Heroes of Garund
Garund holds many civilizations, both ancient and modern, and the people there use sophisticated technology, magic, and social customs to command the respect of other nations.
ALKENSTAR GUNS AND AMMUNITION
The following new guns and ammunition are available to players with access to firearms technology from Alkenstar. See Pathfinder RPG Ultimate Combat for more on firearms.
Air Repeater: This long-barreled firearm is powered by a removable compressed air reservoir. A misfire while an air repeater has the broken condition does not cause the firearm to explode, but it does destroy the air reservoir. An air repeater can fire 6 shots before the air reservoir is depleted. An air repeater comes with three air reservoirs. Replacing the air reservoir requires 1 minute. The Rapid Reload feat reduces this to a full-round action.
Air Reservoir: A spare reservoir of compressed air comes with 6 pieces of ammunition to be used with an air repeater.
Alchemical Cartridges: Alkenstar’s inventors have devised alchemical cartridges enabling their gunslingers to suppress and disrupt enemy spellcasters in other lands.
Gray Dust Cartridge: Packed with mysterious magic-suppressing dust from the Mana Wastes, these rounds burst on impact and inhibit spellcasting. When a gray dust cartridge strikes a target, it deals only half damage, but the creature struck takes a –10 penalty on concentration checks to cast spells for 1d4 rounds and cannot cast defensively.
Gray Dust Shot Cartridge: This version of the gray dust cartridge can be loaded only into a weapon with the scatter quality. It functions similarly to a gray dust cartridge, except upon impact it bursts into a 20-foot-radius cloud. Creatures within the cloud take a –5 penalty on concentration checks to cast spells. This cloud dissipates in 1d6 rounds in still air. Light wind disperses the cloud in 1 round.
Smoke Cartridge: This cartridge can be loaded only into a weapon with the scatter quality. Upon striking a target, it deals no damage, but instead bursts into a cloud of smoke in a 20-foot radius. This smoke impairs sight beyond 5 feet; any creature farther away gains concealment （20% miss chance）. The cloud disperses after 1d4 rounds, or in 1 round in light wind.
Bullet, Screaming: This ammunition makes a piercing scream when fired. If fired as part of an Intimidate check, it imparts a +5 bonus on the check. If used with the startling shot deed, the target is flat-footed for an additional round.
Breech-Loader: This double-barreled pistol variant has its barrel attached to its stock by a hinge, enabling ammunition to be loaded quickly and easily. Reloading a breech-loader is a standard action that reloads both barrels; the Rapid Reload feat reduces this to a move action.
Vigilantes of the Mwangi Expanse often draw inspiration and power from the natural world around them. Some don masks resembling the wild beasts they regard as patrons.
The following social talents are appropriate for vigilantes who spend more time in the wilds than among people and cities.
Beast Friend （Su）: The vigilante can cast charm animal once per day as a spell-like ability, with a caster level equal to his level. The vigilante must have the songbird talent to select this talent.
Beast Speech （Su）: The vigilante can cast speak with animalsonce per day as a spell-like ability, with a caster level equal to his character level. The vigilante must have the songbird talent to select this talent.
Owl’s Sight （Ex）: The vigilante gains low-light vision. If he already has low-light vision, he gains a +4 competence bonus on Perception checks in low light. The vigilante also gains a +2 competence bonus on Sleight of Hand and Stealth checks at night.
Songbird （Su）: The vigilante gains the use of animal messengeronce per day as a spell-like ability, with a caster level equal to his character level. He also gains Handle Animal as a class skill.
The following vigilante talents are appropriate for vigilantes whose alter egos have a strong connection to nature.
Animal Patron （Ex）: The vigilante gains the benefits of one minor shifter aspect for a number of minutes per day equal to 1 + half his vigilante level. He can shift into this minor aspect as a swift action. The vigilante must be at least 5th level to select this talent.
Monkey’s Paws （Ex）: The vigilante gains a climb speed equal to his base speed and a +4 competence bonus on Escape Artist checks. The vigilante must have the rooftop infiltrator talent and be at least 5th level to select this talent.
One with the Wilds （Ex）: The vigilante must have the environmental weapon talent to select this talent. In the same terrain for which he selected that talent, he gains a +4 competence bonus on Stealth, Survival, and Perception checks.
Tiger’s Claws （Ex）: The vigilante gains the ability to grow claws similar to a shifter’s. These claws are natural weapons that can be extended at will and deal 1d4 points of piercing and slashing damage （1d3 if the vigilante is Small）. At 11th level, the damage increases to 1d6 （1d4 if Small）.
PRIMAL MAGIC ARCANIST EXPLOITS
Some Nexian arcanists have developed ways to mitigate the effects of primal magic on their spellcasting abilities—and even use it to empower their spells. The following exploits are common among arcanists who frequent the Mana Wastes. For more information on primal magic, see pages 12–13 of Pathfinder Campaign Setting: Inner Sea Magic.
Invoke Primal Magic (Su): When an event within 30 feet of the arcanist would trigger a chance for a primal magic effect, the arcanist can spend 1 point from her arcane reservoir as an immediate action to increase the chance to 100%.
Redirect Primal Magic (Su): If the arcanist triggers a primal magic event, she can spend 1 point from her arcane reservoir as an immediate action to redirect the event. The event occurs at a location of the arcanist’s choosing within a 20-foot radius. This radius expands by 5 feet for every 2 arcanist levels she has.
Resist Primal Magic (Su): When attempting to cast spells in an area infused by primal magic, the arcanist can spend 1 point from her arcane reservoir as part of the casting to gain a bonus equal to half her arcanist level on Spellcraft checks to avoid triggering a primal magic effect.
Greater Arcanist Exploits
The following greater exploits grant arcanists influence over unpredictable magical events.
Create Primal Event (Su): The arcanist can twist the magic of an area, forcing primal magic events to occur there. As a standard action, she can spend 2 points from her arcane reservoir to create a 10-foot-by-10-foot area of primal magic at a point within 30 feet. The arcanist can increase the size of the area to 20-foot-by-20-foot by spending 2 additional points from her arcane reservoir. The primal magic effect remains for 1 minute.
Consume Primal Magic (Su): When the arcanist encounters a primal magic event, as an immediate action she can attempt to consume its power, as the consume spells class feature. The arcanist must succeed at a Fortitude save equal to 10 + the CR of the primal magic event, or she fails to consume the event and is staggered for 1d4 rounds. The arcanist must have the swift consume exploit to select this exploit.
Counterspell Primal Magic (Su): The arcanist can attempt to counter a primal magic event as if counterspelling a magical effect. This requires a Spellcraft check with a DC of 10 + the CR of the primal magic event. If she succeeds, the event is dispelled per dispel magic. The arcanist must have the counterspell exploit to select this exploit.
TEKRITANIN BEAST SPEAKERS
The greatest of ancient Tekritanin’s druids and rangers earned the friendship of the region’s magical beasts, and with it the title of beast speaker. Though Tekritanin was destroyed long ago by Osirion, a handful of the remaining beast speakers still train those willing to learn the practice.
The following feats grant a character access to a magical beast as an animal companion.
You have trained in the ways that the beast speakers of the Tekritani once used to ally themselves with magical beasts.
Prerequisites: Handle Animal 7 ranks, animal companion with effective druid level 7.
Benefit: You can select a creature from the list of magical beasts to serve as your animal companion. You acquire and advance this beast companion in the same way as an animal companion detailed in the class feature that grants you access to your animal companion. You can also dismiss the creature, as dictated by your class feature.
You must meet additional prerequisites to select a companion with an Intelligence score of 3 or higher, as described in each creature’s entry.
Beast Speaker Mastery
Your magical beast has developed abilities that only its wild kin would normally have.
Prerequisites: Beast Speaker, character level equal to or higher than that listed in your companion’s mastery entry.
Benefit: Your beast companion gains the abilities and bonuses listed in the mastery entry in its stat block. You must be of at least the indicated level for the companion to use these abilities, so if you dismiss a companion and gain a new beast companion of a different type, you retain the feat but might not yet be of sufficient level for the new companion to gain its mastery benefits.
Normal: A beast companion is unable to use its mastery abilities regardless of its advancement.
Beast Companion Choices
The following creatures can be chosen as beast companions by a character with the Beast Speaker feat. Their entries and advancement are the same as for animal companions, with two exceptions. First, creatures with an Intelligence score of 3 or higher have one or more additional prerequisites the character must meet to select the companion. Second, each beast companion has a mastery ability that it can use only if the character it is bonded to has the Beast Speaker Mastery feat. The minimum level to gain this ability is listed in parentheses. The save DC for any of a beast companion’s special abilities is 10 + half the beast companion’s HD + the beast companion’s Constitution modifier.
Starting Statistics:Size Medium; Speed 20 ft.; AC +4 natural armor; Attack bite (1d4); Ability Scores Str 16, Dex 10, Con 15, Int 2, Wis 13, Cha 11; Special Qualities darkvision 60 ft., low-light vision, gaze (one target within 30 ft., paralysis 1d4 rounds, Fortitude negates, once per day).
9th-Level Advancement:AC +2 natural armor; Ability Scores Dex +4, Con +4; Attack bite (1d6); Special Qualities gaze (three times per day).
Mastery (11th level): The basilisk’s gaze attack functions as flesh to stone (caster level equals basilisk’s HD) instead of inflicting paralysis.
Prerequisites: Diplomacy or Intimidate 7 ranks, Knowledge (arcana) 7 ranks.
Starting Statistics: Size Medium; Speed 40 ft., climb 20 ft.; AC +6 natural armor; Attack bite (1d6); Ability Scores Str 16, Dex 12, Con 16, Int 7, Wis 14, Cha 12; Special Attacks breath weapon (20-ft. line, 4d6 electricity damage, Reflex half, once per day), grab; Special Qualities electricity resistance 10.
Mastery (11th level):Size Large; AC +2 natural armor; Attack bite (1d8); Ability Scores Str +4, Dex –2, Con +2; Special Attacks breath weapon (three times per day), constrict 1d8; Special Qualities immune to electricity.
Starting Statistics:Size Medium; Speed 40 ft., burrow 20 ft.; AC +4 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 16, Dex 14, Con 16, Int 2, Wis 13, Cha 6.
Mastery (11th level):Size Large; AC +4 natural armor; Attack bite (1d8), claws(1d6); Ability Scores Str +4, Dex –2, Con +2; Special Attacks leap (When charging, it can attempt a DC 20 Acrobatics check to jump into the air and land next to its enemies. If successful, it can make four claw attacks against foes in reach but cannot make a bite attack).
Prerequisite: Survival 7 ranks.
Starting Statistics:Size Medium; Speed 20 ft., burrow 20 ft.; AC +6 natural armor; Attack bite (1d6 plus poison); Ability Scores Str 16, Dex 14, Con 16, Int 3, Wis 10, Cha 5; Special Attacks poison (frequency 1 round ; effect 1d2 Con damage; cure 2 saves, Con-based DC); Special Qualities acid resistance 10, darkvision 60 ft., low-light vision, tremorsense 60 ft., electricity resistance 10.
Mastery (11th level): Size Large; AC +4 natural armor; Attack bite (1d8 plus poison); Attack Ability Scores Str +4, Dex –2, Con +2; Special Attacks breath weapon (30-ft. line, 8d6 acid damage, Reflex half, once per day); Special Qualities immune to acid, immune to electricity.
Prerequisites: Diplomacy 7 ranks, Knowledge (arcana) or Knowledge (religion) 7 ranks.
Starting Statistics:Size Tiny; Speed 10 ft., fly 60 ft. (good); AC +2 natural armor; Attack talons (1d4 plus burn); Ability Scores Str 10, Dex 17, Con 12, Int 5, Wis 14, Cha 15; Special Attacks breath weapon (30-ft. line, 3d6 fire, Reflex half, once per day), burn (1d4).
9th-Level Advancement: Size Small; AC 19 +4 natural armor; Attack talons (1d6 plus burn); Ability Scores Str+2, Con +4, Cha +2; Special Attacks breath weapon (three times per day), burn (1d6).
Mastery (11th level): Three times per day, the sun falcon can blast an intense wave of heat and light in a 20-foot cone as a standard action. Creatures within this area must succeed at a Reflex save or take 1d6 points of fire damage and be blinded for 1d4+1 rounds. Creatures that succeed at this save take no fire damage and are instead dazzled for 1 round. The save DC is Charisma-based.