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Pathfinder Supplement
This book serves as a supplement for Paizo's Pathfinder Role Playing Game system, augmenting the
core Pathfinder ruleset with new Classes and Feats tailored towards a more bombastic and erotic type
of fantasy setting. Climb deeper down the rabbit hole to see just how far this depravity goes.
Art Design by
Min Minnigan
Uniparasite Vincent
1
Warning!
This book is gross!
This book contains explicit and super weird adult content that is not suitable for most folks. This book
provides rules for nearly every form of bizarre and impossible fetish, so even the truly adventurous will
find something they don't like. Keep in mind that when playing Fapp, it's easy to ban certain content to
tailor the game to something you and the other players are into. Trying to play with everything on at
once, though it makes for a pretty sweet clusterfuck, may not be everyone's cup of tea.
2
The Fappening
It often starts small; a few isolated events of debauchery here and there, a growing trend towards well-
hung individuals, a sudden acceptance of public nudity, and the next thing you know, youve got a full-
blown Fappening on your hands.
What is the Fappening? The exact nature of the phenomenon is hard to pin down. Some scholars liken
it to a sexually transmitted disease - one that afflicts not individuals, but entire worlds. It has been
observed that Jizzral, the realm believed to be the genesis of the Fappening, fluctuates squamously
throughout the multiverse, lewdly touching borders with other realms from time to time without their
consent. This often takes the form of sudden forests or other natural features appearing where there
was none before, causing travelers who investigate to dissapear into the reaches of Jizzrall.
Occasionally, residents of Jizzral will wander from these incursions to other planes instead, bringing
the Fappening with them. While there have been some cases of advanced magic or science being used
to quell (or at least contain) a Fappening outbreak if caught early, this almost always eventually leads to
a full-blown infestation. There have even been some cases where certain exceedingly hedonistic
individuals with the capabilities to peer behind the veil between realms have reached out and found a
way to lure Jizzral to bring its corruptive influence to them intentionally.
Individuals touched by the Fappening experience severely increased libidos, most often accompanied
by gradual and prolific growth of sexual assets. In many cases, the initial Fappening of a creature can
warp its flesh to produce additional sexual features, or even alter their sex entirely.
Worlds touched by the Fappening soon find themelves rocked by tremendous societal changes. Beyond
the physical changes and the urges that come to members of these worlds, the later stages of the
Fappening begin to rewrite the very rules of a world itself. In time, most means of martial and magical
warfare becomes obsolete. Blades and projectiles fall limp against flesh, while most higher forms of
magic suffer alterations to their arcane structure that bends them towards more perverse uses. In such
worlds that find themselves fappened, their is often a several-century transition they experience as the
Fappening slowly takes hold. Their world still clings to its former mechanics, only slowly unwraveling
to the revolution of flesh.
The Fappfinder system is a supplement intended to be used for the Pathfinder roleplaying game system.
Thematically, this ruleset works well for a realm that has only recently undergone the Fappening, but
can also be used for a more permanently-fappened setting that players simply wish for a greater degree
of mechanical depth to plunder. Under this system, the eight classes on the following pages are used in
place of the normal classes available in Pathfinder. Most Feats, Traits, Races, and Equipment from the
pathfinder system are still compatible with Pathfinder, but should be reviewed by your DM on a case-
by-case basis to determine if they need tweaking to work with this system. This especially includes
Weapons, as the Fappfinder system eschews typical weapons to captalize the use of ones natural
weapons instead.
3
Conversion
Often times, the Fappening can overtake a campaign that is already underway (this may even be the
goal, or failure state of some campaigns). In such circumstances, some Fappened characters may exist
unlongside Unfappened characters. In this case, Fappened characters prove very difficult to dispatch
via normal means. All damage dealt to a Fappened character by an Unfappened character is considered
Nonlethal damage. This makes it very difficult both to subdue, and to completely erradicate Fappened
characters. In addition, each round spent in close contact with Fappened character, and each round
spent affected by a Fappened characters attack or tangible abilities, has a 50% chance to Fappen an
Unfappened character. This may be immediate, or could take some time for symptoms to begin
showing, per your DMs discretion. Characters that become Fappened are allowed to respec their class
level and feat choices, but typically keep their same Race, Traits, and Skill ranks.
A player may choose any Fappfinder class to reallocate their class levels to, but the following table
presents the most similar equivalents.
There are also a number of new feats introduced with this Supplement that present additonal options for
Fappened characters.
4
Fapp Weapons
In lieu of traditional weapons, combatants in Jizzral typically develop one or more natural Fapp
Weapons with which to combat their foes. A character can select one Fapp Weapon at first level, and
can take the Weapon Training feat at subsequent levels to gain another. Each Fapp Weapon can be used
as a melee attack in combat, and qualifies for feats that allow you to specify a particular weapon (such
as Weapon Focus or Improved Critical). Unless otherwise stated, all Fapp Weapons count as one-
handed melee weapons that deal 1d6 damage, and 2x critical strike on a roll of 20. Spells and effects
that influence or trigger on natural attacks count Fapp Weapon attacks to be natural attacks. A Fapp
Weapon's weight always counts against its owner's Carrying Capacity since it cannot be unequipped. A
small creature's Fapp Weapons deal only 1d4 damage and weigh half as much as normal, and a Large
creature's instead deal 1d8 and weight twice as much as normal. Having a Fapp Weapon counts as
having the Improved Unarmed Strike feat for all other feats that refer to it as a prerequisite.
5
Fapp Feats
The following new feats are intended for adventurers in the Vor campaign setting.
Theses Feats count as Combat Feats, and can be taken as Combat Feat selections when they are offered
as a Class Feature.
6
Backdoor
From the shadows, Backdoors live for the thrill of the hunt, stalking silently and seizing their prey with
sudden and irresistible assaults, taking them by surprise from behind while they're distracted by the
Backdoor's less-subtle companions.
Hit Die: d8
Armor Proficiency: Light
Class Skills: (6 + INT per level)
The Backdoor's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int),
Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha),
Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform
(Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and
Use Magic Device (Cha).
Saves
Trapfinding (Ex)
A Backdoor knows a trap when they see one. The Backdoor adds 1/2 their level to Perception skill
checks made to locate traps, Perception or Sense Motive checks to discern a humanoid creatures sex
and to Disable Device skill checks (minimum +1). A Backdoor can use Disable Device to disarm magic
traps.
Evasion (Ex)
At 2nd level and higher, a Backdoor can avoid even magical and unusual attacks with great agility. If
they make a successful Reflex saving throw against an attack that normally deals half damage on a
successful save, they instead take no damage. Evasion can be used only if the Backdoor is wearing
light armor or no armor. A helpless Backdoor does not gain the benefit of evasion.
Talents (Ex)
As a Backdoor gains experience, they learn a number of talents that aid them and confound their foes.
Starting at 2nd level, a Backdoor gains one Talent. They gain an additional Backdoor talent for every 2
levels of Backdoor attained after 2nd level. A Backdoor cannot select an individual talent more than
once.
Center of Attention: When the Backdoor and an adjacent ally are affected by an effect that can
be avoided by Evasion, the Backdoor can sacrifice their Evasion to grant it to the ally instead.
Combat Trick: Gain a bonus combat feat of your choice.
Dainty Step: The Backdoor ignores difficult terrain, and can move at full speed on narrow,
uneven, or slippery surfaces without penalty to their Acrobatics rolls. The Backdoor is not flat-
footed, and retains their DEX bonus to AC under both conditions.
Deep Thrust: Treat all 1s on sneak attack damage dice as 2s.
Dickstraction: A Backdoor with this talent can make sneak attacks with subtle flourishes that
disorient and distract their enemy. When they hit a creature with a melee attack that deals sneak
attack damage, they can forgo the additional damage to cause the creature to become flat-footed
against one target of their choosing until the beginning of her their turn. The Backdoor cannot
designate themself as the creature gaining the benefit of this talent. Creatures with uncanny
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dodge are immune to this effect.
Dirty Mind: A Backdoor with this talent is able to obscure their thoughts and intentions. They
gain a +2 bonus on all Bluff and Disguise checks, as well as on Will saving throws to resist
mind-reading spells and effects (such as detect thoughts and discern lies).
Double Trouble: The Backdoor can apply two effects Surprise Buttsecks with a successful
Sneak Attack instead of just one. The Backdoor must already have Surprise Buttsecks to take
this talent.
Down and Dirty: The Backdoor can crawl at half their movement speed without provoking
Attacks of Opportunity.
Eyes on the Prize: Gain Improved Steal as a bonus feat.
Gang Bang: When the Backdoor misses with an attack on a flanked opponent, they can
designate a single ally who is also flanking the target that the attack missed. That ally can make
a single melee attack against the opponent as an immediate action.
Glazed Haze: Opponents damaged by the Backdoors Sneak Attack cannot make attacks of
opportunity for 1 round.
Golem Fetishist: When the Backdoor attacks a Construct, they can make a Disable Device
check against the Constructs CMD. If successful, they are able to deal Sneak Attack damage to
the Construct, ignoring their usual immunity to this type of damage.
Hard to Get: When flanked by at least two opponents, a Backdoor with this talent can, as an
immediate action when any of the threatening opponents attacks them, attempt an Acrobatics
check against the highest CMD of the threatening creatures plus 2 per threatening creature
beyond the second. If successful, the Backdoor may take a 5-foot step in any direction, avoiding
the attack entirely. On a failed check, the Backdoor falls prone in their original position and the
attack resolves as normal (the opponent gains a +4 bonus for attacking a prone target).
Heat of the Moment: The Backdoor gains a bonus on Bluff and Diplomacy checks made in
combat equal to the amount of Sneak Attack dice they possess.
Honeyed Words: The Backdoor can use Bluff or Diplomacy in place of Intimidate to force an
opponent to act friendly towards them. Afterwords, the targets attitude revers to its original
level instead of lowering one level.
Hold Breath: The Backdoor doubles how long they can hold their breath.
Improved Evasion: The Backdoor takes only half damage when failing a Reflex save against
an effect that deals half damage on a successsful save. The Backdoor must already have Evasion
in order to take this Talent.
Language of Love: Gain one additional Language known for each rank in Linguisitics.
Lewd Strike: When the Backdoor deals sneak attack damage against an opponent, that
opponent takes a 2 penalty on attack rolls against the Backdoor for 1d4 rounds.
Loose Lips: Roll two dice when using Diplomacy and take the better result
Lust at First Sight: Gain a +4 bonus on bluff checks against those you've never met.
Magic Fingers: Roll two dice when using Sleight of Hand and take the better result.
Misfire: If an adjacent foe provokes an Attack of Opportunity by attacking the Backdoor wih a
ranged Fapp Weapon attack, the Backdoor can forgo their Attack of Opportunity to instead
make a Sleight of Hand check against the attackers CMD to cause them to Misfire.
Nubile: Roll two dice when making a Acrobatics check and take the better result.
Opportunist: Once per round, the Backdoor can make an attack of opportunity against an
adjacent opponent immediately after they are dealt damage in melee by another character.
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Quick Fill: An opponent damaged by the Backdoors sneak attack has its speed halved for 1d4
rounds. A successful Fortitude saving throw negates this effect (DC = 10 + 1/2 of the
Backdoors level + the Backdoors Intelligence modifier). If the Backdoor affects a creature's
flight movement, its maneuverability is reduced by one step; if it's airborne at the time, it falls
unless it succeeds at a DC 10 Fly check.
Quick Shadow: Move at full speed while using Stealth without penalty.
Rape Escape: A Backdoor with this talent can, as an immediate action, attempt an Escape Artist
check in place of a Reflex saving throw against any effect that would impose the entangled
condition on them, or in place of a their CMD when a foe attempts to Grapple the Backdoor.
Rigid Rise: The Backdoor can stand from the Prone position as a Free Action, which still
provokes Attacks of Opportunity.
Shrewd: Roll two dice when making a Sense Motive check and take the better result.
Slippery Git: After hitting a foe with Sneak Attack successfully, the Backdoors next 30 ft. of
movement made before the end of their turn do not provoke Attacks of Opportunity for moving
through threatened squares.
Spurty: The Backdoor can use the Cumslingers Climax abiliy a number of per day equal to
their CON modifier (minimum 1) which deal damage equal to the damage dealt by their Sneak
Attack. Climax itself cannot benefit from additional Sneak Attack damage.
Twink: Gain Compact Weapona as a bonus feat.
Unsquickable: Gain a +4 bonus on saves against becoming nauseated or sickened.
Versatility: The Backdoor extends the bonuses of Finesse Training to all Fapp Weapons they
possess.
Voyeurism: Gain a +4 bonus to Perception checks.
11
Deepthrust
Backdoor Archetype
Specializing solely in the use of their donger, the Deepthrust learns how to make every thrust count -
utilizing a thick knot to lock themselves into heated coupling with their foe.
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Gangbanger
Backdoor Archetype
There is strength in numbers, and many who often do battle in close contact with numerous allies find
ways to overcome their advrsaries through practiced teamwork and shared tactics. The gangbanger
brings these virtues to the forefront of their battle strategy, focusing on surrounding their foes with like-
minded allies before really railing them hardcore.
Talents (Ex)
At any level the Gangbanger could select a new Backdoor talent, they may instead select a Teamwork
Feat.
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Predator
Backdoor Archetype
Stalking prey from the shadows, the Predator has learned to hone their inner hunger, watching and
waiting from the shaows until the perfect opportunity to devour their foes in a single gulp!
Vore (Ex)
At 1st level, the Predator can make a free Grapple check against any target they successfully strike with
a Fapp weapon attack. They must succeed on this Grapple check in order to deal Sneak Attack damage,
in addition to the other requirements for Sneak Attack. In addition, they can attempt a second grapple
check as a standard action against a target they are already grappling in order to swallow them whole,
dealing bludgeoning damage each round equal to half their sneak attack damage (round down), to
targets they have swallowed. This damage automatically hits, but cannot crit. A swallowed creature
keeps the grappled condition, but the Predator does not. A swallowed creature can still attack the
Predator from inside but makes attacks at a -5 penalty. The Armor Class of the Predator's interior is
10+Natural Armor Bonus. They may also simply escape by escaping the grapple. If the swallowed
creature successfully overcomes the grapple check, they vacate the Predator, returning to the Grappled
state back outside. Maintaining a grapple against a swallowed creature is a free action. A Predator can
only consume foes of a their own size category or smaller, and no more than one at a time. A creature
that is reduced to 0 HP in this way is digested, and becomes Fullness for the Rektyl. Finally, the
Predator may choose to forgo sneak attack damage on a successful sneak attack in exchange for a an
additional free grapple check instead.
Talents (Su)
The Predator may take a Rektyl Boon in place of a Backdoor Talent at any level they would gain one.
In addition, they gain the ability to select the following Predator-specific talents.
Fulfillment : The Predator gains a limited Fullness pool equal to their CON or their Predator
level, whichever is lower. They can regain fullness in the same manner as a Rektyl, and can use
Fullness for Rektyl Boons they acquire.
Magic Gut : The Predator can use their Fullness to cast a limited variety of Rektyl spells, from
their chosen Path, by paying 1 Fullness per spell level. This allows the Predator to cast an level
of Rektyl spell from their selected path as long as they have enough Fullness to pay for it. The
Predator must already possess a Path and Fullness Pool in order to take this Talent.
Suppress Hunger: An artful and stealthy predator, the Predator is able to suppress any noises
their growling, ground-dragging bellies might make as they stalk their prey. The Predator can, at
any time, spend 1 Fullness as a Free Action to reroll a Stealth check and take the better of two
rolls.
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Stalker
Backdoor Archetype
Watchingand waiting for their opportune time to strike, the Stalker is a slow and methodical plotter that
observes every possible angle of entry before going all in - nurturing their own voyeuristic tendencies
with growing obsessions.
Idolatry (Ex)
At 2nd level, the Predator learns to use their obsessive stalking habits to aid their allies from the
shadows. They can, as a move action, study an ally. If this ally is subject to an attack, the Stalker
becomes outraged, gaining the ability to deal sneak attack damage to the attacker(s) without the normal
requirements. The ally remains the target of the Stalker's Idolatry until the Stalker selects a new target
to use Idolatry on. This ability replaces Evasion.
Crush (Ex)
At 4th level, The Predator can designate a single target as their Crush as a Free Action. They gain the
full benefits of Stalk Prey or Idolatry against their crush without needing to spend actions to study
them, but cannot use these abilities against other targets while their Crush is present. The Stalkers
Crush is typically the subject of their long-term obsession, and they will go to great lengths to acquire
information, belongings, or even samples from their crush. The Stalker may retire their Crush, but
doing so requires them to undergo a month-long episode of despair before they can designate a new
Crush. This ability replaces Uncanny Dodge and Improved Uncanny Dodge.
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Beguiler
Sly and cunning as they come, Beguilers are unrivaled in their mastery of the mind, utilize both natural
charm and a plethora of magical tricks to charm, confuse, and dominate all who oppose them, while
also using those same gifts to reassure and guide their allies.
Hit Die: d6
Armor Proficiency: None
Class Skills: (4 + Int modifier per level)
The mesmerists class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise
(Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering)
(Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge
(religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive
(Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Spells
A Beguiler casts arcane spells drawn from the Beguiler spell list to the right. They can cast any spell
they know without preparing it ahead of time. To learn or cast a spell, a Beguiler must have a Charisma
score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Beguiler's
spell is 10 + the spell level + the Beguiler's Charisma modifier.
Like other spellcasters, a Beguiler can cast only a certain number of spells of each spell level per day.
Their base daily spell allotment is given on the table above . In addition, theyreceives bonus spells per
day if they have a high Charisma score.
A Beguiler's selection of spells is extremely limited. A Beguiler begins play knowing four 0-level spells
and two 1st-level spells of their choice. At each new sorcerer level, they gain two new spells of their
choice from any spell level they can cast.
Because the Beguiler's magic relies upon manipulation of minds, their spells and class features have no
effects on creatures that have no minds to coerce, including most oozes and constructs.
0th: Daze, Flare, Ghost Sound, Guidance, Lullaby, Message, Unwitting Ally
1st: Bane, Beguiling Gift, Bless, Bungle, Burst of Insight, Charm Person, Chastise, Command, Compel
Hostility, Comprehend Languages, Lesser Confusion, Darting Duplicate, Deja Vu, Delusional Pride,
Demand Offering, Disguise Self, Fairness, Forbid Action, Forced Quiet, Fumbletongue, Haze of
Dreams, Hypnotism, Illusion of Calm, Innocence, Invigorate, Liberating Command, Litany of Sloth,
Litany of Weakness, Lock Gaze, Memory Lapse, Mental Block, Mind Thrust I, Mindlink, Moment of
Greatness, Murderous Command, Paranoia, Psychic Reading, Remove Fear, Restful Sleep, Silent
Image, Sleep, Sow Thought, Thought Echo, Timely Inspiration, Touch of Gracelessness, Unbreakable
Heart, Vanish, Ventriloquism, Vocal Alteration, Wrath
2nd: Beguiler Spells, Abeyance, Anonymous Interaction, Anticipate Thoughts, Aversion, Babble,
Bestow Insight, Blindness/Deafness, Burdened Thoughts, Burdened Thoughts, Calm Emotions,
Compassionate Ally, Confess, Daze Monster, Delay Pain, Detect Thoughts, Enshroud Thoughts,
Enshroud Thoughts, Enthrall, Hideous Laughter, Honeyed Tongue, Hypercognition, Hypnotic Pattern,
Id Insinuation I, Inflict Pain, Invisibility, Litany of Defense, Litany of Eloquence, Litany of
Entanglement, Litany of Warding, Mad Hallucination, Mental Barrier I, Mind Thrust II, Minor Image,
Mirror Image, Misdirection, Oneiric Horror, Oppressive Boredom, Placebo Effect, Reckless
Infatuation, Righteous Vigor, Seducer's Eyes, Share Memory, Soothing Word, Stalwart Resolve:,
Suppress Charms and Compulsions:, Tactical Acumen, Tactical Miscalculation:, Thought Shield I,
Touch of Idiocy, Unnatural Lust, Vexing Miscalculation, Zone of Truth
3rd: Adjustable Disguise, Analyze Aura, Apparent Treachery, Aura Alteration, Aura of the
Unremarkable, Battle Trance, Bite the Hand, Charitable Impulse, Contagious Zeal, Deep Slumber,
Domination Link, Ego Whip I, Emotive Block, equester Thoughts, False Alibi, Glibness, Good Hope,
Heroism, Hold Person, Id Insinuation II, Mass Invigorate, Isolate, Litany of Escape, Litany of Sight,
Lover's Vengeance, Major Image, Mantle of Calm, Marks Of Forbiddance, Mental Barrier II, Mind
Thrust III, Mindlocked Messenger, Minor Dream, Greater Oneiric Horror, Rage, Seek Thoughts, Smug
Narcissism, Suggestion, Synaptic Pulse, Synaptic Scramble, Synesthesia, Thought Shield II
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4th: Break Enchantment, Charm Monster, Confusion, Mass Daze, Denounce, Ego Whip II, Forgetful
Slumber, Lesser Geas, Hallucinatory Terrain, Id Insinuation III, Intellect Fortress I, Greater Invisibility,
Litany of Madness, Litany of Thunder, Litany of Vengeance, Mental Barrier III, Mind Probe, Mind
Probe, Mind Thrust IV, Mindwipe, Mindwipe, Modify Memory, Moonstruck, Riding Possession, Share
Senses, Sleepwalk, Stay the Hand, Synapse Overload, Greater Synaptic Pulse, Telepathy, Terrible
Remorse, Thought Shield III, Thoughtsense, Triggered Suggestion
5th: Greater Command,, Covetous Aura, Dominate Person, Dream Council, Dream Scan, Dream Scan,
Ego Whip III, Foe to Friend, Greater Forbid Action, Foster Hatred, Hold Monster, Id Insinuation IV,
Mass Inflict Pain, Intellect Fortress II, Mental Barrier IV, Mind Fog, Mind Swap, Mind Swap, Mind
Thrust V, Mirage Arcana, Persistent Image, Possession, Possession, Primal Regression, Psychic
Surgery, Repress Memory, Seeming, Mass Synesthesia, Thought Shield IV, Tower of Iron Will I
6th: Antipathy, Awaken Construct, Mass Bite the Hand, Brilliant Inspiration, Mass Charm Monster,
Cloak of Dreams, Demand, Dream, Ego Whip IV, Envious Urge, Euphoric Tranquility, False Vision,
Feeblemind, Fool's Forbiddance, Geas/Quest, Greater Heroism, Mass Hold Person, Mass Inflict Pain,
Insanity, Intellect Fortress III, Irresistible Dance, Joyful Rapture, Mental Barrier V, Mind Blank, Mind
Thrust VI, Mislead, Overwhelming Presence, Permanent Image, Repress Memory, Serenity, Mass
Suggestion, Symbol of Debauchery, Sympathy, Telepathic Bond, Thought Shield V, Tower of Iron Will
II, Unconscious Agenda, Veil, Waves of Ecstasy
Mesmerize (Su)
The beguiler can, as a Swift action that does not provoke opportunity, present themself in a manner that
causes a foe to fixate their attention upon them, mezmerizing their enemy utterly. The affected enemy
suffers a -1 penalty to Perception and Sense Motive checks, and to Will saves for as long as the target is
capable of perceiving the Beguiler, or the Beguiler selects a new target. This effect does not stack if
applied by multiple Beguilers, and ends immediately if the Beguiler becomes Helpless, Unconscious,
or is killed, or if the target can no longer percieve the Beguiler due to cover, concealment, or
separation. At 4th level, and every four levels thereafter, the penalty increases by -1, for a total of -6 at
level 20.
Charms (Sp)
Beguilers learn a number of mental tricks, called charms, that grant them powers to warp the minds of
others. At 1st level, a Beguilers gains one Charm of their choice. They gain an additional Charm at 2nd
level and for every 2 levels attained after 2nd level, as noted on the table above . A Beguiler cannot
select an individual Charm more than once. The Beguiler's Charms are subtle, and require a Sense
Motive or Spellcraft check opposed by the Beguiler's Bluff check in order to even identify them as
magical effects in the first place.
Unless otherwise noted, using a Charm is a standard action that targets a single creature within 30 ft.
and does not provoke an attack of opportunity. The save to resist a Charm is equal to 10 + 1/2 the
Beguilers's level + the Beguilers's Charisma modifier.
Affirmation: The Beguiler can grant a creature the positive thinking needed to succeed at any
task for 1 round. The target can call upon this reassurance once per round, allowing him to reroll
any ability check, attack roll, saving throw, or skill check, taking the better result. They must
decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of
this Charm is extended by 1 round. Once a creature has benefited from the Affirmation Charm,
it cannot benefit from it again for 24 hours.
18
Allure: The Beguiler can charm a creature within 30 feet by beckoning and speaking soothing
words. This improves the attitude of the reature by 1 step, as if the Beguiler had successfully
used the Diplomacy skill. The effect lasts for a number of rounds equal to the Beguilers
Charisma modifier. Whether or not the save is successful, a creature cannot be the target of this
Charm again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2
steps.
Animosity: The Beguiler plants the seed of hatred within their target towards another chosen
creature. The target's attitude toward the other creature decreases by one step. A successful Will
save negates this effect. The effect lasts for a number of rounds equal to the Beguiler's Charisma
modifier. Whether or not the save is successful, a creature cannot be the target of this Charm
again for 1 day. At 8th level, this effect decreases the attitude of the target creature by two steps.
Anticipation: The Beguiler expands an ally's mind to all possible dangers, granting them a
bonus on Reflex Saves equal to the Beguiler's Mesmerize penalty for a number of rounds equal
to 3 + the Beguiler's level.
Attention Whore: The Beguiler enters a state in which they enrapture the attention of all those
around them, taking a Standard action reach round to affect all creatures that can perceive them
with their Mesmerize ability. The Beguiler may not exclude targets from this effect, and can
even affect themself if a reflective surface is nearby.
Calm: The Beguiler enforces a state of calm upon a foe, preventing them from taking any
hostile action for a number of rounds equal to 3 + the Beguiler's level. They gain a new save to
end this effect at the beginning of their turn each round if they are in combat, and it ends
immediately if they suffer hostile action.
Fetish: The Beguiler selects a particular Weapon or Spell, and imbues their target with a
powerful longing for it, reducing their DR, Spell Resistance, AC, and Saves against the chose
Weapon or Spell by the Beguiler's Mesmerize penalty for a number of rounds equal to 3 + the
Beguiler's level.
Confidence: The Beguiler instills an ally with unshakable confidence, granting them a bonus on
Will Saves equal to the Beguiler's Mesmerize penalty for a number of rounds equal to 3 + the
Beguiler's level.
Disorientation: The Beguiler meddles with their foe's hand-eye coordination, imposing a
penalty to Attack and Damage rolls equal to the Beguiler's Mesmerize penalty for a number of
rounds equal to 3 + the Beguiler's level.
Expose: The Beguiler convinces a target that they must disrobe immediately, either through fear
or distaste of clothing, or the irrational need to display themselves nude before the beguiler or
others in attendance. The target must spend their turn removing as many equipped items as they
can, and may not equip additional items, but may otherwise act freely for a number of rounds
equal to 3 + the Beguiler's level.
Fascination: The Beguiler ensares the foe's rapt attention, causing them to become Fascinted
with the Beguiler. If its saving throw fails, the creature sits quietly and observes the Beguiler
for as long as the Beguiler takes a Standard action to maintain this effect each round. While
fascinated, a target takes a 4 penalty on skill checks made as reactions, such as Perception
checks. Any potential threat to the target allows the target to make a new saving throw against
the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a
weapon at the target, automatically breaks the effect. Fascination can instead be used to
influence a group or crowd, requiring a successful Bluff, Diplomacy, Intimidate, or Perform DC
of 10 + the number of creatures in attendance to initiate.
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Fragility: The Beguiler causes a foe to believe themselves far less robust than they actually are,
lowering their body's defenses and inflicting a penalty on Fortitude Saves equal to the Beguiler's
Mesmerize penalty for a number of rounds equal to 3 + the Beguiler's level.
Frustration: The Beguiler's tantalizing wiles and taunting nature punish a foe for their failures.
For a number of rounds equal to 3 + the Beguiler's Level, if the target fails on an Attack roll,
ability check, skill check, or concentration check, they suffer further penalties to that same type
of roll equal to the Beguiler's Mesmerize penalty, stacking up to three times per roll type.
Inception: The Beguiler plants a Hex deep within their target, laying dormant until a trigger
specified by the Beguiler occurs. The trigger must be one the target would be able to recognize,
such as a command word, being attacked, or seeing the Beguiler snap their fingers. A target
cannot have more than one Charm embedded via Inception at a time. The higher DC Charm
takes precedence, but the Beguiler does not immediately know if another Charm exists. If the
DCs are equivalent, the more recent Charm takes priority.
Masochism: The Beguiler warps their target's perceptions of pain and pleasure. They ignore an
amount of healing from all incoming healing sources (including regeneration) equal to the
Beguiler's level, reveling in their own pain whenever possible.
Mind Over Matter: The Beguiler allows an ally to push beyond their physical limitations,
granting them a bonus on Fortitude Saves equal to the Beguiler's Mesmerize penalty for a
number of rounds equal to 3 + the Beguiler's level.
Praise: The Beguiler allows their target to slather them with unending reverence and praise.
The target must verbally praise the beguiler's virtues each round on their turn. They may not
attempt to leave the Beguiler's presence where their words would not be head, and must succeed
on a Will save equal to the Charm's DC each round in order to speak words unrelated to
unadulterated praise for the Beguiler, including verbal spell components.
Rouse: The Beguiler's touch rouses an ally from a harmful mental state. The Beguiler must
touch an ally, removing one of the following conditions from them: Confused, Fascinated,
Dazed, Frightened, Shaken, or Sickened. Beginning at 8th level, the Beguiler may also select
from Cowering, Nauseated, Panicked, and Stunned.
Seeming: The Beguiler can change their appearance for a number of hours per day equal to
their class level, as if using disguise self. These hours do not need to be consecutive, but they
must be spent in 1-hour increments.
Squick: The target of this Charm becomes is rooted with a deep-seded disgust, becoming
Sickened for a number of rounds equal to 3 + the Beguiler's Charisma modifier. The Beguiler
specifies a subject of the target's fear and loathing, which may be a specific creature or a
common revulsion like mud or boobs. The Target's condition worsens to Nauseated for 1 turn if
they come within 5 ft. of the subject, but this Charm ends after that round.
Torpor: The Beguiler seeds their target's mind with thoughts of sloth and respite, inflicting a
penalty on Reflex Saves equal to the Beguiler's Mesmerize penalty for a number of rounds
equal to 3 + the Beguiler's level.
Uncertainty: The Beguiler spreads doubt and uncertainty through their target, causing them to
make all ability checks, attack rolls, saving throws, and skill checks twice and take the worse of
two results for 1 round. At 8th level and 16th level, the duration of this Charm is extended by 1
round. Whether or not the save is successful, a creature cannot be the target of this hex again
for 1 day.
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Unspoken Bond: The Beguiler gains the ability to communicate with any living creature by
touch, enabling them to speak silently mind-to-mind with their touched target regardless of
languages known, and even to speechless beasts, so long as they are not mindless. This does
not predispose creatures towards being more helpful than normal, though
Terror: The target of this Charm becomes shaken for a number of rounds equal to 3 + the
Beguiler's Charisma modifier. The Beguiler specifies a subject of the target's fear and loathing,
which may be a specific creature or a common fear like water. The Target's condition worsens to
Frightened for 1 turn if they come within 5 ft. of the subject, but this Charm ends after that
round.
Wet Dreams: The beguiler sends their foe into a deep, magical sleep, as per the spell sleep. If
the save fails, the creature falls asleep for a number of rounds equal to the Beguilers level. This
Charm can affect a creature of any HD. The creature will not wake due to noise or light, but
others can rouse it with a standard action. This Charm ends immediately if the creature takes
damage. Whether or not the save is successful, a creature cannot be the target of this Charm
again for 1 day.
Wink: The Beguiler, with a coy wink, re-ignites their mental manipulations already in effect.
The Beguiler can wink as a move action, increasing the duration of any of their Charms that
would expire within the next minute by 1 round. This only extends the duration of Charms
affecting those that can perceive the Beguiler.
Thrall (Su)
At 20th level, a Beguiler can permanently mentally enslave a creature. When the Beguiler successfully
affects the target of their Mesmerize ability with an enchantment spell that requires a saving throw, they
can force that creature to attempt a second Will saving throw with a DC equal to the spells DC. The
DC is reduced by 5 if the monster isnt a humanoid. If the creature fails, it becomes a permanent thrall
to the Beguiler (as dominate monster) until the Beguiler dies. If it succeeds, it cant be affected by rule
minds again for 24 hours. A Beguiler can have only one creature enthralled at a time. If they enthrall a
new creature, the previous one is set free but is unaware that it was enthralled by the Beguiler.
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Force
Beguiler Archetype
The apex of mental might, the Forceis a more direct and dutiful caster than most Beguilers, casting off
the trickery and subterfuge their fellows are known for to focus upon pure domination, bending not
only minds, but reality itself to serve them.
Spells
The Forceforsakes paltry illusions in their magical study to gain mastery over spells that conjure
magical force instead. Why merely give the illusion of changing their surroundings when they can just
as easily bend the world to fit their whims?
Level Spells Lost Spells Gained
0 Ghost Sound Scoop
Disguise Self, Illusion of Calm, Silent Image, Floating Disk, Force Anchor, Mage Armor,
1
Vanish, Ventriloquism Magic Missile, Shield
Admonishing Ray, Battering Blast, Telekinetic
2 Invisibility, Minor Image, Mirror Image
Volley
3 Adjustable Disguise, Major Image Force Hook Charge, Force Punch
4 Greater Invisibility, Hallucinatory Terrain Black Tentacles, Forceful Strike
5 Persistent Image, Seeming Telekinesis, Wall of Force
Enemy Hammer, Deflection, Forceful Hand,
6 False Vision, Mislead, Permanent Image, Veil
Leashed Shackles
Force Strike
The Forceis able to exert their mastery of the mind to conjure mental constructs to assail and tantalize
their opponents. As a Standard action, the Forcecan make a Force Strike. This acts as a melee attack
that uses the Force's caster level in place of its Base Attack Bonus, provokes opportunity as if casting a
spell, and can be made against targets up to 10 ft. away. This range expands by an additional 10 ft.
every four levels, to a maximum of 60 ft. at level 20. A Force Strike attack is made by constructs that
often resemble tentacles or floating sexual assets linked to their conjurer that seek out and assault the
Force's enemies without mercy. This ability replaces Mesmerize.
Overchannel
The Forcecan force themselves into an elevated state, in which their mental magics run unchecked,
allowing them to cast spells far more powerful than they can handle. Beginning at 2nd level, when the
Forcecasts a spell, they can use a spell slot one level lower than the required spell. Doing this causes
them to take INT damage equal to the spell's level at the end of their turn. The Forcecan attempt a
Concentration check to half this damage (round up, minimum 1), and gains a bonus on this
Concentration check equal to half their level. The DC for this check is equal to 10 + double the spell's
level. The Forcecan use this ability to overchannel a spell they have not yet learned, but must select
that spell when they are next able to choose a spell of that slot. This ability replaces Towering Ego.
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Hypnotist
Beguiler Archetype
Mastering the art of hypnotic suggestion, the Hypnotist learns how to fully ensnare the attention of
their foes - even those aware of such manipulations have a hard time resisting their effects, as the
orders engraved into their subconscious begin to override their active will.
Inception (Sp)
When the Hypntoist uses a Charm, they can implant it deep in a targets subconscious. This Charm
does not activate until a trigger that is specified by the Hypnotist occurs, such as the next time you
attack or when i snap my fingers. The Hypnotist can also implant spells this way, but only against a
target that is currently subject to their Hypnotic Gaze. In either case, any saves, resistances, or
immunities are not considered until the effect is triggered. Spells do use up their required slots when
first implanted, however. An implanted Charm lasts until indefinitely until triggered, but an implanted
Spell only lasts until the Hypnotist rests and regains their daily spell allotment.
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Subjugator
Beguiler Archetype
Delighting in bending the wills of others to serve them, the Subjugator takes great thrill in dominating
others, priding themselves in thieir ability to reduce even the proudest of warriors to thralls groveling at
their feet.
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Therapist
Beguiler Archetype
Seeking to help guide others to a state of clarity and exemplary mental health, the Therapist uses both
conventional therapy and magical treatments to help others recover from mental trauma, ensuring they
can weather the harsh difficulties of adventuring life without losing themself to the stresses and mental
scarring such escapades often saddle veteran combatants with.
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Cumslinger
Unrivaled in their ability to quick draw, Cumslingers are rough and tumble ranged combatants that
utilize their bodies' sticky and savory expulsions to splatter and batter their foes with uncanny speed
and accuracy.
Saves
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Splattshootin (Ex)
A Cumslinger is capable of making ranged attacks with Cock, Muff, and Tits Fapp Weapons. These
ranged attacks use the same damage dice and special effects as normal, but are made from a distance.
Each weapon has unique properties, according to the table below. All ranged attacks made with Fapp
Weapons follow the following rules:
They are made as a ranged attack that provokes Opportunity from adjacent enemies.
They add DEX to their Attack roll instead of STR, and do not add any ability modifier to
Damage rolls.
They can be made up to five increments away, suffering -2 Attack for each increment after the
first.
They have a Capacity rating, which represents the number of times the fapp weapon may be
used for ranged attacks before it needs to be reloaded. When a weapon runs out of 'juice', it can
be reloaded by stimulating and re-priming the weapon. This is a Standard Action that provokes
Attacks of Opportunity. The Rapid Reload feat reduces reloading from a Standard Action to a
Move Action.
They have a chance to Misfire. If the unmodified d20 for the Attack lands on a number within
the weapon's Misfire range, that shot misses, even if it would have otherwise hit the target.
When a weapon misfires, it loses any remaining Capacity and cannot be used again for 1d6
rounds. Even after this time it must be reloaded before another shot can be made.
Muff 20 / 3 20 ft. 2 14
Spunk (Ex)
A Cumslinger's power comes less from determination or skill and more from raw Stamina. At 1st level,
the Cumslinger gains a reservoir of sexual energy he can draw upon to fuel his powers and abilities.
This Spunk pool has a number of points equal to a Cumslinger's class level + their Constitution
modifier (minimum 1). This pool refreshes once per day after the Cumslinger has rested for at least 8
hours. Once per roll, the Cumslinger can spend 1 Spunk to reroll an Attack or Critical Confirmation roll
they make, taking the new result even if it is worse.
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Climax (Ex)
Cumslingers not only possess an overly endowed body, they learn to make the fullest use of their
enlarged features to drop especially heavy loads on their foes in the form of a Climax. The act of
aiming, stroking, and unloading a Climax onto a foe is a Standard Action that provokes attacks of
opportunity and costs 1 Spunk to perform. This torrent of fluid is considered a Splash Weapon which
targets Touch AC and has a 5-foot splash radius. The attack has a range equal to that of the fapp
weapon it emanates from. On a direct hit, a Climax deals 1d6 points of bludgeoning damage plus
additional damage equal to a Cumslinger's Constitution Modifier. The damage dice of a Cumslinger's
Climax increases by 1d6 points at every odd-numbered Cumslinger level; this damage is not multiplied
on a critical hit. Splash damage from a Climax is always equal to the minimum damage possible for the
Climax attack. That is, if a Climax would deal 2d6+3 damage to its main target, its splash damage
would be 5. Those caught in the Splash radius can attempt a Reflex save for half damage. The DC of
this save is equal to 10 + 1/2 the Cumslinger's level + the Cumslinger's Constitution Modifier. As a
ranged attack, Climax can be combined with weapon relevant items or feats such as Point Blank Shot
or Weapon Focus, though it is not subject to Precision effects and cannot be combined with precision-
based abilities like Sneak Attack. Climax cannot be used if the Cumslinger is not currently capable of
making a ranged Fapp Weapon attack (such as if their only Fapp Weapon has misfired recently).
Dickscovery (Ex)
At 2nd level, and again every even level, the Cimslinger discovers a new trick to further enhance their
ranged repertoire. They may select one of the following Discksoveries, or a Combat Feat. Any
Disckscoveries that offer a save to resist calculate this save as DC 10 + The Cumslingers CON
modifier + 1/2 the Cumslingers level (round down).
Bombardment: The Cumslinger can spend 1 additional Spunk when rolling Climax to make a
basic ranged fapp weapon attack against the target at the center of the Climax.
Clipping Shot: When the Cumslinger misses with ranged fapp weapon attack, he can spend 1
Spunk to deal half the damage that the attack would have dealt if it were a hit (roll damage
normally and divide in half, rounding down). He can decide to use this Alcumy and spend the
Spunk after making the attack. This Alcumy cannot be combined with the Potent Shot Alcumy.
Directed Splash: The Cumslinger can choose to change the area of Climax into a Cone whose
length is triple the Climaxs normal radius. The direction of the cone always points away from
the Cumslinger.
Fortunate Fapping: Once per round as an Immediate Action, the Cumslinger can spend 2
Spunk to reroll a saving throw or a skill check. The Cumslinger must take the result of the
second roll, even if it is lower.
Eager: The Cumslinger adds their current Spunk to their initiative rolls.
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Edging: Whenever the Cumslinger suffers enough damage that they would be defeated, they
can spend all of their remaining Spunk as an Immediate Action to instead be restored to 1 hit
point. He must have at least 2 Spunk available to use this ability.
Hair Trigger: As long as the Cumslinger has at least 1 Spunk they do not provoke Opportunity
Attacks when firing a ranged fapp weapon while engaged in melee.
Helping Hand: The Cumslinger can use an aid another action as a Move Action instead of as a
Standard Action. A Cumslinger can expend one use of Spunk to instead perform an Aid Another
action as an Immediate Action.
Instant Prime: The Cumslinger can spend 1 Spunk as a free action to recover from a Misfire
immediately.
Locksplat: The Cumslinger can attempt a ranged fapp weapon attack roll as a standard action
against a locks break DC to bust it open. Upon failure, the lock is jammed with the gooey
emission.
Lucky Shot: As a Free Action, a Cumslinger can spend 1 Spunk to ignore all miss chances due
to cover and concealment when making a ranged fapp weapon attack or Climax attack . This
effect lasts until the end of their turn. This ability allows the Cumslinger to ignore concealment
and cover, but does not actually reveal or allow him to see the enemy.
Massive Load: The Cumslinger can spend an additional 1 Spunk when rolling Climax to
increase add an additional +5ft. splash radius to it.
Multiple Orgasms: Increases the capacity of all Fapp weapons by 2.
Opportunistic Evasion: When a Cumslinger succeeds at a Reflex saving throw against an
effect that still deals damage on a successful save, they can spend 1 Spunk as an Immediate
Action to instead take no damage for that effect, using a quick fluid burst to propel themselves
out of danger.
Potent Shot: As a Full-round Action that costs 2 Spunk, the Cumslinger can take careful aim
and pool all of their jizz into a single, deadly shot. They fire their ranged fapp weapon attack at
a single target, but makes as many attack rolls as he can, based on their Base Attack Bonus. If
any of the attack rolls hit the target, the Cumslingers single attack is considered to have hit. For
each additional successful attack roll beyond the first, the Cumslinger increases the damage of
the shot by 1d6. Ability scores, Precision damage, extra damage from weapon properties, and
other Bonuses are added afterwards and are not increased by this abiliy. Rapid Shot, Manyshot,
Haste, and similar effects can be used with a Potent Shot to add more attacks. If one of the rolls
is a critical threat, he chooses another one of the rolls to confirm it (Cumslinger's choice). The
Cumslinger only misfires on a potent shot if all the attack rolls are misfires.
Rapid Release: The Cumslinger can reload their Fapp Weapon as a Swift Action, but doing so
only restores 1 Capacity.
Relentless Strokes: The Cumslinger can use Spunk to reroll an attack or confirmation roll any
number of times per roll, as long as the Cumslinger has enough Spunk to pay for it.
Right in the Eyes: The Cumslinger can spend 2 additional spunk when making a ranged fapp
weapon attack or climax to Blind the primary target for 1d4 rounds. A
Scoot: The cumslinger can use their fapp weapon to move an unattended object without
damaging it within their first range increment as a standard action. A Large object can be moved
up to 10 ft, a medium object up to 15 ft., a small object up to 20 ft, and tiny or smaller objects
up to 30 ft.
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Slinger Shuffle: With so much junk on proud display, the Cumslinger develops an uncanny
knack for getting out of the way of projectile attacks. Once per round when a ranged attack is
made against the Cumslinger, he can spend 1 Spunk to take a 5 foot movement as an Immediate
Action; doing so also grants the Cumslinger a +2 bonus to AC against the triggering attack. This
movement provokes Opportunity Attacks, but does not prevent them from taking another 5 foot
step or movement on their turn. Alternatively, the Cumslinger can drop prone to gain a +4 bonus
to AC against the triggering attack. The Cumslinger can only perform this Expertise while
wearing light or no armor, and while carrying no more than a light load.
Slippery Git: The Cumslinger can spend 2 Spunk to gain the benefits of the Improved Evasion
and Improved Uncanny Dodge abilities for 1 minute.
Suck it Down: The Cumslinger can aim for an enemys mouth when firing, spending 1 Spunk
to additionally cause their attack to render their target unable to speak, use breath weapons, or
cast spells with somatic components for 1d4 rounds. Enemies with masks or helmets, covering
their mouths, no mouths, or otherwise inaccessible mouths are immune to this ability.
Startling Shot: A Cumslinger hones their trick shooting to a level of microscopic precision. As
long as he has at least 1 Spunk remaining he can spend a Standard Action to purposely miss a
creature that he could normally hit in order to shake up their foes. He makes a ranged attack
with a ranged fapp weapon against the target's Touch AC (regardless of range, though long
distance penalties still apply). If the Cumslinger hits, he deals no damage. Instead, the target is
Shaken and is also denied its Dexterity bonus to AC until the start of the Gunslinger's next turn.
Creatures immune to fear effects are immune to this ability.
Steady Aim: As a Swift Action, the Cumslinger can spend 1 Spunk to gain a bonus on all
ranged fapp weapon damage rolls equal to their Dexterity modifier (minimum 1) until the end
of their turn.
Straight Shootin: The cumslinger can change the area of a Climax into a Line six times as
long as its normal radius, one end of which must touch the Cumslinger.
Swift Orgasm: A Cumslinger with this ability can quickly orgasm and is able to Climax more
than once in a single round. As a Full-Round Action, the Cumslinger can unleash a number of
Climaxes equal to the number of attacks granted to him by their Base Attack Bonus. Rapid Shot,
Manyshot, Haste, and similar effects apply to this ability to grant additional attacks.
Targeted Load: When The cumslinger uses Climax, they can designate a number of squares
equal to their DEX modifier as being safe from the blast.
Thrill Ride: The Cumslinger regains 1 Spunk when they critically hit a creature that is not
helpless or unaware, and has at least half their Hit Dice.
Trigger Discipline: The Cumslinger reduces their misfire rate with all Fapp weapons by 1.
They can take this Discovery multiple times, its effects stack and can reduce Misfire rate to 0.
Up Close and Personal: The Cumslinger thrusts into their deposit, causing their ranged attacks
with fapp weapons to resolve as Touch Attacks when within the first range increment.
Wild Shot: The Cumslinger can designate one of their ranged fapp weapon attacks as a Wild
Shot, ignoring Dodge and Insight bonuses to AC, but doubling its Misfire rate (minimum 1).
Endless Orgasm
At 20th level, the Cumslinger is almost constantly leaking, seemingly unable to hold back their own
arousal or prowess. The Cumslinger now generates 1 Spunk at the beginning of each turn, and can
spend a Swift Action at any time to generate Spunk equal to their CON modifier.
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Alcumist
Cumslinger Archetype
Augmenting their skill with shooting foes from afar with their own fluids, Alcumists work feverishly to
augment their internal chemistry by means of herbs, potions, or other methods to grant special
alchemical properties to their emissions.
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Dousing Climax: When the Alcumist unleashes a Climax, he can choose to have it dispel magic
effects instead of deal damage. Creatures that take a direct hit from a Dousing Climax are
subject to a targeted Dispel Magic spell, using the Alcumists level as the caster level. This
cannot be used to target a specific spell effect. Creatures caught in the splash radius of the
Climax still take splash damage, as normal.
Forceful Climax: When the Alcumist unleashes a Climax, he can choose to have it inflict force
damage. This Climax uses d4's for its damage dice instead of d6's. The damage bypasses DR
and fully effect creatures normally immune to physical damage, such as Incorporeal or gaseous
creatures. Targets that take a direct hit from a Forceful Climax are knocked prone unless they
succeed on a Reflex save.
Ectoplasmic Climax: The Alcumist can infuse his Climax with a special substance that
damages incorporeal creatures and reveals the presence of invisible or undead creatures hiding
in the area. Incorporeal creatures struck by an Ectoplasmic Climax take full direct or splash
damage from the Climax. In addition, the affected squares begin to glow as if under the effects
of the Faerie Fire spell, with the additional effect that it reveals the presence of any Undead
creatures that have set foot in the squares in the last minute. This effect lasts for 1 minute.
Explosive Climax: When the Alcumist unleashes a Climax, he can choose to have his jizz boil
and explode. A creature that takes a direct hit from an Explosive Climax takes damage as
normal and automatically catches fire, taking an additional 2d4 points of fire damage
immediately and at the start of the Alcumist's turn each round until the fire is extinguished.
Creatures in the splash radius of a Fiery Climax take damage and must make a Reflex Save to
avoid catching fire for 1d6 fire damage each round. At the start of the Alcumist's turn next
round, the molten jizz explodes in a 15 foot radius burst, dealing an additional 3d6 Fire damage
plus an additional amount of Fire damage equal to the Alcumist's Constitution modifier to every
creature in the burst. Targets affected by this explosion may attempt a Reflex save for half
damage.
Fiery Climax: When the Alcumist unleashes a Climax, he can choose to have it inflict fire
damage. A creature that takes a direct hit from a Fiery Climax takes damage as normal and
automatically catches fire, taking an additional 1d4 points of fire damage immediately and at
the start of the Alcumist's turn each round until the fire is extinguished. Creatures in the splash
radius of a Fiery Climax make a Reflex Save to avoid catching fire for 1d3 fire damage each
round. Extinguishing the flames is a Full-Round Action that requires a Reflex save. Rolling on
the ground provides the target with a +2 bonus to the save. Dousing the target with at least 2
gallons of water automatically extinguishes the flames.
Frozen Climax: When the Alcumist unleashes a Climax on his foe, the Alcumist is able to
freeze his jizz mid-flight, knocking his foes down with a heavy boulder of ice. On a direct hit
against a Medium sized creature or smaller, the target is knocked prone. Large or bigger targets
must make a Reflex save or be knocked prone. Medium sized creatures in the splash radius
must also make a Reflex save or be knocked prone. Large or bigger targets in the splash zone
are not at risk for being knocked prone. A Frozen Climax deals damage as normal.
Gooey Climax: This Climax deals damage as normal, but a creature that takes a direct hit from
a Gooey Climax must make a Reflex Save or become both entangled and immobilized as if it
had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are
entangled but not immobilized; those who make this save are not entangled at all.
Greasy Climax: When the Alcumist unleashes a Climax, he can choose to have it create a
grease slick. When a grease Climax is fired, it coats an area equal to the Climax's splash radius
in grease (as the grease spell) for 1 minute. Creatures in the affected area must make Reflex
save to avoid falling after a failed Acrobatics check. A grease Climax can't affect items or armor.
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Hypertrophia: A Alcumist may spend 1 Spunk to enlarge a Fapp Weapon of their choice for 1
hour. Doing so grants one of the following effects: Increase the Fapp Weapon's dice size by 1
(d6 becomes d8, 1d12 becomes 2d6, and so on), double its Capacity, or double its range.
However, this size boost makes it unwieldly, and reduces the Alcumist's Base Speed by 10 feet.
Likewise, because of the new size and volume, her body weapon is more prone to misfire, and
its misfire value increases by 1. A Alcumist may perform this deed multiple times to gain all
three benefits, but the weight and misfire chance increase each time as well.
Natural Stimulants: The Alcumist can spend 1 minute when out of combat to alchemically
replicate a spell from the Alchemist spell list that can be delivered immediately to themself or
via touch, or be bottled and saved for later and consumed as a potion. This spell costs 1 Spunk
per spell level to cast, and affects only the imbiber. This ability can be taken multiple times,
each time unlocking a new spell of the Alcumists choice from the list below. Natural Stimulants
that are not consumed immediatedly become inert when the Alcumist rests and regains their
daily allotment of Spunk. The Spunkslinger must have twice as many Cumslinger levels as the
spunk cost of the spell they wish to learn.
1 Spunk: Ant Haul, Blurred, Movement, Body Capacitance, Bouncy Body, Chameleon
Scales, Cure Light Wounds, Detect Undead, Disguise Self, Endure Elements, Enlarge
Person, Enlarge Tail, Expeditious Retreat, Firebelly, Heightened Awareness, Jump, Keen
Senses, Linebreaker, Long Arm, Longshot, Monkey Fish, Negate Aroma, Phantom
Blood, Polypurpose Panacea, Recharge Innate Magic, Reduce Person, Shock Shield,
Starsight, Touch of the Sea, True Strike, Urban Grace, Vocal Alteration, Youthful
Appearance.
2 Spunk: Acute Senses, Adhesive Blood, Aid, Air Step, Alter Self, Animal Aspect, Aram
Zeys Focus, Barkskin, Bears Endurance, Blood Armor, Blur, Bulls Stregth, Catc
Grace, Certain Grip, Cure Moderate Wounds, Darkvision, Defensive Shock, Delay
Disease, Delay Poison, Detect Thoughts, Dragonvoice, Eagles Splendor, Elemental
Touch, Enshroud Thoughts, Extreme Flexibility, False Life, Fire Breath, Fire Sneeze,
Fleshy Fascade, Foxs Cunning, Ghostly Disguise, Imbue with Addiction, Investigative
Mind, Invisibility, Ironskin, Levitate, Owls Wisdom, Resist Energy, Restoration
(Lesser), Scale Spikes, See Invisibility, Sickening Strikes, Skinsend, Spider Climb,
Squeeze, Stalwart Resolve, Twisted Innards, Vine Strike, Vomit Swarm.
3 Spunk: Absorb Toxicity, Adjustable Disguise, Age Resistance (Lesser), Air Breathing,
Anchored Step, Animal Aspect (Greater), Arcane Sight, Battle Trance, Beast Shape I,
Blood Scent, Bloodhound, Burrow, Burst of Speed, Channel Vigor, Countless Eyes,
Curse Serious Wounds, Displacement, Draconic Reservoir, Dragon Turtle Shell,
Elemental Aura, Eruptive Pustules, Fire Tail, Fly, Gaseous Form, Haste, Heroism,
Monstrous Physique I, Nauseating Trail, Paragon Surge, Prehensile Pilfer, Protection
from Energy, Rage, Remove Blindness/Deafness, Remove Curse, Remove Disease,
Resinous Skin, Seek Thoughts, Thorn Body, Tongues, Undead Anatomy I, Water
Breathing.
4 Spunk: Adjustable Polymorph, Age Resistance, Air Walk, Beast Shape II, Caustic
Blood, Cure Critical Wounds, Darkvision (Greater), Death Ward, Deathless, Dragons
Breath, Echolocation, Elemental Body I, Eyes of the Void, False Life (Greater), Fire
Shield, Fluid Form, Freedom of Movement, Healing Warmth, Invisibility (Greater),
Miasmatic Form, Monstrous Physique II, Neutralize Poison, Persistent Vigor,
Restoration, Rubbersin, Scale Spikes (Greater), Spell Immunity, Stoneskin, Unbearable
Brightness, Vermin Shape I, Vitriolic Mist.
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5 Spunk: Age Resistance (Greater), Beast Shape III, Elemental Body II, Elude Time,
Monstrous Physqiue III, Overland Flight, Planar Adaptation, Planetary Adaptation, Plant
Shape I, Polymorph, Resurgent Transformation, Spell Resistance, Undead Anatomy II,
Vermin Shape II
6 Spunk: Beast Shape IV, Borrowed Time, Elemental Body III, Form of the Dragon I,
Giant Form I, Heal, Monsrous Physique IV, Plant Shape II, Statue, Transformation, True
Seeing, Undead Anatomy III
Icy Climax: When the Alcumist unleashes a Climax, he can choose to have it inflict cold
damage. Creatures that take a direct hit from an Icy Climax must make a Fortitude save or
become Staggered for 1 round. Creatures in the splash area must make a Fortitude save or
become Fatigued for 1d4 rounds.
Radioactive Emission: A Alcumist can spend 2 Spunk to unleash a frightening amount of jizz
as a Standard Action, fascinating all living creatures within a 30 foot radius burst as if they were
subject to the Prismatic Spray spell. Roll 1d8 for each creature affected by the Spray to
determine what color of jizz strikes them. Using this Alcumy depletes the capacity from every
Splatgun in the Alcumist's possession. The Alcumist must possess a Cock Splatgun to select this
Alcumy.
Shocking Climax: When the Alcumist unleashes a Climax, he can choose to have it inflict
electricity damage. Creatures that take a direct hit from a Shocking Climax are Sickened for 1d4
rounds. Creatures in the splash area of a Shocking Climax must make a Fortitude save or be
dazzled for 1d4 rounds.
Steaming Climax: When the Alcumist unleashes a Climax, the hot load creates a cloud of thick
fog in addition to dealing damage. The cloud functions as the spell Fog Cloud, filling all
affected squares for 1 minute. The Alcumist must possess an Ass Splatgun before selecting this
Alcumy. A Alcumist must possess an Ass Splatgun to select this Alcumy.
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Battalion
Cumslinger Archetype
Not content with focusing on a single firing asset like most Cumslingers, the Battalion develops and
specializes in firing a wide array of assets all at once - drowning their foes in an endless barrage of their
sticky emissions.
Barrage (Ex)
By spending 1 Spunk, the Battalion can unload, utilizing all of their Fapp Weapons at once to unleash a
barrage of fluids that deals more damage for each splatter that hits. For each point by which the
Battalion Ranged Fapp Weapon Attack bypasses an enemys AC, it deals one additional damage. This
ability gains a +1 bonus to its Attack roll for each Fapp Weapon the Battalion possesses that are
available to fire, but does not diminish their Capacity. This ability replaces Climax. Effects that trigger
on Climax can also trigger on Barrage.
Multisplat (Su)
Whenever the Battalion gains a Dickscovery, they may instead choose to gain a Fapp Weapon. Their
selection must be a Fapp Weapon that can be used for Cumslinger ranged attacks. If They select a Fapp
Weapon they already have access to, they gain extra copies of it, increasing the attack bonus of Barrage
by +2.
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Jizzbender
Cumslinger Archetype
Seeking discipline and control in their use of their bodily fluids, Jizzbenders are rare ascetic masters
that can weave and manipulate their own spunk and that of others with surprising grace and potency.
Jizzbending (Su)
At 1st level, the Jizzbender learns how to extract and manipulate sexual fluids. As a Standard Action,
the Jizzbender can spend 1 Spunk to extract a Load from themselves as a swift action, creating a
floating mass of fluid that they can later command. The Jizzbender can spend a swift action to make a
ranged attack against a foe with a 30-ft. range increment using this Load, dispersing it and dealing 1d6
damage. The Jizzbender can instead consume the load as a swift action, regaining 1 Spunk. The
Cumslinger can manifest multiple loads at once, but must make a Concentration check (1d20 +
Cumslinger level + WIS modifier) against a DC of 10 + 1 per active Load at the end of each turn if they
have Loads that have not yet been spent, or else all active Loads they are maintaining disperse.
Successfully maintained loads can remain stationary, or follow the Jizzbender at their discretion. A
Jizzbender can attack with and consume another Jizzbenders Loads if they are within 30 ft., making
fights between them very chaotic. Jizzbending qualifies as a Fapp Weapon when taking feats that can
improve the effects of a chosen Fapp Weapon. This ability replaces Splattshootin.
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Siegeschlong
Cumslinger Archetype
Priding themselves on wielding the largest Fapp Weapons in the land, the Siegeschlongs are
Cumslingers that heft around truly tremendous, prized dongs that enable them to charge up and fire
absolutely devastating salvos that can rip through even the most secure fortifications.
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Fleshcrafter
Seeking to harness the essence of the Fappening itself, Fleshcrafters experiment tirelessly with the
arcane energies that suffuse Jizzral, learning how to bend them to warp the bodies of those affected by
the Fappening, allowing them to both greatly enhance themselves and their allies, while also reducing
the natural advantages of their enemies.
Hit Die: d8
Armor Proficiency: None
Class Skills: (4 + Int modifier per level)
The Fleshcrafter's class skills are Appraise (Int), Climb (Str), Craft (Int), Fly (Dex), Heal (Wis),
Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Nature), (Int), Profession (Wis), and
Spellcraft (Int), Swim (Str).
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Spells
A Fleshcrafter casts arcane spells, which are drawn from the Fleshcrafter Spell List on this page. A
Fleshcrafter must choose and prepare spells in advance. To prepare or cast a spell, the Fleshcrafter must
have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw
against a Fleshcrafter's spell is 10 + the spell level + the Fleshcrafter's Intelligence modifier. Like other
spellcasters, a Fleshcrafter can cast only a certain number of spells of each spell level per day. The
Fleshcrafter's base daily spell allotment is given on the table above. In addition, they receive bonus
spells per day if they have a high Intelligence score. Fleshcrafters also able of casting 0-level spells,
known as 'Cantrips' with no daily limit.
A Fleshcrafter's selection of spells is extremely limited. A Fleshcrafter begins play knowing all 0-th
level Fleshcrafter spells and three 1st-level Fleshcrafter spells of their choice. At each new Fleshcrafter
level, they learn one new Fleshcrafter spell of their choice, from any spell level they can cast. A
Fleshcrafter need not prepare her spells in advance. They can cast any spell they know at any time,
assuming they has not yet used up her spells per day for that spell level.
Because the Fleshcrafter's magic relies upon the sculpting of flesh, their spells and Fleshcrafter class
features have no effects on creatures that are not made of flesh, including most plants, constructs, and
ethereal creatures. However, bone still falls under their purview, so skeletons are still quite usable.
0th: Root, Vigor
1st: Ant Haul, Aspect of the Falcon, Aspect of the Nightingale, Bouncy Body, Bristle, Enlarge Person,
Enlarge Tail, Face of the Devourer, Jump, Keen Senses, Longstrider, Magic Fang, Monkey Fish,
Reduce Person, Savage Maw, Strong Wings, Touch of Gracelessness, Touch of the Sea, Vocal
Alteration, Youthful Appearance
2nd: Acute Senses, Adhesive Blood, Alter Self, Animal Aspect, Ant Haul, Communal, Ape Walk,
Aspect of the Bear, Barkskin, Bear's Endurance, Bloodhound, Bull's Strength, Buoyancy, Cat's Grace,
Darkvision, Disfiguring Touch, Eagle's Splendor, Extreme Flexibility, Fleshcurdle, Fox's Cunning,
Glide, Heightened Reflexes, Lockjaw, Owl's Wisdom, Reduce Animal, Scale Spikes, Skinsend, Spider
Climb, Spike Growth, Squeeze, Steal Size, Touch Injection
3rd: Absorbing Touch, Air Breathing, Anchored Step, Greater Animal Aspect, Anthropomorphic
Animal, Aspect of the Stag, Badger's Ferocity, Beast Shape I, Blessing of the Mole, Burrow, Countless
Eyes, Darkvision, Communal, Eruptive Pustules, Excruciating Deformation, Film of Filth, Fins to Feet,
Fly, Greater Longstrider, Greater Magic Fang, Monstrous Extremities, Monstrous Physique I,
Prehensile Pilfer, Pup Shape, Mass Reduce Person, Resinous Skin, Greater Scale Spikes, Share Shape,
Siphon Might, Spider Climb, Communal, Steal Years, Strangling Hair, Thorn Body, Twisted Innards,
Vermin Shape I, Water Breathing
4th: Abyssal Vermin, Adjustable Polymorph, Animal Growth, Aspect of the Wolf, Atavism, Beast
Shape II, Blessing of the Salamander, Caustic Blood, Greater Darkvision, Mass Enlarge Person, Eyes
of the Void, Giant Vermin, Hellmouth Lash, Imbue with Flight, Mark of the Reptile God, Monstrous
Physique II, Persistent Vigor, Strip Scales, Strong Jaw
5th: Beast Shape III, Monstrous Physique III, Overland Flight, Permanency, Righteous Might,
Rubberskin, Greater Steal Years, Transplant Visage, Vengeful Stinger, Vermin Shape II
6th: Baleful Polymorph, Mass Bear's Endurance, Beast Shape IV, Mass Bull's Strength, Mass Cat's
Grace, Mass Eagle's Splendor, Form of the Dragon I, Mass Fox's Cunning, Giant Form I, Monstrous
Physique IV, Mass Owl's Wisdom, Swarm Skin
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Study of Flesh
The Fleshcrafter has the ability to permanently add additional Fleshcrafter spells to their spell list by
studying the effects of these spells up-close in personal. The Fleshcrafter can spend on hour of
uninterrupted study of a creature affected by a spell from the Fleshcrafter spell list in order to learn it,
as long as it is of a spell level they can normally cast. The study must not be interrupted by combat or
other distractions, and requires the subject to either agree to direct experimentation and exploration
from the Fleshcrafter, or be bound and helpless to facilitate the study. If the Fleshcrafter themselves is
the subject, the study requires no such consent. Even if the spell in question dissipates during the
study, the Fleshcrafter is able to study the lingering side-effects, and can discern how to reverse-
engineer them to add to their spell list.
Fleshwarp (Su)
The Fleshcrafter's mastery of flesh allows them to bend the bodies of those around them in a wide
variety of ways. At first level, and every even level thereafter, the Fleshcrafter selects a Fleshwarp
option from the list below. The Fleshcrafter can apply a single Fleshwarp they have selected to a
creature with a successful melee touch attack as a standard action, which lasts indefinitely. The
affected creature is offered a Fortitude save whose DC is equal to 10 + 1/2 the Fleshcrafter's level + the
Fleshcrafter's INT modifier to negate the effect, though many of them are strictly beneficial in nature.
The Fleshcrafter can, as a free action, remove any Fleshwarp they have applied by touching the
affected target. The Fleshcrafter can maintain a number of simultaneous Fleshwarps equal to their
Fleshcrafter level, requiring them to remove previous Fleshwarps by touch in order to apply new ones.
A target cannot benefit from two of the same Fleshwarp at the same time. The Fleshcrafter can also
remove the Fleshwarp of another Fleshcrafter by making a Concentration check against the Fleshwarp's
Fort DC as a Standard action. Upon failure, the Fleshcrafter may not attempt to remove the same
instance again for one day. Each Fleshwarp carries both a positive and negative effect. Both effects are
applied normally, but the Fleshcrafter can instead spend a Full-Round action when touching a target to
apply only the Positive or Negative aspect of the Fleshwarp.
Aquatic: The target becomes adapted for underwater pursuits, gaining a swim speed of 30 ft.
and gills that can breathe underwater indefinitely, but have difficulty breathing air, suffering
Fatigue while not submersed in water. Overwrites the Feral, Serpentine, and Tauric Fleshwarps.
Armored: The targets hide grows thick fur, rigid scales, or bony plates, granting +2 Natural
Armor but imposing a -4 penalty to Initiative due to the added weight and inflexibility.
Asstongue: The target's rump grows a long, flexible tongue. Their Ass attacks deal half damage
if they miss, but they must make a Fortitude save equal to the Fleshwarp DC each time they are
attacked in melee while denied their DEX bonus to AC or flanked, or else become Staggered for
1 round.
Bellymaw: The target's belly is adorned with a massive, toothy maw, causing them to deal half
damage with a missed Belly attack, but requiring them to make a Will save equal to the
Fleshwarp DC each time they are able to make a Belly attack and do not, or else they become
Staggered for 1 round.
Bloated: The target becomes heavy and bloated, drawing mass from their musculature to swell
them outwards, gaining +2 CON but suffering -2 DEX.
Bootylicious: The target's Ass damage increases by 1d6, and all other Fapp Weapons they
possess decrease in damage by 1d6. Overwrites the Busty, Cuntastic, Fellacious, Musclegut,
Pawtastic, Phallic, and Tendrilicious Fleshwarps.
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Busty: The target's Tits damage increases by 1d6, and all other Fapp Weapons they possess
decrease in damage by 1d6. Overwrites the Bootylicious, Cuntastic, Fellacious, Pawtastic,
Phallic, and Tendrilicious Fleshwarps.
Coils: The target's tail lengthens into a long, thick limb capable of coiling and squeezing the
daylights out of their foes. They can no longer miss with Tentacles attacks against foes they are
grappling, but they can no longer critically hit foes they are not grappling.
Clitdick: The target's clitoris swells into a thick, throbby mass that resembles a nice, fat dick.
Their muff attacks enjoy a doubled critical threat range (stacking with Improved Critical if they
have it), but they suffer damage from critical attacks as if the attacker had a 3x critical
multiplier.
Cocktongue: The target grows a thick, pulsating cock that hangs from their maw. Their maw
attacks enjoy a doubled critical threat range (stacking with Improved Critical if they have it),
but they must succeed on Concentration check (DC 10 + Spell Level) to cast spells with Verbal
components.
Cuntcrack: The target's butthole lengthens and blossoms into a ripe pussy. Their Ass attacks
can no longer miss foes they are grappling, but they lose the benefits of any Natural AC they
possess when denied their DEX bonus to AC or flanked.
Cuntastic: The target's Muff damage increases by 1d6, and all other Fapp Weapons they
possess decrease in damage by 1d6. Overwrites the Bootylicious, Fellacious, Musclegut,
Pawtastic, Phallic, and Tendrilicious Fleshwarps.
Curvy: The target becomes slim and slender, with curves in all the right places, gaining +2
CHA but suffering -2 CON.
Dickdigits: The target's fingers thicken and transform into pulsating cocks. Their Paws attacks
enjoy a doubled critical threat range (stacking with Improved Critical if they have it), but they
suffer a -4 penalty to Sleight of Hand and Disable Device checks.
Dicknipples: The target's nipples thicken and rise to form throbby cocks, granting them a
doubled critical threat range for Tits attacks (stacking with Improved Critical if they have it),
but must make a Fortitude save equal to the Fleshwarp DC each time they critically strike or
suffer a critical strike, or else suffer damage equal to their Tits damage.
Enlarged: The target's size category is increased by one size, as per the spell Enlarge Person,
except it affects any creature type. Cannot increase a target above Colossal.
Fellacious: The target's Maw damage increases by 1d6, and all other Fapp Weapons they
possess decrease in damage by 1d6. Overwrites the Bootylicious, Busty, Cuntastic, Musclegut,
Pawtastic, Phallic, and Tendrilicious Fleshwarps.
Feral: The target becomes quadrupedal, requiring a Concentration check to cast spells with
Somatic components (DC 10 + Spell Level), and gaining the ability to make a full-attack action
while charging, and becomes a suitable mount for smaller creatures. Overwrites the Aquatic,
Serpentine, and Tauric.
Fuckstick: The target's urethra widens into a moist, inviting pussy to top their shaft. Their
Cock attacks can no longer miss targets they are grappling, but they can no longer be missed by
targets that are grappling them, either.
Limbsplit: A portion of the target's limbs legs split into a writing mass of tentacles. Their
tentacles attacks are treated as Light Weapons for the purposes of Dual Wielding, but they must
succeed on a Reflex save whose DC equals the Fleshwarp DC to move without becoming
Entangled.
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Hellmaw: The target's maw erupts with a dozen or so writhing, tongue-like tendrils that cannot
possible be contained between their jaws. Their Maw attacks gain reach, but they suffer a -4
penalty to Diplomacy and Bluff checks due to their frightening apperance.
Meaty: The target's muscles swell and pulse, but draw mass from their vital areas, gaining +2
STR but suffering -2 DEX.
Mbius Foreskin: The target grows a thick and potent foreskin that always seems to have
another foreskin beneath it, no matter how many layers you peel back. The added musk they
produce Sickens foes they attack with Cock for 1 round on a successful attack, but can no
longer critically strike with Cock.
Multiplicity: The target grows an additional set of equipment for a Fapp Weapon of your choice
that they already possess, allowing them to use two-weapon fighting with that weapon, but also
causing them to become Flatfooted for one round when they use that weapon.
Musclegut: The target's Belly damage increases by 1d6, and all other Fapp Weapons they
possess decrease in damage by 1d6. Overwrites the Bootylicious, Fellacious, Musclegut,
Pawtastic, Phallic, and Tendrilicious Fleshwarps.
Pawtastic: The target's Paws damage increases by 1d6, and all other Fapp Weapons they
possess decrease in damage by 1d6. Overwrites the Bootylicious, Busty, Cuntastic, Fellacious,
Musclegut, Phallic, and Tendrilicious Fleshwarps.
Phallic: The target's Cock damage increases by 1d6, and all other Fapp Weapons they possess
decrease in damage by 1d6. Overwrites the Bootylicious, Busty, Fellacious, Musclegut,
Pawtastic, and Tendrilicious Fleshwarps.
Nocturnal: The target gains Low-Light vision and Darkvision (60-ft.), but also gains Light
Sensitivity.
Regressed: The target becomes a younger, weaker version of itself. The target's size category is
reduced by one size, as per the spell Reduce Person, except it affects any creature type. Cannot
reduce a target below Fine.
Serpentine: The target's legs fuse into a long, serpent-like tail, granting them immunity to Trip
and the ability to move at full speed while prone without provoking attacks of opportunity, but
removing their ability to Run.
Slippery: Due to its slimy hide, the target becomes especially slippery. The target gains a +4
bonus to CMD to escape a grapple and on Escape Artist checks, but also suffers -4 CMB to
grapple others. Overwrites Sticky.
Sticky: The target becomes especially sticky, whether from a coating of adhesive slime,
partially congealed blood, or tiny barbed spines. The target gains a +4 bonus on combat
maneuver checks to initiate or maintain a grapple, but suffers a -4 penalty to break grapple or
make escape artist checks. Overwrites Slippery.
Tailmaw: The target's tail sprouts an enormous maw capable of of devouring foes. The target
gains a +2 bonus to grapple checks made with their Maw the first time they use it against a foe
that has not seen it used before, due to its unexpected location, but becomes Sickened with
hunger for 1 round any time they are able to make a Maw attack and do not do so.
Tendrilicious: The target's Tentacles damage increases by 1d6, and all other Fapp Weapons
they possess decrease in damage by 1d6. Overwrites the Bootylicious, Busty, Fellacious,
Musclegut, Pawtastic, and Phallic Fleshwarps.
Tauric: The target gains a +10 bonus to movement speed on land, and can be used as a mount
by smaller creatures, but suffer a -8 penalty to Climb checks. Overwrites the Aquatic,
Serpentine, and Tauric Fleshwarps.
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Udders: The target grows a set of low-hanging mammaries. Their Tits attacks can no longer
miss against prone targets, but they become flatfooted if they move more than 10 ft. in a round.
Vagina Dentata: The target grows a set of sharp teeth between their lower lips, making their
Muff attack deal half damage on a missed attack, but become Fatigued for 1 round any time
they are capable of making a Muff attack and do not do so.
Winged: The target can glide up to 5ft. for every ft. of altitude they lose, at 60 ft. per round, but
suffer a -4 penalty to Acrobatics checks.
Augmentation
Beginning at 3rd level, the Fleshcrafter can attach a single Fleshwarp to a spell they cast. When the
Fleshwarp casts a spell, they can also influence the affected target with a Fleshwarp of the
Fleshcrafter's choice, regardless of range. If the spell offers a saving throw, the target must fail the save
in order to be affected by the Fleshwarp, and they are still offered an additional save against the
Fleshwarp itself. At 11th level, the Fleshcrafter can instead attach two Fleshwarps when casting a spell.
At 19th level, they can instead attach three Fleshwarps.
Metamorphosis (Su)
Beginning at 5th level, the Fleshcrafter can apply two Fleshwarps with a single touch. At every fourth
level thereafter (9th, 13th, 17th) the Fleshcrafter can apply an additional Fleshwarp with a single touch.
The affected target makes only a single Fortitude save to resist all effects. They cannot pick and choose
which to save against.
Everflesh (Sp)
At 20t level, the Fleshcrafter can use the Permanency spell (if they have learned it) on all Fleshcrafter
spells, and also on Fleshwarps, on themselves or other creatures, costing 2,500gp per spell level. If this
is applied to a Fleshwarp, the cost is 2,500gp and the Fleshwarp is freed up from the maximum number
the Fleshcrafter can maintain at once. The fleshcrafter can still dismiss the Fleshwarp with a touch, and
the target cannot benefit from another instance of the same Fleshwarp.
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Legion
Fleshcrafter Archetype
Master of their own flesh above all others, the Legion has learned segment off parts of their own body
to serve as friends and loyal companions to aid them in their adventures.
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Mender
Fleshcrafter Archetype
Learning to bend flesh to ones very whim can be an intoxicating art, but with each new transformation,
part of the component material is eroded away. The Mender learns how to properly preserve and care
for the flesh they manipulate, ensuring their playthings last long enough for them to tinker with for
eternity.
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Symbiote
Fleshcrafter Archetype
Not content with their own flesh, the Symbiote seeks others to assimilate into themselves, always on
the look out for exotic beasts and champions to absorb into their being.
Absorption (Su)
The Symbiote uses their Symbiote level in place of their Base Attack Bonus when determining their
Combat Maneuver Bonus and Combat Maneuver Defense for Grappling, if it is higher. While grappled
with an enemy, the Symbiote adds their Constitution modifier to fapp weapon damage rolls made
against that enemy, in addition to the normal ability modifier. Each attack the Symbiote makes against a
creature they are grappling may also apply a single Fleshwarp of the Symbiote's choice to the target,
which they must save as normal against. Against a helpless, unconscious, or dead creature, the
Symbiote's grapple additionally deals 1d6 Constitution damage per round, granting the Symbiote 1
Temporary Hit Point per Constitution drained (to a maximum of five times their Symbiote level). A DC
10+1/2 Symbiote Level + Constitution modifier Fortitude save negates this absorption. If this would
reduce a foe to 0 Constitution, they are permanently absorbed into the Symbiote. This triggers any
effects that would normally trigger on enemy defeat. This ability replaces Spells and Study of Flesh.
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Merging (Su)
Beginning at 3rd level, the Symbiote learns how to better control and even reverse the absorption
process, allowing them to merge harmlessly with allies. The Symbiote can choose to occupy the same
square as an ally (or the ally may choose to occupy the Fleshwarper's square). When occupying the
same square, the highest Fortitude, Natural AC, Damage Reduction, Resistance, and Immunity value of
the occupants is considered for oncoming attacks, and the stacked creatures count as a single creature
for targeting purposes. Damage they suffer is split evenly between them. The stacked creatures may
also choose to 'stick' to each other when moving, but give up their own move action when doing so. If
an enemy is defeated by either character while the Symbiote is merged, both characters are considered
to have defeated the character, benefiting from effects that trigger on enemy defeat. This ability
replaces Augmentation
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Warper
Fleshcrafter Archetype
Instead of meticulously planning their every incision and transformation, Warpers thrill in allowing
random chance dicatate the outcome of their creations, utilizing powerful entropic energies to suffuse
their fleshwarping prowess with the touch of chaos.
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Herald
Cultists who pledge themselves to otherworldly forces in exchange for power, Heralds forsake their
own goals to instead serve their patron - utilizing their command of otherworldly magics to both
decimate their foes and enrich their allies with their patron's favor.
Hit Die: d8
Armor Proficiency: Light, Medium, Heavy
Class Skills: (4 + INT per level)
The Herald's class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge
(arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int),
Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis),
and Spellcraft (Int).
Saves
Spells
Unlike other spell-casters, the Heralds choice in spells is very limited. They only gain spells from their
chosen domain. Once a Herald unlocks more than one Domain, they must Attune themselves to a
Domain in order to switch to it. Attunement requires an oracle to spend a Full-Round action in an
uninterrupted ritual which varies for each Domain. After successfully attuning themself, the Herald
loses the powers and spells of their previous domain and gains those of the newly-attuned Domain.
Many oracles find their personality, and sometimes appearance greatly altered when attuning to
different domains, as different aspects of their patron Diety take hold in them. The Herald can cast
spells of their highest known spell slot three times per day (these uses are shared between different
domains). Spells of lower levels can be cast At-Will. The Heralds spells are Divine, and thus do not
suffer penalties from wearing Armor. A Herald refreshes their daily spell and ability usage by
communing with their chosen Diety for an hour at the beginning of their day. The Herald uses
Charisma to determine the maximum level of spells they can cast, and the DCs of their spells.
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Channel Energy (Su)
The Herald can release a wave of energy by channeling the power of their faith through her holy (or
unholy) symbol. At first level, the Herald selects whether this energy heals or harms other creatures.
Harmful Channels deal Negative Energy Damage. This choice cannot be changed later. Channeling
energy causes a burst that affects all creatures in a 30-foot radius centered on the Herald. The amount
of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two
Herald levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from
channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the
Heralds level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their
maximum hit point totalall excess healing is lost. A Herald may channel energy a number of times
per day equal to 3 + their Charisma modifier. This is a standard action that does not provoke an attack
of opportunity. A Herald can choose whether or not to include themself in this effect. A Herald must be
able to present their holy symbol to use this ability.
Domain Powers(Sp)
At 1st and 8th levels, the Herald unlocks special powers from their currently-attuned Domain. Unless
otherwise noted, activating a domain power is a standard action.
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Corruption Channel: While attuned to the Corruption domain, all creatures in the Channeled
area suffer a random Fleshwarp (rolled for each creature individually), which lasts for one
minute on a failed save.
Divine Font: The Herald gains Extra Channel as a bonus feat.
Divine Guidance: The Herald gains Selective Channel as a bonus feat.
Defense Channel: While attuned to the Corruption domain, a healing channel grants creatures a
channel bonus to Deflection AC, while a harmful channel negates creatures natural and armor
AC for 1 minute.
Desperate Channel: The Herald can Channel Energy when they have no remaining daily
Channels by increasing their fatigue level by one stage. This can be used multiple times at once
for abilities that require more than one use of Channeling.
Dragon Channel: While attuned to the Dragon domain, a healing channel grants creatures a +2
Divine bonus to Natural Armor for 1 minute, and a harmful channel takes the shape of a
dragons breath, transforming into a 60-ft Cone.
Dual Channel: The Herald can spend four uses of Channel Energy to both heal and harm
simultaneously, applying heal or harm effects to any target they choose within range. A Herald
must possess both Versatile Chanelling and Divine Guidance before selecting this Augment.
Earth Channel: While attuned to the Earth domain, a healing channel grants creatures DR X/-
where X is equal to the Herald's channel bonus, while a harmful channel causes all creatures to
move as if in difficult terrain for 1 minute.
Family Channel: While attuned to the Family domain, a healing channel heals 50% more to
creatures adjacent to an ally (and none to those who aren't), while a harmful channel deals 50%
damage to creatures not adjacent to an ally (and none to those that are).
Ferocity Channel: While attuned to the Ferocity domain, a healing channel heals 50% more to
creatures below half hp (and 50% less to those above half), while a harmful channel deals 50%
more damage to creatures above half HP (and 50% less to those below half). Creatures at
exactly half hp are affected normally.
Freedom Channel: While attuned to the Freedom domain, a healing channel removes
Entanglement, Slow, and Grapple effects (including Vore), while a harmful channel slows
creatures per the spell Slow for 1 round.
Fur Channel: While attuned to the Fur domain, a healing channel grants creatures the Scent
ability, while a harmful channel makes creatures quadrupedal, inflicting a -4 penalty on Sleight
of Hand checks and requiring a Concentration check (DC 10 + Spell Level) to cast spells with
Somatic components for 1 minute.
Glory Channel: While attuned to the Glory domain, a healing channel grants creatures
immunity to fear and despair effects, and a harmful channel causes creatures to become shaken
for 1 minute.
Greed Channel: While attuned to the Greed domain, nonmagical valuables (such as coins,
gems, and jewelry) within the Channeled area are pulled to the Heralds square, and the Herald
gains a +. If held by a creature or stored on their person, each creature gains a Reflex save equal
to the Channel DC to keep their valuables from being compromised.
Judgment Channel: While attuned to the Judgment domain, a healing channel grants creatures
a Channel bonus on attack and damage when attacking enemies that have attacked them before,
for one minute, while a harmful channel only deals its damage to creatures who take hostile
action within the next minute, but offers no Will save for half.
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Love Channel: While attuned to the love domain, a healing channel cures fear and despair
based effects, while a harmful channel requires creatures to succeed on a Will save whose DC
equals the Channel DC in order to take hostile action on their next tun.
Lust Channel: While attuned to the Lust domain, a healing channel grants creatures a channel
bonus to the DCs of and saves against charm and fascination effects, while a harmful channel
inflicts a channel penalty on the same for 1 minute.
Luck Channel: While attuned to the Luck domain, a healing channel allows creatures to reroll
any one d20 roll made on their next turn and take the better of two results, while a harmful
channel forces creatures to make all d20 rolls twice and take the worse of two results on their
next turn, if they succeed on a Will Save equal to the Herald's Channel DC, for up to one
minute.
Madness Channel: While attuned to the Madness Domain, a healing channel grants creatures a
Channel bonus to Knowledge checks for one minute, while a harmful channel causes creatures
that fail their Will saves to resist the Channel also become Confused for 1d4 rounds.
Multi Channel: The Herald can apply Attunement-based Augments they know regardless of
their current Attunement (even multiple if you know several of them).
Nobility Channel: While Attuned to the Oceans Domain, a healing channel heals 50% more to
the target with the highest total gp value of items on their person, while a harmfulchannel deals
50% more damage to foes with no coins on there person (and none to those that do).
Oceans Channel: While Attuned to the Oceans Domain, a healing channel grants creatures the
ability to breathe water and a Swim speed of 30 ft. for one hour, while a harmful channel sends
forth a surge of water that renders all creatures Prone unless they succeed on a Reflex Save
equal to your Channel DC.
Overchannel: When the Herald uses Channel Energy, they can sacrifice all remaining daily
uses of Channel Energy to deal 1d6 extra damage per extra channel sacrificed.
Protection Channel: While attuned to the Protection Domain, a healing channel grants
creatures a Channel bonus to AC, while a harmful channel reduces creatures' AC by the same
amount for 1 minute.
Rage Channel: While attuned to the Ferocity domain, Channel Energy causes all targets to
become Enraged as the spell Rage for 1 minute.
Restoration Channel: While attuned tot he Restoration domain, a healing channel cures Dazed,
Fatigued, and Sickened conditions, while a harmful channel prevents affected foes from
receiving any benefits of healing or regeneration for one round unless they succeed on a
Fortitude Save equal to your Channel DC.
Revelry Channel: While attuned to the Revelry Domain, a healing channel grants creatures
immunity to the Sicken and Nausea conditions, as well as all Poisons, for 1 minute, while a
harmful channel inflicts nausea on all creatures who fail the initial save, and sicken on those
who succeed, for 1 minute.
Reverse Channel: The Herald can spend an extra use of Channel Energy to channel opposite of
their selected type (heal or harm).
Slavery Channel: While Attuned to the Slavery Domain, a healing channel lessens creatures
Fatigue by one stage, while a harmful channel inflicts a Channel penalty on creatures to make
saves against Compulsion, Pain, and Stun effects for 1 minute.
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Smite: The Herald can channel their divine energy through a martial strike. When attacking
with their Dietys favored weapon, the Herald can immediately Channel Energy as a free action
if they successfully hit, which only affects the attacked target, without consuming any daily uses
of Channel Energy. Smite deals untyped damage regardless of what type of channeling the
Herald possesses. A Herald may not Smite the same creature more than once per day, but a
single creature can be smitten by multiple Heralds in a day.
Strength Channel: While Attuned to the Strength Domain, a healing channel grants creatures a
Channel bonus to Strength-based attack, damage, CMB, and skill rolls, while a harmful channel
applies a Channel penalty to the same rolls for 1 minute.
Sun Channel: While Attuned to the Sun Domain, a healing channel grants creatures a Channel
bonus to saves against Blindness and Light-based effects while raising the light level by one
step, while a harmful channel dazzles creatures for 1 minute. Creatures with Light Sensitivity or
Light Blindness are instead Blinded.
Tactics Channel: While Attuned to the Tactics Domain, a healing channel allows characters to
immediately move up to 10 ft. without provoking attacks of opportunity, while a harmful
channel causes creatures to become Flatfooted for 1 round.
Travel Channel: While Attuned to the Travel Domain, a healing channel increases movement
speed by 10 ft., while a harmful channel reduces movement speed by 10 ft. for an hour.
Trickery Channel: While Attuned to the Trickery Domain, Channel Energy causes all creatures
in the area swap places with one another at random.
Void Channel: While attuned to the Void Domain, a healing channel grants creatures a Fly
speed of 30 while they remain in the area, and a harmful channel causes enemies to become
Staggered from loss of breath for one round if they fail an additional Fortitude save equal to the
Heralds Channel DC until they leave the area. Both effects end after 1 minute.
War Channel: While Attuned to the War Domain, a healing channel grants a channel bonus to
all damage and critical confirmation rolls, and a harmful channel makes creatures unable to
critically strike for 1 minute.
Storms Channel: While attuned to the Storms Domain, Channel Energy cancels all lingering
fire and gas effects in the area, and both heals and deals 50% more damage to creatures
submerged in water (and half to those that are not).
Whimsy Channel: While Attuned to the Whimsy domain, the Herald is afflicted with a random
Fleshwarp when they use Channel Energy, whcih lasts until they commune the next day.
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Ascendant
Herald Archetype
Rejecting the authority of the current gods of the realm, the Ascendant seeks their own path to divinity,
drawing around them an ever-growing cult of followers as they slowly accumulate enough power and
followers to ascend to godhood in their own right.
Domains (Su)
The Ascendants choice of domains is not limited by any existing deitys selection, and they may
choose any domain when they would normally gain a Herald domain. These choices form the basis of
the Ascendants dogma. If the Ascendant takes the Leadership feat, their Cohort and any followers they
gain may select the Ascendant as their Herald Patron.
Demigod (Su)
At 20th level, the Ascendent reaches the apex of mortal ability, ascending to Demigod status. As a
demigod, they are now considered a native outsider, and are immune to both natural and magical death
and aging. This ability replaces Divine Vessel.
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Avatar
Herald Archetype
While many heralds roam the land to profess the doctrine of their divine patron, others are much more
forward - serving as direct vessels for their patrons influence, warped in the very image of the deity
that has blessed them.
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Champion
Herald Archetype
Masters of martial combat that hear the calling of the divine, Champions are renown throughout the
land as fierce combatants that wield the might of their revered patron together with physical perfection.
Smite (Sp)
The Champion gains Smite as a bonus Augment at first level. The Champion's smite has an extra effect
depending on their chosen patron.
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Champion Favored Enemies and Smite Bonuses
Abhoths inscrutable champions are follow some sort of eldritch, otherworldly mindset that
causes them to favor the mad and helpless. Your favored enemy is any foe that is suffering
Abhoth
from one or more Conditions. Your Smite causes temporary insanity, Confusing your foe on
their next turn.
Abrahams champions seek to cleanse the land of the impure. Your favored enemy is any
Abraham foe that is not a Humanoid or Animal, or is a Herald for any other patron. Your Smite
causes your foe to lose the benefits of an ongoing effect of your choice.
Bahamuts Champions are lords of the skies, using their mastery of the air to prey upon
those without as much luxury. Your favored enemy is any foe not capabe of flight. Your
Bahamut
Smite causes an enemy to lose the ability to Fly from all sources for 1 round. This does not,
however, abate effects that slow the rate of falling like Featherfall.
Belials Champions seek to corrupt the pure and noble into creatures of need and disgrace.
Your favored enemy is any foe that is suffering from mind-affecting effects. Your Smite
Belial
causes foes to suffer half the damage they deal to you on their next turn, if any. This
damage cannot be reduced.
Cheekys champions delight in knocking folks down from their high horses, delivering
embarassment and deformity to the high and mighty. Your favored enemy is any foe that
Cheeky
has rolled a natural 20 so far this encounter. Your Smite causes your foe to adopt a random
Fleshwarp for a number of rounds equal to your Champion level.
Circas champions eternally seek to prove themselves in battle against stronger foes. Your
favored enemy is any foe that has more Hit Dice than you. Your Smite prevents your foe
Circa
from moving away from you, or using any spell, attack, or ability that does not include you
as a a target until the beginning of your next turn.
Champions of Malkei tend to bite off more than they can chew, so they just swallow it
Malkei whole instead. Your favored enemy is any foe of a smaller size category than yourself. Your
Smite swallows a target whole that you are already grappling, as the Rektyls Vore ability.
Mothers champions seek to spurn constant and bountiful replenishment of life. Your
favored enemy is any foe that is currently pregnant. Your Smite causes foes to immediately
Mother
become pregnant. They must roll 1d6 at the beginning of each turn or else become Stunned
as they lay eggs for one turn, removing this effect.
Salems champions seek to protect and nourish those close to them. Your favored enemy is
any foe that has taken hostile action against one of your allies on their previous turn. Your
Salem
Smite heals HP instead of dealing damage, allowing you to replenish your allies more
readily.
Yeenoghus Champions favor the hunt, predatorily stalking the weak and waiting for the
perfect time to strike. Your favored enemy is any creature with less Hit Dice than you. Your
Yeenoghu
Smite in stills a willingness to be predated upon in your quarry, causing them to become
Flatfooted against all attacks until the beginning of your next turn.
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Polytheist
Herald Archetype
While most Heralds champion the cause of a particular deity, there are some who have found value in
the reverence of multiple deities- professing several sets of ideals and promoting harmony between
followers of their chosen patrons.
Domains (Ex)
The Polytheist can select Domains from any deity they worship. They may select any number of deities
to worship, though some have conflicting interests that may cause their disfavor.
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Rektyl
Followers of Malkei the traveler, Rektyl are a sect of nomadic wanderers that employ their own bodies'
natural processes to emulate powerful magical spells. Sharing in their patron's hunger, the rotund and
ravenous Rektyl are also quite skilled at Vore, able to consume enemies whole to further fuel their
abilities. Rektyl often look like meager or weathered travelers, most venturing the world alone, though
some are known to take on apprentices or travel with adventuring parties from time to time. The
typical Rektyl is oddly pear-shaped, their art slowly warping their body to display a more pronounced
midsection, wider hips, and oversized rump, causing them to look strangely-pudgy, even when running
on empty.
Hit Die: d10
Armor Proficiency: None
Class Skills: (4 + INT per level)
The Rektyl's 's class skills are Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),
Knowledge: Geography (Int), Knowledge: Nature (Int), Knowledge: Planes (Int), Perception (Wis),
Sense Motive (Wis), Survival (Wis), and Swim (Str).
Saves Spells per Day
1st:
Bountiful Production: Adhesive Spittle, Enhance Water, Enlarge Person, Glue Seal,
Goodberry, Grease, Hydraulic Push, Mudball, Polypurpose Panacea, Web Bolt
Endless Hunger: Magic Fang
Overwhelming Stench: Amplify Stench, Pick Your Poison
Thunderous Expulsions: Horn of Pursuit
Warming Winds: Air Bubble, Alter Winds, Feather Fall, Firebelly, Gentle Breeze, Negate
Aroma, Obscuring Mist
2nd:
Bountiful Production: Allfood, Groundswell, Sickening Entanglement, Slipstream, Tar Ball,
Web
Endless Hunger: Alchemical Allocation, Feast of Ashes, Ghoul Hunger
Overwhelming Stench: Cloud of Seasickness, Euphoric Cloud, Scent Trail
Thunderous Expulsions: Cacophonous Call, Scare, Sound Burst
Warming Winds: Warming Winds, Fog Cloud, Gust of Wind, Whispering Wind
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3rd:
Bountiful Production: Create Food and Water, Hydraulic Torrent, Plant Growth, Quench,
Waters of Lamashtu
Endless Hunger: Greater Magic Fang, Stench of Prey, Vomit Twin
Overwhelming Stench: Diminish Plants, Loathsome Veil, Stinking Cloud, Toxic Gift, Wall of
Nausea
Thunderous Expulsions: Thundering Drums
Warming Winds: Air Geyser, Cloak of Winds, Wind Wall
4th:
Bountiful Production: Alter River, Mass Enlarge Person, Globe of Tranquil Water, Grove of
Respite, Heavy Water, Slowing Mud
Endless Hunger: Strong Jaw
Overwhelming Stench: Absorb Toxicity, Aura of Doom, Film of Filth, Repel Vermin, Vitriolic
Mist
Thunderous Expulsions: Discordant Blast, Lesser Spellcrash
Warming Winds: Absorbing Inhalation, Calm Air, Conversing Wind, River of Wind, Solid Fog
5th:
Bountiful Production: Geyser
Endless Hunger: Hungry Earth, Waves of Fatigue
Overwhelming Stench: Cloudkill, Mind Fog, Repulsion
Thunderous Expulsions: Cacophonous Call
Warming Winds: Fickle Winds, Path of the Winds, Sirocco
6th:
Bountiful Production: Heroes' Feast, Tar Pool
Endless Hunger: Hungry Darkness, Maw of Chaos
Overwhelming Stench: Acid Fog, Antipathy, Waves of Ecstasy
Thunderous Expulsions: Spellcrash
Warming Winds: Incendiary Cloud, Scouring Winds
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Path
While wandering the world as Malkei once did, the Rektyl follow the various paths of his influence.
Each Rektyl selects a Path at level one, which influences several of their other class Features. Each
Path corresponds to a subset of Rektyl spells, often granting the Rektyl greater access to them or
otherwise enhancing them.
Path of Bountiful Production: Rektyl who follow this path focus on both solid and liquid
bodily products that can be used for a wide variety of appliications, making this the most
versatile of paths.
Path of Endless Hunger: Rektyl who follow this path focus on devouring enemies, their thirst
for fresh flesh as endless as the winding road of life that lays before them.
Path of Overwhelming Stench: Rektyl who follow this path focus on tremendous and foul
bodily musks and gaseous emissions, debilitating foes with lasting afflictions.
Path of Thunderous Expulsions: Rektyl who follow this path focus on sudden and immense,
deafening eruptions, utilizing their bellowing releases to silence opposition.
Path of Warming Winds: Rektyl who follow this path focus on unleashing powerful gusts
from rump or maw that can reposition others and control wind currents to a remarkably-precise
degree.
Fullness (Su)
A Rektyl's level of fullness enhances and enables certain class features, even those spurned by their
own hunger, which paradoxically only increases the more they eat. A Rektyl gains a pool of Fullness
Points equal to their Rektyl level. A Rektyl begins play with a single Fullness Point, which can be
consumed by other Class Features. A Rektyl can regain Fullness points by consuming enemies,
depending on their size and HD relative to the Rektyl. In order to gain Fullness from an enemy, the
Rektyl must fully consume and digest them, killing the enemy if they were not already dead to begin
with.
Enemies the same size as the Rektyl restore 1 Fullness.
Enemies of larger size restore 1 additional Fullness for each size category they are above the
Rektyl.
Enemies of one size category smaller than the Rektyl restore 1/4 of a Fullness point. Four must
be eaten in one sitting to gain 1 Fullness.
Enemies two size categories or smaller than the Rektyl do not restore Fullness.
Enemies with 3 or more HD fewer than the Rektyl do not restore Fullness.
Enemies dead for longer than an hour become unappetizing and do not restore Fullness.
Constructs and creatures without flesh do not restore Fullness.
Summoned creatures are returned to their home plane and do not restore Fullness.
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Vore (Ex)
At 1st level if the Rektyl succeeds on an attack with a Fapp weapon, they may immediately attempt to
grapple their target. As a Standard action, while already grappling a character, the Rektyl can make
another grapple check to swallow their prey, dealing their Vore damage listed on the table above at the
end of their turn each round. This damage automatically hits, but cannot crit. A swallowed creature
keeps the grappled condition, but the Rektyl does not. A swallowed creature can still attack the Rektyl
from inside but makes attacks at a -5 penalty. The Armor Class of the Rektyl's interior is 10+Natural
Armor Bonus. They may also simply escape by escaping the grapple. If the swallowed creature
successfully overcomes the grapple check, they vacate the Rektyl immediately, returning to the
Grappled state back outside in an adjacent square of their choice. Maintaining a grapple against a
swallowed creature is a free action. A Rektyl can only consume foes of a their own size category or
smaller, and no more than one at a time. A creature that is reduced to 0 HP in this way is digested, and
becomes Fullness for the Rektyl.
Full-Tour (Ex)
The Rektyl can safely store items and even other creatures within them, without any risk of damage or
suffocation to passengers, counting against their carrying capacity normally. In addition, those within
the Rektyl are protected from hostile area effects that may harm the Rektyl as long as the Rektyl has at
least 1 HP left. The Rektyl can retrieve a creature or item from within themselves as a Standard action
that provokes an Attack of Opportunity. Passengers may also exit on their own turn as a standard
action that provokes an Attack of Opportunity from those nearby, but only if the Rektyl allows them to.
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Stench: As a standard action that consumes 1 Fullness, the Rektyl can grant themselves the
Stench ability indefinitely. The Rektyl gains a stench aura of 30 ft., with a Fort DC to resist
equal to 10 + Rektyl Level + CON Bonus. Affected targets are sickened for a number of rounds
equal to the Rektyl's HD. A foe cannot be affected by the same Rektyl's stench more than once
in a 24-hour period, and foes that also have Stench, or are immune to Poison, are also
unaffected. A Rektyl can suppress their stench as a Swift Action, but require Fullness to activate
it again as normal. If the Rektyl already has a racial Stench feature, the radius doubles, and the
the Rektyl is able to suppress their racial Stench as well.
Unload: When the Rektyl casts a spell from their selected Path, they may pay 1 Fullness to
increase their effective caster level by +2 for that spell. Unload can be used multiple times in the
same spellcasting, but no more than once per two Rektyl levels (round down, minimum one).
Voracity: When the Rektyl attacks, they may choose to reduce their damage to 0 on a
successful hit, to add the amount rolled to the Grapple check that follows (if they make one).
Waste Not: When the Rektyl consumes a creature that would grant Fullness over their
maximum amount, they may immediately cast a spell whose level is equal to or lower than the
excess Fullness as a swift action without consuming any spell slots, as long as it is a spell they
prepared at least once today, or can cast via Spontaneous Stomach.
Winding Path: The Rektyl may select an additional Path. This Boon can be taken repeatedly
until the Rektyl has mastered all Paths.
You Are What you Eat: After consuming an Animal or Humanoid, the Rektyl may transform
into an exact physical replica of them as per the spell Polymorph. At level 10, the Rektyl may
also trigger this effect by consuming Dragons, Magical Beasts, and Outsiders. This skill may be
used for free if used immediately after eating the creature, but requires 1 Fullness per day that
has passed since the creature's consumption.
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Eternal Journey (Su)
Following the winding road of destiny, the Rektyl has become a true wanderer of the lands eternal
much like their patron. The Rektyl no longer takes penalties to ability scores for aging, cannot be
magically aged, and cannot die of old age. Any such penalties already taken remain in place. In
addition, the Rektyl gains a special ability (based on their Path) that expends the Rektyl's entire
Fullness load at once, with effects growing stronger depending on how full the Rektyl is. This also
leaves the Rektyl exhausted afterwords, raising their fatigue level by one stage after the ability ends.
Hungering Vortex (Path of the Endless Hunger): As a Swift Action, the Rektyl can open its
maw into a yawning abyss that sucks in all enemies in the vicinity. Enemies in a cone 5 ft. long
and wide per Fullness spent are pulled into melee range and condensed into a single 'target', which
can then be bitten and swallowed as normal (against the highest of their combined AC, DR, and
Grapple check), dealing damage to and consuming all affected enemies at once. The Rektyl
becomes immobilized if consuming more or larger foes than they would normally be capable of.
The Reflex DC to avoid this ability is equal to 10 + WIS + Fullness spent.
Muskpocalypse (Path of the Overwhelming Stench): As a swift action, the Rektyl adorns
themselves with the most foul and potent of musks in their disposal, kicking every last scent gland
into overdrive and infusing their stink with cloying, contagious properties. The radius of the
Rektyl's musk aura is equal to 5 ft. per Fullness expended. Enemies within this radius are suffused
with that musk, their own bodies warping to produce it in turn on the following round. Affected
enemies are Nauseated, reduced to Sickened if they succeed on a Fortitude check equal to DC 10
+ WIS + Fullness spent, and spread this effect to creatures within the same radius of them as the
initial radius for a number of rounds equal to the Fullness expended. Because of how virulent this
ability is and how quickly it spread, it can quickly overwhelm a highly-populated area. Even after
this ability ends, affected targets retain a noticeable (though not debilitating) aroma for a
substantial amount of time, some continuing to produce the foul stench until they die (at which
point they smell pretty bad anyway). This ability cannot affect creatures without flesh or a sense of
smell.
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The Big One (Path of the Thundering Expulsion): The Rektyl charges up for one truly earth-
shattering expulsion. As a Full-Round action, the Rektyl unleashes a tremendous shockwave
alongside their emission that strikes all creatures other than the Rektyl in a burst centered on the
Rektyl whose width is equal to 10 ft. per Fullness spent. The Rektyl can choose one of the
following effects for The Big One per five Fullness spent. The DC to resist each effect is equal to
10 + WIS + Fullness Spent. This is a spell-like ability that fatigues the Rektyl after it is cast.
Foes are Stunned for 1d4 rounds, or 1 round if they make a successful Fortitude Save.
Foes permanently lose their sense of Hearing and Smell, unless they make a successful
Fortitude Save.
Foes are Pushed to the edge of the area, suffering 1d6 bludgeoning damage if they
collide with a solid object per 5-ft. square of movement remaining. A successful Reflex
save halves this amount and avoids all collision damage.
Foes suffer 1d4 Sonic Damage per Fullness expended, halved by a successful Reflex
Save.
Foes become Frightened for a number of rounds equal to Fullness spent, or Shaken
instead on a successful Will Save.
Foes are left speechless for a number of rounds equal to Fullness spent, unable to talk or
cast spells with Verbal components.
Unending Tempest (Path of the Warming Winds): The Rektyl inhales deeply, swelling
themselves out to nearly double their size, before beginning to unleash an even-then impossible
amount of expulsion over a sustained duration. As a Standard Action, the Rektyl inhales. For a
number of rounds equal to the Fullness expended, the Rektyl exhales as a free action each round,
producing a tremendous gust that dispels gaseous effects, displaces liquids and particulates, and
pushes back foes within a cone whose length and width are equal to 5 ft. per Fullness Expended.
This cone can be re-oriented each round, and offers a Fortitude Save of DC of 10 + WIS +
Fullness Expended each round to withstand or be pushed to the edge of the area. Foes that collide
with an solid object are dealt 1d4 Force damage per square of movement remaining, and none can
move towards the Rektyl or fire projectiles within the affected area that round. Foes that fail the
save by 10 or more are also tripped and become Prone.
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Connoisseur
Rektyl Archetype
Less battle-hardened than other Rektyl, the Connoisseur focuses less on learned wisdom and ability to
devour foes in the heat of battle, and instead keeps a mental archive of all the delectable flavors they've
tasted over their journeys, able to recall each in perfect detail, and even able to recall the memories of
those they've devoured.
Class Skills
The Connoisseur gains Bluff, and Knowledge (All) as Class Skills instead of Climb, Handle Animal,
Surival, and Swim.
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Rektyl Boons
The Connoisseur adds the following Boons to their list of choices for Rektyl Boons.
Aficionado (Ex): The Connoisseur grants themselves and all allies within earshot a competence
bonus equal to their INT bonus to all Attack, Weapon Damage, and Saving Throw rolls against
creatures they identify with a Knowledge check.
Curation (Sp): The Connoisseur can cast Modify Memory on a creature they currently have
swallowed without needing to know the spell or consume any spell slots.
Exotic Tastes (Sp): The Connoisseur can use Magic Memory to learn Spell-Like abilities in
addition to Spells. The Spell Level is considered to be the lowest possible for that spell.
Expanded Palette (Sp): The Connoisseur can memorize five additional spells using Magic
Memory. This Boon can be taken multiple times.
Maestro's Mercy (Sp): While not capable of actively digesting their prey like most Rektyl,
Connoisseurs can instead distill their arcane knowledge into a simply superb gastric broth in
which to bathe those within them, suffusing them with arcane essence. The Connoisseur may
sacrifice any prepared spell, or spontaneous spell granted by Spontaneous Stomach, to restore
1d6 HP per spell level to target they currently have swallowed.
Silent But Deadly (Ex): The Connoisseur can remove either the Verbal or Somatic component
from any Rektyl spell they cast. They can instead pay 1 Fullness when casting a spell to remove
both.
Whats that Smell (Su): The Connoisseur can, when casting a spell, thoroughly convince
others that the spells point of origin came from another creature in the area. This requires a
successful Bluff check against creatures the Connoisseur wishes to convince, with a +5 bonus to
the Sense Motive roll if attempting to convince a creature that they themself are the source. The
Connoisseur can spend Fullness to increase their odds of success, gaining a +5 bonus to this roll
per Fullness spent (to a maximum of 5 Fullness per usage).
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Shifter
Rektyl Archetype
Becoming one with the feral beast whose predatory nature they embody, the Shifter truly savors the
flavor of beasts they encounter, allowing them to take on those forms. Many tall tales have sprung
from sightings of voracious Rektyl devouring creatures much larger than themselves while in the guise
of a prey species, leading some to erroneously believe they've discovered new monsters entirely.
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Spellbelly
Rektyl Archetype
The Spellbelly does not recharge their magic simply by feasting like other Rektyl. Instead, they must
eat magic to produce magic. They gain sustenance from arcane energies, storing spellpower within
them before eventually converting it to organic matter.
Class Skills
The Spellbelly gains Knowledge (Arcane) as a Class Skill instead of Survival.
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Wanderer
Rektyl Archetype
While some Rektyl are easily distracted by their appetites, be they for adventure or simply more food,
some maintain that wandering the land in search of new experiences is the truest path towards
enlightenment, forgoing all distractions in search of constant exploration, always eager to find new
places to explore and new people to eat.
Wanderlust (Ex)
Each new place the Wanderer visits is a brand new meal in lifes endless banquet. When a Wanderer
visits a new area they have never been to before, theyre invigorated by the sights, sounds, and smells
of their new surroundings, gaining Fullness as if they had devoured a foe of their same size and HD.
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Stud
Champions of the physical form, Studs make up the most steadfast and hardened of adventurers,
capable of withstanding considerable punishment, and dishing out just as much when they manage to
pin enemies down in close combat.
Saves
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Bonus Feats (Ex)
At 1st level, and at every even level thereafter, a Stud gains a bonus feat in addition to those gained
from normal advancement (meaning that the Stud gains a feat at every level). These bonus feats must
be selected from those listed as Combat Feats. Levels in Stud count as levels in Fighter to qualify for
Feats.
Bravery (Ex)
Starting at 2nd level, a Stud gains a +1 bonus on Will saves against fear. This bonus increases by +1 for
every four levels beyond 2nd.
Hardbody (Ex)
Starting at 3rd level, a Stud learns to be more maneuverable while wearing armor. Whenever they are
wearing armor, they reduces the armor check penalty by 1 (to a minimum of 0) and increases the
maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, 15th, and
19th), these bonuses increase by +1 each time, to a maximum 5 reduction of the armor check penalty
and a +5increase of the maximum Dexterity bonus allowed. In addition, a Stud can also move at their
normal speed while wearing any armor. If the Stud is unarmored, they instead add their Constitution
bonus to saves against Fatigue and Exhaustion, and gain DR X/magic, where X is equal to their
Constitution bonus. This increases to X/Silver at level 7, X/Cold Iron at level 11, X/Adamantine at
level 15, and finally X/- at level 19.
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Fuckfrenzy
Stud Archetype
Losing themselves to the heat of battle, Fuckfrenzies allow their primal needs to take control, entering
into unstoppable rages that make them nigh-impossible to control or predict on the battlefield.
Rage (Ex)
At first level, a Fuckfrenzy can call upon inner reserves of strength and ferocity, granting her additional
combat prowess. At 1st level, a Fuckfrenzy can rage for a number of rounds per day equal to 4 + her
Constitution modifier. For each level after 1st she possesses, the Fuckfrenzy can rage for 2 additional
rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not
increase the total number of rounds that a Fuckfrenzy can rage per day. A Fuckfrenzy can enter a rage
as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours,
although these hours need not be consecutive.
While in a rage, a Fuckfrenzy gains a +2 bonus on melee attack rolls, melee damage rolls, thrown
weapon damage rolls, and Will saving throws. In addition, she takes a 2 penalty to Armor Class. She
also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character
takes damage, disappear when the rage ends, and are not replenished if the Fuckfrenzy enters a rage
again within 1 minute of her previous rage. While in a rage, a Fuckfrenzy cannot use any Charisma-,
Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that
requires patience or concentration (such as spellcasting).
A Fuckfrenzy can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A
Fuckfrenzy can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple
times per day. If a Fuckfrenzy falls unconscious, her rage immediately ends.
This ability replaces the Fuckfrenzys first level bonus feat, and Hard Hitter.
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Goliath
Stud Archetype
Regardless of what forms of combat they master, most studs are inevitably outclased by the biggest and
baddest of beasties. The Goliath, meanwhile, seeks that size for themself - ever growing larger,
seemingly without limit!
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Mutate
Stud Archetype
Not all who master the art of physical combat are content with the forms they were born into. Many
such warriors seek the aid of magical or alchemical solutions to warp their flesh into something greater,
while others are the mere thralls of powerful Fleshcrafters.
Mutations (Su)
A Mutate can take a Fleshcrafter's Fleshwarp of their choice instead of a combat feat at any level they
would normally gain a bonus combat feat. This Fleshwarp affects the Mutate only, and cannot be
removed.
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Roughrider
Stud Archetype
Finding kindred spirits amongst the animals of the land, the Roughrider bonds with a wild companion,
learning to work in tandem with them to become an unbeatable team.
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Tantrist
Master of both mind and matter, the Tantrist walks the tranquil road towards enlightenment, controlling
their own body to resist temptations of the flesh, while mastering the arts of martial combat and
unlocking the mysteries of the cosmos.
Saves
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Tantric Combat (Ex)
The Tantrists mastery of close-quarters combat, while not as directly imposing as some, brings them to
a peak of style and technique unrivaled by other combatants. The Tantrist learns a Combat or Style feat
of their choice at first level, and again every four levels thereafter (5th, 9th, 13th, 17th). Additionally,
the Tantrist counts their Tantrist levels as Tantrist levels and is considered to possess both Improved
Unarmed Strike and Stunning Fist for the purpose of qualifying for Feat prerequisites.
Trance (Ex)
The Tantrists attitude is battle is quite different from many of their contemporaries. While, like most,
they relish in the pleasures of heated combat, they strive to keep themself from reaching climax, dulling
themselves to pleasure to make their final release that much sweeter. The Tantrist is able to enter a
Trance by meditating, uninterrupted for 1 minute outside of battle. After which, the Tantrist gains DR
X/- where X equals their Wisdom modifier, as well as adding their Wisdom bonus to their Armor Class.
As a swift action, the Tantrist can end the trance to forfeit these bonuses, instead adding their Wisdom
modifier to Attack and Damage rolls until the end of combat. After making this decision, the Tantrist
cannot re-enter their Trance until they spend at least one minute in uninterrupted meditation. Once
combat ends, both forms of the bonus are lost until the Tantrists next meditation.
Ki Pool (Su)
The Tantrist gains a pool of ki points, supernatural energy they can use to accomplish amazing feats.
The number of points in a Tantrists ki pool is equal to their Tantrist level + their Wisdom modifier.
By spending 1 point from this ki pool, a Tantrist can do one of the following:
Make one additional attack at their highest attack bonus when making a Full-Round Attack.
Increase their speed by 20 feet for 1 round.
Gain a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action. The Tantrist's ki pool is replenished each morning
after 8 hours of rest or meditation; these hours do not need to be consecutive.
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Nine Gates (Su)
Attuning their body, mind, and spirit to the various wavelengths of the universe, the Tantrist allows the
cosmos to flow into them, learning to focus their energies to unlock one of the many mysteries that lays
locked behind the Nine Gates sealed within. At 1st level, the Tantrist selects one of the following
Mysteries to pursue. Any spells granted by the mystery can be cast by spending 1 Ki per spell level,
once they are unlocked. At first level, third level, and every fourth level thereafter (7th, 11th, 15th,
19th), the Tantrist uncovers a new secret about their mystery that grants them powers and abilities. The
Tantrist must select a revelation from the list of revelations available to their mystery. If a revelation is
chosen at a later level, the Tantrist gains all of the abilities and bonuses granted by that revelation based
on their current level. Unless otherwise noted, activating the power of a revelation is a standard action.
The DC to save against these revelations is equal to 10 + 1/2 the Tantrists level + the Tantrists
Wisdom modifier, and other revelation effects such as daily usage are changed to consult Wisdom
instead of Charisma.
Life
Lunar
Nature
Solar
Stone
Time
Waves
Wind
Winter
Evasion (Ex)
At 3rd level or higher, a Tantrist can avoid damage from many area-effect attacks. If a Tantrist makes a
successful Reflex saving throw against an attack that normally deals half damage on a successful save,
they instead take no damage. Evasion can be used only if a Tantrist is wearing light armor or no armor.
A helpless Tantrist does not gain the benefit of evasion.
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Fast Movement (Ex)
At 4th level, and again every 4 levels thereafter, the Tantrist gains a cumulative +10 ft. bonus to their
land speed. A Tantrist in armor or carrying a medium or heavy load loses this extra speed.
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Cenobite
Tantrist Archetype
Turning their denial of pleasure to the extreme, cenobites both seek out and deliver pain as a form of
pleasure, revering the succulent embrace of agony as the most glorious form of expression.
Penance (Su)
The Cenobite has access to astounding Ki reserves, but cannot tap into them without first experiencing
significant trauma. The Cenobites access to Ki depends on their current HP
If the Cenobite is at full HP, they cannot use Ki.
If the Cenobite is below full HP, their Ki costs are doubled.
If the Cenobite is at or below 3/4 HP, their Ki costs are normal.
if the Cenobite is at or below 1/2 HP, their Ki costs are halved (round up).
if the Cenobite is at or below 1 HP, they can use abilities that cost Ki at no cost.
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Disciple
Tantrist Archetype
The vast mysteries of the universe allow adepts of the tantric ways to travel a great many paths in their
search for enlightenment. Some find themselves drawn to the paths once tread by the gods, emulating
their portfolios either in reverence, or mockery of those divine hosts.
Domains (Sp)
The Disciple may choose a Domain to gain access to at 1st level, and additional domains at 5th, 10th,
and 15th levels. They can use the granted powers from their domain at the requisite levels, and can
spend Ki to cast the spells from Domains they have acquired, by spending 1 Ki per Spell level. They
gain access to the 1st level spell at level one, and a new level of Domain spells at every odd level
subsequently. While most Disciples select the Domains of a particular deity they revere, others sculpt
their own portfolios, often in forging their own path towards divinity. This ability replaces Nine Gates.
Transcendence (Su)
At 20th level, a Disciple transcends the flesh to become an enlightened being. They are forevermore
treated as an outsider rather than as a humanoid (or whatever the Disciple's creature type was) for the
purpose of spells and magical effects. Additionally, the Disciple gains damage reduction 10/-. Unlike
other outsiders, the Disciple can still be brought back from the dead as if they were still a member of
his previous creature type. This ability replaces Final Revelation.
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Kundalini
Tantrist Archetype
Instead of pursuing the mysteries of the universe, there are some Tantrists that instead turn their
meditations inwards, learning to reach the maximum potential of their bodies, minds, and souls through
the unlocking of their chakras.
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Heart Chakra (Su)
At 11th level, the kundalini can open the heart chakra to allow themselves to infuse themself or others
with vital energy. They reduce the Ki cost of Spirit Mend by 1 Point (to a minimum of 0), and can also
remove one of the following conditions with each use of Spirit Mend: confused, nauseated, sickened,
staggered, or stunned. This ability has no effect on unliving creatures like constructs and undead. This
ability relaces the fourth Revelation.
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Lush
Tantrist Archetype
While many Tantrists close themselves off to external pleasures, there are those who learn to embrace
the many vices of life, enjoying the challenge of keeping themselves on edge against the most intense
experiences. Many such individuals find themselves growing quite fond of particular inebriating
substances, utilizing their intoxication to make them unpredictable and unstoppable combatants
Drunken Ki (Su)
At 1st level, The Lush can spend a Standard action that does not provoke an attack of opportunity to
consume a substance of vice, restoring 1 Ki point. This ability replaces Still Mind.
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