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The Tome of Slenderotica: Tales of Paranoia and Woe
Credits
Designer and Writer: Golden-Esque (Paizo.com forums)
Cover Artist: Bleepla (Deviant Art)
Interior Artists: agentparsec (Deviant Art), ARCANEXIII3 (Deviant Art), azraelengel (Deviant Art),
tehcheychibi (Deviant Art)
Special Thanks: Victor Surge for starting it all, to Kirill Baru, Joseph DeLage, and Troy Wagner for
bringing an excellent horror story to the big screen and for defining a genre, and to Erich Norden, for
knowing a lot more about stat blocks then I do.
Note: This document is free to use, and anyone attempting to try and profit from it in any way, shape, or
form can expect a visit from someone tall, dark, and faceless in the middle of the night.
This document and the gaming rules within were designed to be compatible with the Pathfinder
Roleplaying Game. You are free to convert them into any game system that you like, but please make
sure to list the document’s writer in the credits somewhere. Also, send me a PM at Paizo’s forums; I’d
love to hear about it.
3
Table of Contents
Prologue – Haunting of Princeton
Pages .................................................................................................. 03 05
Chapter One – What is the Slenderman?
Pages .................................................................................................. 08 10
Chapter Two – The Slenderman
Pages .................................................................................................. 11 15
Chapter Three – Proxies
Pages .................................................................................................. 16 18
Chapter Four – Incorporating Slenderman
Pages .................................................................. 19 20
Chapter Five – Player Options
Pages 21
4
Prologue: Haunting of Shadybrook By Golden-Esque
If there was one thing that Gro’her Gravelstomp
took pride in himself about, it was his courage. In
his clan, the dwarf barbarian was famous for
having a heart as cold as stone when it came to
fear. He had stared down the swamp-things of the
Marsh of Horrors, he had braved the Caverns of
Woe and returned alive with the head of a
troublesome deurgar shaman, and he had stared
into the eyes of a hungry dragon without
flinching. To a dwarf such as Gro’her, a little trip
into a local ‘haunted’ forest was a laughable
matter; regardless of how terrified the locals
were.
Gro’her, along with several other individuals,
had been hired off of a trading caravan while
waiting the kingdom’s blockade on the forest road
to be lifted; the king had felt it necessary to close
the road down because of the stories of people
vanishing along the path, never to be seen again.
Such occurrences had been all too frequent in
Shadybrook; the town that had pleaded for
Gro’her’s aid. People had gone missing over the
past week; men, women, and children. Each of
whom came down with a bothersome illness
before simply vanishing from their beds. But it
wasn’t the illness that had spooked these hardy
woodsmen so thoroughly.
No; what had scared them was that before
vanishing, each and every man, woman, and child,
and there had been many missing children, slowly
lost their minds to bouts of paranoia and fear;
claiming that ‘he’ was going to kill them. These
patrons would point and scream in utter terror at
some phantom that only they could see. And yet,
the missing people, gone for so long, had slowly
started to wear down the psyche of the residents
of Shadybrook, until every mother clutched their
child in fear, every father slept with his hatchet in
hand, and every child was plagued by night
terrors so vivid that none were able to sleep.
Gro’her though that they were cowards, each
and every one of them. Letting themselves be
scared by a child’s boogie man. Being humans,
Gro’her was convinced that the missing were
either playing a cruel joke on their kin, for
humans could be senselessly cruel to one
another, or had simply been slain by a more
sensible monster of the wilds; dire wolves were
renown stalkers of Shadybrook’s nights. He made
his complaints know to the other caravan riders
who had been duped into the task alongside him;
an impish halfling who called himself Shadefoot,
no doubt going for an easy job lined with
promises of gold, a lad of a human who felt
compelled to help the people of the Shadybrook
because, ‘It was the right thing to do,’ or some
nonsense, and an elf mage who simply wanted to
poke his pointy nose into business that wasn’t his
concern. And Gro’her? He simply wanted to sink
his axe into something’s temple.
~~~ (x) ~~~
The band travelled from noon until dusk when
they happened upon a small cabin, secluded in
the woods. As they approached the cabin’s doors,
the elf mage, he called himself Shax, noted that
various animals had been carved up, ranging from
simple animals who may have simply been caught
and eaten to massive predators whose demise
was nearly unimaginable. It was Brodrick, the
paladin, who suggested investigating the house,
calling upon what he called the ‘righteous light’ to
light the interior of the deserted home. As
Gro’her pushed the rotting door nearly off of its
hinges, he gasped, for there the inside of the
home was vandalized from ceiling to floor. A
5
strange mark that looked like a circle crossed with
lines was carved in random spots around the one-
room cabin and along the floors, drawn in
charcoal, was black scribbles. While Shadefoot
immediately began rummaging the house for
baubles to pocket, Shax pulled a hefty tome from
his magical satchel and began wandering around
the cabin muttering to himself, leaving Brodrick
and Gro’her to search the place on their own.
After several minutes of scanning the room,
Brodrick found a small book buried under several
upturned chairs, its cover drenched in dried
blood. Gro’her had no care for books and
suggested that the tome be dropped to the
maggots. Brodrick scolded the dwarf for his
bluntness and began skimming the book and
reading passages aloud to the party when he
found one interesting. Most of them appeared to
be the ramblings of the insane; sentences and
ideas without any purpose. However, near the
end, Brodrick found one of note. Excitedly, he
began reading it aloud, his voice slowing down to
a crawl as the horror within the pages became
more and more apparent.
“Oh, god, they’re dead. They’re all dead. It killed
them one by one and I don’t even remember how
it did it. It’s in my mind, it’s eating my thoughts
and making me drown in my fears; my fears of it. I
saw them yesterday. The people it killed. It hung
them up in the old oak tree. It cut their organs
out, then stuffed them back inside, only wrapped
in a thin cloth. I think it took the cabin’s currents,
but it doesn’t really matter now because they’re
all dead. He killed them. He watches me now, that
lithe lunatic. Is lunatic even correct? Would he not
have to be one of us in order for me to adeptly
brand him so? I’m so scared, but I dare not look
up, because I can feel it. He is watching me even
now. He is waiting for me to break. And he knows
I will. I know I will.”
Brodrick and Shadefoot were concerned by this
entry, and decided to search outside for the tree
that the diary spoke of. Though Shax was too
engrossed by his research, Gro’her went outside;
believing some fresh air outside of the mangy
cabin would do them all good. Shadefoot had
barely made a crack about the journal just being a
hoax when all three of them stopped in their
tracks, for just behind the house was a small oak
tree, and hanging off of the tree by fraying rope
were a dozen human-sized bags, ranging from
adult-sized to child-sized. As the trio stared in
horrified silence, a rotted tree branch gave way,
sending the bag that hung from it crashing into
the ground with a squished thud; the kind that
only a recently slain corpse could make. Brodrick
rushed towards the bag, Gro’her and Shadefoot
not far behind him. Cutting the bag open with his
sword rewarded Brodrick with the sweet, sickly
smell of rotting flesh, as well as a glimpse of a
horrified-looking human face; the face of a young
man in his prime. His body was covered with
bruises and slashes across his chest and legs;
more horrifying was that his mid-section was cut
open, his organs removed, and small burlap bags
placed in the cavity in their place. Shadefoot
gingerly picked up one of the sacs and untied it,
pouring the contents in his hand. He had to turn
around quickly and vomit, for a bloodied human
heart, twice as large as his tiny fists now coated
his hand with gore. Shadefoot dropped the heart
as his face greened; he turned away from the
corpse.
Gro’her barely had time to ask Brodrick who, or
what, he thought could have done such a violent
act when Shadefoot shot up and screamed in
horror, pointed towards the tree line. Brodrick
and Gro’her followed the halfling’s finger to see
what, from far away, looked like a human man at
first .He was wearing a black tunic with black
pants, though there was something exotic about
6
his garb. However, the longer Gro’her started at
the mysterious individual, the more wrong it
seemed; its limbs were too thin, its arms were too
long, as from this distance, its face was distorted
so it had no visible features. Shadows descended
upon the creature until tendrils of shadow were
writhing from its back, and then, it was gone.
Gro’her and his companions breathed a small sigh
of relief before covering their ears in pain; directly
behind them, a shrill sound that reminded them
of a woman laughing pierced the area; only the
laughter was wrong, where a real laugh’s pitch
moved up and down in octaves as the laugher
inhaled and exhaled, this laugh was of a
continuing chord; as if the entity had no need for
breath. Gro’her swung around and immediately
knew two things; first, his prior assessment was
correct. The creature had no face; a blank slate of
skin covered where its eyes, nose, ears, mouth,
hair, and beard ought to be. Second, Gro’her now
knew fear.
Gro’her was paralyzed with fear at the sight of
the creature, its tentacles writhing about
menacingly, dark claws growing from its once
normal-looking hands. Brodrick charged the
monster, sword in hand, and began swinging at it
with all of his might, calling upon his god for
might. The creature wrapped its tentacles around
the lad and Shadefoot as well, but Gro’her found
his courage and hackled the appendage from the
beast, watching with satisfaction as the tentacles
disintegrated into dust.
“Get out of here!” Brodrick yelled as the
monster used its three remaining limbs to grab
him by his sword arm, his left leg, and his neck.
Brodrick swung in vain, and Gro’her watched in
horror as the blade passed right through the
monster, as if the creature didn’t even exist.
Gathering up the halfling, Gro’her ran towards the
cabin as quickly as his legs would carry him to
gather the elf; they needed reinforcements.
“Shax! Something’s attacking us! Hurry up and
…,” Gro’her stopped; the elf was dead, lying in a
pool of his own blood with a look of horror on his
face. Several neatly wrapped bags lay by his side,
also oozing blood, and what was normally a
spellbook was opened to its last page, featuring a
crude drawling of what could only be the creature
with a single word beneath it, ‘Slenderman.’
“Gro’her had no time to mourn the loss of his
companion, as the sound of metal at the doorway
caused him to spin around quickly. Brodrick stood
at the doorway, bleeding a bit and looking weary,
but alive.
“Brodrick! Yer alright!” Gro’her cried, but was
quickly taken aback when the paladin drew his
blade and thrust it towards him, missing only by
the old dwarf’s surprising agility. It was then that
Gro’her got a look at the paladin’s eyes; they
were glassed over and soulless.
“We lost’em, Shadefoot! Arm yerself!” Gro’her
yelled as he swung his axe will all of his might. The
pair traded blows, parry for parry, wound for
wound. Gro’her was panting; he was losing blood
fast and he knew it. With a mighty roar, he
plunged the axe into his former ally’s brain and
watched him collapse without a sound, his blood
intermingling with that of the elf. It was then that
Gro’her saw him; the creature, the slender man,
he was standing by the doorway, bobbing his
head back and forth with an eerie afterimage.
Shadefoot cried in fear. Again Gro’her roared as
he flung his hammer at the monster; it vanished
long before the weapon flew through the area
where it once had been. It appeared again almost
instantly, this time, several yards back from the
cabin; still watching. Shadefoot was on the floor,
bawling like a child. Gro’her grunted as he picked
7
up Brodrick’s sword. He refused to go down to
this monster. He refused to let it kill him. He
refused to let the elf and the human boy die in
vain. He charged out of the cabin, towards the
monster, singing the songs of his clan as he
brought the blade down.
~~~(x)~~~
Shadefoot jumped to consciousness, his eyes
darting around. He appeared to be back in his
caravan wagon. He chucked to himself; it was
just a bad dream, brought on by a full stomach
before bedtime. He settled down when and
reached for his pipe when his hand bumped into
something small, cold, and wet. Curious, he
picked it up and brought it into his vision,
opening the caravan’s flap ever so slightly in
order to let the morning light flow inside.
It was a small, burlap sack; roughly as large as
his head, its bottom wet and sticky with blood.
Shadefoot’s breath stayed trapped in his chest
as he opened the satchel and allowed its
contents to drop onto the wagon’s floor; coarse,
mottled hairs from a bear, a set of long, pointed
ears, and a holy symbol, covered in blood. And
behind them, as if to erase any further doubts
from Shadefoot’s mind, three humanoid hearts
landed on the floor, each coated with blood.
Shadefoot screamed as he tumbled out of his
wagon and onto the ground. He looked up,
gasping for breath, and there, in the distance of
the woods, no, in the windows of a local home,
worse, peering out from the wagon in front of
him, was a tall man with a dark tunic, dark
pants, and no face.
~~~(x)~~~
~~~(x)~~~
~~~(x)~~~
8
Chapter One: What is the Slenderman? Colloquially called ‘the Slender Man,’
‘Slenderman,’ ‘Slendy,’ ‘the Duke in White,’ and
‘the Lithe Gentleman,’ as far as monsters go, the
Slenderman is an extremely recent creation,
though some individuals view the creature as
being of German origin, coming from tales of
horrible, otherworldly men appearing from the
Black Forest. Created on a message forum as part
of a paranormal imagery contest1, the
Slenderman was originally depicted as a creature
that tried to lure children away from their parents
and devour adults that were foolish enough to
delve into its mythos. As time pressed onward,
the Slenderman became a famous on the internet
as a topic for Alternate Reality games and Indie
Horror Movies2 and eventually so many stories
sprung up around the Slenderman that an entire
mythos was centered on him, not too different
from H.P. Lovecraft’s famous Call of Cthulhu
mythos.
Now, first thing’s first and this really has to be
said. No matter how creepy some of those videos
look, no matter how spooked some of the blogs
or short stories make you, please remember this
one, vital thing. Slenderman is not real. He was
created by an author3; we have actual, empirical
evidence of this. Heck, his creator even did an
interview about his inspiration for the creature if
you’re willing to look for it! However, just because
Slenderman isn’t real, doesn’t mean he isn’t
creepy. Slenderman as an entity embodies some
of the most primal human fears; fear of people
1 No, I won’t link it here in this PDF; you can go Google
it yourself! 2 Again, these are easy to find on Google; I won’t give
you any names here. 3 The internet; invalidating our fears, one modern
urban legend at a time!
we don’t know (represented by his blank face)
and fear of the unknown. Part of his mystique is
his appearance; he’s human enough that he can
relate to him, but enough is wrong enough about
his appearance that viewers find horror, even
disgust in him.
Now that we have a bit about where the
Slenderman comes from out of the way, let’s talk
about the Slenderman himself. His motives, his
dreams, his desires, etc.. Well, to be frank, no one
knows. That is both the glory and the bane of
anything that is within the public domain; there
are so many stories within Slenderman’s mythos,
so many accounts, so many occurrences and
attacks that few authors are about to agree upon
his powers, let alone weaknesses. So, one of the
best places to start deconstructing the
Slenderman is within his established powers and
traits.
The Slenderman’s most heavily agreed-
upon power is his ability to move in a way
that is called ‘slenderwalking.’ This is a
movement akin to teleportation, as
Slenderman appears to have the ability to
move beyond the normal bonds of reality.
He can appear outside of the window,
hundreds of yards away one second that
appear down your hall on the second floor
as you turn your head. This makes it
incredibly difficult to run from the
Slenderman.
Slenderman is a killer, in some sense of the
word. If he doesn’t eviscerate you or impale
you upon a tree, he will probably instead
attempt to break your mind so that he can
use your body for an even darker purpose.
Such beings are called ‘proxies,’ and there
are different levels of proxy-hood,
depending on the storyteller.
9
Slenderman has a particularly powerful
bond with water, fire, and forests. His
followers often reference arks, as in Noah’s
Ark, further tying him to water. Forests are
a logical tie-in, as Slenderman’s long, thin
limbs often allow him to resemble trees;
especially when he enters combat tentacle
mode (see below). People drowning,
possibly in their fears of the Slenderman, is
another common theme in slender stories.
Slenderman’s presence has odd effects on
people and their surroundings. Animals are
terrified of him; perhaps they can sense his
otherworldly nature. Regardless,
Slenderman often kills animals that could
serve as warnings to his real victims;
sentient, humanoid beings. In more modern
settings, he interferes with electronic
devices such as computers, televisions, and
most commonly, cameras. Such an effect is
called a distortion. Finally, exposure to
Slenderman causes illness, called the
slendersickness, and memory loss.
Slenderman is a subtle being and does not
often talk to or associate with his victims.
He appears to be unable or uninterested in
things that cannot see him, and you can
only see the Slenderman if he is targeting
you. He almost never makes a sound or
noise either.
Other than that, very little has been decided on
the Slenderman Mythos, and not every story
follows all of the rules listed above. For example,
in some stories, he willingly talks with and to the
protagonists, sometimes to atomsphere-
destroying effects. While theories have risen on
how to actually defeat the Slenderman, nothing
has been decided upon or endorsed by any one
particular author, so for now, the Slenderman is
essentially invulnerable.
So, now that you know a little bit more about
the Slenderman, you may be asking yourself,
“Why on earth would I want to challenge my
Pathfinder players with a nigh unkillable
monster?” Here’s my suggestion. Don’t do it
unless you’re going to play the Slenderman up.
Let’s face it, you have, in some stories, an entity
with cosmic-level powers in some incarnation.
Why should you present a monster like the
Slenderman to your players, only for them to be
mildly scared for several seconds before they
hack him into pieces and loot his corpse for loot?
Anyone who has ever experienced a Slenderman
tale knows that this is not the spirit of the
monster. So, here are some tips for using the
content in the Tome of Slenderotica:
1. Big Bad Evil Guy: If you’re going to use the
slenderman, he should be your adventure’s
primary antagonist (if not campaign’s). Your
players should feel threatened whenever
the Slenderman appears, and they should
run for the hills as he silently chases after
them. Now, this doesn’t mean you can’t
have dungeons or other random encounters
as the game progresses; there should be a
single, unifying monster that the players
(and their characters) feel a sense of
paranoia and dread whenever he appears.
2. Inform Your Players: If you’re going to craft
a situation like the one above, you NEED to
tell your players about it. Plenty of players
are power games, and a Slender Story has
no room for people who are going to be
upset when their game-winning
combination of feats has little to no effect
against the Slenderman. However, this is
one advantage to using the stat block
10
provided here instead of using GM Fait as
the Slenderman’s powers; having a real stat
block means that the more rules-savvy of
your players may find a way to effectively
combat Slendy and buy themselves some
time. Either way, you should warn your
players what they are about to go through,
and always remind them that in a
Slenderman Story, running is usually the
best option.
3. The rule of creepy always wins. At its core,
a Slenderman Story is all about the creepy
factor. As a GM, you want to set the mood
with whatever tools you have available;
scary music, candle-lite tables, and
powerful, suspenseful roleplaying.
Remember what the Slenderman
represents; fear of the unknown, so play
that up to the best of your abilities. Magical
darkness, obscuring mists, and other similar
vision-inhibiters work wonders. Another
powerful tool is NPCs, more notably, helpful
ones. Playing a good Slenderman Game is
like trying to solve a mystery, except the
clues are scattered and many clues lead to
dead ends. The players should have allies in
their quest, if only for the most useful and
favored of them to mysteriously vanish or
become transformed into proxies before
their eyes.
4. No one likes an unwinnable game.
Remember to throw your bones every now
and then, for every act of despair, give your
players a moment of triumph. Victories
against proxies, acquisitions of knowledge,
and successful escapes from Slenderman
are all excellent ways to play out the events
involved in a Slenderman horror story.
5. Keep the characters scared but the players
entertained. Your goal, when playing a
horror game, isn’t to reduce your players to
sniveling children who are afraid to drive
their car to work each day. You want to
challenge them, you want the game to be
creepy, but the only people who should be
truly scared out of their minds are the PCs
themselves. To this end, the separation of
player and character is vital; players who
are amused, but cannot roleplay a truly
terrified character will not work in a
Slenderman game, and a player who is truly
terrified will probably end up frustrating the
other players as they slow the game down
with the player’s personal paranoia. It is
difficult to strike a balance in this regard,
but doing so lends itself to a highly amusing
game that everyone will enjoy.
6. Slenderman has a personal life. This last
one is the biggest trap for GMs running a
Slenderman game. Don’t overuse proxies
and the Slenderman. You’re still playing
Pathfinder and have a plethora of monsters
spread across several bestiaries and over
fifty adventure paths to use. Monsters
based off of Lovecraft (such as the soggoth
or the mi-go) are particularly effective, as
Slenderman’s background draws from
Lovecraftian roots.
Now, you have some tips in order to
successfully use the Slenderman, you’re missing
one important thing; Slenderman himself! In the
next chapter, I will presenting you with the stat
block for my Slenderman, as well as some
designer notes and choices on what picks I’ve
made.
11
Chapter Two: Slenderman Stat Block “Far off in the distance, through the cover of the
forest canopy and several layers of underbrush
you can see a humanoid figure through the fog.
Though its proportions are similar to those of a
human, its body is hauntingly off; its body is too
tall, it’s limbs are too long, and most startlingly
of all it does not appear to have a face. Wearing
alien clothing that you have never seen before,
you blink your eyes to get a better look, and it is
gone from view; leaving you with the eerie feeling
that you are being watched….”
Slenderman CR 22
Chaotic Evil Large Outsider Initi +2; Senses blindsight 120 ft.; slendersight; Perception +23 (+47 vs. slendermarked creatures) Aura Aura of trauma (100ft., DC 32)
DEFENSE
AC 22 Touch AC 10 Flat-Footed AC 21 (-1 size, +1 Dex, +12 natural armor) HP 315 (30d10+150); regeneration 40 Fort +14 Ref +12 Will +25 Defensive Abilities all-around vision, freedom of movement, no breath; DR 22/—; Immune ability damage, bleed, critical hits, disease, energy drain, mind-affecting effects, paralysis, permanent wounds, precision damage, petrification, poison, polymorph; Resist acid 11, fire 11, electricity 11; SR 33
OFFENSE
Speed 55 ft. Melee 2 claws +29 (1d6+7; 19-20/x2), 4 tentacles +29 (1d6+7 plus grab (Large) and pull) Space 10 ft.; Reach 10 ft. (tentacles have 15 ft.) Special Attacks Constrict (1d6+7), eviscerate, pull (tentacles, 10 feet)
Spell-Like Abilities (CL 17th; concentration +20)
Constant —displacement At will—confusion (DC 21), dimension door (self plus up to 4 grappled creatures at 0 hp or less), fear
(DC 21), interplanetary teleport, invisibility, major image (DC 20), mirror image, modify memory (DC 23), mirage arcana (DC 22), plane shift
3/Day—dominate person (DC 22), greater invisibility, insanity (DC 24 ), sequester (DC 24) 1/Day—reverse gravity (DC24), time stop, wish
STATISTICS
STR 24 DEX 12 CON 18 INT 7 WIS 26 CHA 26 Base Atk +30 CMB +37 (+41 when grappling) CMD 40 Feats Bleeding Critical, Combat Reflexes, Critical Focus, Dimensional Agility, Dimensional Assault,
Dimensional Dervish, Dimensional Maneuvers, Eldritch Claws, Fleet, Greater Vital Strike, Improved Critical (claw), Improved Vital Strike, Skill Focus (Stealth), Toughness, Vital Strike
Skills Acrobatics +32, Escape Artist +32, Intimidate +34, Perception +23, Stealth +40; Racial Modifiers Perception +8 (+24 vs. a slendermarked creature)
Languages Aklo, Common (can’t speak)
SPECIAL ABILITIES
12
Factual information on the Slenderman is
extremely unreliable, as many accounts have
been given and few of them come from sane men
and woman. Based on the legends, the
Slenderman stands between 7 and 10 feet in
height, and possesses thin, emaciated features. It
wears extremely exotic clothing that isn’t native
to any known region or country; some of the
scribes that research the Slenderman theorize
that his attire is proof that he heralds from
another world. His most shocking feature is that
he does not possess a face and some say that
when Slenderman prepares to attack, it
unsheathes long, spidery tentacles from its back
and its hands warp into horrid claws. The
Slenderman has never been known to speak to
any of its victims, though several accounts have
shown that it does have some degree of
understanding of mortal tongue and customs,
including one infamous account where a man
claimed to have temporarily stunned it by offering
him 20 gold pieces before running away in a
hurry.
Aura of Trauma (Ex): Creatures that can see the Slenderman have all abilities that make them immune to fear effects (such as a paladin’s aura of courage) suppressed for as long as the Slenderman is within 100 ft. of them. In addition, the creature must make a Will save (DC 32) or become frightened for 1d4 minutes and then shakened for 2d12 hours. A creature traumatized by this aura takes 1d4 points of Wisdom damage per 5 points that he or she failed their Will save by. Regardless of success or fail, a creature can only be affected by this aura once every 24 hours.
Eviscerate (Ex): Whenever the Slenderman deals damage with its constrict ability, the Slenderman immediately makes a free attack against the creature; success deals an additional 3d6 points of precision damage and 1 point of Wisdom damage.
Impossible Biology (Ex): The Slenderman can grapple a number of creatures equal to the number of tentacles it possesses. When using its grab ability, the Slenderman does not incur the normal penalty to combat maneuver checks made to maintain a grapple without gaining the grappled condition itself.
Marked by the Slenderman (Ex): Any creature that the Slenderman perceives immediately becomes slendermarked. Unlike normal creatures, a slendermarked creature can perceive the Slenderman and immediately contracts slendersickness (see below). Once slendermarked, a creature cannot become unmarked except by banishing the Slenderman; even dying and being resurrected will result in one being Slendermarked.
Regeneration (Ex): No form of attack can suppress the Slenderman’s regeneration; it regenerates even if disintegrated or slain by a death effect. If the Slenderman fails a save against an effect that would kill it instantly, it immediately vanishes from our reality, only to return to our reality 1d8 rounds later. The Slenderman returns with 40 hit points per round it spends in its own realm, up to its full hit points.
Slendersight (Su): The Slenderman does not possess eyes and is thereby immune to all attacks that require sight. Instead, it relies on its blindsight, which functions by perceiving mortals with damaged psyches. The Slenderman can only ‘see’ creatures with its blightsight ability that have currently taken at least 1 point of Wisdom damage or drain or that are suffering from a fear-related condition (shakened, frightened, panicked, or cowering) or creatures that have learned of its existence through some unfortunate chance. The greater the trauma, the more likely the Slenderman is to notice a victim, and multiple occurrences of these conditions make it even more likely that one will attract his attention.
Weird Reality (Su): For weird and alien reasons, the Slenderman is unable to enter an antimagic field or similar effect; when attempting to, he simply phases out of reality for 1 round before reappearing somewhere else. In addition, the Slenderman is immune to scrying attempts and any creature attempting to scry him must make a DC 32 Will save; failure wrecks the target with horrifying image of the Slenderman and deals 1d6+2 points of Wisdom damage to the creature; almost immediately attracting its attention.
13
Perhaps the most unsettling thing about the
Slenderman is that normal people are completely
incapable of perceiving him. Likewise, normal
humanoids seem to be completely beneath the
Slenderman’s perceptive ability; however,
creatures that have experienced extreme mental
trauma or have unluckily discovered his existence
are quickly noticed, and the Slenderman’s hunt
begins. Based on all ‘recorded’ incidences, the
Slenderman is a creature of subtly if nothing else.
It prefers to sulk in the shadows, tantalizingly
remaining on the fringes of peripheral vision.
Using weird and strange occurrences, bouts of
paranoid depression, and a unique disease
colloquially called the ‘slendersickness,’ the
Slenderman quickly begins laying siege to his
victims’ minds, wearing down their mental
fortitude. It is when his prey is at their absolutely
weakest that the Slenderman swoops in, taking
them away; sometimes never to be seen again,
sometimes to be seen in pieces, and sometimes
transformed into a hollow shell, called a slender
proxy.
Most of the Slenderman’s victims are returned
as mutilated corpses; impaling them in trees and
removing their organs with surgeon-like precision
are all favorites of the Slenderman, as such
violent acts wreck the minds of the individual’s
loved ones, occasionally revealing themselves as
future prey for the Slenderman. A rare few
become slender proxies; individuals with no will
of their own. Slender proxies are created when
the Slenderman reduces a creature’s Wisdom
score to 0; instead of staying comatose, the
creature can awaken as a proxy under
slenderman’s complete control. See the various
proxy templates, found in Chapter Three of this
book, for more information on the various types
of slender proxies, their powers, and how they
are created.
The Slenderman (though some theorize that
more than just one exist) is all but completely
invulnerable to damage, and those lucky few who
do manage to slay it only stop it for a short while
before it returns once more, stalking its prey. The
Slenderman also appears to have reality-warping
abilities, including making doors go places they
should not, wiping memories, and changing the
very world around his victims. Many theories exist
on how to slay the Slenderman once and for all,
ranging from mass believe of its demise from all
slendermarked victims to banishing it away to
another, alternate material plane. Regardless,
once stalked by the Slenderman, virtually no
scholar in the world can help save you from your
fate; assimilate into Slenderman’s outstretched
arms or be forever torn apart.
14
Author’s Notes: The Slenderman in and out of combat.
In this section, I will be providing some notes
and combat tips in order for a GM to play
Slenderman as the deadly abomination that we all
know and love!
What books do I need to own in order to
use the Slenderman? Realistically, just the
Pathfinder Core Rulebook. However, this
version of Slenderman was based after the
tarrasque, found in Bestiary 1, so that
wouldn’t hurt to own. Several of the
Slenderman’s ability keywords are found in
Bestiary 2 (for example, all-around vision),
so that book would be useful as well.
Finally, the Slenderman has several feats
that are found in Ultimate Combat; since
those feats are integral to its fighting style
and tactics, that book is also indispensable.
Why is the Slenderman’s DR have no way
to overcome it? Slenderman is an alien
entity from beyond our comprehension. As
a result, material from our dimension
cannot overcome its natural ability to
restore itself of bodily harm. Perhaps if
someone were brave (or foolish) enough to
try and enter the Slenderman’s realm, they
could recover some sort of material that
harms it the way that steel harms mortal
flesh, but such a task could inevitably prove
suicidal.
Why does the Slenderman have a lot of
randomly numbered scores? In the
Slenderman Mythos, repeating numbers are
a common theme to represent the
Slenderman. This is why you’ll see values
like a 55ft. movement speed, DR 11, or SR
33; in these examples, the digits repeat
themselves. This is more of a stylistic choice
rather than for balance.
When the Slenderman is reduced to 0 HP,
what happens? Upon being reduced to 0 hit
points, the Slenderman immediately
vanishes, as if it had cast interplanetary
teleport or plane shift. Unlike the normal
uses of his spell-like abilities, this doesn’t
provoke an attack of opportunity. Every six
rounds the Slenderman spends out of
combat regenerates 50 hit points as usual
for the creature; otherwise, the Slenderman
can return to pursue its prey as soon as it
feels that it has healed enough hit points to
continue the hunt.
Can you explain the aura of trauma ability
a little bit better? Of course. Basically,
whenever you see the Slenderman and it is
within 100 feet of you, you have to make a
Will save. Failure causes you to become
frightened for 1d4 minutes. After that
condition ends, you become shaken for
2d12 hours. If you fail your Will save by 5 or
more, you take 1d4 points of Wisdom per 5
you fail by. Fail by 6? 1d4 damage. Fail by
–
Type disease, see text; Save Fortitude DC 16 (cannot save against disease’s contraction; all slendermarked are permanently infected by this disease; even if normally immune to disease) Onset 1d3 days after being slendermarked; Frequency 1/day; Effect 1d3 Wisdom damage. Creature requires twice the number of hours of sleep/rest in order to regain spells per day, lost hit points, and ability damage; Cure none, successful save prevents the sickness’s penalties for the day, but the only way to truly be cured is to remove your slendermark, becoming unperceivable to the Slenderman.
15
11? 2d4. Roll a natural 1? Ouch, depending
on your modifier, you could be looking at
6d4 Wisdom damage. Hello, slender proxy!
Now, as long as you are within the area of
the Slenderman’s aura, any fear immunities
you may possess from any source are
suppressed (this includes aura of courage,
and even effects like the mind blank spell).
This doesn’t nullify and bonuses you have
towards making saves against fear,
however, so said paladin still gets a +4
morale bonus on saving throws against the
aura of trauma (a character is their own
ally, after all!).
Okay, now with that out of the way, let’s look at
the Slenderman’s tactics. As you may have
noticed, the Slenderman’s AC is extremely low for
a CR 22 monster, and its hit points are over 80
points less than suggested for a 30 hit dice
monster; why, it has half the hit points of the
tarrasque! Well, first, the Slenderman is 3 CR
lower than the tarrasque, if that means anything
to you. Second, the Slenderman has a constant
displacement effect (50% chance to be missed)
and DR that cannot be overcome in addition to a
static regeneration 50, plus additional
regeneration when it is attacked. This adds up to
a monster who stays in the game primarily
through a combination of luck (miss chance) and
through massive healing of its own wounds.
Others may notice the Slenderman’s pitiful
damage. The logic behind this is simple; if a
creature can survive four tentacles, two claws,
and four eviscerates, chances are that the
Slenderman would have a better use for you than
simply impaling you on a tree or playing
Operation with your internal organs. Player
characters are almost always going to be
transformed into proxies if possible before they
are killed outright.
Against powerful creatures, the Slenderman
seeks merely to whittle its foes down with its
eviscerate; each attack deals Wisdom damage in
addition to its precision damage. The Slenderman
also enjoys spreading insanity into its victims,
destroying their resolve against its attacks. The
most likely creatures to be outright slain by the
Slenderman are those who are capable of saving
their fellows from its grasp; creatures that can
heal Wisdom damage or remove fear effects. In
the meantime, the Slenderman is content to allow
its slendersickness and aura of trauma to slowly
destroy its victims minds before going for the kill,
and victims have been known to suffer for
months; sometimes years at the hands of the
Slenderman.
In combat, the Slenderman uses its Dimensional
feats to devastating effect, using its ability to cast
dimensional door at will as both its primary mode
of movement and primary ambushing technique.
It then attempts to establish a grapple on its foes
so it can either eviscerate its enemies or inflict
major Wisdom damage to its foes; both outcomes
are favorable to the Slenderman. In rare cases,
the Slenderman will use its powers to dominate
its enemies or, when it really wishes to induce
paranoia, alter a creature’s memories to the point
where it cannot recall pivotal events.
No one knows why the Slenderman does what
it does. While it is able to understand mortal
speech to a degree, it does not (or possibly
cannot) talk on its own, which works greatly in its
favor when spreading fear and paranoia.
16
Chapter Three: Slender Proxies "We didn’t want to go; we didn’t want to kill
them, but its persistent silence and outstretched
arms horrified and comforted us at the same
time.”
Mortals have a habit of getting themselves
involved with malevolent creatures or, in the
worst scenarios, creatures that do not care for
their existence. The Slenderman is such a
creature, though with whatever amount of
intelligence that the creature possesses, it does
see the value in mortal servants. Mortals who
serve the Slenderman, either willfully or
unwillingly, are known as proxies, and their
appearance, cognitive abilities, function to the
Slenderman, and names vary from source to
source.
While the Slenderman’s powers are vast and
there is a good chance that there are many more
types of proxies then those described here, there
are four major types of proxies; Proxy Agents,
Sleeper Proxies, Hollowed Proxies, and Revenant.
Each type of proxy is described below, as well as a
guide as to how to create the proxy.
Proxy Agent A proxy agent is a creature that willingly chooses
to serve the Slenderman. Because of this willing
choice, the Slenderman sees no need to actually
bestow any power to a proxy agent, and as such,
a proxy’s abilities are as any other humanoid of its
type, based on its class levels. Any creature
capable of intelligent thought (intelligence score
of 3 or higher) is able to become a proxy, though
the Slenderman is more likely to aid and respond
to proxies that are humanoids or monstrous
humanoids, as well as some of the more
otherworldly aberrations.
Hollowed Proxy In contrast, a hollowed proxy is a creature that is
unable to think on its own. Hollowed proxies are
theorized to be completely unable to think for
themselves or take any course of action; they are
treated as having no intelligence or wisdom score
for the purpose of effects.
Creating a Hollowed Proxy: A hollowed proxy is
created when a creature who has taken at least 1
point of Wisdom damage form one of the
Slenderman’s abilities (either aura of trauma or
eviscerate) has their Wisdom score reduced to 0.
Then, in a special ritual that requires 1 full hour,
the Slenderman can spend one use of its
dominate person spell-like ability to transform the
individual into a hollowed. In most cases, the
Slenderman will bring a worthy candidate into
whatever hellish place it hails from in order to
perform the ritual in peace.
Once transformed into a hollowed, it is difficult to
return a creature’s mind to it. In order to do so,
the creature’s Wisdom score must be restored to
its full value; regardless of its actual Wisdom
score, the proxy treats its Wisdom score as 0 until
it is restored to normal.
The Slenderman can sense its hollowed proxies,
and it is immediately alerted when one is on the
road to recovery. In some cases, it will attempt to
retrieve the proxy, and in others it will ignore the
proxy’s plight; seeing it as a chance to begin the
hunt for the freed proxy once more.
Quick Rules: +1 to all Strength-based, Dexterity-
based, and Constitution-based rolls (including
damage rolls and hit points); no Wisdom or
Intelligence scores; immune to mind-affecting
abilities, use Charisma instead of Wisdom for Will
17
saves; can cast dimension door as a spell-like
ability at will.
Rebuild Rules: A hollowed proxy must be a
humanoid or monstrous humanoid with a base
intelligence score of 3 or greater. The hollowed
proxy’s Intelligence and Wisdom scores become
0. The proxy gains a +2 bonus to Strength,
Dexterity, and Constitution and gains the ability to
cast dimension door as a spell-like ability at will
with a caster level equal to their hit dice. In
addition, a hollowed proxy is mindless, making
them immune to mind-affecting abilities. Because
of their lack of a Wisdom score, a hollowed proxy
uses their Charisma modifier in place of their
Wisdom score when determining their Will save.
This increases the creature’s CR by +1.
Sleeper Proxy Perhaps more dangerous than an agent proxy
or a hollowed proxy combined, a sleeper proxy is
an individual who does not realize that they are
under the Slenderman’s control. They have their
free will, their normal minds, and often don’t
remember their encounters with the Slenderman.
Then, when it best suits its dark purposes, the
Slenderman can trigger its proxy, transforming
the once sentient and willful proxy into a sleeper
proxy. As a sleeper, the proxy will perform
whatever tasks the Slenderman desires, including
selling out or murdering their dearest friends.
Creating a Sleeper Proxy: Creating a sleeper
proxy is identical to creating a hollowed proxy,
except as follows. After transforming the
individual into a hollowed proxy, the Slenderman
must spend 24 hours using it’s modify memory
ability to scour the creature’s mind of whatever
information that could help the creature recall its
struggle with the Slenderman. Following this
period, the Slenderman returns the creature to a
place it is familiar with, and then finishes the
ritual by using its wish ability. The creature goes
about its business, abet confused as to why it is in
a new location. Otherwise, the creature functions
as if it were not proxy; it doesn’t have the CR
increase either, nor does it have access to its
normal abilities.
The Slenderman can, from any location (including
alternate planets and planes), trigger any number
of sleeper proxies as a free action, transforming
them into hollowed proxies. It must then go
about the methods described above to
retransform those hollowed proxies into sleeper
proxies.
If the sleeper proxy is targeted by break
enchantment or similar spell, the caster must
make a caster level check against the
Slenderman’s SR; success removes the effect
entirely (including the sleeper proxy template);
failure reverts the creature into a sleeper proxy.
Without any directions, however, it will appear
like the spell has backfired and the creature has
been rendered comatose; a DC 35 Spellcraft check
(or Knowledge: arcana) will reveal the truth,
however; that the creature’s mind has been
tampered with by something.
Quick Rules and Rebuild Rules: As a hollowed
proxy. These benefits do not apply while the
creature is a sleeper proxy (under its own willful
volition instead of the Slenderman’s).
Revenant The most dangerous of any of the Slenderman’s
mortal minions, the revenant is a literal avatar of
the Slenderman’s powers. They gain many of the
Slenderman’s near magical abilities and act as his
champions in the mortal realm. Like agents, they
are completely devoted to their master of their
own free will, and only agent proxies can become
revenants. Although some revenants pretend to
18
understand the Slenderman’s motivations, most
are given only extremely broad and simple
commands and are allowed to execute these
commands to the best of their considerable
abilities.
Creating a Revenant: In order to create a
revenant the former agent must prove that they
are of considerable worth to the Slenderman, for
the process that transforms a mortal into a
revenant is a lengthy, dangerous and taxing to the
Slenderman. Once the Slenderman has decided to
transform the individual into a revenant, no force
can prevent the transformation. The Slenderman
takes the revenant to its world; the hellish
domain between places. Then, it permanently
extracts a bit of the revenant’s soul; it’s ties to
humanity, and casts them to roam the Dark
Tapestry. This process is a lengthy one, and
requires two weeks’ worth of using its wish spell
like ability on the creature. During this time, the
soon-to-be revenant is aware, but its body is in
temporal stasis, frozen in excruciating pain for the
duration of the procedure.
Once this time has passed, the creature emerges
as a revenant, gaining considerable power from
the Slenderman. The creature will then serve its
master to the best of its abilities. In extremely
rare cases, some revenants will attempt to leave
the Slenderman’s fold. This is an outrage to the
Slenderman, and leaving causes the creature’s
soul to become forever disassembled and lost
between the stars, transforming them into a
hollowed proxy (see above), except that only a
wish or a miracle can restore them. If such a
revenant is restored, the Slenderman will no
doubt pursue them with unearthly determination
to make them pay for their insolence.
Quick Rules: +2 on Strength-based, Dexterity-
based, and Constitution-based checks (including
damage and hit points); can use the Slenderman’s
spell-like abilities at a caster level equal to its hit
dice.
Rebuild Rules: A revenant must be a humanoid or
a monsterous humanoid with a base Intelligence
score of 3 or greater. Increase the creature’s
physical ability scores by +2. In addition, the
creature can cast the following spell-like abilities
at will, using its hit dice as its caster level:
dimension door (self only plus up to one grappled
creature at 0 HP or less), displacement, invisibility,
major image, mirror image, modify memory, and
plane shift.
In addition, the revenant also gains DR 11/lawful
and good, SR equal to 11 + their hit dice, and
energy resistance 11 against fire and cold. This
template increases the creature’s CR by +2 if they
have less than 5 hit dice, by +3 if they have 6
through 11 hit dice, or by +4 if they have 12 or
more hit dice.
19
Chapter Four: Incorporating Slenderman Well, now that you have the statistics block for
the Slenderman and a short guide as to how to
create mortal minions to serve him, the gears are
no doubt spiraling around in your head as you
devilishly try to plan the best ways to use
Slenderman in your adventures. Spook your
friends! Scare your parents! Make priests believe
that you’re possessed and warrant an exorcism!
All that jazz. Well, in this chapter I am going to
provide a few tips onto how those of us whose
heads don’t move so quickly can use the
Slenderman in a game effective. And who knows?
These inspirational tips could make for one of the
best horror games that you and your friends have
ever played! So let’s get down to business.
#1 - Don’t forget who’s in charge. This is more for
the GM then the players. A good GM isn’t going to
simply splash the Slenderman into a game
without thought. First of all, he’s nearly
indestructible as it is, and he creates a never-
ending urge to hunt down those whom he marks.
It doesn’t make very well for a one-shot monster
encounter, as I mentioned above. If you’re going
to introduce the Slenderman, be prepared for the
long-haul. Players themselves can’t effectively
ward him off without being able to cast the high-
level spell antimagic field, and even that doesn’t
suppress his aura of trauma ability.
#2 – Introduce him at a fairly low-level. The
Slenderman is even more terrifying when the
players are utterly helpless against him. He’s still
scary when enemies can start to beat the
Slenderman down into the ground by reducing his
hit points to 0, as when he comes back, it makes
the players realize that they’re essentially wasting
their precious resources on fighting him; no
matter how many spell slots they use, or rounds
of rage that go by, the Slenderman can only be
stalled; never truly stopped. This needs to be
played up as much as possible; don’t give your
players any true reprieve from the Slenderman’s
presence. Just as soon as he’s down, make him
reappear somewhere off in the distance, quietly
watching his prey for the chance to strike, when
their guard is even further down.
#3 – Reward Experience: Escaping the
Slenderman should reward some experience. If
you note in the stat block, there is no actual
experience total for the Slenderman. This is
intentional. It’s up to the GM to decide how much
experience the party’s last tussle with the
Slenderman is worth, but here’s how I would rate
it:
If the party simply flees from the Slenderman,
they earn XP as if from a creature with a CR equal
to their APL – 2.
If the party fights the Slenderman before
fleeing, they earn XP as if from a creature with a
CR equal to their APL – 1.
If the party reduces the Slenderman to half of
its hit points before fleeing, they earn XP as if
from a creature with a CR equal to their APL.
If the party manages to reduce the Slenderman
to 0 hp, they earn XP as if from a creature with a
CR equal to their APL +1.
Ultimately, however, it is up to the GM to
decide how much experience a group earns from
its encounters with the Slenderman.
#3 – Make banishing the Slenderman a real
challenge. I’ve given a few suggestions on how
the players could unmark themselves from the
Slenderman, but there are many creative ways a
GM could go about this adventure. Regardless of
what you go for, the ultimate result should be
20
that the players are fighting for their survival,
with their ultimate goal being either to find a way
to stop, kill, or thwart the Slenderman. As a
villain, the Slenderman has motivation; it just isn’t
keen on sharing the information with lesser
mortals. As the players dive all the deeper into
the Slenderman Mythos, they should become all
the more familiar with the monster; what it
wants, its powers, and most importantly, how to
stop him.
The players should face hardship, and every
success should bring many setbacks alongside of
it. That way, when the players finally succeed,
their victory is all the sweeter.
Now, to end this chapter, I am going to offer a
potential “timeline of events” that a GM may
decide to go for when running a Slenderman
horror story in their campaign.
The PCs decide to investigate the
seemingly random disappearances of
local men, woman, and children in a small
village on the outskirts of a reportedly
haunted wood. It is not a bad idea for the
GM to give their party an NPC for the next
event.
The players run into something that alerts
them of the Slenderman’s existence. This
could be an old cabin, like the one in the
prologue that is filled with strange
markings and signs, or it could simply be
one of the Slenderman’s mass victims
sites. Either way, the players should
attract the Slenderman’s attention in
some way. Usually, at this lower-leveled
and experience point in the story, the
players will try to attack and defeat the
Slenderman. The Slenderman should
either heavily wound the party or outright
kill an NPC, if the GM opts to allow the
party to bring one along. Another
terrifying then that the GM could do is
transform said NPC into either a sleeper
proxy or an agent revenant.
After their encounter, the party becomes
plagued by the Slenderman. They all
become Slendermarked and they see him
wherever they go. They ultimately fail
their mission, whatever it was that sent
them into the forest in the first place, and
the local residents think them to be mad
when they start rambling about people
watching them. When the players finally
leave the village, the horrors they’ve
encountered follow them out with
outstretched arms.
From here, the story is mostly player-
driven. You want your players to do their
best to try and learn more about the
creature that stalks them. Seeking out
libraries and ancient sages are all
excellent options. But for every one step
of progress, there should be a dead end in
the way. For example, maybe the party
manages to recover a single book from
the library before Slenderman (or his
followers) burn the place to the ground,
only to find that the book is missing
pivotal pages of information. Perhaps
when the players finally reach the sage
they’ve been seeking, he’s already dead;
clearly murdered by the Slenderman. But
in light of his death, some notes he left
behind prove useful. While a Slenderman
story is dark, it should not be entirely
hopeless, for without hope, your players
will get bored rather quickly and may
simply give up on your entire adventure.
21
Chapter Five: Player Options And what fun would a Slenderman campaign be
without some additional player options to go
along with it?
Wildblood (Archetype) The wildblood sorcerer first appeared in
Pathfinder’s Ultimate Magic. The option
presented below is an addition to that archetype.
As described in Ultimate Magic, when selecting
the Wildblooded Archetype, you must select the
appropriate associated bloodline in order to gain
the mutated bloodline described below. You use
the normal bloodline’s class skill, bonus spells,
and bonus feats, and the mutated bloodline’s
bloodline arcana. You also use the normal
bloodline’s bloodline powers, except where the
mutated bloodline replaces one of those powers.
Slendertouched Your alien taint stems from the fact that someone
in your family was a slender proxy at some point;
perhaps it was you….
Associated Bloodline: Aberrant. Bloodline Arcana: Whenever you cast a spell of the polymorph subschool with yourself as the target, you immediately gain the frightful presence ability (Pathfinder Bestiary, pg. 300) for the spell’s duration. Bloodline Powers: Your strange powers allow you to move beyond the boundaries of this world. Slender Step (Sp): Starting at 1st level, you gain the limited ability to move through space and time, reappearing in a new location. As a move action, you immediately teleport from your starting space and move up to your speed into any space that you can see. This movement is a teleportation effect and moving in this manner
removes the grappled and pinned condition, as well as the entangled condition. If you use this ability while prone, you remain prone in whatever space you arrive in. This movement is not affected by difficult terrain or any other effects that alter your movement speed. You must end your movement in a legal space. You can move a number of 5-ft. squares with this ability each day equal to 3 + your Sorcerer level.
Character Traits First introduced in Pathfinder’s Advanced Player’s
guide, Character Traits add for additional ways to
customize your player’s characters for the
challenges and themes at hand. Follow the
normal rules for Character Traits found in the
Advanced Player’s Guide when determining if a
character can select one of the traits listed below.
Fighter Mentality (Social): When it comes to
fight or flight situations, you are a fighter; willing
to stare down your enemies and strike at them
with your all; regardless of how terrified you are.
When you are shaken, frightened, panicked, or
cowering, you take no penalties to attack rolls. In
addition, while panicked, you can attack normally
instead of taking the total defense action.
Fleeing Instinct (Social): You are easily spooked,
and in hopeless situations, your first instinct is to
run for the hills. When you are shaken,
frightened, panicked, or cowering, you gain a
+10ft. trait bonus to you speed and a +2 trait
bonus to your AC against attacks of opportunity
made while fleeing.
Paranoid (Social): You are easily spooked and
always on the lookout for things that terrify you.
You take a -2 penalty on saving throws against
fear effects, but gain a +1 trait bonus on Reflex
saves and a +2 trait bonus to your initiative.
22