as a prerequisite instead.

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Rakdos Archetypes
Hellbent Magus (Magus)
A hellbent magus uses their Charisma instead of their intelligence for the purpose of determining what spells they can cast and
the number of points in their arcane pool, in addition to the number of additional 1st level spells they start with. They also do
not gain 5 spells per day, if the table would say they gain a 5th spell slot they remain at 4. They can still have more than 4 spells
per day for having a high charisma score.

Replacing Medium and Heavy armor


Arcana Unleased: at 1st level the magus gains access to an arcane school or elemental school, gaining the benefits of having an
arcane school with an additional spell slot and the abilities. They must select the appropriate opposition schools.

When a Hellbent magus prepares a spell from an opposition school, the duration of that spell is increased by 50% and the spell
does additional damage equal to 1+1/4th the magus’s level in magus per damage dice.

At levels 3rd, 6th, 9th, 12th,15th, 18th,19th,20th a hellbent magus can learn two spell, off the wizard spell list, from an opposition
school of any level of spell he is able to cast.

Altering Spell Recall


In addition to spell recall, if the magus attempts to recall a spell from an opposition school, he must expend an additional two
points from his arcane pool.

Replacing Knowledge Pool.


Hellbent: at 1st level whenever the magus would use up all the spell slots of a certain level of spell they gain a +1 bonus to AC.

If the spell slots were of an odd level the magus gains a +1 bonus on weapon damage rolls.

If the spell slots were of an even level the magus gains a +1 to hit on attack rolls.

If a magus has no spells left, except cantrips, the bonuses to damage and hit are doubled.

Havoc Raiser (Skald)


Replaces Inspired Rage
Demonic Delights: At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a –1 penalty to AC.
While under the effects of Demonic Delights, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence
based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level they
grant their allies weapons the Vicious weapon enchantment except it does Fire damage instead of untyped damage. At 12th
level the allies can choose for the weapon to do 3d6 fire damage to an opponent and 1d6 to the wielder or the normal vicious
damage amount as untyped damage. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2.
(Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability
(such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will
saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering
no fatigue afterward). However, Demonic Delights does not allow the ally to activate abilities dependent on other rage class
abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order
to use these features.

Replaces Song of Marching


Reveal Secrets: At 3rd level, a Skald can use Raging song to inspire his allies to gather information or start a rumor more
effectively. They gain a +5 to Bluff, Diplomacy, or Preform (Act, Oratory, or Sing) for the purposes of gathering information or
spreading a rumor. It also reduces the time to gather information to 1d4-1 hours, and the time to plant a rumor to 1d8-2 days
or when spreading it to a settlement to a town or smaller, 1d4-1 days.(minimum of 1 hour or day). The Skald expends 1 round
of raging song per hour to gather information or 2 rounds of raging song per day to spread a rumor.

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Replaces Song of Strength
Song of the Performer: at 6th level a Skald can use raging song to inspire his allies to superhuman feats of agility. Once each
round while the skald uses this performance, allies within 60 feet who can hear the skald may add ½ the skald’s level to a
dexterity check or dexterity-based skill check.

Replaces Dirge of Doom


The Show Must Go On: At 10th level an ally under the effect of the Skalds raging song are not staggered, disabled, unconscious
or dying when they reach 0 or negative hit points, because of reaching 0 or negative hit points. They can still be staggered by
spells and abilities, and killed by non hit point death. They only die when their negative hit points reach 3 times their
constitution score or the song ends with them having more or equal negative hit points to their constitution score, if their hit
points are between 0 and the negative hit points equal to their constriction score, they begin dying as normal. If they have
more than zero the song ends with no effects. A Skald that has an ally currently benefiting from raging song and with 0 or less
hit points may do 1d10 points of damage to himself to gain one addition round of raging song as a free action. Allies who die
from reaching 3 times their constitution score in negative hit points or die from having raging song end while they have more
negative hit points then their constitution modifier can only be brought back by Wish or Miracle.

Replaces Song of the Fallen


Frightening Stage: At 14th level a skald can create a sense of growing dread in his enemies, causing them to become Shaken.
This only effects enemies that are within 30 feet and are able to hear the skald’s performance. The effect persists for as long as
the enemy is within 30 feet and the Skald continues his performance. This can cause a creature to become frightened but not
panicked. This is a sonic mind-affecting fear effect, and relies on audible components.

Replaces Scribe Scroll


Discordant Voice: at 10th level a Skald gains the feat Discordant Voice even if he wouldn’t normally qualify.

Replace the 3rd level rage power


Chaotic Cauterization: Allies under the effects of Demonic Delights gain the benefits of the Feat Fire God’s Blessing.

Replaces Spell Kenning


Rakdos Riot: Functions as Spell Keening but can take spells off any list so long as they have the fire descriptor or are from the
Necromancy School.

Cult Uncager (Cavalier)

Alters Order
You must choose the Order of Rakdos (Uncager)

Replacing Challenge
Taunt: A Cult Uncager can taunt his enemies with extreme efficiency. As a swift action, the Cult Uncager taunts all enemies that
can see or hear him. Each turn the effected enemies must make a will save equal to 10+ Cavalier level+ Charisma mod or they
must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell or spell like
ability, or include you in the area of a spell or spell like ability. The effect ends if the creature is prevented from attacking you or
attempting to do so would harm it severely (for example, if you are on the other side of a chasm or a wall of fire, but not being
hit by thorns from striking you). If the Cult Uncager attacks a creature that is affected by his taunt the Cult Uncager gains a
moral bonus on his attack equal to 1/4 his cavalier level rounded down, minimum 1. This effect last until the cavalier is
unconscious, combat is over, or 5 minutes has passed whatever comes first. The Cult Uncager can use this ability once per day
at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th
level.

Replaces Mount
One Hell of a Story: A Cult Uncager gains a +1 dodge bonus to AC against creatures larger than he is. This bonus increases by 1
at 6th level. The bonus increases to +3 at 12th level. The bonus increases to +4 at 18th level.

Replaces Tactician & Greater Tactician & Master Tactician


Martial Flexibility: as the Brawler ability.

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Replaces Cavaliers Charge
Into the Fire: When a Cult Uncager charges he gains a +2 bonus to damage in addition to the other benefits. And takes no
penalty to his AC after a charge. He may also make a 90 degree turn anywhere along the path of his charge, if he does he
receives a -2 to AC.

Replaces Expert Trainer


Gift of Gab: A Cult Uncager gains a bonus on Cha based skill checks equal to 1+ ¼ his class level rounded down. Minimum 1.

Changing Banner
A Cult Uncager uses a Knave Standard. When they have this standard in addition to the normal effects when they wave it the
allies are treated as having improved feint and can use either their charisma modifier or the Cult Uncagers, whichever is higher.

Replacing Mighty Charge


Deadly Dance: At 11th level, a Cult Uncager gains the Pounce ability when he charges.

Replacing Supreme Charge


Burst Through: A Cult Uncager, takes no penalties caused by difficult terrain while charging. His movement is still hampered by
obstacles, poor visibility, and other conditions. This ability doesn’t allow him to move through impassible terrain. In addition, if
he confirms a critical hit on a charge, the target is stunned for 1d4 rounds. If the target succeeds at a Will save (DC = 10 + the
cavalier’s base attack bonus), it is instead staggered for 1d4 rounds.

Order of Rakdos (Uncager):

Edict: You must follow the orders of Rakdos and his bloodwitches. You must also try to create the most interesting stories. You
must try to become immortal through fame.

Taunt Ability: The Cavalier gains the benefits of the spell Deadly Juggernaut, except there is no limit to the bonus to melee
attack rolls, melee weapon damage rolls, strength checks, and strength basked skill checks, and the duration is changed, see
Taunt. He still must reduce qualifying opponents to 0 or fewer hit points to gain these benefits.

Skills: Acrobatics, Linguistics, and Perform are added as class skills and you lose ride as a as a class skill.
You gain a bonus on Perform equal to ½ your level and on Acrobatics equal to ¼ your level.

At 2nd level, the cavalier learns how to dodge the attacks of his foes and allies. He gains a bonus equal to his Charisma bonus
on saves against abilities and spells that have an area of effect.

At 8th level, whenever the cavalier confirms a critical hit with a melee weapon, as an immediate action he can attempt an
Intimidate check to demoralize all foes within 15 feet who can see him. This ability can be used only once per combat.

At 15th level, when he taunts a Large or larger creature, the cavalier can also prepare to interrupt the creature’s special attacks
or special feat actions. The taunted target provokes an attack of opportunity from the cavalier whenever it activates an
extraordinary or a supernatural attack or special feat action (such as a breath weapon or gaze attack). If the cavalier deals
damage with this attack, the creature must succeed at a Will save (DC = 10 + half the cavalier’s level + his Charisma modifier) or
it fails to activate the special attack and loses the action it took to do so. The cavalier can perform three such attacks of
opportunity over the course of a taunt

Rakdos Subverter (Investigator)


Alters weapon proficiencies
Rakdos Subverters are also proficient with the whip.

A Rakdos Subverter uses Charisma instead of intelligence for extracts, inspiration, and studied combat.

Alters Inspiration
A Rakdos Subverter can use the following skills for free without expending a use of inspiration: Diplomacy, Bluff, Disguise,
Escape Artist, Linguistic, Sense Motive, Sleight of Hand.

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Replacing Trap Finding
Secret finding: a Rakdos Subverter adds half his class level to diplomacy to gather info and half his class level to sense motive
and sleight of hand checks.

Replacing Keen Knowledge


Painful Secrets: at 4th level the Rakdos Subverter can take a full round action to pull forth powerful and embarrassing secrets
about his enemies.

Using a Diplomacy check to gather info and making a DC 10+hd+wis mod or the targets Sense Motive bonus whichever is higher.
The Rakdos Subverter can deal emotional damage to the creature. See damage table. The creature must have an int above 3
and must share a language with the Rakdos Subverter.

Replacing swift alchemy.


Rage poison: Can apply poison as a swift action and creatures that are poisoned by the Rakdos Subverter take additional
emotional damage

Most creatures are between low and high pride. Creatures with high intelligence are more likely to have high
pride. Creatures with low wisdom are more likely to have high pride. Outsiders and sphinxes are more likely to
have high pride. If a creature is poisoned by the Rakdos Subverted, increase their pride by one step. A creature
can’t have higher than Hyper Pride.

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Gruul Archetypes
Zhur Taa Striker (Bloodrager)
Alters Weapons Proficiencies
Zhur Taa Striker’s are Proficient with the Club, Dagger, Handaxe, Short bow, sling, spear, and all stone and bronze age weapons
and are proficient with light, medium armor and shields (except tower shields)

Catch off Guard: at 1st level a Zhur Taa Striker gain the Catch off Guard feat.

Replacing Blood Sanctuary


Savage Smash: at 3rd level a Zhur Taa Strikers improvised weapons are treated as one size category larger, and have a crit range
of 19-20. They also gain the fragile weapon quality. Zhur Taa Strikers also gain the Chairbreaker and Splintering Weapon feat.
Splintering Weapon’s damage is multiplied on a crit for a Zhur Taa Striker. On a Crit, with chairbreaker, the weapon is only still
broken and not destroyed.

Replacing Blood Casting


The Old Ways: at 1st level Zhur Taa Striker’s gain a reservoir of mystical arcane energy that they can draw upon. To enhance
their weapon. The arcane pool has a number of points equal to 1/2 his bloodrager level (minimum 1) + his Cha modifier. The
pool refreshes once the Zhur Taa Striker sleeps for 8 hours.

At 1st level, a Zhur Taa Striker can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1
enhancement bonus for 1 minute or the duration of his bloodrage. At 1st level this can only be done when he is raging at 4th
level this can be done at any time. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a
maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a
maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost,
icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added
to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus
must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool
point is spent and cannot be changed until the next time the Zhur Taa Striker uses this ability. These bonuses do not function if
the weapon is wielded by anyone other than the Zhur Taa Striker.

A Zhur Taa Striker can only enhance two weapons in this way at one time. If he uses this ability again, the first use immediately
ends. This functions as an arcane pool. An improvised weapon enchanted this way is still considered an improvised weapon.

Replaces Bloodline Spells and Damage Reduction


Innate Magics: at 7th level and every 3 levels after you may select a Magus Arcana and a Barbarian rage power with your
bloodrager level counting as your level in the perspective classes. You may use the arcana even while raging.

Replaces Eschew Materials


Giant’s Grip: at 6th level a Zhur Taa Striker can wield improvised weapons for a large or small creatures at no penalty. If the
improvised weapon would gain the broken condition, the Zhur Taa may instead treat it as a non-broken improvised weapon one
size category smaller.

Replaces Greater Bloodrage


Rubblebelt Rage: At 11th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution
increases to +6 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, he may add a
total of a +3 enchantment to his weapon for the duration of the bloodrage, this stacks with any enchantment it may already
have and with enchantment that comes later from his arcane pool.

Rubblebelt Rage counts as the barbarian’s greater rage ability for the purposes of feat prerequisites, feat abilities, magic item
abilities, and spell effects.

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Improvised weapons damages

Light Weapon
One Handed
Two Handed

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Enduring Trog (Monk)
Alters Alignment
An Enduring Trog must be True Neutral

An Enduring Trog cannot take Style feats that require an Intelligence or Charisma score greater than 10, or a
wisdom over 13, even if he would normally qualify for them.

Alters Weapon Proficiency


Enduring Trog’s are Proficient with the Club, Dagger, Handaxe, Short bow, sling, spear, and all stone and Bronze Age weapons.

Alters AC Bonus
When Unarmored and unencumbered the Enduring Trog adds his Constitution bonus, instead of wisdom, if any, to his AC and
CMD in addition to other modifiers. Everything else is the same

Replaces Stunning Fist


Massive Assault: As a swift action an Enduring Trog can become one size category larger till the start of his next turn. He can do
this a number of times equal to ½ his monk level (minimum 1). Getting a +2 to Str, -2 to dex, -1 to Hit and a – 1 to AC due to size
and a +1 to natural armor. With a size of 10 ft and a range of 10 ft for originally medium creatures with a reach of 5 ft.

At 16th level he can become two size categories larger instead. Getting a +4 to Str, -4 to dex, -2 to Hit and a – 2 to AC due to size
and a +1 to natural armor. With a size of 15 ft and a range of 15 ft for originally medium creatures with a reach of 5ft.

Replaces Ki Pool
Raging Ki: at 3rd level he gains a pool of Raging Ki points, the number of points in an Enduring Trogs Raging Ki pool is equal to
1/2 his Enduring Trog level + his Constitution modifier+2. He gains two additional points for every level of Enduring Trog he has
past level 3. As long as he has at least 1 point in his raging ki pool, he can make a ki strike.

At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage
reduction.

At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.

At 10th level, his unarmed attacks are also treated as chaotic weapons for the purpose of overcoming damage reduction.

At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and
bypassing hardness.

The ki pool is replenished each morning after 8 hours of rest; these hours do not need to be consecutive.

Alters Ki Power
Can’t take: Qinggong Power, Zephyr Blow, Diamond Mind, Ki Guardian, Racing Current, Water Sprint, Breaking-
down Koan, Building up Koan, Floating Breath, Master-Thought Koan, One touch, Quivering Palm.

Replaces the Ki Power at 4th level


Rage: This functions as the barbarian ability except he can still use other Ki powers, Flurry and Massive Assault. He also spends
1 point from his Raging Ki pool to keep the rage going and can spend Raging Ki as though they were rounds of rage. He does
not gain an AC bonus from the temporary constitution bonus from his own rage. Other Temporary constitution bonuses do
increase his AC, as does coming under the effects of the rage spell.

Gains access to the following ki powers: He can take Rage Powers with his monk levels counting as his barbarian
level, Greater rage can be taken at level 11, Tireless Rage can be taken level 17, Mighty Rage can be taken at level
20, must have taken Greater Rage. (as per the barbarian class abilities). Dark vision: Spend 1 ki point to have 30ft
dark vision for 1 hour. Freedom of movement: cast freedom movement for 2 ki points, must be 10th level.

Replaces Still Mind


Raging Mind: At 4th level when an Enduring Trog is the target of an enchantment spell or effect the caster takes 1d4+1/2 monk
level as damage. This makes the caster roll a concentration check of 10+damage delt+Spell level.

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Replaces Tongue of the Sun and Moon
Tongue of the Land: At 17th level an Enduring Trog can speak to any animal or sentient plant.

Replaces Flawless Mind


Fight for Freedom: at 19th level when you attempt a will save because of a spell you can take damage equal to the spell’s level,
to get a bonus on the will save equal to ½ your monk level + any damage you have done to the caster this turn.

Replaces Perfect Self


Crush them: At 20th level The monk gains one additional attack at his highest base attack bonus and can spend a raging ki point
to get an additional attack at his highest base attack bonus when using flurry of blows. He also gains a +2 dodge bonus to AC.
His raging mind ability also does 2d4+1/2 monk level as damage.

Skarrgan Earthbreaker (Cleric)

Alters Domains
You must select the Gruul Domain as one of your domains, the other must be either Earth, Strength {Ferocity}, or
Liberation {Freedom}

Alters Channel
Groundshaker: This works like channeling except in the following ways. Instead of Channeling in a 30 ft circle, you instead
channel in a 30 ft cone, and two 60ft lines in any direction. You also do not channel negative or positive energy. You instead
Channel Bludgeoning damage, this is treated as magic damage. You must be touching the ground, worked stone or material no
more than a 1ft thick, which is also touching the ground to use this ability. This effects all creatures touching the ground,
unattended objects and creatures flying no more than 15 ft above the ground as the earth rolls and buckles. At 3rd level add
Fire damage to the list of damage you can do with this ability. At 5th add Slashing and Piercing. At 7th Acid, and at 9th this
damage is treated as Silver, Cold Iron, and Adamantine for overcoming damage resistance. You are treated as channeling
negative energy for all feats regarding channeling energy. Creatures can make a reflex save to halve this damage. This damage
is not effected by evasion or greater evasion. Channel resistance goes give bonuses on saves vs Groundshaker

Gruul Zealot (Anti Paladin)

Alters Alignment
A Gruul Zealot must be True Neutral

Alters Aura of Evil


A Gruul Zealot is Neutral. Whenever an alignment spell is used to detect a Gruul Zealots Alignment, he always registries as that
alignment, with strength equal to his level as normal.

Changing Detect Good


A Gruul Zealot can Detect Strength instead of good. This functions in a similar manor to Detect Good.

At will a Gruul Zealot can Detect Strength. A Gruul Zealot can, as a move action, concentrate on a single creature with a
strength score, within 60 feet and learn the strength of its strength as though having studied it for 3 rounds. While focusing on
one creature, the Gruul Zealot does not detect Strength in any other creature within range.

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Detect Strength

School: Divination

Casting time 1 Standard Action

Component V, S, DF

Range 60ft

Area: Cone Shaped Emanation

Duration: Concentration, up to 10 minutes / level (D)

Saving Throw None, Spell Resistance No

1st round: Presence or Absence of Strength

2nd round: Number of Strength auras in the area and the power of the most potent strength aura present.

If a strengths aura of a creature is overwhelming and is at least twice your strength score, you are stunned for 1
round and the spell ends.

3rd round: the power and location of each aura. If an aura is outside your line of sight. Then you discern its
direction but not its exact location.

Replacing Smite Good


Ferocious Fight: Once Per day, a Gruul Zealot can harness his inner strength and project it outward to crush those who stand
before him. As a Swift Action the Gruul Zealot chooses one target within sight to ferociously fight.

If the target has less Strength then the Gruul Zealot, the Gruul Zealot gains a bones equal to his strength bonus to hit and does
bonus damage equal to ½ his level and a +2 bonus on will saves.

If the target has more Strength then the Gruul Zealot, the Gruul Zealot gains a bonus equal to ½ his level to hit and does bonus
damage equal to his strength bonus, and gets a +2 bonus on CMB and CMD.

If the target has equal strength to the Gruul Zealot, the Gruul Zealot gain a bones to hit and damage equal his strength bonus
or ½ his level whichever is higher and gets a +2 bonus on Fort and Reflex saves.

Replacing Unholy Resistance


Unstoppable body: At 2nd level a Gruul Zealot gain a bonus equal to his Constitution bonus on all saving throws.

Replacing Touch of Corruption & Cruelty.


Punishing Blows: At 3rd level a Gruul Zealot can select a Style Strike from the Unchained Monk list of the same name. He can
make one of his attacks a style strikes whenever he full attacks. Any Style Strike that references unarmed strike instead can be
used with a weapon and does the weapons damage. The restrictions detailing what must be used with the strike no longer
apply. (Kick, fist, both arms free. Ect)

At 6th, 9th and 12th levels the Gruul Zealot can select an addition Style strike from the list.

At 15th level he can designate two of his attacks each round as a style strike and each one can be a different type

Replacing Plague Bringer


Natural Respect: Animals and plants with a starting attitude of Unfriendly or better will not attack a Gruul Zealot with greater
Strength than themselves.

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Replacing Channel Energy
Favored Terrain: at 4th level and every 4 levels after a Gruul Zealot gains a favored Terrain off the ranger list of favored
Terrains. This ability function identically to the Ranger ability of the same name.

Altering Spells
Beginning at 4th level, a Gruul Zealot gains the ability to cast a small number of divine spells which are drawn from the Ranger
Spell list. A Gruul Zealot must chose and prepare his spells in advance.

To prepare or cast a spell, a Gruul Zealot must have a Wisdom score equal to at least 10+ the spell level. The DC for a saving
throw against a Gruul Zealot’s spells is 10+ the Spell level + the Gruul Zealot’s Wisdom Modifier.

Replacing Fiendish Boon.


Guild Identity: At 5th level a Gruul Zealot must make a choice regarding what he believes the guilds Identity to be.

Guild Purpose: Can always speak to plants as the spell Speak with Plants. You also gain the feat Intimidating Prowess. Also as
long you have not done damage to a creature you gain a bonus on Bluff and Diplomacy equal to your strength bonus. If you
have done damage, you gain a bonus on Intimidate equal to your strength bonus, this stacks with Intimidating Prowess. You
gain a +1 bonus to AC vs non Gruul guild members. For every 3 levels beyond level 5 theses bonuses increase by 1.

Old Ways: Gain 1 additional use of Ferocious Fight, for every 5 levels beyond level 5 gain an additional use. At 15th level you
can use Ferocious Fight as a free action. Additionally the Gruul Zealot gains the service of a totem animal. This functions as
Summon Natures Ally III, except the duration is permanent and the Gruul Zealot can only gain the service of a single creature
and that creature must be true neutral, the creature gains the benefits of the augment summoning feat. Once selected, the
choice is set, but it may be changed whenever the Gruul Zealot gains a level. Upon reaching 7th level, and every two levels
thereafter, the level of the summon Natures Ally spell increases by one, to a maximum of summon Natures Ally IX at 17th level.

Once per day, as a full-round action, a Gruul Zealot may magically call his Totem to his side. This ability is the equivalent of a
spell of a level equal to one-third the Gruul Zealot’s level. The totem immediately appears adjacent to the Gruul Zealot. A Gruul
Zealot can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total
of four times per day at 17th level.

At 11th level, the servant gains the advanced template (see the Pathfinder RPG Bestiary). At 15th level, an Gruul Zealot’s
servant gains spell resistance equal to the Gruul Zealot’s level + 11.

Should the Gruul Zealot’s totem servant die or be banished, the Gruul Zealot may not summon another servant for 30 days or
until he gains an antipaladin level, whichever comes first. During this 30-day period, the Gruul Zealot takes a –1 penalty on
attack and weapon damage rolls.

Replacing Aura of Vengeance


Aura of Strength: at 11th level, a Gruul Zealot can expend two uses of his Ferocious Fight ability to grant the ability to Ferocious
Fight to all allies within 10 ft, using his bonuses, and his strength score for the calculation of weather the target is stronger or
not. Allies must use this Ferocious Fight ability by the start of the Gruul Zealot’s next turn and the bonuses last for 1 minute.
Using this ability is a free action. Creatures with a strength score of 9 or less gain no benefit from this ability .

Replacing Aura of Sin


Aura of Final Blows: at 14th level a Gruul Zealot’s attacks count as anything that would shut off a creatures fast healing or
regeneration. Any attack made against an enemy within 10 feet of him is treated as anything that would shut off a creatures
fast healing or regeneration. If nothing would shut off a creatures fast healing or regeneration, whenever a Gruul Zealot would
do damage or an attack made against an enemy within 10 feet of him would do damage, reduce that creatures fast healing or
regeneration by 1 for 1 minute. This ability stacks with itself. This ability only functions while the Gruul Zealot is conscious, not if
he is unconscious or dead.

Replacing Aura of Depravity


Aura of Self Reliance: at 17th level a Gruul Zealot gains DR 10/ non magical. Each enemy within 10 feet takes a -4 penalty on
checks to Stabilize. To cast a spell with the healing descriptor enemies with 10 feet must make a concentration check. This
ability functions only while the Gruul Zealot is conscious, not if he is unconscious or dead.

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Replacing Unholy Champion
Perfect Body, Flawless Mind: At 20th level, the character increases their ability scores by a collective total of 8.

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Selesnya Archetypes
Silentman (Warpriest)

Altering Armor Proficiencies


A Silentman can only wear nonmetal armor of the appropriate type.

Altering Blessings
A Silentman can only take the Selesnya and Plant Blessings.

Altering Channel Energy


A Silentman Channels energy opposite of his Fervor Choice.

Replacing Sacred Armor


Selesnya Welcomes You: At 7th level and every 3 levels after the number of hit dice a Silentman’s enchantment spells could
effect is increased by 1. At 8th level and every 4 levels after the DC of a Silentman’s enchantment spells increases by 1.

Selesnya Blessing

Expanded Spells (lesser): At 1st level add hypnotism to your list of spells known. At level 4 add Touch of Mercy. At
level 7 add Suggestion, at level 10 add Lesser Geas, at level 13 add Dominate Person, and at level 16 add Geas to
your list of spells known.

Privileged Position (major): At 10th level, you can surround yourself with a tangible aura of majesty for 1 minute.
While this aura is active, once per round as a swift action you can issue a command (as the command spell) to one
creature within 30 feet; the creature must succeed at a Will saving throw or submit for 1 round.

Nature Bonded (Hunter) (Elf)

Alters Animal Companion


Your animal companion is a wolf

Replaces Track
Familiar: at 2nd level you gain a familiar and your level is treated as 1 lower for advancement, your familiar must be an animal
or a plant. Any abilities that work with your animal companion work with your familiar.

Replaces Woodland Stride


Familiar bond: at 5th level your wolf gains the benefits of your Familiar as long as you are benefiting from your familiar.

Replaces Swift Tracker


Familiar Focus: Your Familiar gains the same benefits as your wolf gets from the Animal Focus Ability. What benefit it gets
changes as you change the corresponding benefit for your wolf.

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Regenerative Sagittar (Ranger)
Altering Combat Style
A Regenerative Sagittar must take the Archery Combat Style.

Replacing Favored Terrain


Lesser Channel: At 3rd level Regenerative Sagittar can channel positive energy as a cleric 2 levels lower, but instead of rolling
1d6 on a channel they roll 1d4 instead. Any feats that refer to a number of d6s being channeled as a prerequisite may be taken
when you have the equivalent number of d4s. A Regenerative Sagittar may channel a number of times equal to 1+ his wisdom
modifier.

Altering Spells
A Regenerative Sagittar gains 1 bonus spell slot at each level of spell when he gains access to that level of spell.
The bonus spell slot must be used to prepare the following spells.
1 Cure Light Wounds Mass. 2 Cure Moderate Wounds Mass. 3 Breath of Life. 4 Heal.

Replacing Hunters Bond, Camouflage & Hide in Plain sight


Worldsoul’s Blessing: at 4th level whenever you cast a spell that heals someone or channel energy your next attack until the end
of your next turn does additional damage. This damage is equal to the number of targets healed plus the number of dice rolled
to heal any one individual target. At 12th and 17th level increase the number of attacks this bonus damage applies to by 2.

Replacing Quarry and Improved Quarry


Quick Revenge: at 11th level when a Regenerative Sagittar casts a spell with Cure in its name, or Breath of Life, Heal or
Channels Positive energy to heal. He, as a swift action, may make an attack at his highest base attack bonus. At 16 th level he
may fire two arrows at once, like manyshot. Apply the damage from Worldsoul’s Blessing’s only once.

Conclave Glade Defender (Slayer) (Loxadon)


Replacing track
Front Line Protector: at 2nd level a Conclave Glade Defender counts as providing total cover when he would give soft cover to his
allies. He never provides soft cover to his enemies.

Replacing the first slayer talent


Crushing Bash: at 2nd level a Conclave Glade Defender harnesses the strength of his hammer with devastating force. Whenever a
glade defender uses a blunt weapon to inflict sneak attack damage it does +1 damage for each dice rolled. If instead the
damage was inflicted with a blunt two handed reach weapon. (Regardless of the target's location.) You do an additional 1d4 for
each dice rolled. This is precision damage.

Replacing stalker
Synergy Strike: At 7th level if the target of a Conclave Glade Defender attacks was hit by an attack of an ally, that the Conclave
Glade Defender is providing cover for, before the start of the enemies next turn the Conclave Glade Defender attacks counts as
being in flanking.

Replacing swift tracker


Versatile Swing: At 11th level you can choke up on reach weapons and attack without reach without penalty, as a free action.
You may change your grip back as a free action. You may also extend your reach with reach weapons by 5ft this imposes a -2
penalty to hit and damage, changing your grip to this style is also a free action.

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Orzhov Archetypes
Tithedrinker (Oracle) (Dhampir)

Must have the fangs racial Trait or have taken the unusual origin feat at first level.

Altering Mystery
Tithedrinkers must select the blood mystery
Replacing the revelation at 1st level and mystery spells.
In the Blood: unlike vampires of other worlds, you have always have had a plentiful and diverse supply of blood. You gain the
Blood drinker feat and it applies to all PC races and Centaurs. You may still take the Diverse Palate feat but instead select any
type off the ranger’s favored enemy list. The enemy must still have blood or a blood like substance for your feats and abilities to
be effective though.
At 2nd level your bite attack does 1d4 points of bleed damage if it already does bleed damage increase it one step

At 4th level your bite attack damage increases one step.

At 6th level you gain the blood feaster feat.

At 8th level you gain a +1 to hit in addition to the normal benefits of blood feaster vs living creatures.

At 10th level whenever you would benefit from the blood drinker or blood feaster feat your allies gain the same benefits.

At 12th level your bleed damage increases by one step again.

At 14th level your bite attack increases by one step again.

At 16th level, your constitution damage from your Blood Drinker feat becomes constitution drain instead.

At 18th level the bonus you get from the blood drinker and blood feaster feat are doubled.

Blood Mystery
Adds Bluff, Stealth, Perception and Survival to her list of class skills.

Armor of golden blood: you can conjure armor made of golden blood that grants you a +4 armor bonus. At 7 th level and every
four levels thereafter this bonus increased by +2. At 13th level this armor protects you from the harmful effects of the sun/bright
light. This ability lasts 1 hour per level, it does not need to be used all at once but must be used in 1 hour intervals.

Bleeding Wounds (Su): Whenever a creature takes damage from one of your spells or effects that causes negative energy
damage (such as inflict light wounds or the death’s touch revelation), it begins to bleed, taking 1 point of damage each round
stacking with other bleed damage you may do, but not itself. At 5th level, and every five levels thereafter, this damage
increases by 1. The bleeding can be stopped by a DC 15 Heal check or any effect that heals damage.

Death’s Touch (Su): You can cause terrible wounds to appear on a creature with a melee touch attack. This attack deals 1d6
points of negative energy damage +1 point for every two oracle levels you possess.

Soul Siphon (Su): As a ranged touch attack, you can unleash a ray that causes a target to gain one negative level. The ray has a
range of 30 feet. This negative level lasts for a number of minutes equal to your Charisma modifier. Whenever this ability gives
a target a negative level, you heal a number of hit points equal to your oracle level. You can use this ability once per day, plus
one additional time at 11th level and every four levels thereafter. You must be at least 7th level to select this revelation.

Spirit Walk (Su): As a standard action, you can become incorporeal and invisible. While in this form, you can move in any
direction and through any object (except for those made of force). You can take no action other than to move while in this form.
You remain in this form for a number of rounds equal to your oracle level, but you can end this effect prematurely with a
standard action. You can use this ability once per day at 11th level, and twice per day at 15th level. You must be at least 11th
level to select this revelation.

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Dangerous bite: You gain Improved Grapple as a bonus feat, even if you do not meet its prerequisites. Once per round when you
succeed at a grapple combat maneuver check and do damage with your bite attack, you can deal 1d6 points of negative energy
damage to the target of your grapple. This damage increases by 1d6 at 5th level and every 5 levels thereafter, to a maximum of
5d6 at 20th level.

Hypnotism: You may cast Hypnotism as a spell like ability once per day. It can effect creatures up to the number of hit dice you
have. CL is equal to your number of HD. The DC is 11+1/4 oracle level+ CHA mod.

Stop Resisting: Your CMB for grappling is based off your HD+STR mod+Cha mod. If you succeed at a grapple and damage or
drain a creatures constitution they get a penalty on their CMD and CMB or escape artist check to resist the grapple equal to
your cha modifier. Must be at least 5th level to take this revelation.

Unnatural Speed: Gain lighting reflexes, when benefiting from Blood feaster gain 10 ft of movement speed and an extra +2 on
reflex saves.

Need for Blood: While benefiting from blood feaster treat your crit range as being one greater, stacks with keen. If you would
roll a 20 on your grapple check to maintain a grapple your bite attack does triple damage. Must be 13 th level to select this
revelation.

Final Revelation

When benefiting from the blood drinker feat you gain SR 15+cha, regen 5, and DR 2/.

Debt Enforcer (Samurai)

Alters Weapon and Armor Proficiencies


Debt Enforcers are proficient with all simple and martial weapons and Whips. Debt Enforcers are proficient with all types of
armor (heavy, light, and medium) and shields (except tower shields).

Replaces Mount
Indebted Martyr: At 3rd level you gain the Squire Feat and are treated as having all the teamwork feats your cohort has. Your
cohort may take teamwork feats in place of other feats as long as they qualify. You do not suffer the normal penalties for when
your cohort dies however if they do die you may pay 10% of your expected wealth per level to immediately get a new cohort.

Replaces Weapon Expertise


Whip Master: At 3rd level, a Debt Enforcer gains an unparalleled expertise with his chosen weapons. At 3rd level, the Debt
Enforcers selects the whip. The Debt Enforcer can draw the selected weapon as a free action as if he had the Quick Draw feat. In
addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally,
his Debt Enforcers levels count as fighter levels and stack.

Replaces Mounted Archer


Dirty Deeds: At 4th level your cohort gains the Ally Shield and the Wild Flanking Feats.

Alters Banner
Sigil of the Orzhov: At 5th level, a Debt Enforcers’s banner becomes a symbol of power to his allies and companions. As long as
the Debt Enforcers’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear
and a +1 morale bonus on attack roll and damage rolls made as part of a flank. At 10th level, and every five levels thereafter,
these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the samurai or
his cohort to function.

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Arm of Alms (Monk)

An Arm of Alms must take a Vow of Poverty…for others

Replacing Still Mind


Kiss the ring: At level 2, if the Monk possess at least 10 rings, with no more than 2 of them being enchanted. The monk may
treat them as Brass Knuckles except doing the monks Unarmed strike damage. The monk may also get this set of 10 rings
enchanted as though they were a set of Masterwork Brass knuckles. This enchantment counts towards your Vow of Poverty …
for others and does not interfere with any other enchantment on the rings. The enchantment persists as long as no more than 4
of the rings are replaced in a single day or separated by a mile for 72 hours.

Replacing Style Strikes


Time is Money and Money is Power: Orzhov monks have long lived by the saying Time is Money and Money is Power so all
actions they take must be worth the investment. This has granted them a unique set of monk powers at their disposal. You may
only use one Alms Power as a free action, and only once per turn. You may not use any other free actions or immediate actions
until your next turn.
At 5th level and every 3 levels after choose an Alms power

 Ki Blast
o Free: Deal 1 force damage to an enemy within 5 ft.
o Swift: Deal 1d4 force damage to an enemy within 30 ft
o Movement: Deal your unarmed strike damage as force damage to all enemies around you or in a 15ft line.
Reflex for half. DC 10+1/2 level+Wis mod.
o Standard: Deal double your unarmed strike damage as force damage to all enemies in a 15 ft cone or 30 ft
line. Reflex for half. DC: 10+1/2level+wis mod
o Full: Deal triple your unarmed strike damage as force damage to all enemies in a 30 ft cone or 60 ft line,
Reflex for half. DC: 10+1/2level+wis mod
 Ki Movement
o Free: Before the start of the next enemies turn you may move 5ft.
o Swift: Move 10 feet this movement does not prove attacks of opportunity
o Movement: Move your move speed as any form of movement, if you don’t end your turn on the ground
you fall. (Flight is perfect)
o Standard: Move up to 4 times your movement speed, the first and last distance of your movement speed
does not provoke attacks of opportunity.
o Full: Move as though you used Dimension Door, and you can choose to make a single attack action where
ever you arrive.
 Ki Counter
o Free: Until the start of your next turn for every 2 attacks against you by the same opponent, by an opponent
within your reach, deal 1 damage to them.
o Swift: Until the start of your next turn for every attack against you by the same opponent, by an opponent
within your reach, deal 2 damage to them.
o Movement: Until the start of your next turn for every 2 attacks against you by the same opponent deal
your unarmed strike damage to them.
o Standard: Until the start of your next turn you are treated as though you had the Opportune Parry and
Riposte Class feature and additional attacks of opportunity equal to your wis modifier (stacking with other
additional attacks of opportunity you may have), using Ki as Panache and the first attack against you does
not take ki to Parry.
o Full: Until the start of the next turn you may spend 1 ki point to have an attack rolled against you reflected
back at the attacker, after rolling but before results are revealed. You do not take damage, and their attack
roll is used against their AC, they roll damage normally. If they would crit, roll crit confirmation as normal.
They may not parry or react to their attack unless they could normally. The first use of this ability does not
cost ki.

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 Ki Punch
o Free: Deal 1 bludgeoning damage to an enemy within reach.
o Swift: Deal your unarmed strike damage to an enemy within reach.
o Movement: Roll an attack at your Highest BAB, if it hits deal your unarmed strike damage to an enemy
within reach and push them up to your movement speed away. Solid objects or other creatures stop this
movement, they get a save to avoid hazards.
o Standard: Roll an attack at your Highest BAB, if it hits deal Triple your unarmed strike damage, this damage
is multiplied on a crit.
o Full: Roll two attacks at your Highest BAB against a single target, if it hits deal double your unarmed strike
damage, this damage is multiplied on a crit. The enemy must make a Fort and Will save. If they fail the Fort
save they can’t cast spells or use spell like abilities until the end of their next turn, if they fail the will save
they become fatigued. As the wind is knocked from them and their head battered.
 Ki Chant
o Free: Gain a +1 bonus to will saves until the start of your next turn
o Swift: You and Allies within 10 ft have +1 to all saves vs spells until the start of your next turn.
o Movement: Gain the Disruptive Feat until the start of your next turn. If you already have this feat, gain a
feat that has disruptive as a prerequisite until the start of your next turn instead. If you have all those feats
double the bonus granted by disruptive until the start of your next turn.
o Standard: Spell casters within 30 ft of you have a 20% chance for spell failure until the start of your next
turn.
o Full: Create a zone of silence equal to your movement speed it lasts a number of rounds equal to your Wis
mod.
 Ki Debilitation
o Free: Choose an enemy within reach, you and that opponent take a -1 to hit until your next miss. This ability
does not stack for opponents but does stack for you.
o Swift: Your Combat maneuvers do not provoke attacks of opportunities until the start of your next turn. If
you would do a maneuver that doesn’t prevoke an attack, from a different source, gain a +2 on that
maneuver instead.
o Movement: An enemy with in your movement speed, must make a will save DC 10+1/2 level+Wis Mod. If
they fail they cannot use their movement speed until you do. If they pass they cannot move more than
your movement speed away per turn, this effect also ends when you use your movement speed to move.
(this includes teleporting and similar effects)
o Standard: Roll an attack at your Highest BAB, if it hits do half damage from your unarmed strike. For a
number of rounds equal to your wis Modifier that enemy takes -2 to all rolls.
o Full: Roll an attack at your Highest BAB against every enemy in your reach, if it hits do half damage from
your unarmed strike. The enemies hit can’t take more than a move action next turn, they are immune to
this ability for the next 24 hours.
 Ki Swift Exchange
o Free: Steal 1 coin from an enemy within reach if they have one or more coins on them.
o Swift: Attempt a Steal Combat maneuver Check
o Movement: Transfer any 3 items from or to, up to two allies within 30 ft of you.
o Standard: Attempt a Steal Combat Maneuver Check against a Closely warn Item, the Enemy gets a +10
against this check. This provokes an attack of opportunity, unless performing a steal combat maneuver
would not.
o Full: Attempt a Steal Combat Maneuver Check to Exchange your shirt for what an enemy within 30 ft is
wearing in a similar location. You must be wearing something to use this ability, the enemy must be within
one size category of you, the ability chooses the most expensive item in both these slots to trade. You are
wearing their item and they are wearing yours.

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 Ki Elemental Mastery
o Free: You do not take damage from a Fire Elementals Burn or other similar abilities until the start of your
next turn.
o Swift: your attacks do 1 additional point of an elemental damage of your choice until the start of your next
turn.
o Movement: Gain Elemental Resist 10, at level 10 this increases to Elemental Resist 20 for a number of turns
equal to your wis modifier.
o Standard: Your attacks gain the Corrosive, Flaming, Frost or Shock enchantment for a number of rounds
equal to your wis modifier. This becomes the Burst Enchantent of the same type at level 10.
o Full: Make a flurry of blows your damage is dealt as either fire, acid, cold or electricity damage.
 Ki Weather Mastery
o Free: Strong and above winds do not incur a fly penalty until the start of your next turn.
o Swift: You incur no penalties related to weather until the start of your next turn.
o Movement: Move up to 15 ft and you and your allies incur no penalties related to weather, they
may still have to make Checks or be blown away.
o Standard: You may call down a bolt of lightning as per the spell Call lightning
o Full: Change the wind in an area equal to your movement speed, to whatever you choose. This
lasts a number of turns equal to your wis modifier. Increase the Check and blown away size to
the flowing. You are not affected by this wind
Light: Diminutive – Fine
Moderate: Tiny - Diminutive
Strong: Small - Tiny
Severe: Medium - Small
Windstorm: Large - Medium

 Ki Defense
o Free: Treat your AC as 1 higher for the purpose of determining if an enemy crits against you.
o Swift: Get +1 to AC until the start of your next turn
o Movement: gain a +2 shield bonus to AC until the start of your next turn, this bonus increases by
2 for every 3 levels after level 5.
o Standard: Become intangible until the end of your next turn.
o Full: Make a Furry of Blows, without one attack at your lowest base attack bones, for every
attack that hits roll damage normally, and get a +2 to AC until and a +0.5 on saves until the start
of your next turn.

Vow of Poverty… for others

Restriction: The Monk after taking this Vow cannot willing depict themselves as poor or without means. They must also
use their personal wealth to cover themselves in finery. By level 2 they must be spending 30% of their wealth per level on
fine clothing, jewelry, tattoos and perfumes. (so 300gp at level 2) At least half of this amount must be spent on rings.
Enchanted or alchemical items of the above listed items add their value to the cost. Enchanted pieces still much be made
of valuable materials (usually metals, but some rare hides or furs may suffice or contain gems.) Often forcing the monk to
find or have unique pieces made.

Benefit: A monk with this vow increases their ki pool by 1 ki point for every monk level they posses

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Basilica Mercy Giver (Cleric)
Altering Weapon Proficiency

A Basilica Mercy Giver adds proficiency with one handed firearms to their list of weapon proficiency.

Starts with a pistol, her starting weapon is battered, and only she knows how to use it properly. All other creatures
treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at
all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold).
The Basillica Mercy Giver also gains Gunsmithing as a bonus feat.

Grit: gain grit as per the gunslinger ability.

Replacing channel energy.


Deeds: Gain a deed from the gunslingers list of deeds at 1st level and and every 2 levels after. With your cleric level acting as
your gunslinger level.

You may deliver touch spells through your gun as long as you are within half of the guns touch AC target range.

Put them Down: At first level if the target of your attack is suffering from a status condition that imposes a penalty. Gain a +1 to
damage on attacks vs this target. This increases by 1 at 4th level and every 3 levels after.

Orzhovian Gouger (Bloatmage)


Insider Trading: at 2nd level you continue to learn spells as though you were still one of your existing arcane classes.

Passive Income: At 5th level your levels in Bloatmage stack for determining the powers of your Arcane schools and Bloodlines.

Feast: at 6th level you may consume food equal to 50gp per HD to regain one blood point. This feast takes 1d4 hours to
complete.

Interest Due: At 9th level you pay spend 1 blood point to create a 30 ft aura for 3 rounds where creatures who cast spells in this
aura take damage equal to your blood surge after they complete the casting of the spell. You heal equal to the amount of
damage they take and can gain temporary hit points equal to your hit points from this ability. These temporary hit points stack
and last 1 hour.

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Izzet Archetype
Niv Idolist (Inquisitor) (Vashino)
The Niv Idolist gains access to the following inquisitions. Black powder, Conversion, Illumination, Secrets, Spell killer.
You also qualify for Elven Battle Training, and Elven Battle Style and any feats that list those as prerequisites, even though you
aren’t an elf.

Changing Spells, Inquisitions and Domains.


Niv Idolist’s are Intelligence based casters, they are still divine casters. Any domain or inquisition abilities that reference wisdom
are instead based off intelligence.

Replaces Monster Lore


Niv’s knowledge: A Niv Idolist adds ½ his inquisitor level to all knowledge checks.

Replaces Cunning Initiative


True Cunning Initiative: at 2nd level a Niv Idolist adds their intelligence modifier to all initiative checks in addition to their
dexterity modifier.

Replaces Detect Alignment


Detect Intelligence: at 2nd level a Niv Idolist may detect intelligence, at will, in a similar manor to detect strength. (See page 27)

Replaces Track
Identify: at 2nd level a Niv Idolist adds ½ their level to Appraise checks and are considered to have the Skill Unlock for it, and may
use the Appraise skill in place of Use Magic Device.

Replaces Solo Tactics


The City is My Ally: The Izzet guild has built or worked on almost every square inch of the city and your vast knowledge of these
workings gives you advantage over your foes. In most parts of Ravnica you may take a move action to make a Knowledge
(Engineering) check, targeting a foe within 30 ft or yourself, with a DC equal to 15+HD to give one of the conditions from the
dirty trick list or 10% concealment on all attacks made by that creature. This lasts one round plus one additional round you beat
the DC by 5. At level 10 you may use this ability as a swift action.

Replacing Teamwork Feats


Niv’s Breath. At 3rd level a Niv Idolist may release a 30 ft line of electrical energy that does 1d6 + INT modifier points of electric
damage as a standard action. Reflex DC 10+1/2 inquisitor level+int mod to halve the damage. At 6th level and every 3 levels
after the damage is increased by 1d6. At 3rd level a Niv Idolist may use this 1/day. At 9th level and every 4 levels after the Niv
Idolist may use this one additional time per day.

Replaces True Judgement


Perfect Plan: At 20th level, an inquisitor can set up a perfect plan upon a foe during combat. Whenever an inquisitor uses her
judgment ability, the inquisitor can invoke the perfect plan on a foe as a swift action. Once declared, the inquisitor can make a
single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and
the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitor’s level + the inquisitor’s
intelligence modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitor’s true
judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.

Dragon’s Maw Gunner (Gunslinger)


As the Firebrand gunslinger archetype but instead of using Wisdom or Charisma they use their Intelligence instead.
Replacing Nimble at levels 6 and 14
Niv’s Fire: at 6th level your fire burns hotter than most scorching even the most resistant of foes. Enemies Fire resistance is
treated as 5 less for attacks with your gun or bombs. You do 3 times damage against enemies with a fire weakness.

True Dragon Flames: at 14th level your fire cooks even the most resilient foes. Enemies’ fire resistance is treated as being 15 less.
Enemies immune to fire now have fire resistance 15, this is not further reduced, by this ability or the Niv’s fire ability for attacks
with your gun or bombs.

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Probability Blaster (Alchemist)
Replacing Mutagen
Wild Magic Bombs: When the Probability Blaster throws a bomb, he may choose to make it a wild magic bomb by mixing the
ingredients haphazardly without regard for proper technique. When he does this, the bomb deals half its normal damage, but
the Probability Blaster rolls on the primal magic event table to determine its additional effect, using his alchemist level as the
event’s CR. If the effect chosen affects an area, use the bomb’s area rather than the area listed on the table. If it affects a single
target, use the target struck by the bomb; if no creature was struck directly, randomly determine a creature in the area to be
the target.

Replacing Persistent Mutagen


Improved Wild Magic Bombs: At 14th level, when the Probability Blaster throws a wild magic bomb, he may roll twice on the
table and choose which result to use.

Replaces Poison Resistance, Poison Use, Swift Poisoning


Experimental Formula: At 10th level you may apply meta magic feats to your extracts, if you do you may increase their prepared
extract level as normal or you may make them an experimental formula. For an Experimental Formula You do not increase the
spell level and when the extract is used roll on the Wild magic table with a -5 for each level the spell did not increase by, rolls
that would become 0 or less are treated as 1. All wild magic events that refer to the spells level refer to the spells level + what
the level increase from the meta magic feats would put it at. Only one meta magic feat can have its spell level increased
negated in such a manner. Additional meta magic feats can still be added to an extract but they increase the spell level as
normal.

Flask Thrower Perfectionist (Warpriest) (Goblin)


All warpriest spell casting, abilities and DC that are based off wisdom are instead based off Intelligence

Altering Blessings
You only gain access to a single Blessing

Altering Armor Proficiencies


You are only proficient with light and medium armor, and all shields (Excluding tower Shields)

Altering Sacred Weapon Damage


In addition to the damage scaling as normal. The splash damage of the ammo, if it has one, increases as well.
1-4: +1 Damage
5-9: +1d4 Damage
10-14: +1d6 Damage
15-19: +1d8 Damage
20: +1d10 Damage

Replacing the Bonus Feat at 9th level.


Flask Furry: At 8th level you may reload the flask thrower as a free action.

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Gulgari Archetypes
Ochran Assassin (Rouge/Ninja)
This class gains all abilities from the unchained rogue and the ninja classes but only gains either 1 rogue talent or 1 ninja trick at
the appropriate level. It uses the unchained rogues BAB, Saves, Hit Dice, Skill Ranks, Class Skills, weapon and armor
proficiencies and eithers favored class bonus.

Altering Weapon Proficiencies


The Ochran Assassin is proficient in all weapons normally available to unchained rogues, in addition to the shortbow, but loses
proficiency in the hand cross bow.

Replacing Trapfinding
Masters of the Undercity: The Ochran Assassin gains 15 ft of dark vision. If they already have dark vision, they gain an
additional 15 ft of dark vision.

Altering Finesse Training


It Takes all Kinds: They gain one of three options at level 1, once this option is selected it can’t be changed.
They can gain Finesse Training as normal.
They can gain Power Attack at level 1 and at levels 3, 11, and 19 choose a melee weapon not previously chosen to gain +2
damage with or a melee weapon previously chosen to gain +1 damage with.
They can use STR instead of DEX to hit with thrown weapons and at levels 3, 11, and 19 choose a weapon to gain a 10 ft range
increment increase. This stacks with all other increases they could gain.

Replacing the level 2 rogue talent


Explosive Vegetation: An Ochran Assassin can cast entangle by spending 1 ki point. With DC equal to 11+CHA mod. At level 6 by
spending an additional ki point the DC becomes 11+Cha mod+ Levels of Ochran Assassin.

Replacing Dangersense
Perfectly Placed Poisons: If the Ochran Assassin is using a poisoned weapon and would hit an enemy, the DC of the poison is
increased by the amount their hit was over the targets AC.

Replacing Lightsteps
Masters of their Domain: Starting at 6th level, an Ochran Assassin may move through any sort of undergrowth (such as natural
thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other
impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, may still affect her
if the caster level is greater than her level. Her own magically manipulated areas of plant growth never affect her.

Altering Debilitating Injury


Hampered gains the additional properties: choose one save the target gets a -1 to it, at 10th and 16th level these penalties
increase by -1.

Replacing the level 10 rogue talent


True Death: anyone slain by an Ochran Assassin becomes more difficult to bring back from the dead. Spellcasters attempting to
bring a creature back from the dead using raise dead or similar magic must make a caster level check with a DC equal to 15 +
the Ochran Assassin’s level or the spell fails and the material component is wasted. Casting remove curse the round before
attempting to bring the creature back from the dead reduces the DC to 5+ the Ochran Assassin’s level. The DC of the remove
curse is 10 + the Ochran Assassin’s level.

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Additional rogue talents

An Orchan Assassin has access to the following rouge talents


Die Alone: By spending 1 ki point the Ochran Assassin may make an area of magical darkness with a radius of 10ft in a location
within 30 ft of them, with a CL equal to their level-2. This effect lasts for 1 round per level and the Ochran Assassin is not
affected by the darkness. Must be level 6 before taking.

Aggressive Vines: When an Ochran Assassin attacks a creatures entangled they gain the benefits of sneak attack.

Mortipede Pheromones: A creature who you deal sneak attack damage to must make a will save DC 10+1/2 level+ CHA
Modifier or they will attempt to attack you with a melee or ranged weapon attack. Approaching if needed but only if there is no
obvious and extreme dangers. (Walls of fire, pits, ect)

To Stone: When you make attack against a foe whose speed is reduced If the attack hits, you deal damage normally and the
target is staggered until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level +
your cha modifier). This feat has no effect on targets that are staggered. Must be level 8 before taking this talent.

Statue Breaking: Whenever you use the full-attack action, you can make two additional strikes at your highest base attack
bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Must be 12th level before taking this advanced talent.

Perfected Death: A creature killed by an Ochran Assassin may not be brought back from the dead, and their soul is destroyed.
This is an Advanced Rogue Talent.

Deadbridge Acolyte (Druid)


As per the Fungal Pilgrim Architype except

Alters Natures Bond


They must select either the Plant Domain or a Plant Companion. The Plant companion has an Int of 2.

Replacing Resist Natures Lure


Knowledge of the Cycle: At 4th level, a druid gains a +4 bonus on saving throws against death effects, energy drain, and
necromancy effects, and on stabilization checks when dying.

Replacing Venom Immunity


Deny Death: At 9th level, once per day, a druid may reroll a save against a death effect, energy drain, or necromancy effect
before the result of the roll is revealed, or reroll a failed stabilization check while dying. She must take the result of the second
roll, even if it is worse than the original roll. She gains another use of this ability at 13th level and every 4 levels after.

Replacing A Thousand Faces


Partial Immortality: at 13th level A druid No longer suffers the ability score penalties for aging and cannot be aged magically.
They no longer die of old age as well. They only take 50% damage from negative energy but only heal 75% as much from
positive energy.

Replacing Timeless Body


Recollect: at 15th level A Deadbridge Acolyte can use Speak with Dead a number of times a day equal to ½ their druid level with
caster level equal to their character level.

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Street Swarm Scavenger (Shaman)

Altering Spirit Animal


A Street Swarm Scavenger must choose a vermin or plant as their spirit animal.

Altering Spirit
A Street Swarm Scavenger must choose the Street Scavenger Spirit as their spirit.

Street Scavenger Spirit


Spirit Magic Spells: Entangle(1st), Summon Swarm (2nd), Vermin Shape 1 (3rd), Wall of bone (4th), Vine Trap (5th), Blood Boil (6th),
Creeping Doom (7th), Death Clutch (8th), Summon Elder Worm (9th)

Hexes:

Wisdom of the Ages (Su): The shaman can call upon her ancestors for lore and guidance. She can use her Wisdom modifier
instead of her Intelligence modifier on all Intelligence-based skill checks.

Ancestral Blessing (Su): The shaman can grant the blessings of her ancestors to any ally within 30 feet. The blessed creature
receives a +1 competence bonus on attack and damage rolls. This blessing lasts until the blessed creature hits with an attack or
deals damage to a target. The shaman can have only one ancestral blessing active at a time. If the shaman uses this ability
again, the previous blessing immediately ends. At 8th level and 16th level, the bonuses provided by this blessing increase by 1.

Accident (Su): The shaman causes a target within 30 feet to stumble and fall. The shaman attempts a caster level check with a
DC equal to the target’s CMD against trip attempts. On a successful check, the target falls prone and takes 1d6 points of
damage. If the target is adjacent to a pit or similar drop-off, he must also succeed at a Reflex save (with a DC equal to the
shaman’s caster level check) or fall into the pit. Observers must succeed at a Perception or Sense Motive check with a DC equal
to the shaman’s caster level check to identify her as the source of the accident.

Bone Lock (Su): With a quick incantation, the shaman causes a creature within 30 feet to suffer stiffness in the joints and
bones, causing the target to be staggered 1 round. A successful Fortitude saving throw negates this effect. At 8th level, the
duration is increased to a number of rounds equal to her shaman level, though the target can attempt a save each round to
end the effect if it’s initial saving throw fails. At 16th level, the target can no longer attempt a saving throw each round to end
the effect, although it still attempts the initial Fortitude saving throw to negate the effect entirely.

Erosion Curse (Su): The shaman summons the powers of nature to erode a construct or object within 30 feet. This erosion
deals 1d6 points of damage per 2 shaman levels, ignoring hardness and damage reduction. If used against a construct or an
object in another creature’s possession, the construct or the creature possessing the object can attempt a Reflex saving throw
to halve the damage. Once an object or a construct is damaged by this erosion, it cannot be the target of this hex again for 24
hours.

Spirit Animal: The Shamans Spirit animal looks especially unkempt, dirty and malnourished. Her animal Companion gains a +2
bonus to its Constitution and +2 resist vs disease and poison

Spirit Ability
Waste Not, Want Not: Any Alchemical Creation, costing 80 gp or less, you use gains the following benefit of your choice.

 It last 1 unit of time longer, (rounds, minutes, hours, days as described by the time.) and an additional 1 for every 4
levels you have after level 1.
 Its damage die is increased one step and it does 1 additional point of splash damage (if it does splash damage), these
bonuses increase by 1 for every 4 levels you have after level 1.
 Its DC to save against is increased by 2, this bonus increases by 2 for every 4 levels you have after level 1.
 It produces Bright Light when used, making Darkness Normal Light, Dim Light Bright Light and Normal Light Bright
Light. This option can only be chosen for items that already produce light when used.

Once per day you may cast a spell from a wand without using a charge from the wand. This ability cannot be used if the wand
has 0 charges left.

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Greater Spirit Ability
Self Sufficient: You can craft potions of 4th level spells and wands for 5th level spells. They cost the same to craft as 3rd and 4th
level of that item respectively but sell as 2nd and 3rd level items respectively. You gain a +4 bonus to initiative checks. You can
cast 1 extra spell per day from a wand without using a charge from the wand.

True Spirit Ability


Squeeze a Little More Out: Whenever you or an ally with 30 ft would drink a potion, use an alchemical creation, wand, scroll or
staff you may choose to benefit it with one of the following abilities. This is a free action.

 Its duration is doubled


 Its static numerical values are double but its duration is quartered. It must have a duration longer than 1 round
 Its die increases by 1 step.
 Its DC is increased by +4
 Change the damage or energy type it uses.

Potions, wands, scrolls and staves you use with a lower CL than yours, use your CL to determine their
effects. You can cast 1 extra spell per day from a wand without using a charge from the wand.

Manifestation
At 20th level you and your spirit animal no longer have to eat, breathe or sleep, and are immune to disease and poison. You
cannot become exhausted from non-magical means. If you or your animal companion would die, you can choose to instead
come back to life 1 day later.

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Rotwood Monstrosity (Bloodrager) (Woodwraith)
Altering Bloodline
You must choose the Rotwood Bloodline.

Rotwood Bloodline

The rotwood gives you tremendous strength but opens you up to some more traditional weakness.

Bloodline power: Gain negative energy resistance 5. This increases by 5 at level 5 and every 5 levels after. Gain fire weakness.

Bloodline feats: dodge, diehard, endurance, raging vitality, toughness, great fortitude, mobility.

Bloodline spells: Entangle (7th), False Life (10th), Burst of Nettles (13th), Touch of Slime (16th)

At first level gain additional casts of your racial ability nasty thorn equal to your constitution modifier. Your nauseating dart also
leaves creatures nauseated for a number of additional rounds equal to 1/4th your level rounded down (minimum 0). When you
make a full attack action, you may use one use of your nasty thorn ability as a free action that does not provoke attacks of
opportunity at a target in range.

At 4th level gain the lesser spirit totem rage power, it is usable with your bloodrage. This does not qualify you to get other rage
powers. At 7th level gain the spirit totem rage power, and at 11th level gain the greater spirit totem rage power. The damage
done by the ghost counts for damage you do for the purposes of triggering your corruption racial ability.

At 8th level, you gain cold resistance 10, as well as DR 10/— against nonlethal damage

At 12th level your strength is immense, you can wield weapons made for creatures’ one size category larger than you without
penalty.

At 16th level, creatures that hit you in melee (other than those using manufactured reach weapons) take 4d6 points of piercing
damage and 1d4 points of negative energy damage. A creature takes this damage only on its first successful attack against you
in a combat round, and not on subsequent attacks in that round.

At 20th level, you gain immunity to cold, nonlethal damage, paralysis, poison and stunning. The DR from your damage reduction
ability increases to 8. Unintelligent undead and plants don’t notice you unless you attack them. You gain a +4 morale bonus on
saving throws made against spells and spell-like abilities cast by undead and plants. You have these benefits constantly, even
while not bloodraging

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Boros Archetypes
Ordruun Commando (Figher) (Minotaur)
Must have taken the Horns/Gore (Toothy) Racial Trait
Replacing the 1st level bonus feat
Powerful Charge: You gain the Powerful Charge Special Ability; on a charge, you do additional damage. At 1 st level this damage
is 1d4, and 3rd and every two levels after this damage increase by 1d4.

Replacing Bravery
Agility: At 2nd level, an Odruun Commando gains a +1 bonus on saving throws made against effects that cause him to become
paralyzed, slowed, entangled or reduce his movement speed. This bonus increases by +1 for every four levels beyond 2nd.

Altering Armor Training


You only gain armor training 1, this still allows you to move at full speed in medium armor, and then heavy armor at 7 th level.

Replacing Weapon Training 1


Boros Training: At 5th level, an Ordruun Commando gains a +1 bonus on attack and damage rolls with natural weapons,
unarmed strikes and saps. This bonus also applies to CMB and CMD for grappling. This bonus increases by +1 for every four
levels beyond 5th.

Replacing Armor Training 2


Impaling Charge: At 7th level you gain the Impaling Charge Feat. You can attack the creature impaled on your horns with any
weapon you wield and your hands are considered free. You do not take the normal penalties for grappling with less than two
hands. If they take control of the grapple they are no longer impaled. They are only impaled after succeeding a grapple check
after a charge. No other grapples may impale a creature, it is still a free action to end the grapple impaling a creature, and they
are no longer impaled if the grapple ends. You and the impaled creature are considered to take up the same space. You may
only impale one creature at a time. An Impaled creature may choose an adjacent space to take when the grapple ends for any
reason.

Replacing Weapon Training 2


Burst Through: At 9th level, when an Ordruun Commando attacks with a natural weapon at the end of a charge, he gains a
bonus on his natural weapon attack rolls equal to ½ his fighter level, while suffering a penalty to his AC equal to half his fighter
level. These replace the normal attack roll bonus and AC penalty for charging. This bonus also applies to his CMB made during
and after the charge the turn that he charged.

Replacing Armor Training 3


Swiftness: at 11th level you gain a bonus 5ft of movement speed, a +2 to AC against attacks of opportunity while charging, and
a +1 to initiative.

Replacing Weapon Training 3


Adding Injury to Injury: At 13th level when you succeed at maintaining a grapple against a creature you impaled, the target of
your grapple automatically takes damage equal to your horns gore attack. You no longer take the penalties of grappling when
you are grappling a creature you impaled. You move at half your speed when grappling an impaled creature.

Replace Armor Training 4


Run them Down: At 15th level, an Ordrunn Commando’s charge is not blocked by friendly creatures or difficult terrain.

Replaces Weapon Training 4


Improved Burst Through: At 17th level, when using burst through, the AC penalty is reduced to 1/4th his fighter level instead of
½ his fighter level. You have no penalty to AC for charging against creatures you have currently impaled. Creatures impaled by
you take a penalty to equal to your STR mod to attack you or escape your grapple.

Replaces Armor Mastery:


No Honor Among Thieves: At 19th level you gain a bones to AC, equal to the enemies Flat Foot AC -10, this bonus is lost if you
would be denied your dexterity to AC. If an attack made by a creature you don’t have impaled would miss you by 5 or less, they

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roll damage normally but damage is applied to the impaled creature. If you were to succeed a reflex saving throw by 5 or more
any damage you would take is instead applied to the impaled creature.

Replaces Weapon Mastery:


Ordrunn Veteran: At 20th level your Gore attack as a crit range of 18-20, and automatically confirms crits. If you crit as part
of a charge you are treated as if you rolled a 20 on your grapple attempt.

Inspired Wojek (Warpriest)

Altering Weapon and Armor Proficiencies


Is proficient with all simple weapons along with Saps, Shortswords, Longswords, Short bow and gain the Improved Unarmed
Strike as a bonus feat

Replaces Focus Weapon


Take Them Alive: Gains Weapon Focus (sap) & Weapon Focus (Unarmed Strike).

Alters Sacred Weapon


Only Weapons You’ll Ever Need: Sacred Weapon only works with your unarmed strikes and your sap.

At 4th level, a Warpriest allows his unarmed and Sap attacks to be treated as magic weapons for the purpose of overcoming
damage reduction, as long as he has an unused 1st level spell slot or greater.

At 7th level, a Warpriest’s unarmed and Sap attacks are also treated as cold iron and silver for the purpose of overcoming
damage reduction as long as he has an unused 2nd level spell slot or greater.

At 10th level,a Warpriest’s unarmed and Sap attacks are also treated as lawful weapons for the purpose of overcoming damage
reduction as long as he has an unused 3rd level spell slot or greater.

At 16th level, a Warpriest’s unarmed and Sap attacks are treated as adamantine weapons for the purpose of overcoming
damage reduction and bypassing hardness as long as he has an unused 5th level spell slot or greater.

Changes Bonus Languages


An Inspired Wojek bonus languages options include any of the guild languages and celestial.

Replaces the Bonus Feat at 3rd level


Strength of the Legion: At 3rd level, the Inspired Wojek gains Augment Summoning as a bonus feat and can call upon
reinforcements. He adds summon monster I to his list of 1st-level cleric spells known. Whenever he gains access to another spell
level, he adds the next-higher summon monster spell to his list of cleric spells known. The warpriest adds the following
creatures to the summon monster list. They come dressed in Boros gear, and have a sap that they are proficient in, they only
fool people into thinking it is a real person from a great distance or poor visual conditions. 1st—Foot Soldier, Pickpocket,
Survivor; 2nd— Greenscout, Resolute Guard, Umbral Flagellant; 3rd—Burglar, Human Fighter 3, Whiteclaw Sorcerer; 4th—
Gang Sorcerer, Greatclub Barbarian, Knight; 5th—Mounted Archer, Noble Crusader, Wayward Crusader; 6th— Mud Shaman,
Slayer, Saintly Knight.

Replaces the Bonus Feat at 6th level


Merciful Spell: At 6th level you gain the Merciful Spell Feat and add Burning Arc, Force Punch, and Controlled Fireball to your list
of spells known.

Replaces the Bonus Feat at 9th level


Legion of the Legion: at 9th level the inspired Wojek Gains the Superior Summoning feat. Your summoned monster’s sap’s have
the same properties and enchantments as your sap but the damage of their sap is not increased by Sacred Weapon.

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Light of the Legion (Inquisitor) (Human)
Replacing Domain
Higher Calling: You gain Low Light Vision and are treated as an Aasimar for qualifying for feats. You also can use daylight once
per day as a spell-like ability (caster level equal to your class level)

Bring Light to the Dark: At 5th level you gain dark vision up to 30ft, at 10th level it expands to 60 ft.

Wings: at 10th level you gain the angel wings feat, except you do not suffer lower move speed or worse maneuverability for
wearing medium or heavy armor while flying.

Replacing Monster Lore


Angel Immunities: At level 2 gain a +2 on saves vs Acid, Cold and Petrification. At 6th level and every 4 levels after these bonuses
increase by 1.
At 4th level gain a +1 bonus on saves vs Electricity and Fire. At 8th level and every 4 levels after these bonuses increase by 1.

Replacing Slayer
Protective Aura (Su): At 17th level against attacks made or effects created by evil creatures, this ability provides a +4 deflection
bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a
magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals your HD)

Boros Shock Trooper (Magus) (Flame Kin)


Altering Hit Die
You roll a d6 instead of a d8 for a hit dice
Shock and Awe: At 1st level weapons you wield are more deadly, they gain a +1 range to critical hit, this cannot extend the
range to 17. If this would extend the range to 17 instead gain +2 to confirm the critical hit. Keen and other abilities similar stack
with this ability
Danger Close: At 1st level your immolation abilities save is instead DC 10+int mod+level.

Replacing the first Magus Arcana


Finesse Training: At 3rd level you may choose to do damage with your dex modifier instead of your strength modifier with
weapons you are proficient with.

Replacing Knowledge Pool


Bunker Buster: At 7th level when you use your immolation racial ability to explode, make a fort save DC 10+cha+level+the
number of times you have used this ability today -1. If you pass, take half damage from your racial ability and you can use your
racial ability again in 1d4 turns. This overrules the “cannot reduce damage clause” in the immolation abilities rules text.

Replacing Medium Armor


Specialty Armor Training: At 7th level increase the dex bonus of armor and shields by 1 and reduce the armor check penalty by
1. This stacks with all other abilities. Gain +1 to ac if you are wearing light armor.

Replacing Heavy Armor


Additional Armor Training: At 13th level gain evasion and gain an addition +1 to ac and reflex saves and saves vs fear if you are
wearing light armor. These bonuses increase by 1 at level 19.

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You have additional access to the following magus techniques

 Bigger Blast
o Increase the radius of immolation by 5 ft. you can take this arcana any number of times,
increasing the radius each time.
 Controlled Explosion
o Designate a number of squares equal to your intelligence mod, those squares are not targeted
with your immolation ability. You can choose your own square, but you still take damage.
 Shock Blast
o Your immolation ability may do electric damage instead of fire. You take 1/4th less damage from
immolation. This comes after any additional damage reduction and overrules the “cannot reduce
the damage clause” of immolation. You must be Magus level 10 to take this technique.
 Shredding Blast
o You may do 1d10 points of fire damage per level you possess. In addition, targets that fail their
reflex saves by 5 or more take an additional 1/4th damage; and are on fire if the damage was fire
damage. You must be Magus level 6 to take this technique.
 Martyr Blast
o Your immolation ability is positive energy instead. Both healing and harming appropriate targets
simultaneously. You do not get healed and take damage as if you had used your immolation
ability normally. You must be Magus level 15 to take this technique

You also have access to learn the following spells.

Lighting Helix

School evocation [Electricity, Healing] Level Magus 3

Casting Time 1 Standard Action

Components V, S

Range touch

Target Creature or Object Touched

Duration instantaneous, see text

Saving Throw none Spell Resistance yes

Your successful melee touch attack deals 1d8 points of electricity damage per caster level (Maximum
10d6). You heal equal to the amount of damage done, after resistances and immunities. Any excess
healing becomes temporary hit points. These temporary hits points last 1 round per level and do not
stack. You gain a +2 bonus on attack rolls if the opponent is wearing metal armor.

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Greater Lighting Helix

School evocation [Electricity, Healing] Level Magus 6

Casting Time 1 Standard Action

Components V, S

Range touch, see text

Target Creature or Object Touched

Duration instantaneous, see text

Saving Throw none Spell Resistance yes

Your successful melee touch attack deals 1d12 points of electricity damage per caster level (Maximum
20d12). 4 bolts shoot out of the target, make a raged touch attacks against up to 4 unique creatures
within 30 feet. These bolts do 1d6 points of electricity damage per caster level (Maximum 20d6). Do not
roll damage for the bolts individually, roll damage once and treat that as the damage for all bolts. You
heal equal to the amount of damage done from the main attack, after resistances and immunities. Any
excess healing becomes temporary hit points. Up to 4 unique creatures within 30 feet of you heal equal
to the amount of damage done by the bolts, before resistances and immunities. Any excess healing
becomes temporary hit points. These temporary hits points last 1 round per level and do not stack. You
gain a +2 bonus on attack rolls if the opponent is wearing metal armor.

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Simic Archetypes
Cytoplast Alchemist (Alchemist)

As Beastmorph Alchemist in addition too


Altering Bombs
A Cytoplast Alchemist can only create a number of bombs per day equal to ½ his class level + ½ his int mod. (min 1) The
bombs start at 1d6 points of damage, at 5th level and every 4 levels after the bombs do 1d6 more damage.

Replacing Brew Potion


Cytoplasmic Mutation: At 1st level A Cytoplast Alchemist gains a number of evolution points to use when he drinks a mutagen.
He may select eidolon evolutions using these points. Getting half the number of evolution points of an eidolon of equivalent
level.

Replacing the Discovery at 2nd level


Primal Advancement: At 2nd level A Cytoplast Alchemist gains the Feral Mutation discovery.

Alpha Predator (Barbarian) (Nagaji)

You must have the True Serpent Racial Trait to take this Archetype

Replacing Fast Movement & Damage Reduction


Powerful Body: at 1st level you are not slowed by armor or carrying a medium load. This also increases your Tail attack damage
by one step for every 5 levels you have to a maximum of 3d6 @ level 20.

Altering Rage
Predator Instincts: Your experiments have left you more in touch with your primal nature. This functions identically to rage
except the barbarian can also benefit from sneak attacks

Replacing Rage Power at level 2


Raging Venom: At 2nd level you gain the Spit Venom Nagaji racial feat, at 3rd level you do not provoke an attack of opportunity
for using the ability granted by Spit Venom. At 5th level he can use the ability granted by Spit Venom as a standard action; at 9th
level, you can use it as a move action; and at 13th level, you can use it as a swift action.

Replacing Rage Power at level 4


Viscous Venom: At 4th level you gain the Viscous Venom Feat

Replacing Rage Power at level 6


Toxic Spray: At 6th level you gain the Toxic Spray Feat

Replacing Rage Power at level 12


Virulent Venom: You gain the Virulent Venom Feat

Replacing Rage Power at level 14


Hemorrhaging Venom: You gain the Hemorrhaging Venom Feat

Replacing Trap Sense +1


Final Embrace: At 3rd level you gain the Final Embrace Feat even if you would not qualify

Replacing Trap Sense +2


Final Embrace Horror: At 6th level you gain the Final Embrace Horror Feat even if you
would not

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Replacing Trap Sense +4
Final Embrace Master: You gain the Final Embrace Master Feat even if you would not qualify

Replacing Trap Sense 3,5,6


Sneak Attack: at 9th level, an Alpha Predator deals 1d6 an additional points of precision damage to targets within 30 ft that he
flanks or that are denied their Dexterity bonus to AC against him. This damage increases by 1d6 every 3 levels beyond 9th.

Replacing Greater Rage


Viper Strike: at 11th level, upon making a successful attack with a slashing or piercing weapon, the Alpha Predator can spend a
use of the ability granted by the Spit Venom feat as a swift action to spray his toxin into the wound. This imposes a –4 penalty
on the victim’s saving throw against the poison and causes the target to take 1d6 additional points of damage from all
successful attacks for 1 round. This is a poison effect.

Replacing Indomitable Will


Cytoplast Rapid Mutation: At 14th level your poison over comes immunity but they still get a +6 to the save, creatures with
poison resistance only get a +2 to the save instead of +4. Your natural attacks count as Magic, Cold Iron, Silver, and
Adamantine and can do B/S/P Damage.

Replacing Mighty Rage


Greater Instincts: At 20th level you gain Greater Instincts, it functions the same as Greater Rage but you can also benefit from
sneak attacks.

Rogue Grafter (Witch)

Altering Familiar
Your Familiar must take the Parasite Familiar Archetype

Altering Spells
Instead of knowing all spells, you only know certain spells and learn spells as through you were a wizard. With your familiar
acting as your spell book.

Evolving Familiar
At 1st level and every 3 levels after you gain the evolved familiar feat even if you normally wouldn’t qualify.

Replacing the 2st level hex


Beneficial Graft: You gain the Scale and Skin Feat & the Tenacious Transmutation Feat even if you wouldn’t qualify.

Replacing the 6th level hex


Greater Cytoplastic Mastery: You gain the Energy Attunement Feat even if you normally wouldn’t qualify. Except you can
change the choice for any Transmutation you have cast, regardless of target. The halving in deration still applies. In addition,
when you cast a Transmutation spell you may have the target benefit from your Scale and Skin Feat.

Replacing the 10th level hex


Enhanced Cytoplasm: Any Transmutation spells or spell like abilities you cast have their duration doubled. This also adds an
additional round to length of Tenacious Transmutations Feat. In addition their DC is increased by 1. Also as long as you have
active transmutation spell on an “alive” target you gain the benefits of the Scale and Skin Feat. You also gain a +1 bonus on
saves vs transmutation spells and polymorph effects.

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Frogmorph Striker (Shifter) (Grippli)

Replacing wild empathy, bonus languages, track, woodland stride, trackless step, a thousand faces, timeless body.
Greater Frog DNA: Your frog DNA shows up in any form you take.

At 1st level gain: the jumper, glider, and toxic skin racial abilities.

At 2nd level gain the agile tongue feat.

At 3rd level gain the toxic secretions feat

At 4th level even while wild shaped you can continue to benefit and use your racial traits and your feats that list grippli as a
prerequisite. You may wield a rapier or net with your tongue while wild shaped and you are still proficient with it if you were
originally.

At 5th level gain the noxious touch feat

At 6th level gain the poison resin feat. This feat can also be used to make rapiers, nets and simple tools.

At 10th level the DC for your toxic skin racial traits changes to be 10+HD+ con or wis mod. Whichever is higher.

At 12th level when you wild shape for every size category you change, your tongue's length increases by 5ft.Your tongue now
always uses your strength score to determine what it can lift.

At 18th level your toxin increases to 1d6 dex damage and two consecutive saves to cure.

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Guildless Archetypes
Street Hooligan (Swashbuckler) (Goblin)

Must have goblin stat block

Altering Swashbuckler Finesse


At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed bludgeoning melee
weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as
having the Weapon Finesse feat for purposes of meeting feat prerequisites.

The ol’ Goblin Special: at 1st level you treat a torch as a light weapon that deals bludgeoning damage equal to that of a light
mace of its size plus 1 point of fire damage, and you do not incur penalties as you would for using it as an improvised weapon. It
has a crit range of 19-20 and a 3 times crit modifier. Any torch held by a Street Hooligan is considered to be an everburning
torch, although it still sheds heat and can be used as a weapon. In addition, a Street Hooligan can cast spark as a spell-like
ability at will.

Altering Deeds:
Any deeds that reference single light or one-handed piercing melee weapon instead works with a light or one-handed
bludgeoning melee weapon. They may also not take any deeds of renown.
They lose access to the following deeds: Precise Strike, Swashbuckler’s Grace, and Bleeding Wound.
They gain access to the following deeds: Intense Light, Explosive Torch, and Big Fire.

Intense Light: at 3rd level As long as they have 1 panache point, The radius of normal and increased illumination of any torch
held by a Street Hooligan increases by 10 feet. Once per day as a standard action, the blazing torchbearer can create a brilliant
flash of light that blinds everyone within 10 feet (including the torchbearer) for 1 round.

Explosive Torch: at 7th level spending a panache point as a swift action, a Street hooligan can drop a special blend of explosive
powders onto his torch before using it as a weapon. His next successful melee attack with the torch deals an additional 3d6
points of fire damage and sets the target on fire. This attack must be made within 1d4 rounds or the torch prematurely
explodes at the end of the Street hooligan’s turn, dealing damage to the Street hooligan and setting him on fire.

Big Fire: at 15th level by spending a panache point a Street hooligan’s torch does 1d20 points of additional fire damage, stacking
with existing fire damage for 1 minute.

Replacing Nimble:
Torch Magic: at 3rd level the Street Hooligan treats their torch as a +1 magic weapon. At level 6 and every 3 levels after and at
level 20 this bonus increases by 1. At 5th level, these bonuses can be used to add any of the following weapon properties:
Dancing, Flaming, Flaming Burst, Beaming, Leg Breaker, Impact, Shock, Shocking Burst, Speed, or Brilliant Energy.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added
to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus
must be added before any other properties can be added. These bonuses do not function if the weapon is wielded by anyone
other than the street hooligan.
These bonuses can be changed after the Street Hooligan sleeps for 8 hours.

A Little Extra Heat: at 5th level the amount of fire damage the torch does increases. At 5th level it does 1d2, at 10th it does 1d3,
at 15th it does 1d4, at 20th it does 1d6.

Replacing Swashbuckler Weapon Mastery:


Pow, Right in the Kisser: At 20th level, when a swashbuckler threatens a critical hit with a light or one-handed melee weapon
that does bludgeoning damage, that critical is automatically confirmed. Furthermore, the critical modifiers of such weapons
increase by 1

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Guilderbreaker (Ranger)
As Per the normal Guildbreaker Ranger archetype except

Replaces Spells
Sneak Attack (As the rogue ability): At 4th level and every 3 levels after the Guildbreaker gains an extra 1d6 of sneak attack
damage.

Rogue Talents: At 9th level and every 3 levels after the Guildbreaker gains a rogue talent with his ranger levels counting as levels
in rogue. Can also take advanced talents after level 10.

At 14th Level the Guild Breaker Gains SR HD+Wis Modifier against spells cast by members of his favored organization, with an
additional bonus equal to his Wis modifier for each time he selected the same favored organization.

Haazda Rallier (Bard)

A Haazda Rallier does not gain spells

At 1st level, 4th level, 8th level, 10th level, 13th level, 16th level and 20th level a Haazda Rallier gains a bonus feat. You
may also treat your HD as your basic attack bonus for qualifying and using feats.

Replacing Counter Song


Guildless Healing: You gain the Feat Godless healing 3 times and at 4th level and every 3 levels after you gain it again. At 6th
level increase the amount healed to 2d8+HD, at 12th level increase the amount to 3d8+HD, at 18th level increase the amount to
4d8+Double HD. They treat wands of cure light wounds as though they could still cast spells and it was on their spell list, at 6th
level this increases to include cure moderate wounds. At 12th level this increases to include Cure Serious Wounds.

Replacing Suggestion and Mass Suggestion


For the People: at 6th level when a Haazda Rallier starts a performance they move more quickly. He is treated as though he was
under the haste spell. He also gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and on Reflex saves. At 9th level,
and every three bard levels thereafter, these bonuses increase by +1, to a maximum of +5 at 18th level. These bonuses stack
with the haste spell.

Replacing Fascinate
Instigate (SU): At 1st level a Haazda Rallier can use this performance to empower his allies and rise up against oppression. Allies
within 30ft are treated as they had 1 feat of the Haazda Rallier choice that Haazda Rallier also has. Allies also within 30ft may
have their BAB become equal with the bards if they so choose. They may also treat their BAB and HD as the bards of the
purpose of using the feat given to them by Haazda Rallier. At 5th level and every 4 levels after the Haazda Rallier can give his
allies within 30 ft an additional feat.

Don’t take try to take leadership, yes I know how that would interact with this class. I will just say no

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Protector from Debt (Vampire slayer)
Replacing track
Alternative Markets: at 1st you have found allies and markets that are willing to stand against the orzhov and deny them their
share of your profits. You can resell items at an additional 10% over the amount of gp you normally would get from selling off
treasure.

Replacing relentless
Poisoned Martyr: at 2nd level when a creature would drain your blood they take 1d4 points of damage, this amount increases by
1d4 at 4th level and every 4 levels after. Reflex save DC 10+½ level + wisdom mod. If they pass the save they only take half
damage and gain no benefits from drinking your blood as they spit it out.

Replacing relentless band


Ghost Slayer: at 5th level you can have your weapons take on the ghost touch special weapon property for a number of minutes
per day equal to ½ your level. These minutes don't have to be consecutive but must be used in 1 minute intervals. Activating this
ability is a swift action.

Replacing swift tracker


Take Them With You: at 10th level whenever an undead would attempt to drain your vitality you harm them. When an undead
creature would try to do ability damage, ability drain, or apply a negative level and gain a benefit from it, even if it would fail.
They must make a DC 10+½ your level + wisdom mod or apply the same penalty to themselves. If the creature also does the
ability damage, ability drain or applying a negative level by drinking your blood, they are subject to the damage of your
Poisoned Martyr ability.

Replacing vampire bane


Guildbreaker: at 11th level you seek to destroy the entire orzhov guild. You can have your weapon take on the bane special
weapon property, except it is for all orzhov guild members. A protector from debt can use this ability for a number of minutes
equal to ½ his level per day. The minutes do not have to be consecutive but must be used in 1 minute intervals.

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Oracle Curse
Indebted
Indebted: The Ozhov own you, body and soul, once you die both of these things will come work for them. Therefore, they are
eager for you to die, but will still milk you for everything you are worth in life.

You take -2 penalty on saving throws against death effects and to stabilize. When you go from negative to non-negative hit
points you lose 1% of your current coins you have ownership of. (0 is non negative)

5th: When you would fall to negative hit points you may automatically cast cure light wounds on yourself as an immediate
action, by sacrificing a prepared spell slot. The most this can increase your HP to is 0+Con Mod(min 0)+1 for every 4 levels you
have in Oracle, you are still prone.

10th: Any effects that would instantly kill you (non hp death) instead put you to -1 hp instead. This does not trigger the above
ability

15th: Add Unwilling Shield to your list of spells known, you may cast it with a gem worth only 125gp

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Sorcerer Bloodline Restrictions
Bloodline- much like learned magical talent, the guilds have cultivated bloodlines they hoard
carefully.
• Aberrant - Simic
• Abyssal - Rakdos
• Accursed - Rakdos
• Aquatic - Simic
• Arcane – Orzhov, Izzit
• Astral - Dimir
• Boreal - Simic
• Celestial – Boros, Ozhov
• Daemon – Rakdos, Ozhov
• Deep Earth – Golgari, Gruul
• Destined - Azorius
• Div - Ozhov
• Djinni – Azorius, Izzit
• Draconic - Izzit
• Dreamspun - Dimir
• Ectoplasm – Dimir, Ozhov
• Efreeti - Izzit
• Elemental – Any
• Fey - Selesnya
• Ghoul – Golgari, Orzhov
• Harrow - Dimir
• Imperious - Azorius
• Impossible – Dimir, Izzit
• Infernal – Azorius, Orzhov, Rakdos
• Kobold - Gruul
• Maerstro - Rakdos
• Marid - Simic
• Martyred –Boros, Rakdos, Selesnya
• Moroii - Dimir
• Nanite - Izzit
• Oni - Rakdos
• Orc – Boros, Gruul
• Pestilence - Golgari
• Phoenix - Boros
• Possessed – Dimir, Orzhov
• Protean – Any Guild with a Chaos Domain
• Psychic - Dimir
• Rakshasa – Dimir, Orzhov
• Salamander – Boros, Izzit
• Scorpion - Golgari
• Serpentine – Golgari, Simic
• Shadow – Golgari, Rakdos, Dimir, Orzhov
• Shaitan - Golgari

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• Shapechanger - Dimir
• Solar – Selesnya
• Starsoul - Dimir
• Stormborn – Izzit, Gruul
• Undead – Orzhov, Golgari
• Unicorn - Selesnya
• Verdant – Selesnya, Golgari, Gruul
• Vestige - any

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Sorcerer Bloodlines
These bloodlines can only be accessed by members of their respected organization.
Dogma: Azorious
The unchanging rules of laws are have been passed down in your blood. You are one with the spirit of the Azorious senate,
often manifesting in the Azorious’s most loyal Vedalken

Class skill: Knowledge History


Bloodline spells: Forbid Action, Castigate, Magic Circle Against Chaos, Rebuke, Greater Forbid Action, Hold Monster, Dictum,
Shield of Law, Overwhelming Presence

Bloodline feats: Detect Expertise, Persuasive, Rhetorical Flourish, Skill Focus (Knowledge History), Iron Will, Drow Nobility
{Vedalken}, Improved Drow Nobility {Vedalken}

Bloodline Arcana: When you cast a spell of the summoning Subschool, the creatures summoned gain DR/Chaos equal to ½ your
Sorcerer level, this does not stack with any DR the Creature might have

1st: Starting at 1st level, you can unleash a ray of Lawful energy as a standard action, targeting any foe within 30 feet as a
ranged touch attack. Against chaotic creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you
possess. This damage is lawful and not subject to energy resistance or immunity. This ray heals lawful creatures of 1d4 points
of damage + 1 for every two sorcerer levels you possess. A lawful creature cannot benefit from your lawful energy more than
once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per
day equal to 3 + your Charisma modifier.

3rd: You can touch a willing creature as a standard action, infusing it with the power of divine order, allowing it to treat all
attack rolls, skill checks, ability checks and saving throws for 1 round as if the natural d20 roll resulted in a 13. You can use this
ability number of times equal to 3+ your Charisma modifier.

9th: You can attempt to gain control over a summoned creature by disrupting the bond between it and the caster who
summoned it. You must make a caster level check (1d20 + caster level) equal to 10 + the summoning caster’s level. If you know
the summoned creature’s name, you receive a +2 circumstance bonus on the check. If the check is successful, you can control
the summoned creature as if you had summoned it for a number of rounds equal to 1/2 your Sorcerer level (minimum 1
round). This does not increase the duration of the original summoning. This is a swift action. The original summoning caster
can attempt to regain control of the summoned creature as a standard action by making a caster level check against your
caster level + 10. When your control ends, the creature reverts to the control of its summoner. You can use this ability to
bargain with called creatures as if you were the caster who conjured them. You can use this ability a number of times per day
equal to 3 + your Charisma modifier. Creatures you gain control of this way gain the bonus from your Bloodline Arcana and
deal bonus damage equal to ½ your sorcerer level against the creature that summoned them.

15th: You may reroll any caster level check made to overcome spell resistance, you must decide to use this ability this ability
before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.

20th: Creatures within 60 ft of you cannot move towards you in a straight line, Creatures cannot teleport within 30ft of you.
You cannot be hit by spells that are a ray or a line.

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Boros: Justice
The desire of Justice burns in your blood. This blood forces you to be lawful good, if you lose this alignment, you lose access to
your Bloodline Arcana, bloodline Powers, your highest level spell slots and 1 spell slot from all other sorcerer spell levels.

Class skill: Sense motive


Bloodline spells: Cure light Wounds (3rd), Cure Moderate Wounds (5th), heroism (7th), blessing of fervor* (9th), death ward
(11th), greater heroism (13th), Greater Restoration (15th), Cure Critical Wounds, Mass(17th), overwhelming presence** (19th).

Bloodline feats: Arcane Armor Mastery, Arcane Armor Training, Light Armor Proficiency, Martial Weapon Proficiency,
Toughness, Skill Focus (Sense Motive), Weapon Focus (Ray), Improved Initiative

Bloodline Arcana: Whenever you take damage in battle, your effective caster level increases by 1 during your next turn. If the
creature who did the damage is chaotic evil increase this bonus by 1. This effect does not apply more than once per round.

1st: You can touch an ally as a standard action, or yourself as a swift action, the next attack against an evil enemy within 60 ft
has a bonus equal 1/4th your charisma modifier, min 1 and does bonus damage equal to 1/4th your level, min 1. This ability is
usable a number of times per day equal to 3 + Charisma modifier.

3rd: At 3rd level, as a standard action once per day, you can shout a cry instilled with the noble sacrifices of your ancestor. You
and any allies within 30 feet who can hear you gain a +1 morale bonus on attack and damage rolls for a number of rounds
equal to half your sorcerer level (minimum 1). At 7th level and every four levels thereafter, this bonus increases by +1, to a
maximum of +5 at 19th level.

9th: At 9th level you become immune to charm spells and spell-like abilities. Each ally within 10 feet of you gains a +4 morale
bonus on saving throws against charm effects. This ability only functions when you are conscious and alive.

15th: Your spells gain the Good descriptor if they don’t already have them, any damage your spells do may also be treated as
good for the purpose of overcoming DR. Spells you cast with the Lawful Descriptor are cast at +1 Caster level and a DC +1 and
effect neutral creatures as though they were Chaotic. Healing Spells you cast, heal for the maximum amount if the target is
good, or do maximum damage if the target is chaotic evil.

20th: Gain DR 20/ evil, whenever a spell you cast would strike an evil outsider, the outsider is also subject to a banishment.

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Moroii: Dimir
Touched by the psychic vampires of Ravnica your magic warps and destroys minds.

Class skills: Stealth


Bloodline Spells: Bungle, Touch of Idiocy, Pugwampi’s Grace, Control Summoned Creature, Mind fog, Phobia, Crime Wave, Life
of Crime, Dominate Monster

Bloodline Feats: Skill Focus(Stealth), Iron Will, Dodge, Silent Spell, Improved Counterspell, Improved Iron Will, Fleet, Improved
Initiative, Deceitful

Bloodline Arcana: When you cast a mind effecting spell or a spell that does intelligence damage the target makes a will save
equal to the save of the spell, if they fail they take 1 point of intelligence damage. This is a mind effecting effect and can’t lower
a creatures intelligence score below 1.

Bloodline Powers
1st: At 1st level, you can overwhelm the minds of those nearby. You can target one creature within 30 feet that you can see;
that creature must succeed at a Will saving throw (DC = 10 + 1/2 your sorcerer level + your Charisma modifier) or it takes 1d6
points of damage + 1 point for every 2 sorcerer levels you possess and becomes shaken for 1 round. You can use this ability a
number of times per day equal to 3 + your Charisma modifier.

3rd: At 3rd level if you have affected a creature with your bloodline arcana within 24 hours the next time you make a skill check
you get a +4 bonus on that check.

9th: At 9th level, you can create a sheet of cascading colors. This power acts as a wall of fire, but it inflicts cold damage and does
not radiate heat. However, one side of the aurora designated by you fascinates creatures within 10 feet, up to a maximum of 2
HD of creatures per sorcerer level. A Will save negates this fascinate effect. The save DC is equal to 10 + 1/2 your sorcerer level
+ your Charisma modifier. You may use this ability for a number of rounds per day equal to your sorcerer level. These rounds do
not need to be consecutive.

15th: At 15th level, spells with the Mind effecting descriptor have the DC for any spells you cast increased by +2. This bonus
stacks with the bonus granted by Spell Focus. Mind effecting spells can also effect undead with an intelligence score greater
than 5.

20th: At 20th level, whenever a creature would kill you, you can attempt to use mind swap against that creature as an
immediate action just before dying.

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Blood Witch: Rakdos (Female only)
Rakdos has bestowed upon you some of his powers, which is only amplified by your desire for the spotlight.

Class skill: Acrobatics


Bloodline spells: ventriloquism (3rd), hideous laughter (5th), suggestion (7th), shout (9th), dominate person (11th), mass
suggestion (13th), Greater Polymorph (15th), Polymorph any object (17th), Symbol of Strife(19th).

Bloodline feats: Skill Focus (Acrobatics), Lighting Reflexes, Dodge, Improved Lighting Reflexes, Mobility, Combat Casting,
Acrobatic SpellCaster, Canny Tumble, Sliding Dash, Fearsome Spell

Bloodline Arcana: You are proficient with a Scythe, Spells that can crit have a *3 multiplier.

Bloodline Powers
1st: At level 1, You can drain your Charisma to 8 until the start of your next turn as swift to boost your strength score by equal to
the amount drained. At level 10 you may do this as a free action. You can use this ability a number of times per day equal to 3+
your Charisma Modifier.

3rd: at 3rd level as long as the person in question did not see you commit the crime they are treated as wanting to believe you
and the lie can not be treated as more than unlikely, for bluffing about if you didn’t commit a crime you actually committed.
You also get a +5 bonus to feign harmlessness.

9th: At 9th level, You cause torrents of roiling blood to push your opponents away from you. This wave attempts a bull rush
combat maneuver against all creatures within its area of effect, a 30 ft cone, and you bull rush creatures of any size in this way.
Attempt a single combat maneuver check and apply the result to each creature within the area. Your CMB for this bull rush is
equal to your caster level plus your Charisma modifier +5. This bull rush doesn’t provoke attacks of opportunity. Any creature in
the area must also succeed at a Fortitude saving throw (DC 10+1/2 sorcerer level+ Charisma modifier) or become sickened for
1d6 rounds by the tide of blood.
The area covered by the cone remains slick for 1 round, requiring a successful DC 10 + ½ Sorcerer level Acrobatics check from
any creature attempting to move within it (as if moving on uneven ground).
Any creature that falls prone due to failing the check must succeed at a Fortitude save or become sickened until it stands back
up. You can use this ability a number of times per day equal to your Charisma Modifier.

15th: At 15th level, once per day as a free action your next d20 roll is a natural 20. If this is an attack it is considered a confirmed
crit. 18th level get a second use of this ability a day. 20th level get 2 more uses of this ability a day

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Street Swarm: Golgari
The Swarm has claimed you, and you feel the kinship between you and its smallest members.

Class skill: Survival


Bloodline spells: 1st—ant haul, 2nd—summon swarm, 3rd— vermin shape I, 4th—vermin shape II, 5th—insect plague, 6th—
swarm skin, 7th—creeping doom, 8th—verminous transformation, 9th—summon nature’s ally IX (1d3 purple worms only).

Bloodline feats: Arcane Strike, Blind-Fight, Combat Reflexes, Disruptive Spell, Improved Initiative, Nimble Moves, Skill Focus
(Survival), Stealthy.

Bloodline Arcana: Your Mind affecting effects, effect vermin as though they weren’t mindless, but animals. Gain a +1 bonus on
saves vs Disease and Starvation.

1st: You can inflict a lingering, painful sting as a swift action that requires a successful melee touch attack. This sting deals 1d4
points of piercing damage plus 1 point for every 2 Sorcerer levels you have, and the target must succeed at a Fortitude save
(DC = 10 + half your Sorcerer level + your Constitution modifier) or become sickened for 1 round at 10 level this becomes
Nauseated. This is a pain effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

3rd: you gain a +2 bonus on saving throws against disease, death spells, and death effects, this bonus increases by 1 for every 4
levels you have after level 3.

9th: At 9th level, you gain a +1 bonus to natural armor, a +2 racial bonus on saves against poison, and a +2 bonus on Escape
Artist checks. At 13th level and 17th level, these bonuses increase by +1

15th: At 15th level, you gain a burrow speed of 30 feet. The scent ability and Tremorsense 15 ft.

20th: You become immune to all mind affecting effects, can speak to any vermin, and no longer have to eat or breathe. Any
creature that bites you or drinks your blood must make a Fortitude save (DC = 10 + Half your Sorcerer Level + Charisma
modifier + Half your Constitution Modifier) or be nauseated for 10 rounds.

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Ulasht: Gruul
The hate seed has blessed your line with the powers of hate and destructions. Its unique hydra & hellion blood changing your
body as its hate changes your magic.

Class skill: Climb & Swim


Bloodline spells: burning hands (3rd), bull's strength (5th), rage (7th), wall of fire (9th), cloudkill (11th), transformation (13th),
delayed blast fireball (15th), Earthquake (17th), Storm of Vengeance 19th).

Bloodline feats: Combat Casting, Power Attack, Improved Grapple, Improved Initiative, Furious Spell, Die Hard, Centered Spell,
Skill Focus (Climb), Skill Focus (Swim)

Bloodline Arcana: When you cast a spell that effects an area or multiple creatures increase the DC by 1 for every ally affected
by the spell. If the spell has reduced but not negated effect on a passed save, your allies have that as what happens to them
when they fail the save. If they pass the save regardless of what normally would happen on any spell, no effect.

1st: At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will
saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day
equal to 3 + your Charisma modifier.

3rd: At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise
increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your
reach increases to 15 feet.

9th: At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

15th: Increase your move speed by 5 ft. This 30-foot-radius burst does 1d8 points of fire or acid damage per sorcerer level.
Those caught, unintended objects and structures in the area of your blast receive a Reflex save for half damage. Creatures that
fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2
your sorcerer level + your Charisma modifier. At 15th level, you can use this ability once per day. At 17th level, you can use this
ability twice per day. At 20th level, you can use this ability three times per day. This ability is centered on yourself, and benefits
from your Bloodline Arcana. You do not take damage from this ability.

20th: At 20th level, the full power of a Hydra manifests from within you if you perish. When you die, you are brought back to
life, as true resurrection, after 1 minute. This ability can be used only once every 24 hours, and if you are slain again within this
period, your death is permanent

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Innovation: Izzet
The Firemind has blessed you with the curse of always trying to find new and better ways to do things, it’s in your blood and
you could no more stop it, then stop breathing.

Class skill: Knowledge engineering


Bloodline spells: Dancing Lantern (3rd), make whole (5th), shrink item (7th), Bloatbomb (9th), fabricate (11th), animate objects
(13th), Morning Sun (15th), polymorph any object (17th), wish (19th)

Bloodline feats: Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Deft Hands, Exotic Weapon Proficiency,
Skill Focus (Fly), Skill Focus (Craft), Toughness

Bloodline Arcana: When you cast a spell if it is a spell from a different school than the last spell you cast, within 8 hours, that
spell has an increased DC by 1. Gain 1 bonus skill rank per level.

1st: At 1st level, you gain, Knowledge (history), Knowledge (Planes), Knowledge (Religion), and another knowledge skill of your
choice and two craft skills of your choice as class skills. In addition, when using these skills to learn, study, or gather
information, you add an insight bonus equal to your Charisma bonus on such checks.

3rd: At 3rd level treat all Craft skills you have, as though they had the same number of ranks as the number of ranks in the craft
skill with the highest number of ranks. You gain the class skill bonus as well, as long as that craft skill you are using is a class
skill. You do not suffer a penalty for using improvised tools, increase the bonus masterwork tools give by an additional +2.

9th: At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage fire damage per sorcerer level.
Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your
sorcerer level + your Charisma modifier. The shape of the breath weapon is either a 30 ft cone or a 60 ft line, chosen on use. At
9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use
this ability three times per day.

15th: At 15th level gain the Spell Focus & Greater Spell Focus & Spell Denial Feat, when you prepare spells you may change what
school these feats, and feats you have with the same name apply too.

20th: On any roll you may always roll twice, but must take the second result even if it is worse. If you could already roll twice,
you may choose to use the better result. If you could roll twice and use the better result you may roll 3 times and keep any
result you choose. You must decide to use this ability before the results are revealed by the GM.

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Money: Orzhov
Money is in your blood, you come from a long line of Orzhov members, and are accustomed to the gold coated darkness of the
guild.

Class skill: Knowledge Nobility


Bloodline spells: Grasping Corpse (3rd), create pit (5th), Golden Guise (7th), animate dead (9th),Torpid Reanimation (11th),
Wall of Iron (13th), Perceive Betrayal (15th),Orb of the void (17th), Bind Soul (19th).

Bloodline feats: Lingering Spell, Magical Aptitude, Persuasive, Steadfast Personality, Deceitful, Iron Will, Skill Focus (Knowledge
Nobility) Master of the Ledger

Bloodline Arcana: Spells that use a material component that isn’t free are treated as having caster level +1 and a DC 1 higher.
Spells with a material component that cost 25,000 or more, you can either double the previous effects or apply one meta
magic feat you have, without increasing spell level or casting time

1st: At 1st level, you can draw upon your heritage to spin amazingly convincing lies. Activating this ability is a swift action. You
gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibness). If a magical
effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a
caster level check (DC 10 + your sorcerer level) to succeed. Failure means the effect does not detect your lies or force you to
speak only the truth. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

3rd: Your guild has long had Dominion over death, you are no different. At 3rd level, you gain resist cold 5 and DR 5/— against
nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal
damage

9th: Your magic prepares you for your coming ascension to a ghost Patriarch. At 9th level, you can transform into a cloud of
ectoplasm. Treat this as gaseous form, except that you can fly at a speed of 30 feet, and you can solidify your form sufficiently
to carry small objects, though fine manipulation is impossible. You can use this ability for a number of minutes per day equal to
your sorcerer level. These minutes need not be consecutive, but must be used in 1-minute increments

15th: It is easier for you to find materials for spells. Treat the settlement size as one greater. And get a 10% discount on
purchasing spell materials.

20th: At 20th level, you are more ectoplasm than flesh. You become immune to sneak attacks and critical hits and gain DR
5/slashing and DR 5/magic.

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Mat’Selesnya: Selesnya
The chorus speaks through you and your magic.

Class skill: Handle Animal


Bloodline spells: entangle (3rd), barkskin (5th), speak with plants (7th), command plants (9th), wall of thorns (11th), greater
dispel magic (13th), banishment (15th), sunburst (17th), overwhelming presence (19th).

Bloodline feats: Diehard, Endurance, Train Plants, Unimpeachable Honor, Improved Initiative, Greater Fortitude, Animal
Affinity, Skill Focus (Handle Animal).

Bloodline Arcana: Replace your Summon Monster spells with Summon Natures Ally of the appropriate level. Anytime you would
cast a spell to summon a monster it gets +4 INT and +4 CHA.

1st: At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts
for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your
Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma
modifier.

3rd: at 3rd level if you would roll a dice to determine the number of monsters you summon you may instead summon a number
of monsters equal to the average of the dice plus modifiers.

9th: At 9th level if you were to summon monster on a list 2 levels lower than Summon Natures Ally you are casting instead
summon 1d6+2 monsters.

15th: At 15th level, whenever you summon a creature, it gains acid resistance 10 (if it already has such resistance, its resistance
increases by +5), and its natural attacks deal an additional 1d6 points of damage of the same energy type. In addition whenever
you summon creatures with a conjuration (summoning) spell, you can decide that they appear green and leafy. The natural
armor bonus of such creatures is increased by +2, and they gain a +4 bonus on saves against paralysis, poison, polymorph,
sleep, and stunning.

20th: At 20th level, you cease aging; no longer need to eat, drink, or sleep; and gain immunity to death effects and energy drain.

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Cytoplast: Simic
Cytoplast hasn’t been around long, but it has already been found as micro particles in the blood, someone should worry about
that, but for now it has awaken magical abilities in some. There isn’t enough to form a connection with Cytoplast network, but
you do feel highly mutable.

Class skill: Heal


Bloodline spells: hydraulic push (3rd), invisibility (5th), speak with plants (7th), Touch of Slime (9th),Ooze Form (11th), Ooze
form II(13th), summon monster VII (15th), animate plants (17th), shapechange (19th)

Bloodline feats: Alertness, Blind-Fight, Combat Casting, Dodge, Brew Potion, Silent Spell, Skill Focus (Heal), Endurance

Bloodline Arcana: Whenever you cast a spell with a range of “personal” gain a bonus to natural armor equal to the spells level
for 1 round. This bonus stacks with other natural armor not from this source you may have.

1st: At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of
damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level +
your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are
considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison
requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a
number of rounds per day equal to 3 + your Charisma modifier.

3rd: At 3rd level, you gain the ability to change shape (as the spell alter self ) for a number of minutes per day equal to your
sorcerer level. These rounds need not be consecutive. At 17th level, the duration of this effect is no longer limited, and you
may remain in your chosen form as long as you want.

9th: At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as
greater invisibility. These rounds need not be consecutive.

15th: At 15th level, you learn to eschew the use of your hands when casting spells. Whenever you cast an arcane spell with a
somatic component, you can do so even with your hands full or if you are without hands, by twisting and gyrating your body.
This doubles the arcane spell failure chance from your armor (if any), and you can’t use this ability if you are pinned or
immobile.

20th: At 20th level, you gain blindsense 60 feet and your body is covered with fine, slippery scales granting DR 10/piercing,
resist cold 20, and continuous freedom of movement. Underwater, you gain evasion and blindsight 120 feet, and you are
immune to pressure damage from deep water.

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City: Guildless
Ravnica has always been a city of magic, and as much as the guilds try to control it or suppress it, there will always be those
who feel the city in their blood, who bow to no guild.

Class skill: Escape Artist


Bloodline spells: Shield (3rd), Obscure Object (5th),Wall of Nausea (7th), Illusory wall(9th),Mage’s Private Sanctum (11th),
Vengeful Outrage (13th), Mage’s Magnificent Mansion(15th), Clone (17th), Foresight (19th)

Bloodline feats: Improved Initiative, Free Spirit, Combat Casting, Arcane Armor Mastery, Arcane Armor Training, Light Armor
Proficiency, Skill Focus (Escape Artist)

Bloodline Arcana: Add a quarter your sorcerer level (min 1) to the Spellcraft DC for others to identify spells you cast. If their
checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell.(chosen on cast)
If you Succeeded at making a an escape artist check against a creature that has you grappled, or has restrained you in another
manor your next spell cast against that creature is treated as having a DC +2 if it does not do damage or doing 50% more
damage if it does damage. These bonuses only apply to the previously mentioned creature.

1st: At 1st level, you can summon a small shiv as a free action. They are treated like daggers and gain any benefits you get from
using daggers. They look of poor quality and no one will buy them. These shivs do 1d4 points of damage (1d3 if you are small)
plus your Charisma Modifier. At 5th level these shivs are considered magic for the purpose of overcoming DR. At 7th level they
are treated as having the Keen Property and thrown attacks are made against the targets touch AC. At 11 th level treat them as
having +3 enchantment on them.

3rd: at 3rd level reduce the Arcane spell failure chance due to the armor you are wearing by 10%, and shields you are wearing by
5 %. This benefit stacks with Arcane Armor Training and all feats that list is as a prerequisite.

9th: At 9th level increase your innate move speeds by 20ft. Also reduce the armor check penalty and increase the max dex mod of
the armor you are wearing by the enchantment modifier of the armor.

15th: At 15th level you can invoke, as a swift action, an invisible 30 ft sphere of magic to surround you, clouding the minds of
creatures in the area so they regard even the strangest actions as innocuous. Will Negates, DC 10+1/2 Sorcerer level+ CHA Mod.
For example, if you and your allies are beating a member of the city guard for information, creatures within the area don’t think
this is unusual or cause for alarm; if your ally is aiming a crossbow at the queen from a balcony, the affected creatures accept
this as normal and unworthy of concern. Any hostile actions by you or your allies against a creature or its allies break the effect
of the spell for that creature. When the spell ends (or when the affected creatures move outside of the range of the emanation),
observers see things normally but altered perceptions from the earlier events remain. Each mention of the events as
noteworthy (such as being questioned about them by an authority figure) allows the target another Will save to break the
effect and remember things normally. You and your allies in the area are also treated as under the spell Urban Grave. You can
use this ability for minutes equal to your sorcerer level each day, it does not need to be consecutive but does need to be used in
1 minute intervals.

20th: At 20th level you gain DR 10/non Guild member and SR 10+Flat Footed AC+CHA mod vs spells and spell like ability’s cast by
members of guilds.

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Wizard School Restrictions
Arcane Schools – Guilds hoard their arcane knowledge so you are limited by schools
• Abjuration - Azorius
• Conjuration – Orzhov
• Divination - Orzhov
• Enchantment – Selesnya
• Evocation – Izzit, Boros
• Illusion - Rakdos
• Necromancy - Golgari
• Transmutation - Simic
• Universalist – Guildless or any guild
• Aether - Dimir
• Air – Azorius
• Earth – Golgari
• Fire – Rakdos, Boros
• Water- Simic
• Metal- Izzit
• Void - Dimir
• Wood – Seleysnya

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Witch Patron Restrictions
Witch Patrons – Gruul can’t be witches

• Agility – Rakdos, Dimir, Boros


• Ancestors – Any except Izzit and Simic
• Animals – Golgari, Simic, Selesnya
• Aurora - Izzet
• Autumn – Selesnya, Golgari
• Boundaries - Azorius
• Conspiracies - Dimir
• Death – Golgari, Orzhov
• Decadence - Orzhov
• Deception - Dimir
• Devotion - Orzhov
• Dimensions - Dimir
• Elements - Any
• Enchantment – Azorius, Selesnya, Dimir
• Endurance – Boros, Simic
• Entropy – Dimir, Rakdos
• Ethereal - Orzhov
• Fate – Dimir, Azorius
• Healing – Selesnya, Rakdos, Golgari
• Insanity –Rakdos, Dimir
• Jinx – Rakdos, Dimir, Orzhov
• Light – Selesnya
• Mercy - Boros
• Mind – Azorius, Dimir, Orzhov, simic
• Moon - Orzhov
• Mountain - Boros
• Nightmares - Dimir
• Occult – Dimir, Orzhov, Golgari
• Peace – Selesnya, Boros, Azorius
• Plague - Golgari
• Plant – Golgari, Selesnya
• Portents - Any
• Protection – Boros, Azorius
• Recovery – Boros, Golgari, Selesnya
• Revenge – Rakdos, Golgari, Orzhov
• Rot - Golgari
• Shadow - Orzhov
• Space - Dimir
• Spirits - Orzhov
• Spring - Selesnya
• Stars – Dimir
• Storms - Izzet
• Strength – Boros
• Summer – Selesnya

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• Thorns – Selesnya, Simic, Golgari
• Time - Izzet
• Transformation - Simic
• Trickery -Dimir
• Vengeance – Rakdos, Boros, Golgari, Orzhov
• Water - Simic
• Winter - Selesnya, Simic
• Wisdom - Any
• Woodlands – Selesnya, Simic, Golgari

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Clerics
Domain Lists & Favored Weapons

Highlighted Domains are unique to that guild.

Azorius Senate – Light Hammer

Air, Community, Good, Evil, Law, Knowledge, Nobility, Protection, Rune

House Dimir - Blowgun

Void, Trickery, Travel, Chaos, Madness, Knowledge, Darkness, Charm, Law

Cult of Rakdos – Dagger

Charm, Death, Destruction, Fire, Glory, Healing, Madness, Liberation, Chaos

Gruul Clans – Terbutje, Great

Animal, Chaos, Destruction, Earth, Erosion, Luck, Ruins, Strength, Weather

Selesnya Conclave - Quarterstaff

Sun, Repose, Protection, Healing, Animal, Plant, Law, Weather, Community

Orzhov Syndicate - Whip

Trickery, Travel, Law, Repose, Darkness, Nobility, Healing, Death, Magic

Izzet League – Flask Thrower

Air, Artifice, Chaos, Fire, Knowledge, Weather, Madness, Scalykind, Luck

Golgari Swarm - Scythe

Animal, Death, Earth, Healing, Plant, Vermin, Repose, Community, Evil

Boros Legion - Fist

War, Trickery, Strength, Protection, Nobility, Good, Glory, Fire, Air

Simic Combine – Spear, Syringe

Water, Trickery, Animal, Artifice, Strength, Protection, Community, Knowledge, Travel

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Domains
Clerics of the appropriate guilds also have access to their guild domain.

Azorious
Confusing Law: At 1st level, As a swift action make a profession barrister check by reading off a number of laws and codes the
creature is currently violating, If the creature fails its sense motive check or profession barrister check, you choose whether it
loses its next action or you gain a +2 bonus on all damage rolls you make against that creature for 1 round. You may use this
ability a number of times a day equal to 3+ your wisdom mod.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal
companion is equal to your cleric level – 3. This animal companion must be a bird.

Spells:
1) Forbid Action. 2) Feather Fall. 3) Fly. 4) Rebuke. 5) Mark of Justice. 6) Mass Fly. 7) Dictum. 8) Shield of Law. 9) Storm of
Vengeance

Dimir
You gain Bluff and Stealth as class skills

Paranoia: At 1st level as a swift action choose a creature, creatures between you and that creature take an additional 1d6
points of precision damage on successful attacks from you and that creature. Lasts 1+1/4th your cleric levels turn (min 0). You
may use this ability a number of times equal to 3+ your wisdom mod.

Deny Power: At 8th level when you confirm a critical hit, the target of that crit loses access to a spell slot of the highest level
spell they still have unused spell slots for.

Spells:
1) Ray of Enfeeblement. 2) Blinding Ray. 3) Ray of Exhaustion. 4) Enervation. 5) Cosmic Ray. 6) Contagious Flame. 7)
Disintegrate. 8) Sunbeam. 9) Polar Ray

Rakdos
You gain the Mage’s Tattoo Bonus Feat If she doesn’t have Spell Focus, she may choose which school of magic her Mage’s
Tattoo enhances.

Inked up: At 1st level whenever you would gain a domain spell, a new tattoo manifests on her body to represent this spell. Her
Domain spells are always enhanced by her Mage’s Tattoo Feat, even if they don’t match the school to which her Mage’s Tattoo
belongs too.

Aura of Bedlam: At 8th level, you can emit a 30-foot-radius aura of chaos and strife for 1 round per cleric level. Enemies in the
aura take a –4 penalty on concentration checks and are treated as experiencing vigorous motion (concentration DC = 10 + spell
level) when attempting to cast spells. This penalty increases by 1 for every 2 cleric levels you have beyond 8th.

This is a mind-affecting effect. These rounds need not be consecutive.

Alternative Power: Female only


Rakdos’s Favor: At 8th level Gain a +4 Profane Bonus to Charisma, gain a +2 to the DC of your Channels, gain +4 vs saves against
poison and Resist Fire 10. If you already have resist fire increase it by 5. If you have fire immunity, heal 1 for every fire damage
dice rolled.

Spells:
1) Transfer Tattoo 2) Hidden Knowledge 3) Blot 4) Spite 5) Runic Overload 6) Chains of fire 7) Crime Wave 8) Live of Crime 9)
Freedom

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Gruul
Gruul Domain
You gain the feat Power Attack.

The Weak Shall Fear the Strong: You do not provoke attacks of opportunity from creatures you have dealt damage to with a
melee attack since the end of your last turn. You may treat your level as your base attack bonus for determine the effects of
Power Attack.

Browbeat: at 8th level Create a 30 ft aura around you as a swift action, creatures other than you that take any action in this
aura other than attack are dealt 1 damage. Creatures other than you that would use a skill check, other than intimidate and
perception, or cast a spell take additional damage equal to 1d6+ your cleric level. You can use this for a number of rounds per
day equal to equal to your cleric level. These rounds do not need to be consecutive.

Spells:
1) Thunderstomp. 2) Mindshock. 3)Earth Tremor. 4) Enlarge Person, mass. 5) Release the Hounds(boars). 6)Primal Regression.
7) Legendary Proportions. 8) Whirlwind. 9) Clashing Rocks.

Selesnya
True Self: You maintain an unshakable sense of who you are, and no force can compel you to be anything else. You gain a +1
sacred (if your patron is good or neutral) or profane (if your patron is evil) bonus on saving throws against polymorph,
petrification, and transmutation effects. This bonus increases by 1 for every 5 cleric levels you have (maximum +5). Once per
day when you succeed at a saving throw against such an effect, you can gain a surge of self-confidence as an immediate action
that grants you a number of temporary hit points equal to your cleric level and a +2 morale bonus on attack rolls, skill checks,
and saving throws; both effects last for 1 minute.

Gifts of Mat’Selesnya: At 8th level, any spells you cast that confer a morale effect upon you or your allies are automatically
affected as if by the Extend Spell metamagic feat, with no increase in spell level.

Spells:
1) Tripvine 2) Life Pact 3) Pup Shape 4) Complex Hallucination 5) Permanency 6) Oasis 7) Archon’s Trumpet 8) Sympathy 9)
Wooden Phalanx.

Orzhov
Fair Trade: As a standard action you may trade held items with an adjacent enemy. You must be holding an item and they must
be able to quickly release their item. Items must me of the same type. Weapon for Weapon, scroll for scroll, ect. They get to
make a will save DC 10+1/2 cleric level + wisdom mod to resist this effect. You may use this ability a number of times a day
equal to 3+ your wisdom mod.

Your Cut: At 8th level if a creature adjacent next to you would heal, they instead only heal half that amount and you heal the
other half. You may use this ability a number of times a day equal to 3+ your wisdom mod, +1 additional time at 12 th level and
every 4 levels after.

Spells:
1) Chill Touch. 2) Boneshaker. 3) Dispel Magic. 4) Black Spot (Mark of the Orzhov). 5) Ghoul Army. 6) Slay Living. 7) Artificer’s
Curse. 8) Death Clutch. 9) Maze of Madness and Suffering.

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Izzet
Power Gauntlet: As a swift action, you can turn your fists into metal for 1 round, allowing you to make unarmed strikes that
deal 1d6 points of bludgeoning damage plus your Strength modifier. These unarmed strikes do not provoke attacks of
opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore
the hardness of items with a hardness of 10 or less. At 6th level these attacks count as magic and have a +1 to hit and damage.
At 10th level these attacks do an additional 1d6 points of electric damage and have an additional +2 to hit people wearing
metal armor or mostly metal targets. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Firemind’s Blessing: At 8th level whenever you would roll a knowledge check, you may roll 3 times and take the best result.

Spells:
1) Burning Hands (Electrical Damage). 2) Mud Buddy. 3) Explosive Runes. 4) Minor Creation. 5) Spellsteal. 6) Chain Lighting. 7)
Magnetic Field. 8) Clone. 9) Meteor Swarm.

Golgari
Insect Venom: As a swift action, you can spit a gout of life-stealing venom onto a weapon you are wielding. The poison lasts for
1 minute or until you make an attack that injures a foe with that weapon.

Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 your cleric level + your Wisdom modifier; frequency 1/round for 3 rounds;
effect 1 Con damage; cure 1 save.

You can use the venomous saliva ability a number of times per day equal to 3 + your Wisdom modifier.

Trap: At 8th level, select a supernatural ranger trap. You can use this trap a number of times per day equal to your Wisdom
bonus. The DCs for Perception checks, Disable Device checks, and saving throws against the trap are equal to 10 + 1/2 your
character level + your Wisdom bonus. The trap lasts for 24 hour or until triggered. You may apply your venom to the trap, if
done so the venom lasts for 24 hours or until the trap is triggered. At 16th level you may select another trap to be able to make.

Spells:
1) Mudball. 2) Fester. 3) Insect Scouts. 4) Poison. 5) Hungry Earth. 6) Eyebite. 7) Verminous Transformation. 8) Nine Lives. 9)
Wail of the Banshee.

Boros
Rebuke Death: You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two
cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number
of times per day equal to 3 + your Wisdom modifier.

Unity: At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow
your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls
are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time
per day for every four cleric levels beyond 8th.

Spells:
1) Ears of the City. 2) Escape Alarm. 3) Blade Snare. 4) Fire Shield. 5) Fire Snake. 6) Chain of Light. 7) Banishment. 8) Binding. 9)
Heroic Invocation.

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Simic
Restorative Touch: You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of
a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which
condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Partial Adaptive Immunity: At 8th level when you are preparing spells, choose one school of spells. You can spell resistance equal
6+ your HD + Your Wisdom Modifier.

Spells:
1) Stunning Barrier. 2) Fog Cloud. 3) Protection from Energy. 4) Stoneskin. 5) Caustic Blood. 6) Ooze Form II. 7) Ooze Form III. 8)
Spell Absorption, Greater. 9) Transmute Blood to Acid.

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Oracle
Oracle Mysteries are restricted by guild, curses are not.

• Ascetic - Boros
• Reaper – Golgari, Rakdos, Orzhov
• Juju - Golgari
• Whimsy - Rakdos
• Elemental - Any
• Ancestor – Any except Izzet and Simic
• Apocalypse - Rakdos
• Battle – Boros, Gruul
• Bones – Golgari, Orzhov
• Dark Tapestry - Dimir
• Dragon - Izzet
• Flame – Izzet, Boros, Rakdos
• Godclaw – Boros, Azorius
• Heavens – Selesnya, Orzhov
• Intrigue - Dimir
• Life - Selesnya
• Lore - Azorius
• Lunar - Orzhov
• Metal – Boros, Izzet
• Occult – Orzhov, Dimir
• Outer Rifts - Dimir
• Shadow – Orzhov, Dimir
• Solar – Selesnya, Orzhov
• Spellscar - Gruul
• Stone - Gruul
• Streets – Any except Azorius and Gruul
• Succor – Any except Dimir and Orzhov
• Time - Izzet
• Volcano - Izzet
• Waves - Simic
• Wind – Azorius, Izzet
• Winter – Simic, selesnya
• Wood – Golgari, Selesnya, Gruul

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Cavalier Restrictions
Cavalier Orders are restricted by guild.

• Reins – Gruul, Selesnya


• Green – Selesnya
• Hero – Selesnya, Boros, Rakdos
• Monument – Boros, Azorius
• Whip – Orzhov
• Blossom – Selesnya Dimir, Golgari
• Asp – Orzhov, Golgari
• Eel – Orzhov, Selesnya, Boros
• Waves - Simic
• Beast - Gruul
• Blue Rose – Boros, Azorius
• Cockatrice – Orzhov, Rakdos
• Dragon – Boros, Selesnya
• Eastern Star – Boros, Azorius
• Ennead Star - Boros, Azorius, Selesnya, Orzhov
• First Law – Non Boros, Selesnya, Orzhov
• Flame - Rakdos
• Guard - Any
• Hammer – Gruul, Boros, Orzhov
• Land – Rakdos, Golgari
• Lion – Boros, Azorius, Selesnya, Orzhov
• Paw – Selesnya, Golgari, Rakdos
• Penitent – Boros, Azorius, Selesnya
• Scales - Boros, Azorius, Orzhov
• Seal - Any
• Shield - Rakdos, Golgari
• Shroud – Boros, Selesnya
• Staff – Any except Gruul
• Star – Selesnya, Orzhov, Rakdos, Izzet
• Sword - Boros
• Tome - Azorius
• Vengeance – Azorius, Rakdos, Golgari
• Black Daimyo – Orzhov, Boros
• Eclipse – Dimir
• Songbird – Selesnya, Rakdos
• Warrior - Any
• Ronin –Guildless or Gruul

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Guild Cavalier Orders
These Orders can only be taken by guild members

Cavalier Order Order of Azorius


Must be Lawful

Edicts: You must always speak truthfully and honestly. Whenever you break your word (either purposefully or unintentionally),
you become sickened for 24 hours or until you meet your obligation, whichever comes first.

Challenge: Your weapon is treated as Axiomatic against the target of your challenge. You gain a +1 bonus on will saves after
level 4 and every four levels after on spells and spell like abilities cast by the subject of his challenge

Skills: Adds Knowledge (local), Knowledge (nobility), Linguistics to his list of class skills

He gains a bonus equal to half his level (minimum +1) on Sense Motive checks to determine whether someone is bluffing and
to determine whether a creature’s behavior is being influenced by an enchantment.

Order Abilities:

My Oath is my Power: once per day at 2nd level as a free action you can make a vow to yourself that grants a +4 morale bonus
on any one roll you make while trying to fulfill a promise made to another individual.

Seek Justice: At 8th level, once per day after receiving a request for aid from a legal authority or an aggrieved party regarding
the breaking of an oath or law, whenever the cavalier encounters the oath-breaking or criminal creature, he can choose to
vehemently exact retribution. As a swift action, the cavalier can grant himself a competence bonus equal to his Charisma
modifier on all attack rolls, weapon damage rolls, and opposed checks against the oathbreaking or criminal creature. These
bonuses last for 1 round per level.

My enemies are always wrong: at 15th level the cavalier is under a constant detect chaos. He and his allies treat enemies who
the cavalier challenges as chaotic for the duration of the challenge. He also gains a DR 5/ chaotic.

Order of Silence (Dimir Cavalier order)


Edicts: protect the secrets of the dimir guild and let no one know about its existence, by any means necessary.

Challenge: Whenever an order of silence cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against
the target of his challenge, if the target is an intelligent creature to whom the cavalier knows and has desire to reveal the dimir
guild This bonus increases by +1 for every four levels the cavalier possesses (to a maximum of +5 at 17th level).

Skills: an order of silence cavalier adds disguise and stealth to its list of class skills. He adds ½ his level to detect secret messages
and appear as a member of a different guild or guildless.

Silent Knight: At 2nd level you and your mount take no penalty to stealth while moving more than half speed but less than full
speed. You take a -5 penalty to stealth while charging.

Leave no Trace: At 8th level you and your mount float about an inch above the surface of solid ground. This is hard to notice
and provides a number of benefits as your walking doesn't make sound.

Eerie Silence: At 15th level you create an area of silence around you and your mount, this area extends out 10ft from both of
you. You and your mount can also choose to become camouflaged, rendering you basically invisible while still, and allowing you
to attempt stealth even when conditions normally wouldn't allow.

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Order of Rakdos (Challenge)
Edict: You must follow the orders of Rakdos and his bloodwitches. You must also try to create the most interesting stories. You
must try to become immortal through fame.

Challenge: Gain +1 damage at level 1 and an additional +1 for every 4 levels after vs creatures that are larger and have more hit
dice than you.

Joyous Dodge: At 2nd level the cavalier learns how to dodge the attacks of his foes and allies. He gains a bonus equal to his
Charisma bonus on saves against abilities and spells that have an area of effect.

Demoralizing Strike: At 8th level whenever the cavalier confirms a critical hit with a melee weapon, as an immediate action he
can attempt an Intimidate check to demoralize all foes within 15 feet who can see him. This ability can be used only once per
combat.

Sudden conclusion: at level 15 whenever a creature in the challenge is reduced to 0 HP you may choose for it to explode. This
does 1d4-1 points of fire damage and 1d4-1 points of piercing damage per hd the creature had in a 5ft burst +5ft for every size
category the creature was over medium. Reflex DC 10+ creatures HD +Con mod to halve, you never take damage from this
ability. You can trigger this ability on yourself when you have challenged or been challenged and are at 0 hp. This kills you

Order of Rakdos (Uncager)


Edict: You must follow the orders of Rakdos and his bloodwitches. You must also try to create the most interesting stories. You
must try to become immortal through fame.

Taunt Ability: The Cavalier gains the benefits of the spell Deadly Juggernaut, except there is no limit to the bonus to melee
attack rolls, melee weapon damage rolls, strength checks, and strength basked skill checks, and the duration is changed, see
Taunt. He still must reduce qualifying opponents to 0 or fewer hit points to gain these benefits.

Skills: Acrobatics, Linguistics, and Perform are added as class skills and you lose ride as a as a class skill.
You gain a bonus on Perform equal to ½ your level and on Acrobatics equal to ¼ your level.

Joyous Dodge: At 2nd level the cavalier learns how to dodge the attacks of his foes and allies. He gains a bonus equal to his
Charisma bonus on saves against abilities and spells that have an area of effect.

Demoralizing Strike: At 8th level whenever the cavalier confirms a critical hit with a melee weapon, as an immediate action he
can attempt an Intimidate check to demoralize all foes within 15 feet who can see him. This ability can be used only once per
combat.

Upstaging Counter: At 15th level when he taunts a Large or larger creature, the cavalier can also prepare to interrupt the
creature’s special attacks or special feat actions. The taunted target provokes an attack of opportunity from the cavalier
whenever it activates an extraordinary or a supernatural attack or special feat action (such as a breath weapon or gaze attack).
If the cavalier deals damage with this attack, the creature must succeed at a Will save (DC = 10 + half the cavalier’s level + his
Charisma modifier) or it fails to activate the special attack and loses the action it took to do so. The cavalier can perform three
such attacks of opportunity over the course of a taunt

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Slizt Clan Raiders (Gruul Cavalier Order)
Edicts: You must fight against the encroachment of civilization on nature and always respect strength.

Challenge: when a Slizt Clan raider issues a challenge they gain a +2 bonus to str and con, a +1 bonus to will saves and a -1 to
AC. After issuing a challenge, a Slizt clan raider cannot use any Charisma-, or Intelligence-based skills (except Intimidate and
handle animal) or any ability that requires patience or concentration. The bonuses to str and con increase by 2 while the bonus
to will and the penalty to AC increase by 1 at 6th level and every 6th levels after.

Skills: add survival and stealth to your list of class skills

Order abilities:

You have access to a greater number of creatures to be a mount. You can select a mount off of the druids animal companion
list. A Slizt clan raider cannot choose a mount that is not capable of bearing his weight, that has fewer than four legs (unless it is
a flightless bird), or that has a fly speed

Rush Down: at 2nd level during surprise rounds, you can issue a challenge and draw your weapon as part of a charge. If you
would crit during a surprise round, automatically confirm the critical.

Blinding Speed: at 8th level A cavalier and his mount gain an additional +10 to their movement speeds. Also when they hit a
creature that recently failed a perception check against them or is flat footed they may attempt a trip, steal, disarm or dirty
trick maneuver against them. This does not provoke an attack of opportunity. Usable once per combat on each creature in
combat.

Frenzied Tactics: at 15th level the cavaliers mount gains all the benefits and penalties of his challenge as long as he is riding it. In
addition, if they moved their maximum normal move distance or greater in a turn or are in the process of moving that distance,
they gain a +4 to AC and a +2 to hit and damage, +2 to reflex saves and an additional +2 on saves vs entanglement, stunning,
staggered, paralyzed and petrified.

Order of Seleysna
Edicts: you must protect the conclave and it's flock at all cost. Whether through word or blade. You should not cause undo
violence.

Challenge: Whenever an order of Seleysna cavalier issues a challenge, his target takes a –1 penalty on saving throws against
spells and spell-like abilities for 1 round after the cavalier successfully damages the target. This penalty increases by 1 for every
four levels the cavalier possesses.

Skills: add knowledge (nature) and heal to your list of class skills. You may provide first aid as a swift action that doesn't provoke
an attack of opportunity. Also you may treat deadly wounds as a full round action that does provoke an attack of opportunity,
also adding your charisma modifier (if positive) to the hit points healed

Bush Rider: at 2nd level you and your mount may charge through non magical undergrowth unimpeded.

Seleysnian Aid: at 8th level creatures who receive healing from you may heal an additional 1d8 points of hit point damage, (this
includes you handing them a potion you own. Also healing ability damage triggers this ability, but the additional healing is still
hit point healing.) if they do they take a -2 on will saves vs Seleysna for 24 hours. Also when you would receive variable healing
you may instead choose to take the average+1 per die rolled. (So if you healed 1d8+1 you would heal 4.5+1+1, for a total of 6.)
They may only benefit from this ability once in 24 hours.

In the Trees: At 15th level when you charge, you may charge through plants even if they would fully block you, including
magical growth. Also when charging if you would charge into a plant of at least medium size (this includes plant creatures and
root kin) you and your mount may move as though you cast transport via plants. If you hit a target with this charge treat it as
though it was a critical hit and roll to confirm.

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Order of the Orzhov
Edicts: You must always earn money for both you and your (orzhov unit), Collect debts and impose them whenever possible.
You must not give to charity.

Challenge: Whenever an Order of the Orzhov issues a challenge, they may make an immediate intimidate check against the
target of his challenge. As long as his opponent is suffering from a fear effect he and his cohort gains +1 circumstance bonus on
damage rolls against them. This bonus increases by +1 for every four levels the cavalier possess. This ability can effect foes
Immune to fear.

Whip it Good: At 2nd level gain the Whip Mastery and Demoralizing Lash Feats even if they would not normally qualify.

No Lazing About: At 8th level the Debt Enforcer can target an ally with one of the Debt Enforcer’s attacks against the allies flat
foot AC. If it hits and does damage, as an immediate action the ally the Debt Enforcer attacked can make an attack with a
weapon at their highest BAB with all normal bonuses, with a bonus to hit equal to the amount of damage done to them and a
bonus on the damage roll equal to the amount of damage done.

Feared and Respected: At 15th level for every 5 you beat the DC of an intimidate check to demoralize an opponent and
make them shaken instead of increasing the duration for 1 round you instead increase the duration for 1d3 rounds. For every
10 rounds of shaken you bestow on the target the severity increases but the number of rounds decreases by half. So 10 rounds
of shaken becomes 5 rounds of frightened, 20 rounds of shaken becomes 10 rounds of panicked. 30 rounds of shaken becomes
15 rounds of terrified.

Swarm Knights (Golgari Cavalier Order)


Edicts: you must care for the poor and downtrodden, offering food and shelter to those in need. (This can be telling them
where services are). You must also try to grow the swarm. You have also undergone a process to start changing your body

Challenge Whenever a swarm knight cavalier issues a challenge, he gains a +1 dodge bonus to his and his allies AC against
attacks made by the target of his challenge when the target is flanked, as well as a +1 morale bonus on saving throws against
fear and mind-affecting effects. This bonus increases by 1 for every 4 levels the cavalier has.

Skills: A swarm knight cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever a swarm
knight cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a
bonus on the check equal to 1/2 his cavalier level (minimum +1).

Choose a medium verman from the animal companion list. Give it the following changes. Large size, +2 str, -2 dex, +1 to ac from
natural armor, +2 to int.

Undying Loyalty: at 2nd level a swarm knight and his mount is not staggered when below 0 hit points. At 9th level, taking
actions when below 0 hit points does not cause him or his mount to lose hit points.

Strength of the swarm: at 8th level whenever a swarm knight and his mount succeeds at a Fortitude or Will save against an
effect that has a reduced effect on a successful save, she instead negates the effect. A swarm knight and his mount becomes
immune to disease, infestations, and poison.

Regeneration mastery: 15th level the swarm knight and his mount becomes immune to death effects and to effects that would
kill them without reducing their hit points to 0, unless the effect involves decapitation. If he or his mount is decapitated, the
swarm knight or his mount can continue to act normally. Reattachment requires the head and body to be joined and the
application of any effect that restores hit points.

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Order of Niv Mizzit (Izzit Cavalier Order)
Edicts: You must recognize Niv Mizzit as the greatest mind ever, in addition to being equally beautiful and powerful. You must
share these ideas with others when appropriate.

Challenge: Your weapon does an additional +1 point of either fire, acid, cold, or electric damage to targets of your challenge.
(Your choice on issuing the challenge) this increases by +1 for every 4 levels of cavalier you have. This stacks with all other
damage your weapon would do and is multiplied on a critical hit.

Skills: A cavalier can attempt knowledge checks untrained and adds his int modifier in addition to his charisma modifier on all
charisma based skill checks.

Order Abilities:

Knowledge is power: At 2nd level choose either to use your Int modifier to your AC in place of dex, this is lost when you would
lose your dex modifier to ac, or use your int modifier to hit and damage.

Know thy enemy: At 8th level when you challenge an enemy you can make a knowledge check against the appropriate DC,
adding ½ your cavalier level when you do. If you are successful, crits against the creature automatically confirm and weakness
the creatures have, if exploited by the cavalier or his allies are multiplied by 2.

Science of war: At 15th level add your Int modifier to your CMB and CMD. This stacks with other bonuses you may have. You
gain HP equal to your HD times your int modifier and every time you would gain a level in cavalier you add your int modifier to
your HP

Order of Wojek (Boros Cavalier Order)


Edicts: you must seek justice and do what is right. Law is important but not paramount. You should be willing to protect the
city and its people with your life.

Challenge: Whenever an order of the wojek cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee
attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four
levels the cavalier possesses.

Skills: an order of work cavalier adds knowledge (nobility) and knowledge (local) to his list of class skills. Also he adds ½ his
class level to sense motive checks and may make knowledge (nobility) and knowledge (local) checks untrained. If he has ranks
in those skills he adds +1 to his check. This bonus increases by 1 at 4th level and every 4 levels after.

You are given a roc as a companion as from the animal companion list, this replaces your normal horse mount, unfortunately
this roc is not large enough to ride yet.

Wing Beat: at 2nd level as a full round action your roc can beat its wings to create a massive torrent of air. This functions as
wind wall with a range of 25ft+5ft per 2 levels, and only lasts until the start of the rocs next turn. With your level acting as the
caster level.

Flight Training: At 8th level your roc gains the turbulent take off and rushing winds feats even if you wouldn't normally qualify.
You may trigger these feats on a charge as well.

Air Superiority: At 15th level your roc may make a Fly check instead of an Acrobatics check to move through a threatened area
or an enemy’s space. the cavalier can take retribution on those who dare to strike an ally Whenever an enemy makes a
successful melee attack against the cavalier or an adjacent ally, the enemy provokes an attack of opportunity from the cavalier.
The cavalier receives a +2 morale bonus on the attack of opportunity. If the attack made by the enemy was a critical hit, the
cavalier may treat the enemy as the target of his challenge for the attack of opportunity. The cavalier can use this ability once
per round.

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Order of Advancement (Simic Cavalier Order)
Edicts: You must strive for improving yourself and your mount. Increasing your knowledge and bringing progress to the city.

Challenge: Whenever an order of advancement cavalier issues a challenge, allies of a different species than the cavalier receive
a +1 circumstance bonus on attack rolls against the target of his challenge whenever he is threatening the target. This bonus
increases by +1 for every 4 levels the cavalier has.

Skills: an order of advancement cavalier adds knowledge (nature) knowledge (dungeoneering) and knowledge arcane. He can
make these checks untrained. He adds ½ his level to checks made to identify creatures.

Evolving Mount: at 2nd level an order of advancement cavalier has one evolution point to spend on his mount. This increases
by 1 at 6th level and every 3 levels after. You can change what the points are for every time you level up.

Ignore Extinction Event: 8th level Once per day as an immediate action, the cavalier may ignore an amount of damage from a
single source (one attack, spell, or effect) equal to his cavalier level plus his Charisma modifier. He can only ignore hit point
damage in this fashion. The cavalier can use this ability one additional time per day at 12th level and every four levels
thereafter (to a maximum of four times per day at 20th level).

Perfect Symbiosis: At 15th level an order of advancement cavalier can form a lifebond to share harm with an ally. As a full-
round action, the cavalier enters into this life bond with a willing creature that has an Intelligence score of 4 or higher.

The cavalier and his partner each gain a deflection bonus to AC equal to the cavalier’s Charisma modifier (minimum +1). A
partner that takes damage from attacks and effects that deal hit point damage (including from special abilities) takes only half
damage, and the other half of the damage is dealt to the other partner in the pact. Forms of harm that do not involve hit
points, such as charm effects, ability score damage and drain, negative levels, and death effects, are not affected. If either
partner in the pact suffers a reduction of hit points from a lowered Constitution score, the reduction is not split, as it is not hit
point damage. This effect ends if the cavalier makes a new pact (at which point the existing pact immediately ends), if the
partners in the pact move more than 1,000 feet apart, or if either partner in the pact takes a swift action to dissolve the
partnership. Damage already divided is not reassigned when the pact ends.

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Lore Basics
A little about the setting and guilds

It is basically a giant city that covers everything, the lesser magics are fairly common and even more
advanced magics as you get deeper into the guild structure. However almost all magic is controlled by a
guild in some way. City is also relatively advanced, with the good parts having internal plumbing and
heating.

Like 60% of the people are in a guild, the guilds hold all the power. Nothing happens without a guild
being involved.
Also the City is rules by a magical set of laws called the Guild Pact, it enforces what each guild does and
limits what each guild can do to one another.
Guilds

• Azorius Senate – “the government” judges, jury, state police, and bureaucrats
• House Dimir – Spies, freedom of information and work as an anti-tyranny system from
the other guilds to keep anyone from growing to strong, considered to have fallen apart
• Cult of Rakdos – Second largest guild, worships a big demon, most laborers, service jobs
and entertainers.
• Gruul Clans – Basically a bunch of savages who hate the city. Live in ruined parts of the
city
• Selesnya Conclave – manage parks and hospitals, also a cult
• Orzhov Syndicate – Run by ghosts, basically the mob and big business and the church.
They own everything
• Izzet League – Ran by a big dragon with a big ego. Inventors and smiths. Run the public
works
• Golgari Swarm – Run by 3 gorgon sisters, use to be 5 sister 2 were killed in the attack,
who just killed the unkillable elf lich. The largest guild. Deal with cleaning up death, food and
the poor. Mostly live underground. But have members in every area of the city. Mostly to clean
up death.
• Boros Legion – Run by an angel/ avatar of war. Basically the military and the police.
There military mostly keeps the Gruul clans in check, stops larger riots, stops guilds from waging
open war on one another and disasters.
• Simic Combine – Biological inventors. Try to make new nature, people, medicine.
• The guildless - About 40 % of Ravnica's population is guildless, and the proportion gets
higher the farther you get away from the city's center and into "rural" areas. There are also
discrepancies in race: nearly all elves belong to one of the guilds, but nearly all goblins are
guildless. Of these 40% about 20% are close to a guild and could be rapidly absorbed into that
guild if it needed to swell its numbers.

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Notable Locations Homebrew
Natural territory.

Grand Market: While it is known for its many shops, it is more than just a market. Having many locations
where the guilds can just meet, along with some nicer hotels, restaurants and other amenities. High
knowledge checks reveal that the land is actually owned by the orzhov.

Megaannum Park: once an open area, tall building on every side now boxes it in. Still a decent place but
if you are looking for “greenery” best to look elsewhere. A worn statue of the Gruul Praun stands in the
back of it.

Azorius Territory

The Station: A large “rapid” processing court house that also acts as a train station, moving the azorius
staff and papers to where they need to go along with another line that moves prisoners to offsite
holding facilities.

32* 43’ 91”, 11* 11’ 71”: Home to the Azorius Mapping building, which also tries its best to keep tabs on
everything including citizens locations.

The Permanent Record: A Large private Library said to contain every scrap of information the Azorius
has ever collected.

House Dimir

Nothing to see here

Move along

Museum of Failure: A series of booths with a curtain over the entrance, a small box asking for a copper
donation is attached. Inside is a mirror painted over with the dimir signet.

Cult of Rakdos

Sin Street: All your sin on 1 street. A place to make memories and horrible permanent life choices. One
single long poorly lit street. Only opens after dark. *may end up dead

The Classy Place: When the Orzhov go out this is where they go, your money protects you here. Pay to
enter than many complementary services. Large sprawling neighborhood.

Fool’s Brain District: Tightly packed maze of bars. Any type of bar you could want is here, if you can find
it.

Gruul Clans

The Old Stones: Some of the oldest parts of Gruul territory build on an even more ancient orzhov
church.

The New Rubblebelt: The newest part of the territory, with many abandoned but still standing buildings.

Dragonfall: All the Trogs hang out around an ancient dragon skeleton.

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Selesnya Conclave

The Canopy: Rich part of the area, located on the tops of trees. Able to look down on the city. One of the
highest nearby points.

The Stables: Centaur training center, many of them live near this area as well. Trains Order of Selesnya
knights in all things

Dryad Grove: Large local park. Not very open, is heavily forested but not really over grown. Very easy to
walk.

Orzhov Syndicate

Little Obzadat: Controlled by a single Oligarch, anyone who lives there is considered family and is not
allowed to “fail”. The Oligarch is a plump ghost haunting his own gold plated bones.

Grand Basilica of the Currency Exchange: exchange your money for the potential of more money (it’s a
bank). Or you can sell your soul or body to cover those overdraft fees or as collateral on loans.

Izzet League

Arcane Geometry Distance Learning: Due to wording in the original land lease of the main School of
Arcane Geometry, this classroom is also located in the Station. Focuses on counter magic.

N.I.V.M.I.Z.Z.E.T: Needlessly Intricate Vertical Management Instillation Zealously Zapping Enemy Targets.
The central station controlling water, heat, power, and excess magical energy for the whole district. The
building was designed to look like Niv Mizzet and can even rotate with the mouth acting as a vent/
weapon shooting out a wide range of projectiles. (water, steam, fire, electricity, raw sewage, raw magic,
weirds)

Lava Tunnels: Smelting facilities located in the tunnels with the heating pipes in them, used to create
mizzium both legally and illegally. Have to wear the proper gear or you can find yourself melted going
into them.

Golgari Swarm

The Drain: Tightly packed housing that spirals into a large hole leading to the under city. The cheapest
housing is nearest the hole. So those doing very poorly and suffering continuous loss are considered to
“circle the drain” as the move closer to the hole into cheaper housing.

Street Swarm Offices: Where both the local street swarm offices are and the communication hub for the
street swarm in other districts is located. Cleans up the trash and dead bodies.

Boros Legion

Starbase: like a mini Sunhome

Bladeheld Market: Market for weapons and Protection, very deep in Boros territory no crime happens
here.

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Simic Combine

The Chop Shop: Not exactly the most legal science lab, but if you want to buy, sell or mutilate organs
this is the place to come too.

The Preserve: A large psudo natural area. Protected by magic barriers to keep anything with a graft in. It
acts as a testing ground and a sealed ecosystem for simics new nature.

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Lore in Depth
Azorius Senate: made up of three parts, act as the government, enacting laws and enforcing laws.
Bogged down in red tape and bureaucratic, letter of the law paper work lovers

o Sova – Judges and arbitrators

o Jelenn – Scribes, messengers, conflict mediators Bureaucrats and their aids along with
writing and passing laws

o Lyev – Surveillance, precognition, investigators and counter mages. The Senates


personal police force.

o Lead by Grand Arbiter Augustin IV

House Dimir: Thought to have fell apart thousands of years ago due to mismanagement, symbol often
seen on libraries, museums and on newspapers. No one is exactly quite sure what they did though.

o Slight change to actual lore since, they don’t make a whole lot of sense in the Old Pre
Fall of the Guildpact lore.
o My change is they work that truthful information is still being sent out to the public
o They also act as an Anti-Tyranny force, not letting one guild ever become to powerful.
o However their leader Szadek still is immune from the guild pact and is working to usurp
it.
o Thus a constant game of letting things that let guilds grow in power so there are
structures in place for him to directly rule from and not letting them get to strong lest he be
rooted out.

Cult of Rakdos: One of the three actually useful guilds they make up the menial laborers and service
industry and entertainers. Rakdos festivals are hated by the general public for they destroy a lot and kill
a lot of people. Also known for unleashing unspeakable monsters for fun.

The guild is made up of 9 rings, run by a ring master, with his own gang to inforce his rule.
The rings are listed hear from least to most prestigious. The Cult acts much more cult the more
prestigious the ring is.

o Manual Laborers
o Food Service
o Bathhouses
o The Stage
o The Circus (this is where things start to become culty at an individual level and not just
leadership)
o Tattooing and Scarring
o Pit Fighting
o Erotic Services and Other Pleasures
o Tortures (Highest Ring)

Lead by the Demon Rakdos who for the benefit of everyone spends a lot of the time asleep.
Guild is then lead by a coven of Blood Witches, with one above the others. The current leader is Myreva

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Gruul Clans: Were originally supposed to protect the natural parts of Ravinca. Failed real bad. Have had
their responsibilities passed on to other guilds and are written out of most laws. Meaning they aren’t
protected from blatantly corrupt practices. Became a loose group of savage city destroyers and
outsiders.

o Burning Tree clan – largest and strongest, leader and “leader of all clans” Borborygmos
o Scab Clan – most violent former slaves, tortured and non-consensual simic experiments
o Ghor Clan – Leads the most raid on civilization
o Bolrac Clan – made up of Ogres, cyclopes, trolls and giants. Likes destroying large
buildings
o Slizt clan – stealthy and smart made up of Vashino and humans
o Zhur-Taa – Most religious, want to start there version of the apocalypse, good beast
tamers
o Trogs - loners who wander the rubblebelt

Selesnya Conclave: Preserve peace, life, unity and nature through brainwashing. In charge of city parks
and hospitals.

o Each area is led by a dryad


o Whole thing is led by Mat’Selesnya

Orzhov Syndicate: Big business, is the Bank, Church, black market, and the mob all wrapped into one.

Fall into debt and you will be forced to pay it off for the rest of your life then reanimated to pay it off.
Wealth is shared between the family but never to charity.

Several Cartels with different territories and markets, make up the syndicate.
Each Cartel has its own hierarchy. Going from the bottom of the guild to the highest they are:

o Borrowers not part of the guild but can’t escape debt even in death
o Syndics are attorneys, advisors, accountants and couriers
o Knights are the enforcers, some look like knights others are little more than thugs
o Ministrants are the priests
o Angels
o Pontiffs executive managers
o Olicharchs Elite

All Cartels report to the Obzedat Ghost Council. Most of the prominent leaders at the higher level of the
guild are ghosts or vampires.

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Izzet League: the second of three actually useful guilds. They represent the public works, building and
maintaining roads, water supply systems, sewers, heating systems, boilers along with driving most
scientific process forward. Done in several Laboratories

o Pyrology – heat, fire, and explosions, in the main guild hall


o Storms and Electricity – at the top floor of the guild hall
o Metallurgy – in the smelting quarter makes mizzium (a very hard metal)
o Orientation – Teleportation
o Mineography – Duplication
o Continuism – temporal manipulation
o Arcane Geometry – Counter magic and redirection, near the Azorius training facility
o Gravitational Inversion - Flight
o Dermatology – Creates Weirds which are elementals of opposite types fused together

Lead by the Ancient Dragon Niv-Mizzet, who is very smart and has a huge ego.

Golgari Swarm: The Third of the three actually useful guilds in charge of farming, removal of dead
bodies and protection of the poor. Very expansion focused but does it slowly. Largest Guild

o Teratogen: The ruling class made up of Plants, mutants, harpies, nagas, Centaurs and
Gorgons
o Devkarin: Elves most hungry for expansion ruled by a high priestess or Matka
o Cillia: Shamans and rogues that act as a parliament and spy agency for the Devkarin
o Lotleth: Necromancers, Fungus-binders, and undead. The main labor force. Does a lot
of reclamation and expansion
o Kraul: Six legged insects that are hard headed and literal minded. Outsiders even within
the swarm. Back fill former areas
o Street Swarm: Corpse scavengers, low ranking street shamans, rot farmers, tunnel
trolls, elementals, fungal horrors, and spore druids. Each neighborhood has its own chapter of
the street swarm led by a local swarm boss.
o Orchran: Rumored to be a group of mercenaries specializing in vengeance killings.
Mostly filled with Devkarin and Gorgons. Known for their poisons.

Founded by the Lich Svogthir recently usurped by the Quintet of gorgons the sisters of stone death.
However two of the sisters died in the process. Rumors exists that they were not even to fully kill
Svogthir but did weaken and hide him away.

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Boros Legion: the police and military of Ravnica operating out of their Fortress and place of worship
known as Sunhome. More focused in the spirit of the law than the letter. Would rather have things
their way than Auzorius’s way. Highly stratified hierarchy and dogmatic

o Powerband 1: Razia - Angelic demi god, military leader and icon. Well known and
respected
o Powerband 2: Angelic Warleaders – wise and ancient angels serving as the tacticians
and counselors setting the dogma for the guild.
o Powerband 3: Firemane Angels – Incarnation of war not involved in strategy or politics
o Powerband 4: Battleforce Angels – The rank and files of the angel echelon
o Powerband 5: Boros Guildmage – highest rank mortals can reach and the only ones
who could initiate contact with the angels. They receive the orders and pass it out
o Powerband 6: Commander Generals – One for the police (wojek) and one for the
normal army Powerband 7: Section Comanders – ten in total one for each of the districts.
o Powerband 8: Shift captians and skyknight captains - highest ranks that patrols the
streets. Skyknight captains fly giant rocs and communicate with the troops
o Powerband 9: Wojek Embermage: Combat mages
o Powerband 10: Lieutenants/skyknights – answer directly to powerband 9
o Powerband 11: Wojek Sergeants and Sunhome enforcers - street patroller sergeants
and those who guard sunhome
o Powerband 12: Wojek Apothecaries and Flame kin - healers and elementals that have
been touched by angels.
o Powerband 13: Constables and Commandos – do the menial tasks that need taking care
of.
o Powerband 14: Thundersong trumpeters – messengers and moral boosters
o Grunts: common ranks and file, make up most of the manpower.

Simic Combine: its mission is to preserve the natural world even as the cities continue to grow. Also
dabbles in people augmentation and medicine and food production (though doesn’t grow any, just
produces new things to grow). Broken into several areas of study and research called Clades.

o Hull: Focusing on protections


o Fin: Movement and growth
o Crypsis: Camouflage
o Gyre: Focusing on redirecting or nullifying magic and advancing nature

Currently led by the elf Momir Vig

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The Guild Pact
Originally conceived of by the lawmage Azor I, the Guildpact serves as a basis for all Ravnican law,
setting statutes and ordinances for each guild so that each of the ten guilds has its place. During the
Signing of the Guildpact, the Paruns pooled their magic to create a treaty that could enforce itself.
Certain agreements in the Guildpact, if broken, brought automatic magical consequences on those who
defied them.

Authorized guild representatives, such as officers from the League of Wojek, can enforce the
Guildpact's magic. For instance, when a Wojek officer wishes to imprison someone who has directly
violated a Guildpact law, it is possible to restrain them utterly. Not even paruns can break such a seal.

As a failsafe, the Guildpact could be altered with the agreement of all ten guild leaders.

The first draft of the Guildpact, pressed under three inches of magic-treated glass and authored by Azor
himself, is still preserved in the Old Laws Library of the Azorius Jelenn Column complex. As of c. 10,080
ZC, a replica of the original Guildpact is housed in the Museum of Ravnica at Vitu-Ghazi. It is a large
book containing both the text of law, as well as explanations of the decisions made during the founding
of the guild pact.

The Guildpact itself is focused upon an ancient, primeval living document signed with blood and magic
by each of the paruns to represent their willingness to work together to hold the city together. It was
signed in -5517 AR, a year which became known as 0 ZC. Its second signatory was the Boros parun
Razia, followed by the Golgari parun Svogthir.

Below is a list of the original signers and the leaders of the guilds before the events of the first Ravnica
Block.

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Guild Cooperation
Guilds that share a color identity usually work well together, so characters from the guilds would make
sense when investigating a larger issue or some form of interguild cooperation.

All guilds will work with the Boros on some level, especially if they are using them as a weapon vs the
other guilds.

A dimir agent, disguised as another guild member can fit into almost any party.

If the threat is large enough the magic of the guild pact will bind the guilds together and they can tough
it out and work together.

The laws of Ravnica are unwieldly, draconian, confusing, and on some level unknowable. So on some
level if you have a really diverse party, just say x member was need for this for y reason. Not something
you should rely on but a good tool to have in your back pocket.

For guildless members, they might want to make a name for themselves so they could be recruited into
a guild, or working to make sure the guilds don’t cause more harm.

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DM and Forgotten Things
Here are a couple things for just DM use. Also please remember Centaurs make up a large portion of
Ravica’s population especially in the guilds with white and green as a color identity. Included is a “PC”
Character stat block for them.

Centaurs - +2 Str, -2 dex, +2 con, always treated as mounted, medium {Green or White}

A majority of Centaurs are in a guild. The guilds they are in the most are as followed from greatest to
least. Selesnya, Boros, Golgari, Gruul, Simic, Orzhov, and Azorius

Nephilim are some Iconic monsters from the first Ravnica Block, they are other worldly and very
unknown. Here is a Cleric Archetype and Doman that really lets you feel their weird nature.

Nephilim Heretic (Cleric) (Guildless) (Nephilim) (Non Player Character)


Mix and match to build your character, points must total to zero. Points are in ()

HD: 1d4(-2), 1d6(-1), 1d8, 1d10(1), 1d12(3), 1d20(4)

Skill Ranks: 1(-1), 2, 4(1), 6(2)

BAB: Worthless(-3), Slow(-1), 3/4ths, Fast(2), 101% (5)

SAVES: Poor(-1), Normal, Good (2)

Channel: None(-2), Weak (-1), Normal, Powerful (3)

Domains: None (-2), 1 (-1), 2, 3 (1)

# of spells a day: None(-4), Bard (-1), Cleric, Sorcerer (2)

# of Spells known: Sorcerer(-2), Wizard (-1), All

Spell List: Bard (-1), Cleric, Wizard (1), Mix (5)

Casting Style: Prepared, Spontaneous (2)

Explanation of some above terms

Worthless: 0,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,6

101%: 2,3,4,5,7,8,9,10,11,13,14,15,16,17,19,21,22,23,24,26

Saves: Poor (all slow progression), Good (all Good Progression)

Channel: Weak (only go up every 4 levels), Powerful (go up every level)

# of spells a day: bard (only learn up to and prepare 6th level spells), None (can no longer select other options below this one)

# of spells known: Sorcerer(per table: Sorcerer spells known), Wizard (start with all 0 level spells, 3 first level spells + an
additional 1st level spell for your wisdom mod, then gaining two new spells of any level you can cast)

Spell list (all spells are still divine spells): Bard (can prepare spells in higher level spell slots if available, can still sacrifice spell
slots to cast either cure or inflict spells), Wizard (can still sacrifice spell slots to cast either cure or inflict spells), Mix (chose
from Cleric or Wizard spell list)

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Nephilim Domain
Available to characters who worship the Nephilim, These Characters should be Guildless. Clerics who worship the
Nephilim can choose any other domain as their second domain other domain rules still apply. NPCs that worship
the Nephilim can choose any domains they want, even contradictory domains, or ones that are in odds with their
alignment. Characters who worship the Nephilim should be seen as outsiders by even the guildless and thus have a
poor reputation, people are weary of them. They often work in groups of 5, this is especially true of NPCs.
Domain Spells: Bless, Shield other, Prayer, Globe of Invulnerability, lesser, Telepathic Bond, Heroes’ Feast, Refuge, Cure Critical
Wounds (Mass), Miracle

Domain Powers
Domain Strike: Touch an Ally as a standard action until the end of their next turn the next attack they make with a weapon get
+1 to hit for each ally within 30 ft that does not share a Subtype or type if they do not have a subtype and a +1 to damage for
each ally that has a unique class. You can use this ability a number of times per day equal to 3 + your wisdom Modifier.

Rip of colors: At 8th level, You may shoot a cone of colored beams from your hand. This is a 60ft cone, each creature in the cone
is struck by one or more beams. Roll to determine which beams strike a creature. DC is 10+ ½ your cleric level + your Wisdom
modifier. You may use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond
8th level.

1-13 Red: 1d8 points of fire damage per cleric level

14-27 Green: As per the spell Poison

28-41 Blue: As per the spell Irregular Size

42-55 Black: As per the spell Enervation

56-69 White: As per the spell Calcific Touch

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The Dimir Doppleganger was an idea I had, a perfect spy class, one where being in the disguise isn’t so
much even a debate. You just are. It became very complex and I don’t think it really turned out how I
wanted it too. The Dimir Infiltrator is just a “better” more streamlined version of this Archetype. I sadly
put too much effort into this to just throw it away though. So here it sits in shame, at the very end of
the document.
Dimir Doppelganger (Vigilante)
A Dimir Doppelganger must be true Neutral

Replacing Dual Identity


Triple Double Agent: at 1st level you start with 3 identities. Your Real Identity, which should remain secret, if anyone sees you
change into your real identity or change from your real identity your cover is blown and you lose all class skills and abilities. You
also have a Primary Identity which “everyone” knows you as and you can be seen in freely and certain trusted individuals can
see you change from any of covers to others or even the Primary Identity. For the Primary Identity choose a one from the table
below. You also have 1 cover, for the cover choose one from the table below, however it must be either an Avenger or Stalker if
your Primary Identity is Social or Social if your Primary Identity is Avenger or Stalker.

You start each day in your Real Identity, you must spend 3 minutes a day per Vigilante level, in your Real Identity as you prep
your various abilities and disguises for the day. After that you may choose to enter your Primary Identity or your any of your
covers.

Changing from one identity to another takes 1 minute and must be done out of sight from most other creatures to preserve the
vigilante’s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the
process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is
as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s
appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social
identity, but a vigilante who uses vigilante talents in his social identities risks exposing his secret. Once a cover is blown a Dimir
Doppelganger loses access to that cover and can no longer assume that identity or the powers associated with them. The
Primary Identity can only be lost if you reveal your Real Identity. If you lose a cover it can be replaced 1 week later through a
specialized ritual to the dimir network that costs 200 gp per Vigilante level. The ritual takes 8 hours to complete.

Despite being a single person, a vigilante’s nature allows him to have multiple alignments, one for each of his identities and
covers. When in an identity or cover, he is treated as having that identity’s alignment for all spells, magic items, and abilities
that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if his Primary
Identity’s alignment meet the requirements. If a vigilante is the target of an effect that would change his alignment, it changes
all of his alignments to the new alignment. This could blow some of his covers as some guilds have alignment restrictions. All
Identities and Covers must have valid alignments for the guild they belong too. Primary Identities and Covers must also match
race restrictions for the guilds, (No Orzhov fairies or Gruul vampires) so you must disguises yourself as a member of a different
race to assume that cover, you may also choose to assume a different race for any of your primary identities or covers when
you gain them, but once chosen this choice can not be changed.

Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity or cover the creature
is attempting to locate. Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid
or did not exist.

Replacing: Vigilante Specialization


Giving it your all: Due to the amount of effort you put into your identities and covers at 1st level you can only change into one of
your covers once per day, you may always change back into your Primary and Real Identity for free. At 3 rd level and 2 levels
after you gain an additional use of this ability. You gain either the Avenger or Stalker Bonus based on which Identity you are
currently in.
(Assuming you are level 3. You have your Primary Identity and 2 covers and 2 uses of this ability. You start the day, After
prepping in your Real Identity, in cover 1, you then change into your Primary Identity. You still have two uses of this ability.
From your Primary Identity you change into cover 2, you have one use of this ability left. From cover 2 you change you into
cover 1. You have no uses of this ability left. You must spend the rest of the day in cover 1 or change into your Primary Identity
you would then be stuck as your Primary Identity for the rest of the day.)

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Replacing Seamless Guise
Under Cover: A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity.
Should anyone suspect him of being anything other than what he appears to be while either in his Primary identity or covers, he
can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity or cover, and not as his other
identities or covers.

Replacing the Vigilante Talents at levels: 4,6,10,16


& the Social Talents at levels: 3,7,11,15
Expanding Infiltration: at 3rd, 4th, 6th, 7th, 10th, 11th,15th,16th levels you gain a new cover. Your DM will randomly assign you a
cover from the list below from a group you currently do not have a cover for. They will also assign you a race or alignment if
your current race and alignment would make you unacceptable to that guild. You may choose a race, alignment, or gender if
one is not chosen for you. (DMs the Dimir leaders try to get the most out of their assets. Pairing medium creatures with other
medium covers and small creatures with small or child covers)

Replacing Vengeance Strike


I am Everyone: at 20th level you gain unlimited uses of “Giving it you all”. Also you may switch between Covers and Identities as
a Swift action so long as no “non trusted” creatures will an intelligence of 5 or greater can see you. Also creatures will not be
able to put together that any of your covers or Primary Identity are actually the same person regardless of evidence to the
contrary as long as they don’t see you change between the covers and Primary Identity, or if they already knew, or you tell
them.

Social Avenger Stalker

Azorius Elocutor Arrester Soulsworn

Rakdos Jester Bouncer Acrobat

Gruul Emissary Crusher Prowler

Selesnya Evangel Safeguard Peacemaker

Orzhov Pontiff Knight Absolver

Izzet Savant Staticaster Chemist

Golgari Shaman Thug Decoy

Boros Instructor Commando Swiftblade

Simic Sage Biomancer Creeper

Guildless The Help Hooligan Beggar

Azorius
Elocutor: You gain a bonus on Diplomacy and Linguistic checks equal to Class level. At 10th level, when you are talking to a
target they do not notice your allies casting spells with them as a target.

Arrester: When you make a full attack action against a single target you may make a free grapple check against them, it does
not provoke an attack of opportunity, you use your hit die as you BAB and can use your dex modifier in place of your strength
one.

Soulsworn: As a free action, for one round you may treat your weapons as though they had the Brilliant Energy Enchantment on
them. Gain an additional use of this ability at 8th, 12th, 15th 20th level.

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Rakdos
Jester: You can use Intimidate instead of preform Comedy. Creatures that you coerce through intimidate are only unfriendly
towards you, not hostile.

Bouncer: When you make a full attack against a single target you can move them any direction 10 ft, this movement does
provoke attacks of opportunity. When you make a single attack against a target they are pushed back 5ft if they fail a DC
10+HD+Str mod or Dex if you have weapon finesse and this movement does not provoke an attack of opportunity.

Acrobat: When an attack would hit you, you can instead make a dex saving throw, DC equal to the attack roll, if you were to
pass, you may move 5 ft and take half damage from the attack. 1/day plus one additional use for every 3 levels you have past
level 1.

Gruul
Emissary: You can use intimidate instead of diplomacy. At 6th level any creature that is hostile or unfriendly to you due to a
charm, compulsion or possession effect, if you were to succeed an intimidate or diplomacy against them, you allow them to
reroll their save against that effect with a bonus equal to 1/3rd your level rounded down.

Crusher: You gain a bonus on sunder maneuvers equal to your levels in Vigilante. At 6th level if you were to attempt to sunder a
magical item treat their hardness and HP as though they were one +1 enchantment lower. If you would give the magic item the
broken condition its magical abilities are suppressed for a number of hours equal to your level. At 12th level if you were to make
a full attack and all attacks are against the same enemy, you may make a sunder attempt against an item in their possession.

Prowler: You gain a +4 bonus on your initiative, when you attack a creature that has yet to go in combat, treat their imitative as
being 4 less until their turn. Deal 2 extra precision damage to creatures denied their dex bonus.

Selesnya
Evangel: When you succeed at a diplomacy check against a creature, its feelings towards you can change any number of steps.
At 10th level gain a bonus on Diplomacy checks equal to half your level, you can also use diplomacy in place of handle animal.

Safeguard: Whenever you would take damage from an enemy for the first time each round, heal an ally within 15ft of you a
number of hit points equal to you Con Modifier. This is magical healing.

Peacemaker: If you would succeed a Diplomacy or bluff check against a creature, during the next combat against that creature
you do precision damage to the creature as though it was not aware of your presence.

Orzhov
Pontiff: You can use speak with dead 1/day with CL as you class level. At 10th level you gain the Command Undead feat and the
ability to channel negative energy only for the purpose of commanding undead. Your levels in vigilante count as levels in cleric.
You can Channel a number of times per day equal to 1+Cha Modifier

Knight: Once per day you can challenge as though you were a Cavalier of the same level. You may choose any order. Gaining all
abilities of the order for the duration of the challenge.

Absolver: Any time you would be the target of a spell or spell like ability and pass the saving throw, gain hit points equal to the
spell level, or if you are at max hp, temporary hit points equal to spell level. These Temporary hit points stack with themselves.
If you would fail, gain a bonus to your next attack equal to spell level and damage equal to double spell level for a number of
rounds equal to spell level. These bonuses do not stack.

Izzet
Savant: Gain a bonus on Knowledge checks equal to 1/4th your level and can attempt knowledge checks untrained. At 6th level
you gain a bonus on UMD equal to 1/3rd your level.

Staticaster: You may treat any damage you do as electricity. Gain Resist Electricity 10. Any time you would take electricity
damage you may have a creature within 30 ft take equal electricity damage as you.

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Chemist: you can make 1d6+ int mod bombs per day, and treat their damage as through your level in Vigilante was your levels
in Alchemist. Against creatures denied their dex bonus, your bombs do double damage. At 10th level you may have your bombs
do acid damage.

Golgari
Shaman: You can use speak with plants 1/day with CL as you class level. You can also use diplomacy on creatures without an
intelligence score, this includes mindless undead.

Thug: You can reduce you AC by 1 to gain a +2 bonus to all melee damage rolls. This bonus to damage is increased by half
(+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural
weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are
making an attack with an off-hand weapon or secondary natural weapon. At 4th level you may reduce your AC any number of
times, for every 1 you reduce it by gain +2 damage. This last until the start of your next turn.

Decoy: Whenever you confirm a crit against an enemy or do precision damage to an enemy, they feel compelled to attack you.
They get a -1 penalty to attack targets that aren’t you. This penalty increases by 1 at 4th, 8th,12th, 16th, and 20th level.

Boros
Instructor: When you preform the Aid Another action the creature you are aiding receives an additional +2 bonus for every 10
you beat the DC by. At 8th level the first time you become this cover a day choose Avenger or Stalker you may use talents of that
option without raising suspicion.

Commando: You gain a +4 bonus on your initiative. If you have no allies adjacent to you or the enemy you are attacking, You
may make an additional attack at your highest base attack bonus and all your attacks deal 2 extra points of damage, this bonus
increases by 1 for every 3 levels you have past level 1.

Swiftblade: Crits against enemies without a natural weapon or not wielding a non-broken melee weapon are automatically
confirmed. At 8th level double the amount of precision damage you do against enemies without a natural weapon or not
wielding a non-broken melee weapon.

Simic
Sage: 1 per day you may wild shape into a familiar of your choice. This ability lasts a number of rounds 1+1/2 level+Cha mod. At
10th level you can attempt to change the attitudes of all animals or magical beasts within 60ft of you with a burst of
pheromones. They must all be changed attitude in the same direction. They roll a will save to resist. DC 10+1/2 level+ Con mod

Biomancer: When you would make a full attack against a single creature creature they must make a Fort Save equal to
10+HD+Con Mod or gain a penalty of your choice.

• -1 to hit

• -1 to damage

• -1 to a save of your choice

• -1 to DR of your choice

• -1 to resist of your choice

• -1 to fast healing

You gain a bonus equal to the penalty inflicted. These penalties increase by 1 for every 4 levels you have after level 1.
You only gain the bonus while the penalty is inflicted, the bonuses and penalties stack with themselves. The penalties last for 24
hours or until the creature is dead whichever comes first.

Creeper: At the start of the day choose Flight, burrow, swim, climb you gain movement speed equal to half your base speed.
(flight you have Poor Maneuverability) If you do hidden strike damage to a creature with the same “bonus” movement type as
yourself, until the end of their next turn they treat that movement speed as though it was 0. You do double hidden strike
damage against creatures of the plant and animal types.

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Guildless
The Help: instead of Stealth you may perform a Craft or Profession roll with the opposed Perception check getting a penalty
equal to your level. You are treated as being invisible for 1 hour +1 for every 5 you beat the opposing perception check by,
breaking invisibility under the same conditions. You are however still recorded by magical and mundane means.

Hooligan: When you would perform a full attack against a single creature you may make a steal and dirty trick maneuver
against them, in that order, one of which does not provoke an attack of opportunity. You gain a +5 bonus on the Steal
maneuver. You also gain Hidden strike damage against creatures you flank but it now only does 1d3 damage.

Beggar: Anything you wear appears to be valueless, and you always look dirty and poor. Gain Evasion, or improved evasion if
you already have it, and improved uncanny dodge class features.

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