School divination (scrying); Level druid 1, ranger 1 Casting Time 1 standard action Components V, S, F (handful of earth) Range see text Duration 1 hour/level Saving Throw Will negates; Spell Resistance yes
To cast this spell, you must have placed a handful of earth upon the creature you wish to track. Druids often attach small bags with earth to creatures they wish to protect or keep an eye on, and rangers may slip it in pouches or inside boots, usually without the target noticing.
When you cast this spell, magical tracks appear on the ground that can clearly be distinguished only by its caster. Depending on your preference, the tracks may appear as a silver thread, a golden footprint, burning marks upon the earth, or your own design. The magical tracks remain visible for the duration of this spell. If the target is reduced to 0 or fewer hit points, its tracks disappears.
A sand gorgon is a massive metallic bull surrounded by a swirling sandstorm. Its thick hide is covered in golden plating that crackles with electricity. When angered, the beast stamps its feet and snorts blasts of salt crystals from its nose.
Desert sages believe that sand gorgons are forces of nature created by dark spirits or angry gods to punish civilization. There seems to be some truth to this belief, since sand gorgons despise the presence of humanoids. A sand gorgon will often summon lashing winds and sandstorms for weeks to drive settlers away from its territory. Those foolish enough to stay behind are rewarded with a brief glimpse of the beast before their demise: a shining bull galloping atop a storm of blinding sand.
The derro are waiting in their twisted cities to oversee the descent of the world into insanity and destruction. But a few of them seek a wider realm…
The strange little derro are an unlikely choice for player characters (and this supplement provides much fuel for NPC anti-paladins and savants!), but they can be a wonderful change of pace in any underdark campaign or any game with a wide scope.
A few days ago, we shared with you that New Paths Compendium was coming out for Hero Lab, and now the files are available! In total, you can expect to see seven new and expanded classes from Level 1 to 20, plus the following:
28 new archetypes for monks, ninjas, gunslingers, barbarians, fighters, clerics, and all seven New Paths Compendium classes
20 new spells for druids, rangers, shamans, and other classes
Almost 100 new feats for new and existing classes
Just over half of the content is available for your use RIGHT NOW for only $14.99, and you should see the rest as a part of the late September Hero Lab Pathfinder update. If you purchase New Paths Compendium today, the new content will be available as a free update once added.
The umbral vampire appears as a pale, exceedingly gaunt humanoid dressed in archaic finery falling to rags. Tangled wisps of hair cling to parchment flesh pulled taut against its skull, and misty strands of darkness leak from its empty eye sockets, yawning nasal cavity, and mouth. Fingers twisted into jagged claws and a permanent rictus grin completes the appearance of undeath. But it is not undead. It is something much worse.
Legends speak of an ancient city whose origins are lost to the ages. Ruled by a cabal of wizards with the power to manipulate the flow of time and stay the hand of death, the inhabitants of this city became immortals. For centuries, citizens dedicated themselves to such enlightened pursuits as art, literature, and the accumulation of knowledge. But mortals weren’t meant to live forever. Without death’s merciful release, the weight of ages pulled their souls down into darkness. Turning to crueler pursuits, these citizens made war on other cities and enslaved entire races purely for entertainment. Legends differ on how their wickedness came to an end. Some say the gods punished them, and others say one of their own wizards despaired at what they had become and destroyed them. In the most well-known version of the tale, the city drowned under the weight of its own sins and passed from the world. Their power broken, the wizards could no longer hold back the ravages of time. The citizens aged centuries in moments but, instead of dying, lingered on in their dark realm.