Vyklade's Book of Homebrew A collection of homebrew content for Pathfinder 2nd Edition by Vyklade Lapiet.

Backgrounds The themeless Sometimes a background just doesn't fit your style. Sometimes it's better to leave the past as something that doesn't affect your character mechanically. This is the reason for the themelss background. Ability Boosts Choose two ability boosts. These ability boost have to be different. Skills You are trained in one skill of your choice. You gain the Assurance feat as a bonus feat for that skill.

Class Options Rogue Eldritch Racket You have studied the arcane diligently. Whether througth hard study or by stealing spellbooks from wizards and working your way from there, you have learned to cast some magic. You become trained in the Arcane tradition and Arcane spell DCs using your Intellegence as your casting ability score. You can cast arcane spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells on page 302). You learn three cantrips and two 1st level spells from the Arcane spell list. Every time you gain a level after taking this archetype, you can learn one additional spell of any level you can cast. Additionally, you can copy spells to your spellbook in the same way a wizard can. When you first take this archetype you can prepare up to two spells during your daily preparations. Spell slots you did not use during the day are lost when you do your daily preparations. Every time you gain a level after taking this archetype, you gain one additional spell slot for all spell levels you can cast to a maximum of 3 spell slots per spell level. Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Your key ability for casting spells is Intelligence and your spell attack rolls and spell DCs use your Intelligence modifier. Details on calculating these statistics appear on page 447. You become trained in Arcana. Rogue Feats Arcane Studies (Feat 4) Rogue Prerequisites Eldritch Racket. You have spent time studying the arcane and learning some of its secrets. You learn two 2nd level spells and can prepare two 2nd level spells during your daily preparations. Arcane Hypothesis (Feat 8) Rogue Prerequisites Intellgence 14, Arcane Studies. Your knowledge of the arcane expands. You learn two 3rd level spells and can prepare two 3rd level spells during your daily preparations. Your proficiency with the Arcane tradition increases to Expert. Arcane Theorem (Feat 12) Rogue Prerequisites Arcane Hypothesis. Through experimentation and study, your arcane knowledge expands further. You learn two 4th level spells and can prepare two 4th level spells during your daily preparations. Arcane Thesis (Feat 16) Rogue Prerequisites Intellgence 16, Arcane Theorem. You start working on your own thesis of magic, seeking to one day rival wizards at their own game. You learn two 5th level spells and can prepare two 5th level spells during your daily preparations. Your proficiency with the Arcane tradition increases to Master. Arcane Apotheosis (Feat 20) Rogue Prerequisites Arcane Thesis. You've reached a point where you understand the fundamentals of arcane magic. You learn two 6th level spells and can prepare two 6th level spells during your daily preparations.

Barbarian Bloodraging Instinct Your rage is fueled by supernatural power. Whether it is in your blood, or from a pact you formed with a higher being, their power flows through you. When you choose this Instinct, pick a bloodline from the Bloodrager Bloodlines segment. Once you make this decision, you cannot change it. Spellcasting You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells on page 302). You can replace material components with somantic components, so you do not need to use a spell component pouch. You become trained in spell attacks and spell DCs for the spell tradition tied to your bloodline. Because you are channeling the power of your bloodline your key spellcasting ability is Charisma. Cantrips A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up. For example, as a 1st-level Bloodrager, your cantrips are 1st-level spells, and as a 5th-level Bloodrager, your cantrips are 3rd-level spells. Bloodrage Your Rage class feature becomes a Bloodrage. It works just as the Rage class feature, however you can also cast spells from your Bloodrager bloodline while bloodraging. This does not allow you cast spells obtained through other feats while bloodraging. Spell Repertoire The collection of spells available to you is called a spell repertoire. Spells from your spell repertoire are always available to you, and you can cast them at any time so long as you have the required spell slots for them. At 1st level, a bloodrager knows three cantrips. Whenever you gain a Barbarian level, you learn one extra spell of any spell level you can cast, including cantrips. Additionally, you can choose to change one known spell for any other spell for a spell level you can cast Heightening Spells When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are heightened to certain levels (page 299). The signature spells class feature lets you heighten certain spells freely. Barbarian Feats Faint Bloodline Magic (Feat 4) Barbarian Bloodrager Requirements Bloodraging Instinct. Bloodraging Instinct. You tap into the powers of your bloodline. When you take this feat, you can cast one 1st level spell per day. For every four Barbarian levels you gain after taking this feat, you gain one additional 1st level spell slot (To a maximum of 3 spell slots). When you take this feat, you learn two 1st level spells from the tradition indicated by your bloodline. Bloodline Magic (Feat 8) Barbarian Bloodrager Requirements Faint Bloodline Magic. Faint Bloodline Magic. Your bloodline magic begins to awaken. You can cast one 2nd level spell per day. For every four Barbarian levels you gain after taking this feat, you gain one additional 2nd level spell slot (To a maximum of 3 spell slots). You become Expert in your spellcasting tradition. Greater Bloodline Magic (Feat 12) Barbarian Bloodrager Requirements Bloodline Magic. Bloodline Magic. Your bloodline magic begins to awaken. You can cast one 3rd level spell per day. For every four Barbarian levels you gain after taking this feat, you gain one additional 3rd level spell slot (To a maximum of 3 spell slots). Awakened Bloodline Magic (Feat 16) Barbarian Bloodrager Requirements Greater Bloodline Magic. Greater Bloodline Magic. Your bloodline magic begins to awaken. You can cast one 4th level spell per day. For every four Barbarian levels you gain after taking this feat, you gain one additional 4th level spell slot (To a maximum of 3 spell slots). You become Master in your spellcasting tradition.

Bloodrager Bloodlines Aberrant Something speaks to you from beyond the stars or below the earth. Ancient and unknowable, this alien infiuence presses against your mind, feeding you with their ancient and unknown rage. Spell List Occult Anathema You are one with the aberrations of golarion, to attack them without provocation angers the forcest from beyond the stars. If you attack an aberration before said aberration has landed a hit on you is your anathema. Otherworldly body (Instinct Ability) When you bloodrage, you're enveloped with alien energies that change your body. Your arms extend forward when yous strike, increasing the range of your melee attacks by 5ft. Specialization Ability You gain the Tentacular Limbs focus spell and you gain a focus spell pool of 1. You use your Charisma for any DCs or Spell Attack rolls. Greater Specialization Ability You gain the Aberrant Whispers focus spell and your focus pool increases by 1. Raging Resistance You resist Cold damage. Demonic Demons debase all they touch. One of your ancestors fell victim to their corruption, and you are burdened by that sin. Spell List Divine Anathema Worshiping a good deity or performing too many actions that could be considered good (Up to GM discretion) is your anathema. Demonic Claws (Instinct Ability) When you bloodrage, you grow claws on your hands, granting you a claw natural attack that deals 1d6 Slashing damage and has the Agile, Unarmed and Finesse special properties. At 5th level, your claws are considered magic for the purpose of bypassing spell resistance. At 8th level, your claws deal 1d8 damage. Specialization Ability You gain the Glutton's Jaw focus spell and you gain a focus spell pool of 1. Greater Specialization Ability You gain the Swamp of Sloth focus spell and your focus pool increases by 1. Raging Resistance You resist Piercing and Slashing damage. Diabolic Devils are evil with a silver tongue, and one of your ancestors dallied in darkness or made an infernal pact. Spell List Divine Anathema Being taken advantage of, whether you realized or not, is your anathema. Hellfire Strike (Instinct Ability) When you bloodraging, your body is engulfed in the flames of hell. All your weapons and Unarmed strikes gain the Flaming rune. If your weapon already has the Flaming rune, it instead gains the Flaming (Greater) rune. Specialization Ability You gain the Diablic Edict focus spell and you gain a focus spell pool of 1. Greater Specialization Ability You gain the Embrace the Pit focus spell and your focus pool increases by 1. Raging Resistance You resist Fire damage. Draconic The blood of dragons flows through your veins. These beasts are both fearsome in combat and skilled at magic. When you pick this bloodline, you must choose a dragon scale color. You cannot change this decision. Spell List Arcane. Dragon Scale Colors Dragon Type Element Black Chromatic Acid Blue Chromatic Electricity Green Chromatic Poison Red Chromatic Fire White Chromatic Cold Brass Metallic Fire Bronze Metallic Electricity Copper Metallic Acid Gold Metallic Fire Silver Metallic Cold Anathema Letting a personal insult against you slide is anathema to your instinct. Choose whether your character respects or abhors your dragon type. If you respect it, defying such a dragon is anathema, and if you abhor it, failing to defeat such a dragon you come across is anathema.

Draconic Rage (Instinct Ability) While bloodraging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your dragon’s breath weapon instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the arcane and evocation traits, as well as the trait matching the damage type. Specialization Ability You gain the Dragon Claws focus spell and you gain a focus spell pool of 1. Greater Specialization Ability You gain the Dragon Breath focus spell and your focus pool increases by 1. Raging Resistance You resist piercing damage and the damage type of your dragon’s element. Elemental A genie ancestor or some other elemental influence has imbued your blood with primal fury, granting you great power over a specific element. Spell List Primal When you pick this bloodline, choose the type of elemental that infiuenced your bloodline: air, earth, fire, or water. If your element is air, you buffet your foes with powerful winds; if it’s earth, you toss huge chunks of rock; if it’s fire, you incinerate your foes with flame; and if it’s water, you inundate your foes with torrents of water. Anathema You hold great respect for the element that flows through your blood. Elemental Rage (Instinct Ability) While bloodraging, you can increase the additional damage from Rage from 2 to 6 and change its damage type to match that of your chosen element instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the Primal and evocation traits, as well as the trait matching the damage type. Specialization Ability You gain the Elemental Toss focus spell and you gain a focus spell pool of 1. The damage type dealt by this Focus Spell is changed to match the element tied to your bloodline. Greater Specialization Ability You gain the Elemental Motion focus spell and your focus pool increases by 1. Raging Resistance You resist slashing damage and the element tied to your type of elemental. Fey Fey whimsy or a tryst in a moonlit grove put the bewitching magic of the First World into your family’s bloodline. Spell List Primal Anathema Disrespecting nature is your anathema, defending yourself against plant creatures is not. Whimsical Rage (Instinct Ability) Your bloodrage is less violent and almost enthralling. When you score a critical success on a melee attack roll, your target is also Confused 1 for one round. Specialization Ability You gain the Faerie Dust focus spell and you gain a focus spell pool of 1. Greater Specialization Ability You gain the Fey Disappearance focus spell and your focus pool increases by 1. Raging Resistance You resist piercing and slashing damage. Hag A hag long ago cursed your family, or you are a descendant of a hag or changeling, and their accursed corruption infests your blood and soul. Spell List Occult Anathema Your soul is cursed with spite, envy and jealousy. Having less than an equal share of the wealth in the party is your anathema. Evil Eye (Instinct Ability) While bloodraging, you can perform an soul piercing glare at your fows. Whenever you land a hit with a melee weapon or unarmed strike, you can perform a Demoralize action as a free action. Specialization Ability You gain the Jealous Hex focus spell and you gain a focus spell pool of 1. Greater Specialization Ability You gain the Horrific Visage focus spell and your focus pool increases by 1. Raging Resistance You resist blunt and slashing damage.

Imperial One of your ancestors was a mortal who mastered magic. Such magical blood can remain latent for generations, but in you it manifested in full. Spell List Arcane Anathema Your pride in your heritage is strong. Refusing to honor a challenge or promise is anathema to you. Refusing a challenge or promise because you are incapable of performing the task is not. Arcane Bloodrage (Instinct Ability) When you bloodrage, you gain the effect of one of the following spells: Mage Armor, Magic Aura, Magic Weapon or Featherfall. These are always 1st level spells and last for the duration of your bloodrage regardless of the spells actual duration. Specialization Ability You gain the Ancestral Memories focus spell and you gain a focus spell pool of 1. Greater Specialization Ability You gain the Extend Spell focus spell and your focus pool increases by 1. Raging Resistance You resist only slashing damage. Undead The touch of undeath runs through your blood. Your family tree might contain powerful undead, like a vampire, or perhaps you died and returned a bit different. Spell List Divine Anathema Direspecting the dead is your anathema, defending yourself against undead is not. Necrotic Rage (Instinct Ability) When you bloodrage, all melee weapons or unarmed strikes gain the Ghost Touch property rune for the duration of the bloodrage. Specialization Ability You gain the Undeath's Blessing focus spell and you gain a focus spell pool of 1. Greater Specialization Ability You gain the Drain Life focus spell and your focus pool increases by 1. Raging Resistance You resist blunt and negative damage.

Archetypes Spellstriker Some adventurers like to bridge the gap between martial prowess and spell mastery. These adventurers are known as Spellstrikers. Weaving spells and strikes together these adventurers are a force to fear and respect. Spellstriker Dediation (Feat 2) Uncommon Archetype Dedication Archetype Spellstriker Prerequisites If you have the spellcasting class feature: 14 Strength or Dexterity. If your class does not have the spellcasting feature: 14 Intelligence. You gain access to the basic benefits the Spellstriker. You gain access to the basic benefits the Spellstriker. If you already have the Spellcasting feature, you become trained in Light Armor and Simple Weapons. You gain access to Spellstriker feats with the Martial trait. If you already have the Spellcasting feature, you become trained in Light Armor and Simple Weapons. You gain access to Spellstriker feats with thetrait. If you do not have the spellcasting feature, you gain access to Spellstriker feats with the Caster trait and you gain the benefits listed in the Wizard Dedication feat except for any skill proficiencies granted by that feat. All spells you learn through this dedication is are Arcane Spellstriker spells. If you do not have the spellcasting feature, you gain access to Spellstriker feats with thetrait and you gain the benefits listed in thefeat except for any skill proficiencies granted by that feat. All spells you learn through this dedication is are Arcane Spellstriker spells. At 4th level, you gain the Spellstrike action. At 4th level, you gain theaction. Spellstrike Spellstriker Flourish You weave magic and might together into a flourish of blows. You can perform one strike using a weapon you are wielding and cast one spell with a casting time of two actions ( ) or less and has the Attack trait. You weave magic and might together into a flourish of blows. You can perform one strike using a weapon you are wielding and cast one spell with a casting time of two actions () or less and has thetrait. Both the strike and the spell must be done against the same target, if your target dies after the first attack you can choose a new target for the second attack. You apply your Multiple Attack Penalty to the second attack as per normal. Both the strike and the spell must be done against the same target, if your target dies after the first attack you can choose a new target for the second attack. You apply your Multiple Attack Penalty to the second attack as per normal. You can choose whether to make your strike first or spell attack first, but if the first attack misses, the second one automatically misses. You can choose whether to make your strike first or spell attack first, but if the first attack misses, the second one automatically misses. Arcane Enhancement (Feat 4) Archetype Spellstriker Archetype Spellstriker Prerequisites Spellstriker Dedication If you do not have one already, you gain a focus pool of 1. You gain access to the Arcane Enhancement focus spell. Arcane Enhancement (Focus 2) Uncommon Spellstriker Cast Verbal Duration 1 Round You enhance a weapon in your hand with magical power. The weapon gains a +1 magical bonus to damage rolls for the duration of the spell. You can increase the duration of the spell by adding more components. Verbal The spell lasts for 2 round. Somatic The spell lasts for 4 round. Somatic The spell lasts for 1 minute. Heightened (+2) The damage bonus granted increases by 1. Magical Tweaking (Feat 8) Archetype Spellstriker Archetype Spellstriker Prerequisites Spellstriker Dedication; Arcane Enhancement You gain access to the Magical Tweaking focus spell. Your focus pool increases by 1. Magical Tweaking (Focus 4) Uncommon Spellstriker Cast Verbal Duration 1 MInute You temporariliy replace any one property rune in your held wewapon for any other property rune of equal or lower level. Ex: You change a Corrosive property rune into a Flaming property rune. Heightened (+2) You can temporarily change one additional weapon property rune.

Basic Spellstriker Spellcasting (Feat 4) Archetype Spellstriker Caster Archetype Spellstriker Prerequisites Spellstriker Dedication You gain the basic spellcasting benefits. Each time you gain a spell slot of an ew level from the Spellstriker Archetype, add two common spells of that level to your spellbook. Spellstriker Breadth (Feat 8) You gain the basic spellcasting benefits. Each time you gain a spell slot of an ew level from the Spellstriker Archetype, add two common spells of that level to your spellbook. Archetype Spellstriker Caster Archetype Spellstriker Prerequisites Spellstriker Dedication; Basic Spellstriker Spellcasting; You can cast more arcane spells each day. Increase the spell slots you gain from Spellstriker archetype feats by 1 for each spell level other than your two highest spell levels. Expert Spellstriker Spellcasting (Feat 12) You can cast more arcane spells each day. Increase the spell slots you gain from Spellstriker archetype feats by 1 for each spell level other than your two highest spell levels. Archetype Spellstriker Caster Archetype Spellstriker Prerequisites Spellstriker Dedication; Basic Spellstriker Spellcasting; Master in Arcana; You gain the Expert spellcasting benefits. Master Spellstriker Spellcasting (Feat 18) You gain the Expert spellcasting benefits. Archetype Spellstriker Caster Archetype Spellstriker Prerequisites Spellstriker Dedication; Expert Spellstriker Spellcasting; Master in Arcana, Nature, Occultism or Religion depending on your type of spellcasting; You gain the Master spellcasting benefits. Basic Martial Training (Feat 4) You gain the Master spellcasting benefits. Archetype Spellstriker Martial Archetype Spellstriker Prerequisites Spellstriker Dedication You train your body to be more fit for close quarter combat. You gain Martial Weapon and Medium Armor proficiency. Weapon Expertise (Feat 6) You train your body to be more fit for close quarter combat. You gain Martial Weapon and Medium Armor proficiency. Archetype Spellstriker Martial Archetype Spellstriker Prerequisites Spellstriker Dedication; Basic Martial Training Pick one weapons group. You gain the Expert proficiency with all Simple and Martial weapons in that weapon group. Expert Armor Training (Feat 12) Pick one weapons group. You gain the Expert proficiency with all Simple and Martial weapons in that weapon group. Archetype Spellstriker Martial Archetype Spellstriker Prerequisites Spellstriker Dedication; Basic Martial Training You gain Expert proficiency on Light and Medium armor. Greater Weapon Expertise (Feat 16) You gain Expert proficiency on Light and Medium armor. Archetype Spellstriker Martial Archetype Spellstriker Prerequisites Spellstriker Dedication; Weapon Expertise You gain Expert proficiency on Simple and Martial weapons. Choose one weapon group, you gain Master proficiency with all Simple and Martial weapons in that weapon group. Masterful Martial Training (Feat 18) You gain Expert proficiency on Simple and Martial weapons. Choose one weapon group, you gain Master proficiency with all Simple and Martial weapons in that weapon group. Archetype Spellstriker Martial Archetype Spellstriker Prerequisites Spellstriker Dedication; Expert Armor Training You gain Master proficiency on Light and Medium armor. You gain Master proficiency on Light and Medium armor.

Ancestries The Silufae On the far East side of the Whistling Plains of Casmaron, near the Castrovin Sea. Lives a lesser known, young race of goat-like fey who go by the name of Silufae. Or as they are commonly known, the Goat-Folk. Physical Description Silufae are easily identifiable as humanoid goats. Their bodies are coevered in fur with colors that match their feral counterparts. Some Silufae have hair on their head similar to that of humans. This hair is often of a similar color to their fur. They have two hooved feet, two hands and a short, bushy tail. All Silufae have two horns that can have a plethora of shapes. Because of their Fey nature, Silufae grow slowly and have longer livespans. A healthy Silufae can live for upwards of 200 years before succumbing to old age. However most Silufae average at around 100 or 120 years of age. Starting Ages Adulthood Intuitive Self-Taught Trained Avg Lifespan 20 years +1d6 years +1d8 years +2d6 years 100~120 years Gender Base Height Height Modifier Base Weight Weight Modifier Male 4 ft. 10 in. +2d10 in. 120 lbs. +(2d10×5 lbs.) Female 4 ft. 5 in. +2d10 in. 85 lbs. +(2d10×5 lbs.) Society Silufae only have only built a single settlement in their short time existing in Golarion. This being the cliff-side town of Elkral. The walls of the cliff have been carved into rooms and living spaces to shelter the Silufae, though there are also buildings atop the cliff. The Silufae live a simple, sedentery lifestyle where they slowly grow their population and ward off threats. The village is ran by an elder, Silufae who have grown old and wise and use their wisdom to lead their people. So far all Silufae elders have been druids, clerics or oracles of Gozreh. Relations Due to their relatively young age Silufae have not had the chance to interact with a lot of the other races of Golarion. Only the occasional Centaur or astray merchant ship traveling the Castrovin Sea ever interact with this young and isolated race. Whenever Silufae do end up interacting with foreign races, they treat them with respect. However Silufae do not look kindly on those who seek to change their ideals, values or culture. Silufae do not tend to stray far from their homelands; Those who do tend to be seen with a lot of skepticism from other races due to their fey origin, or are confused for Satyrs or Faun, further complicating matters. Alignment and Religion Silufae tend to be of Good or Neutral aligments, though Chaotic Silufae are not unheard of. Evil Silufae are often shunt from their villages. All Silufae are taught to treat nature with respect. However, unlike other Fey or druids, Silufae do not shy away from metal or other manufactured items so long as are the ones manufacturing the item, as they believe they know how to correctly exploit natural resources without harming nature itself. Gozreh is primary deity of worship for the Silufae, though it's not unheard of small circles worshiping more ancient nature gods. Adventurers Silufae, being such a small, isolated race, tend to not leave their villages often. Those who do are seen as exceptionally brave. Silufae with a drive for adventure may seek to colonize unclaimed cliffs and mountains, spread awareness of their race to the other races of Golarion, or simply explores to satisfy a lust for adventure or knowledge outside the safety of their village. Sulifae Adventurers tend to be innate casters such as Sorcerers, Bards or Druids. Though it is not unheard of Sulifae being martial-caster hybrids. Credit: 山村れぇTIA130-と39b on Pivix

The origin of the Silufae The ritual of the fey Silufae are not very proud of their origin, but it is a tale they will tell anyone interested. Around 4511 AR, a group of druids congregated on a sacred groove somewhere in the Whistling Plains and using their combined magic summoned a group of Faun to the place to engage in a special 'ritual'. In this sacred groove the druids and faun engaged in several days of debauchery. Plenty of song, dance, drink and carnal pleasures were had. It is told that these druids used their magic to change into the shape of goats to 'be more attuned to nature' during this debauchery. Once this 'ritual' was finished, the first Silufae were born into the world. The druids repeated this ritual every year for nearly 5 years as they, alognside the Faun they summoned, raised the first generation of Silufae. Modest people Despite their origin, the Silufae do not share the hedonistic nature of Faun. After the first generation grew into adulthood, the Silufae left their parent races in favor of a more modest, less hedonistic lifestle. They settled on the cliffs of the Whistling Plains, building houses into the stone walls of the cliff by carving them into the shape of rooms and halls. This provided them with ample protection from threats as not many creatures could reach their homes. For many generations, the Silufae remained calm and hidden from the external world. It was not until 4632 AR that Siludae began to actively wander outside of their villages to interact with other races in a more active manner. Currently, the Silufae are governed by the elder Volkien Kaprin who is a 180 years old cleic of Gozreh. Credit: PitaDraws

Racial Traits Hit Points: 8

8 Size: Medium

Medium Speed: 25 feet Ability Boosts: Strength, Wisdom, Free

Strength, Wisdom, Free Ability Flaws: Intelligence Languages: Sylvan, Common Low-Light Vision: You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light. Magically Inclined: You gain the Arcane Sense feat as a bonus feat. Silufae Heritages Mountainscaling Silufae You have lived most of your life scaling the steep cliffs and mountains of the Whistling Plains. You gain the Combat Climber feat as a bonus feat. Additionally, if you roll a success on an Athletics check to climb, you get a critical success instead. Plainrunner Silufae You've spent your days running and prancing on the grassy fields of the Whistling Plains. You gain the Fleet feat as a bonus feat. Additionally, you are considered to have the Feather Step while in Plains or Mountains. Weakened Soul Silufae Your soul has less innate magic than most Silufae, forcing you to compensate in other ways. Your ability boosts change to Intelligence, Strength and Free and your ability flaws change to Charisma. Additionally, you do not gain the Magically Inclined racial feature. Instead, you become trained on one skill of your choice. Silufae Feats Silufae Lore (Silufae 1) You have memorized the tales of your ancestors and elders. You gain the trained proficiency rank in Nature and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Silufae Lore. Full Galop (Silufae 1) You have spent many years racing the Centaurs of the Whistling Plains. Your base land speed increases to 30ft. Ambassador (Silufae 1) You've been the face of your village when traveling merchants passed by. You gain the Group Impression feat as a bonus feat. Additionally you become trained in Diplomacy if you were not already trained in it. Hard Worker (Silufae 1) Requirements: Weakened Soul Silufae Your lack weakened innate magic motivated you to work harder in non-magical trades. You gain the Assurance feat for any one feat you are trained on. Special: You can take this feat multiple times, each time you take it, pick a new skill. Fey Magic (Silufae 1) Requirements: You cannot be a Weakened Soul Silufae Your Fey blood provides you with strong innate magic. Pick one cantrip from the Primal spell list. You can cast this cantrip as an innate spell. This spell is automatically heightened to half your character level. Special: You can take this feat multiple times, each time you take it, pick a new cantrip. Studious (Silufae 1) Requirements: Weakened Soul Silufae, Can prepare cantrips. Your lack of innate magic has pushed you to compensate by studying magic the old fashioned way. You can prepare one additional cantrip during your daily preparations. Aggressive charger (Silufae 1) Your horns are large and strong, allowing you to headbutt or shove with them. You gain a Ram Unarmed attack that deals 1d6 blunt damage and has the Shove, Unarmed, Finesse, Agile and Nonlethal traits. Ram Price: —; Damage: 1d6 B Bulk: —; Hands: —; Group: Brawling; Traits: Unarmed, Agile, Finesse, Nonlethal, Shove Polished Horns (Silufae 5) Requirements: Aggressive Charger. Your horns have been polished by battle. Your Ram attack now deals 1d8 blunt damage and no longer has the Nonlethal trait. Fey Charm (Silufae 5) Traits: Primal, Enchantment; Requirements: You cannot be a Weakened Soul Silufae Your Fey blood allows you to easily charm others. You can cast Charm as an innate 1st level spell once per day. Accomplished (Silufae 5) Requirements: Weakened Soul Silufae Through hard work and dedication, you've learned to shine in your own way. You become expert in one skill you are already trained on. Special: You can take this feat multiple times, each time you take it pick a different skill.

Advanced Study (Silufae 9th) Requirements: Studious, Can prepare 1st level spells Your study of magic grows in depth. You can prepare one additional 1st level spell during your daily preparations. Advanced Fey Magic (Silufae 9th) Requirements: Fey Magic Your fey blood awakens more, allowing you to cast more innate magic. Pick one 1st level spell from the Primal spell list. You can cast that spell twice per day. This is an innate spell. Special: You can take this feat multiple times, each time you take it, pick a new level 1 spell. Hardheaded (Silufae 9) Requirements : Polished Horns Your horns have become as solid as steel. You gain the Ramming Charge action. Additionally, once per day, you can roll twice on an Athletics check to shove someone and take the higher result. Ramming Charge Rare Attack Shove You perform a charge action at a target within reach. You move up to twice your movement speed in as straight like, you cannot move through enemies but you can move through allies. At the end of your movement you perform one melee attack roll using your Ram natural attack against the target of your charge. You add half your level as a racial bonus to the attack roll. If the attack lands, you deal the Ram natural attack damage and push the target back 5ft. If the attack is a critical success, you push the target back 10ft instead of 5. Masterful Fey Magic (Silufae 13) Requirements: Advanced Fey Magic Your fey blood is bursting with magic. Pick one 2nd level spell from the Primal spell list. You can cast that spell twice per day . This is an innate spell. Special: You can take this feat multiple times, each time you take it, pick a new 2nd level spell. Magical Mastery (Silufae 13) Requirements: Advanced Study, Can prepare 2nd level spells. Your study of magic has reached it's peak. You can prepare one additional 2nd level spell during your daily preparations. Recommended Backgrounds These backgrounds are recommended for Silufae: Acolyte, Animal Whisperer, Farmhand, Emissary, Herbalist, Hunter, Merchant, Miner, Nomad, Sailor and Scout.

Kobolds Kobolds are weak, craven, and seethe with a festering resentment for the rest of the world, especially members of races that seem stronger, smarter, or superior to them in any way. They proudly claim kinship to dragons, but beneath all the bluster, the comparison to their glorious cousins leaves kobolds with a profound sense of inadequacy. Though they are hardworking, clever, and blessed with a natural talent for mechanical devices and mining, they spend their days nursing grudges and hatreds instead of celebrating their own gifts. Kobold tactics specialize in traps and ambushes, but kobolds enjoy anything that allows them to harm others without putting themselves at risk. Often, they seek to capture rather than to kill, taking out their frustrations on the helpless victims they drag back to their claustrophobic lairs. Physical Description Kobolds are small, bipedal reptilian humanoids. Most stand around 3 feet tall and weigh about 35 pounds. They have powerful jaws for creatures of their size and noticeable claws on their hands and feet. Often kobolds’ faces are curiously devoid of expression, as they favor showing their emotions by simply swishing their tails. Kobolds’ thick hides vary in color, and most have scales that match the hue of one of the varieties of chromatic dragons, with red scales being predominant. A few kobolds, however, have more exotic colors such as orange or yellow, which in some tribes raises or lowers an individual’s status in the eyes of his fellows. Society Kobolds thrive in cramped quarters far from the light of the sun. Most live in vast warrens deep beneath the earth, but a few instead prefer to make their homes beneath tangles of overgrown trees and brush. Saving their malice for other races, most kobolds get along well with their own kind. While squabbles and feuds do occur, the elders who rule kobold communities tend to settle such conflicts swiftly. Kobolds delight in taking slaves, relishing the chance to torment and humiliate them. They are also cowardly and practical, and often end up bowing to more powerful beings. If these creatures are of another humanoid race, kobolds often scheme to free themselves from subjugation as soon as possible. If the overlord is a powerful draconic or monstrous creature, however, kobolds see no shame in submission, and often shower adoration on their new leader. This is especially true if the kobolds serve a true dragon, who they tend to worship outright. Relations Kobolds often seethe with hatred and jealousy, but their innate caution ensures that they only act on these impulses when they have the upper hand. If unable to safely indulge their urge to physically harm and degrade members of other races, they resort to careful insults and “practical jokes” instead. They consider both dwarves and elves to be deadly rivals. Kobolds fear the brute power of half-orcs and resent humans for the dominant status that race enjoys. They believe half-elves blend the best qualities of both parent races, which strikes kobolds as fundamentally unfair. Kobolds believe halflings, small in stature, make wonderful slaves and targets for kobold rage and practical jokes. When the gnomes first arrived in the mortal realm, kobolds saw them as perfect victims. This sparked waves of retaliation and reprisal that have echoed on down through the centuries and earned the kobolds’ permanent enmity. Alignment and Religion Kobolds readily knuckle under to superior force but rarely stop scheming to gain an edge over their oppressors. Most kobolds are lawful evil, though some, more concerned with procedure than their own personal advantage, become lawful neutral instead. Kobolds often pray to Asmodeus or other evil gods in hopes of bringing ruin to their foes or power to themselves. In addition to these deities, kobolds, supremely opportunistic, also sometimes worship nearby monsters as a way of placating them or earning their favor. Adventuerers Kobolds rarely leave their cozy warrens by their own choice. Most of those who set out on adventures are the last of their tribe, and such individuals often settle down again as soon as they find another kobold community willing to take them in. Kobolds who cannot rein in, or at least conceal, their spiteful and malicious natures have great difficulty surviving in the larger world. Credit: Archives of Nethys

Racial Traits Hit Points: 6

6 Size: Small

Small Speed: 25 feet Ability Boosts: Dexterity, Wisdom, Free

Dexterity, Wisdom, Free Ability Flaws: Constitution Languages : Draconic

: Draconic Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Common, Dwarven, Elven, Gnomish, Goblin, and any other languages to which you have access (such as the languages prevalent in your region). Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. Claws: Your claws are sharp and can be used as a weapon in a desperate fight. You gain a Claw natural attack that deals 1d4 slashing damage. Claw Price: —; Damage: 1d4 S Bulk: —; Hands: —; Group: Brawling; Traits: Unarmed, Agile, Finesse, Nonlethal Retreat: You gain the Retreat action. Retreat Kobold Move Requirements You are adjacent to at least one enemy. You Strides up to your speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that's not adjacent to any enemy. Kobold Heritages Durable Kobold The extensive amount of physical strain you go through in your tribe has made your body sturdy and durable. You gain a +1 racial bonus to your AC and Saving Throws. Outsider You are not part of a kobold tribe, instead you were born or raised in the outside world. Because of this, you are more educated than most other kobolds. Pick one skill, you become trained in this skill. Additionally, you speak common as well as Draconic. Dragonscale Kobold The blood of dragons flows strong in you. Pick a type of dragon. You gain an amount of energy resistance to half of your character's level, rounded up. Color Energy Type Red Fire Blue Electric Green Poison Black Acid White Cold Kobold Feats Kobold Lore (Kobold 1) You carry the lore of your kin deep in your heart. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Kobold Lore. Pack mentality (Kobold 1) You know how to work in a team. You gain a +4 circumstance bonus on checks to Aid. Tinkerer (Kobold 1) You are crafty, relying on traps and gizmos to make up for physical weakness. You gain the trained proficiency in Craft. Additionally, you gain the Snare Crafting feat. Mounstrous Peacemaker (Kobold 1) Requirements: Outsider Kobold Heritage Having lived among other races, you have learned to become a bridge between intelligent races and monstrous races. You gain a +1 circumstance bonus to Diplomacy checks against non-humanoid intelligent creatures and against humanoids that are marginalized in human society (at the GM’s discretion, but typically at least including giants, goblins, kobolds, and orcs). You also gain this bonus on Perception checks to Sense the Motives of such creatures. Draconic Spit (Kobold 1) Requirement: Dragonscale Kobold Heritage While still weak, draconic blood flows through your veins. You can spit elemental energy at your foes. You gain the Draconic Spit cantrip as an innate spell. Draconic Spit Kobold Attack Cantrip Range: 30ft Targets: 1 creature or object You spit a small amount of elemental energy at a target. Make a spell attack roll against your target's AC. On a success you deal 1d6 energy damage plus your charisma modifier. The energy damage of this attack matches the energy type associeated with your scale color. Heightened (+1) You deal an additional 1d6 energy damage.

Biter (Kobold 1) Your teeth are not just for show. You gain a Bite natural attack that deals 1d6 piercing damage. Bite Price: —; Damage: 1d6 P Bulk: —; Hands: —; Group: Brawling; Traits: Unarmed, Agile, Finesse, Nonlethal Draconic Breath (Kobold 5) Requirement: Dragonscale Kobold Heritage The blood of dragons in you awakens arcane powers once hidden. Once per day, you can expel elemental breath much like a dragon. This ability uses your class save DC. Draconic Breath Kobold Attack Area: 15-foot cone; Saving Throw: Basic Reflex You expell a cone of elemental energy out of your mouth. You deal 2d6 energy damage that matches the color of your scales. Sharp Claws (Kobold 5) Your claws have been sharpened into deadly tools. The damage your claws do is now 1d6. Additionally, you can deal either Slashing or Piercing damage when you slash. Tight bonds (Kobold 9) Requirement: Pack Mentality You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them. If you are at least an expert in the skill you are Aiding, you get a success on any outcome rolled to Aid other than a critical success. Draconic Glide (Kobold 9) Requirement: Draconic Breath Your draconic blood begins to transform your body to more closely ressemble its true form. You grow a pair of draconic wings on your back. You gain a 15 foot flight speed. Draconic Paragon (Kobold 13) Requirements: Draconic Glide Your draconic reaches its peak. You become as close to a dragon as your body can handle. Your Draconic Breath attack now deals 4d6 energy damage. Your flight speed from your Draconic Glide is now 25 feet. Draconic Growth (Kobold 19) Requirements: Draconic Paragon Your body undergoes one last transformation as you push the limits of what a kobold body can handle. Your size changes to Medium. Slashing Master (Kobold 19) Requirement: Sharp Claws You have become a master at using your claws as deadly weapons. Whenever you land a critical hit using your claws, your target take an additonal amount of persistent bleed damage equal to one third (1/3) of your level, rounded up.

The Ironforged Less of a race and more of a collective. The Ironforged are constructs once belonging to wizards, sages and other arcane masters. Through mysterious means they have obtained sapience and used it to seek a higher calling in life. Physical Description The Ironforged have very varying looks depending on their original purpose. Though usually they are humanoid constructs made out of various types of metal, stone or clay. Ironforged do not age physically, but the power in their core that allows them to exist is finite. Most Ironforged live between 80 to 100 years depending on their condition and material. Society The Ironforged have no true society yet. Many of them live their lives without ever encountering another Ironforged. However there is rummors of a small collective of Ironforged living somewhere in Numeria, slowly building up a civilization of their own. Relations The Ironforged are almost entirely unknown to most races. It is not uncommon to be confused for a monster or property of someone. Whenever an Ironforged joins up with a party of non-Ironforged it is usually in the hopes of finding somewhere to belong, or working towards a personal goal. Aligment and religion Due to their varied and mysterious origins, Ironforged can be seen being of any aligment and they can worship a variety of deities. Adventuerers Ironforged adventurers are usually all recently awakened Ironforged. They lack purpose or direction, and often simply seek to make sense of the sapience they have gained. They often pick up on their adventuring partner's quirks as time goes on. Built for a purpose Despite no longer serving a master, the Ironforged were once created to serve a purpose. This reflects greatly in their abilities. As they grow older, it isn't uncommon for Ironforged to modify their bodies to match whatever new purpose they have given themselves in life. However some choose to double down on their initial purpose, making them great specialists.

Racial Traits Hit Points: See Heritages

See Heritages Size: See Heritages

See Heritages Speed: See Heritages Ability Boosts: Two Free ability boosts Languages : Common or whichever language your original creator spoke.

: Common or whichever language your original creator spoke. Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Dwarven, Elven, Gnomish, Goblin, and any other languages to which you have access (such as the languages prevalent in your region). Mechanical Body : You do not eat or drink and you're immune to magical sleep. However you still require rest to replenish your inner strength. Whenever you perform a rest, you enter a state of hybernation where your body ceases to move to regain energy. Unlike real sleep, you are not considered helpless and you can still perform non-visual perception checks.

: You do not eat or drink and you're immune to magical sleep. However you still require rest to replenish your inner strength. Whenever you perform a rest, you enter a state of hybernation where your body ceases to move to regain energy. Unlike real sleep, you are not considered helpless and you can still perform non-visual perception checks. Magical Insides: Despite being a construct, you are not immune to poisons and diseases. However you gain a +4 racial bonus to saving throws against poisons and diseases. Ironforged Heritages Sentry Frame You were originally constructed to protect someone's lair, ward off intruders or otherwise made for close quarter combat. Your Size is Large. Your land speed is 20ft. Your Hit Points are 10. Additionally, your unarmed strikes or weapons you wield have the Reach special property. If you wield a weapon with the reach special property this reach increaes by 5ft. Scouter Frame You were originally constructed to perform scouting, espionage or otherwise be agile and remain out of active danger. Your size is Small. Your land speed is 30ft. Your Hit Points are 6. Additionally, you gain Low-Light vision. Assistant Frame You were originally constructed to assist your creator with their profession, making you great at skilled work. Your size is Medium. Your land speed is 25ft. Your Hit Points are 8. Additionally, you become Trained with one skill of your choosing. Magical Frame Whether you were suppposed to cast spells of your own, or act as a counduit for your creator, you have strong magical ressonance within you. Your size is Medium. Your land speed is 25ft. Your Hit Points are 6. Additionally, you gain the Arcane Sense feat as a bonus feat. Ironforged Feats Enhanced Lenses (Ironforged 1) You upgrade your eyes or other visual receptors. You gain Low-Light vision. If you already have Low-Light vision, you gain Dark-Vision instead. Reinforced Knuckles (Ironforged 1) Requirements Sentry Frame Your bare hands are as strong as a weapon. You no longer take penalties when doing lethal damage with unarmed strikes. Magic Emitters (Ironforged 1) Requirements Magical Frame You can tap into your frame's excess magical power to cast a cantrip. Pick one cantrip from the arcane tradition spell list. You can cast this cantrip as an innate cantrip. Rampart Plating (Ironforged 1) You reinforce the metal plating in your body to be more durable. You gain a permanent +6 bonus to your maximum Hit Points. Expert Labourer (Ironforged 1) Requirements Assistant Frame You are quite skilled at one particular craft. Pick one skill for which you are Trained on. You become Expert on that skill. Hybrid Frame (Ironforged 1) You modify your frame to allow upgrades that would otherwise be unavailable to you. Pick one heritage other than your own, whenever you gain Ancestry feats, you can pick ancestry feats as if you were of that heritage as well as your own. Speed suspensions (Ironforged 1) You upgrade your legs to enhance your mobility. Your Land speed increases by 5ft. Cloaking Systems (Ironforged 1) Requirements Scouter Frame Your frame has been augmented with a special enchantment that allows you to blend into your surroundings. You gain the Active Cloaking action. Active Cloaking Ironforged Concentrate Illusion Requirements You haven't attacked this round, You are not being seen by an enemy. You blend with your surroundings. You gain a +4 Circumstance bonus to Stealth checks made to hide for one minute per character level. This bonus ends if you perform an attack, cast a spell or otherwise perform an action that would directly hurt its target.

Powerful Fists (Ironforged 5) Requirements Reinforced Knuckles You upgrade your fists to be even sturdier. Your damage die when performing Unarmed Strikes changes to 1d6 instead of 1d4. If you have any other feat that increases your Unarmed Strike damage dice, such as Powerful Fist, you increase your damage dice one step. Built-In storage (Ironforged 5) Requirements Assistant Frame You upgrade your frame to have a small compartment for tools. You gain a special container that is built into your body and can hold up to 3 bulk, but it can only hold Kits. This storage does not count towards your encumberance limit. Magical Battery (Ironforged 5) Requirements Magical Frame Your frame's intense inner magic causes magical effects to last longer on you. Whenever you are under the effect of a benefitial spell, its duration is increased by one round. Enhanced Cloaking (Ironforged 5) Requirements Cloaking Systems You upgrade your cloaking system to be even stronger, allowing you to fully vanish without a trace. You gain the Vanish action. You can sustain this ability for a number of rounds equal to your character level per day. These rounds do not have to be consecutive. Disabling this ability is a free action. Vanish Ironforged Concentrate Illusion You become fully invisible, this makes you undetected to all creatures, though the creatures can attempt to find you, making you hidden to them instead (page 466). If you use a hostile action, the effect ends after that hostile action is completed. Bulwark Module (Ironforged 7) Requirements Rampart Plating Your body is a wall, an inpenetrable fortress. You gain a +1 racial bonus to your AC.

The Breeta Deep within the woods, surrounding a lone oasis on the middle of a desert or in the middle of a wastelands; This lesser known race of insectoid creatures are hardy survivalists who, despite their primitive ways, have managed to thrive in almost any environment. Physical Description Breeta are imposing, four armed monstrous humanoids that ressemble many species of beetles found through golarion. Their carapaces can be of many colors and their size and general features varies depending on the role the breeta has in their colony. Depending on their role, Breeta can have extremely tough carapace, have lythe and agile bodies, have the ability to camouflage or even have wings. Society Breeta are a relatively young race that has yet to advance past tribal behaviors. Their tribes often have no more than 100 indivudals at any given time as the oldest members of a tribe are sent out of the tribe to form their own tribes, killed from illness or otherwise exhiled from the tribe. Their primitive ways of life are held back in strong traditions and a lack of understanding of modern race's lifestyles. As well as a general predisposition to not work with other races unless they are in a dire need to do so. Relations The Breeta are mostly seen as pests or animals by other races. Their primitive ways and their ability to live in almost any environment has made other, more advanced races see them as threats that have to be shooed out of their lands. Exhiled Breeta who have left their tribes are more likely to approach other races for the sake of survival, but their low intellgence often enables the more intelligent races to use them as slaves or cheap workers. Alignment and Religion Breeta's animalistic ways would imply a true Neutral or Chaotic Neutral alignment however this is almost rarely seen inside Breeta tribes. Most Breeta who live inside tribes fall within good or lawful aligments as they work together for the betterment of their small tribe. More often than not Breeta worship primitive nature dieties, on the rare occasion a proper deity is introduced into a tribe it will get rejeted by the Breeta if it does not align with the themes of nature or tradition. Erastil has been the only deitiy observed to be worshiped by them. Adventurers Breeta adventurers are often exhiles or rejects from their tribes. Either exhiled for commiting crimes against the tribe or for being too weak. Sometimes they are groups of Breeta who left their current tribe to found their own tribe. Breeta's strong bodies often lead them to the roles martial fighters, and their strong connection to nature and the spirits of nature has enabled many of them to become excellent druids or clerics of nature.

Racial Traits Hit Points: 8

8 Size: Medium

Medium Speed: 25 feet Ability Boosts: Strength, Wisdom and Free

Strength, Wisdom and Free Ability Penalty: Intelligence Languages: Common and Sylvan. Four arms: Breeta possess two sets of powerful arms. You can use them to hold four one handed objects or 2 two-handed items. Low-Light vision: You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light. Breeta Heritages Sentry Your role in the colony is to protect and defend. Your size changes to Large and you gain the Toughness feat as a bonus feat. Hunter Your role in the colony is to hunt and provide food for the colony. You ignore difficult terrain from trees, foliage, and undergrowth. Scout Your role in the colony is to scout and forage the nearby area. You gain a 15 feet flight speed. Brood Your role on the colony is to lead, raise and educate the youth and ensure the colony's growth. You gain the trained proficiency with the Diplomacy skill and gain the Group Impression feat as a bonus feat. Breeta Feats Breeta Lore (Breeta 1) You have made sure to learn the songs and tales from your ancestors. You gain the trained proficiency with the Nature and Survival skills. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Breeta Lore. Sharp Claws (Breeta 1) Your claws are sharp and ready for combat. You gain a claw natural attack that deals 1d4 slashing damage and has the agile and finesse traits. Reflective Carapace (Breeta 1) Prerequisites Scout Heritage Your carapace is adapated to reflect light and provide basic camouflage. Whenever you perform the Hide action you gain a +1 circumstance bonus to your check. Nightwatch (Breeta 1) You have adapted to see in the dark as well as if it was daylight. You gain Darkvision. Spirit of the forest (Breeta 1) Prerequisites Spellcasting class feature, Access to the Primal spell list Your connection to the wild is strong. If you are a prepared caster, you can prepare one additional primal cantrip. If you are a spontaneous caster, you learn one additional primal cantrip. Hardened Carpace (Breeta 3) Prerequisites Sentry Heritage Your carapace is almost as good as real armor. While no armor nor shields, you gain a +1 circumstance bonus to your AC.

Equipment Ranged Weapons Name Category Price Damage Range Reload Bulk Hands Group Weapon Traits Shoddy Pistol Martial 10gp 1d8 P 20ft 1 1 1 Firearms Misfire 4, Fatal d10 Pistol Martial 20gp 1d8 P 20ft 1 1 1 Firearms Misfire 2, Fatal d10 Pepperbox Martial 30gp 1d8 P 20ft 0 1 1 Firearms Misfire 3, Fatal d10 Musket Martial 30gp 1d12 P 40ft 1 2 2 Firearms Misfire 2, Fatal 2d8 Rounds Ammunition 1sp (price for 5) — — — L — Firearms — Critical Specializations Firearms Choose a body part, depending on the body part shot you deal the following effect: Body Part Effect Head Target is Stunned 1 for 1 round. Torso Target takes 1d8 persistent bleed damage. Hands Target drops their held weapon. Legs Target falls prone. Weapon Traits Misfire Weapons with the Misfire trait are powerful but have strong consequences when you roll low on your attack roll. Whenever your attack roll d20 lands on a number that is equal or lower than the number indicated by the Misfire trait your weapon gains the Jammed 1 condition. If your weapon already have the Jammed Condition, it increases by 1. Ex: A weapon with the Misfire 2 trait would gain the jammed condition if the attack roll D20 lands on a 2 or 1. You can remove the Jammed condition by taking a Field Repair action. Field Repair Concentrate Manipulate Requirements Trained in Craft You perform a field repair to a firearm in your possession. Perform a Craft check. The DC of this check is equals to 10 + Twice the Weapon's Potency + Twice the Weapon's Jammed value. On a success, You reduce the Jammed condition to one Firearm in your hands by 1 (Or remove it if this would reduce it to 0). Special You can spend a hero point to remove the jammed condition entirely. Jammed Your weapon misfired and is malfunctioning. The Jammed condition always includes a value. A weapon with the Jammed condition takes an item penalty to attack rolls equal to this value. If the Jammed condition ever reaches Jammed 4, the weapon gains the Broken condition and loses the Jammed condition.

Item Descriptions Shody Pistol Price 10gp; Damage 1d8 P; Bulk 1

10gp; 1d8 P; 1 Hands 1; Range 20 ft; Reload 1

1; 20 ft; 1 Ammunition Rounds

Rounds Group Firearms; Traits Misfire 4, Fatal d10 Firearms are a relatively new thing in Golarion. Not everyone can get their hands on one, let alone a high quality one. Some people have to settle for cheap immitations of the real deal, this is one of said imitations. Shoddy pistols may look and feel like the real thing but are more prone to misfires. Pistol Price 20gp; Damage 1d8 P; Bulk 1

20gp; 1d8 P; 1 Hands 1; Range 20 ft; Reload 1

1; 20 ft; 1 Ammunition Rounds

Rounds Group Firearms; Traits Misfire 2, Fatal d10 Firearms are a relatively new thing in Golarion. Not everyone can get their hands on one, let alone a high quality one. Some people have to settle for cheap immitations of the real deal, this is one of said imitations. Shoddy pistols may look and feel like the real thing but are more prone to misfires. The single-shot pistol is one of the most common firearms, although in most campaigns it is still rare enough to be an object of envy or curiosity to most. These exotic weapons use a flintlock mechanism to ignite gunpowder inside the barrel and propell a metal round forward. Pepperbox Price 30gp; Damage 1d8 P; Bulk 1

30gp; 1d8 P; 1 Hands 1; Range 20 ft; Reload 0

1; 20 ft; 0 Ammunition Rounds

Rounds Group Firearms; Traits Misfire 3, Fatal d10 The single-shot pistol is one of the most common firearms, although in most campaigns it is still rare enough to be an object of envy or curiosity to most. These exotic weapons use a flintlock mechanism to ignite gunpowder inside the barrel and propell a metal round forward. Pepperboxe have multiple barrels that can hold individual ammunition. Because of this it is possible to fire and reload the following barrel quickly. These exotic weapons use a flintlock mechanism to ignite gunpowder inside the barrel and propell a metal round forward. Musket Price 25gp; Damage 1d12 P; Bulk 2

25gp; 1d12 P; 2 Hands 2; Range 40 ft; Reload 1

2; 40 ft; 1 Ammunition Rounds

Rounds Group Firearms; Traits Misfire 2, Fatal 2d8 Pepperboxe have multiple barrels that can hold individual ammunition. Because of this it is possible to fire and reload the following barrel quickly. These exotic weapons use a flintlock mechanism to ignite gunpowder inside the barrel and propell a metal round forward. This long-barreled firearm has a much greater range and impact than a pistol. These exotic weapons use a flintlock mechanism to ignite gunpowder inside the barrel and propell a metal round forward. Rounds Price 1sp (Price for 5); Bulk L

1sp (Price for 5); L Group Firearms; Traits — This long-barreled firearm has a much greater range and impact than a pistol. These exotic weapons use a flintlock mechanism to ignite gunpowder inside the barrel and propell a metal round forward. Rounds consist of a small sphere of iron and a small dose of gunpowder. These are the ammunition required for firearms. Rounds consist of a small sphere of iron and a small dose of gunpowder. These are the ammunition required for firearms.

Feats Name Level Traits Prerequisites Benefits Quick Reload 3 General Trained in a ranged weapon group You reduce the amount of actions needed to reload one group of weapons. Quick Reload (Feat 3) Prerequisitses Trained in a weapon group. Pick one ranged weapon group you are proficient with (Such as Bow, Dart or Firearm). You use one less action to reload with that weapon group (To a minimum of 0 actions). Special You can take this feat multiple times. Each time you take it, you pick a different weapon group.

Alternate Rules Activities Craft Custom Weapon Downtime Manipulate With your GM's approval, you attempt to create a custom weapon using Pronate's Guide to Custom Weapons. You must spend 5 gp (+10 additional gp for each time you take the Expensive flaw) in raw materials before you begin crafting. You must spend 4 days at work, at which point you attempt a Crafting Check. The DC of check is equals to 10 + The weapon's Total maximum BP (Count all gained BP from flaws, this is the maximum BP for this weapon). Your proficiency in Crafting determines the maximum amount of BP your custom weapon can have. Proficiency Maximum BP Untrained Cannot craft custom weapons Trained 10 BP Expert 15 BP Master 20 BP Legendary No Limit Your proficiency in Crafting determines the maximum amount of BP your custom weapon can have. If your attempt to create the weapon was successful, you expend the raw materials you supplied. You can pay an additional 5gp worth of materials to complete the weapon immedeatelly, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the weapon. This amount is determined using the If your attempt to create the weapon was successful, you expend the raw materials you supplied. You can pay an additional 5gp worth of materials to complete the weapon immedeatelly, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the weapon. This amount is determined using the Earn Income action, based on your proficiency rank in Crafting and using your own level instead of a task level. After any of these downtime days, you can complete the weapon by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the weapon later, continuing where you left off. Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting. Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting. Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank. Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over. Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over.

Pronate's Guide to Custom Weapon Creation Summary Most weapons in Pathfinder 2nd edition follow a series of global rules. A formula, if you will. In this segment of the book, I'll summarize Pronate's discovery and breakdown of this formula. All weapons start as a One Handed, Simple Weapon that deals 1d6 damage with 1 Build Point. All weapons start as athat dealsdamage with 1 For no cost, choose one damage type (Piercing, Blunt or Slashing). Additionally, you can add the Nonlethal trait to your weapon for no BP cost. General Rules & Guidelines As a baseline, custom weapons cost 10gp.

If any dice increases past 1d12, whether damage, deadly, or fatal, you may turn go past it, with 1d8+1d6, 2d8, and 1d10+1d8, but balance is not guaranteed if you do.

The Uncommon trait doesn’t add or subtract anything, but is usually added to those that follow the rules, but are on the more powerful side of things. It is recommended to add this trait to all custom weapons.

You may not use all the points if you wish. Enhancements Enhancement Build Point cost Minor Boon 1 BP Greater Boon 2 BP Major Boon 3 BP Increase Damage Dice by 1 step 3 BP Flaws Flaw Additional Details Build Points Gained Loading X Usually on ranged weapons 3 BP Per Loading action Two Handed Weapon dice usually increases by 2 steps 6 BP on melee weapons. 3 BP on ranged weapons Volley As of now, only 30ft. You could gain a minor boon or the equivalent for every extra 10ft and vise versa, but I can’t guarantee balance. 3 BP Expensive Add 10 gp to the cost of the weapon 1 BP Increased Training 1 BP Misfire Usually reserved for Firearms 1 BP per Misfire value Boons Minor (1 BP) Greater (2 BP) Major (3 BP) Backstabber Agile Attached Backswing Deadly[1] Fatal[2] Disarm Grapple[3] Reach Finesse Jousting D6[4] Unarmed (Nonhand)[5] Forceful Parry — Free Hand Range (+20/40ft)[6] — Propulsive Trip — Shove — — Sweep — — Thrown (+10 ft) — — Twin — — Versatile — — For no cost, choose one damage type (Piercing, Blunt or Slashing). Additionally, you can add thetrait to your weapon for no BP cost.