Pathways - 02
Pathways - 02
Pathways - 02
To Your Game
What people are saying
about Psionics Unleashed
Nathan Collins - RPGNow Featured Reviewer:
Psionics Unleashed is the kind of supplement you
need to have in your arsenal. You can plan an entire
game around around the new mysteries of psion-
ics, or add it to your world when the PCs go to some
unknown land.
*HWLWLQSULQWIURP$PD]RQ'UHDPVFDUUHG3UHVV3DL]RRU\RXUORFDOJDPHVWRUH
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC.
See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not
guarantee compatibility, and does not endorse this product.
Pathways #2 © 2011 Steven D. Russell, Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved,
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying
Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game
Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. All
product covers are the trademarks of their respective companies and are used with permission.
4
YOUR SOURCE FOR UNIQUE ADVENTURES AND
ACCESSORIES FOR YOUR PATHFINDER GAMES
“With the pencil-sketch art, the simple layout and the old-school stat blocks,
it feels at times like something you might have created during 9th period study
hall. And I mean that in a positive way — it really feels like a return to the core
of what we love about RPGs.”
-Ed Grabianowski, RobotViking.com
“What makes this module unique and exciting is the simple but interesting
plot that builds in the background as the party investigates the various events
that occur around them. I’m excited to see how this module leads into future
adventures and how the campaign arc as a whole comes together.”
-Danny “Bartoneus” Rupp, CriticalHits.com
“The art is well-done, far above what you expect in independent RPGs. The
ODVWVHFWLRQRIWKH3')KDVIXOOVFDOHƎJULGPDSVRIHYHU\HQFRXQWHUWKDW\RX
can print out. You don’t have to try to draw the barge and river, just lay down
the tiles that depict it. I love this feature, and it really puts Blackbyrne’s
modules a cut above.”
-Ed Grabianowski, RobotViking.com
Available in PDF or Print on Demand from DriveThruRPG.com
David Paul had a conference to something to be said for taking our time with design
attend so Ben McFarland is writing and publication. I think we, as a community, would
a guest Editorial for us this month. benefit from longer production periods and bigger
Ben is an ENnie award winning projects. There is something to be said for tackling a
designer (Tales of Zobeck) and is the 100+ page supplement or adventure anthology. We've
lead designer on The Breaking of all grown so accustomed to immediate gratification,
Fostor Nagar and Streets of Zobeck clattering at our keyboard and having something
novel appear on our screens in moments, we forget
about the sense of accomplishment inherent in
How much is too much? reaching for something grand and maybe just a little
too ambitious, and succeeding. Its why I enjoy
In Brewster's Millions, Richard Pryor is given a patronage projects.
ridiculous sum of money and told, "Spend it all, and
I'll give you even more. Fail to spend everything, and It has been said time and again—what we enjoy in this
you get nothing." He is forced to mindlessly purchase hobby is a labor of love. You will not grow rich doing
and donate, buy lunches and artwork, trying to burn it, and in fact, the surest way to make a small fortune
through his smaller inheritance so that he can enjoy in this business is to start with a large one. Considered
even more. Hilarity ensues as John Candy and in that light, why do we rush? Why does there seem to
Richard Pryor hard work to furiously churn out that be this mad need to publish, publish, publish? Our
constant stream of expenditures, and the exercise's industry is much different than it was in its hoary days
lesson is straightforward: appreciate what you have of wargamers and white boxes, but the social nature of
and use it wisely. our hobby has remained the same. Do we hurry at the
table so we can power through as many encounters as
When I look at the current state of the Pathfinder possible before the session ends, or do we laugh and
market, I wonder if we, as an audience, are not joke, tell stories and collaborate, having fun while we
encouraging a certain amount of thrashing product play a game with friends?
generation. Twitter and Facebook give us immediate
access to designers. Forums offer up regular and This is a slow hobby, one we savor and indulge like a
constant communication, and chat rooms provide the fine liquor or an expensive meal. We invest days,
next best thing to catching a publisher or designer at weeks, even months and years into the development
the supermarket. Our ability to interact with people of plotlines and characters, building experiences and
who create the hobby has never been greater, but with friendships which can last even longer. It should not
it has come a heightened pace of discourse. feel as if taking a vacation means sacrificing
participation in a score of community discussions or
But so what? What difference does it make that we having a dozen new products slip away into the ether
enjoy a golden age of nearly unfettered and instant of the next forum page.
interaction with designers, artists, cartographers and
publishers, where our every question can be answered So what do I suggest?
in hours if not moments? Why does matter?
I would like to see greater plans and grander schemes.
The answer is this: pace. I want big frameworks, with lots of story seeds and a
pack of interesting supporting characters I can spin
We are seeing new products announced and released into other adventures. I want to see mechanics
everyday. New systems. New games. New settings. experimentation combined with solid design and
New supplements. New rules. New options. New. rigorous playtesting, wrapped up with a tight
New. New. New. manuscript littered with insights from the creator
about why certain choices were made and what were
New. the paths not taken. I want the tools to expand the
material beyond the initial arc and better integrate it
There's so much material being generated out in the into my own existing games so I can create a more
ether that I worry we're dangerously close to a sort of ubiquitous experience—one my players can relate to
Brewster Thrashing, a furious generation of output other gamers and enjoy a shared cultural background.
with an unspoken fear that if we don't create Think about it. Old school players will fondly recall
something new and bright and shiny and offer it up to old adventures and settings, joking about details and
the Pathfinder audience yesterday, we won't be given situations they all know, despite never playing with
a tomorrow. We figure out some idea, any idea, carve one another. We have to dream bigger in order to
out a bit of the marketplace and begin making things create the sort of stories with that impact and it may
we love—but too fast, I think. How much from these mean slowing down. We should strive to create those
new products can we manage to incorporate into our dreams now.
games?
6
Pyroclastic Creature Template
Deities and extradimensional lords with dominion over volcanoes sometimes grant their agents special powers,
infusing them with the essence of the combined elemental forces of air, earth and fire. These powers remain a legacy
to the creature’s descendants and, sometimes, can even be passed on in secret ceremonies in such a way that
pyroclastic creatures occasionally become races unto themselves.
Pyroclastic creatures share a special bond. They look as if there were made of naught but brimstone. They tend to
be heavy-bodied with a dark, ashen color. Their bodies often bear cracks that are red, orange, or yellow in color.
Creating a Pyroclastic Creature
“Pyroclastic” is an inherited or acquired template that must make a Reflex save to avoid catching on fire.
can be added to any corporeal creature. A pyroclastic Weapons that can deal additional cold or fire damage,
creature uses all the base creature's statistics and such as a flaming or icy burst weapons, are immune
special abilities except as noted here. to this effect. This effect does not avoid or ignore
hardness.
CR: +1 Pyroclastic Aura (Ex): A pyroclastic creature
exudes a smoky poisonous gas in a 50-ft. radius that
Type: The creature gains the elemental subtype of the causes 1d6 points of Constitution damage per round if
elements that infuse it: air, earth, and fire. inhaled (Fort save negates: DC 10 + 1/2 pyroclastic
creature's HD + pyroclastic creature’s Con modifier
Defenses/Qualities: Not subject to critical hits or [or its Cha modifier if it is an construct or undead
flanking. Does not take additional damage from creature], the DC increases by 1 per previous save).
precision-based attacks (such as sneak attack), does The smoke obscures vision, giving concealment (20%
not breathe, eat, or sleep; Immune acid, bleed, miss chance) to characters within it. A pyroclastic
electricity, fire, paralysis, poison, sleep, sonic, and creature can suppress or activate this ability as an
stunning; Weakness vulnerability to cold immediate action.
Pyroclastic Breath Weapon (Su): Using this
Speed: A pyroclastic creature retains the base breath weapon is a standard action. A pyroclastic
creature’s speeds and gains a new speed according to creature can only use its breath weapon attack once
the element that infuses it, as given in the following every 1d4 rounds, even if it possesses more than one
sections. If the base creature already possessed the breath weapon (such as a dragon). A pyroclastic
mode of movement that the element would grant, the breath weapon always starts at an intersection
pyroclastic creature adopts the higher of the two adjacent to the dragon and extends in a direction of
speeds. the pyroclastic creature's choice. A pyroclastic breath
weapon is a cone with a range based on the base
• Fly Speed: (perfect maneuverability) equal to its creature’s size (as a true dragon, see Pathfinder
highest speed or increase existing fly speed and Bestiary). This breath weapon deals 1d10 points of
maneuverability to equal its highest speed. damage per HD the base creature possesses with half
the damage being bludgeoning and the other half
• Burrow Speed: equal to half its base speed or being fire. Those caught in the area can attempt
increase existing burrow speed to equal its base Reflex saves to take half damage. The save DC against
speed. a breath weapon is 10 + 1/2 pyroclastic creature's HD
+ pyroclastic creature’s Con modifier (or its Cha
Special Abilities: A pyroclastic creature gains the modifier if it is a construct or undead creature). In
following special abilities. addition, the cone of gas is poisonous; creatures that
Lava Burn (Ex) A pyroclastic creature’s melee are exposed must make a successful Fortitude save
attacks deals 2d6 fire damage in addition to damage (same DC negates) or suffer 1d6 points of Constitution
dealt. Those affected by the lava burn ability must also damage per round A pyroclastic creature can use its
succeed on a Reflex save or catch fire, taking 2d6 for breath weapon when it is grappling or being grappled.
an additional 1d4 rounds at the start of its turn (DC 10
+ 1/2 pyroclastic creature's HD + pyroclastic Abilities: Increase from the base creature as follows:
creature’s Con modifier [or its Cha modifier if it is a Str +6 (+3 to melee attack and damage rolls (and
construct or undead creature]). A burning creature thrown weapon damage rolls), Climb and Swim
can attempt a new save as a full-round action. checks, CMB, CMD, Strength checks, and any of the
Dropping and rolling on the ground grants a +4 bonus base creature’s Strength-based DCs), Con +4 (+2 to
on this save. Creatures that hit a pyroclastic creature Fort, +2 hp per HD, and the pyroclastic creature’s
with natural weapons or unarmed attacks take fire Constitution-based DCs) if the base creature has a
damage as though hit by the pyroclastic creature and Constitution score.
must make a Reflex save to avoid catching on fire. If a
pyroclastic creature is hit with a manufactured Environment: As base creature, plus any mountain
weapon, the weapon takes fire damage as though hit and elemental borders of air, earth and fire.
by the pyroclastic creature's lava burn ability and
8
Ardon
rdon-nue “Breaking Fire” Tactics
CR 23 Before Combat: Ardon-nue always has a one step
beyond active and a contingency (teleport) ready if he
XP 819,200
becomes helpless. He often casts time stop followed
CE Colossal dragon (fire)
by protection from energy (cold), displacement,
Init +2; Senses dragon senses, smoke vision;
Perception+38 haste, see invisibility, spell turning and stoneskin
(often quickening these spells).
Aura fire (10 ft., 2d6 fire), frightful presence (360 ft.,
Combat: The following round he uses a quickened
DC 30), pyroclastic (50 ft., DC 35)
dispel magic on a single opponent followed by his
pyroclastic breath weapon, then moves in so that next
Defense round he can engage in melee and threaten as many
AC 39, touch 0, flat-footed 39 [20 % miss chance] foes as possible taking advantage of his three auras.
(-2 Dex, +39 natural, -8 size) He uses wall spells or quickened suggestion to stop
hp 507 (29d12+319) those who flee that he wants to detain.
Fort +27, Ref +14, Will +24 Morale: Fearless, as Ardon-nue depends on his
Defensive Abilities lava burn (DC 35), not subject teleport contingency to remove him from danger.
to critical hits or flanking, does not take additional
damage from precision-based attacks (such as sneak Statistics
attack), does not breathe, eat, or sleep
Str 49, Dex 6, Con 33, Int 22, Wis 23, Cha 22
DR 20/magic; Immune acid, bleed, electricity, fire,
Base Atk +29; CMB +56; CMD 64 (68 vs. trip)
paralysis, poison, sleep, sonic, and stunning; SR 33
Feats Cleave, Critical Focus, Greater Vital Strike,
Weaknesses Vulnerability to cold
Improved Critical (bite), Improved Initiative,
Improved Iron Will, Improved Vital Strike, Iron Will,
Offense Multiattack, Power Attack, Quicken Spell, Quicken
Speed 40 ft., burrow 20 ft., fly 250 ft. (perfect) Spell-like Ability (Suggestion), Staggering Critical,
Melee bite +40 (4d8+28+2d6 fire/19-20), 2 claws Vital Strike, Wingover
+37 (4d6+19+2d6 fire), 2 wings +35 (2d8+9+2d6 Skills Appraise +38, Bluff +38, Diplomacy +38, Fly
fire), tail slap +35 (4d6+28+2d6 fire) +14,Intimidate +38, Knowledge (arcana) +38,
Space 30 ft.; Reach 20 ft. (30 ft. with bite) Knowledge(history) +38, Perception +38, Sense
Special Attacks breath weapon (70-ft. cone, DC 35, Motive +38,Spellcraft +38, Stealth +14, Use Magic
24d10 fire; or 29d10 bludgeoning and fire plus poison Device +38
—contact; save Fort DC 35; frequency 1 round; effect Languages Abyssal, Common, Draconic, Dwarven,
1d6 Con; cure 1 save. The save DC is Constitution- Giant, Ignan, Orc
based, crush (Large creatures, DC 35, 4d6+24),
incinerate, lava burn (DC 35), manipulate flames, Ecology
melt stone, tail sweep (Medium creatures, DC 27,
2d8+24) Environment Questhaven Caldera
Spell-Like Abilities (CL 29th; concentration +35) Organization solitary
At will—detect magic, discern location, find the path, Treasure triple
pyrotechnics (DC 18), suggestion (DC 19), wall of fire
3/day- quickened suggestion (DC 19) Special Abilities
Spells Known (CL 19th; concentration +25) Fire Aura (Su) Ardon-nue is surrounded by an aura
9th (4/day)—time stop, one step beyond*
of intense heat. All creatures within 10 feet take 2d6
8th (6/day)—khan’s command*, prismatic wall,
points of fire damage at the beginning of the dragon's
screen
turn.
7th (6/day)—limited wish, spell turning, steal the
Incinerate (Su) Ardon-nue can incinerate creatures
painful memory*(DC 23)
in its fiery breath. A creature reduced to fewer than 0
6th (7/day)—bind group* (DC 22), contingency,
hit points by its breath weapon must make a Fortitude
greater dispel magic
save (DC 35). Failure indicates that the creature is
5th (7/day)—deliver message (DC 21), polymorph,
reduced to ash. Creatures destroyed in this way can
telekinesis (DC 21), teleport
only be restored to life through true resurrection or
4th (7/day)—charm monster (DC 20), enervation,
similar magic.
greater invisibility, stoneskin
Manipulate Flames (Su) Ardon-nue can control
3rd (7/day)—dispel magic, displacement, haste,
any fire spell within 10 feet per age category of the
protection from energy
dragon as a standard action. This ability allows it to
2nd (8/day)—alter self, detect thoughts, invisibility
move any fire effect in the area, as if it were the caster.
misdirection, see invisibility
This ability also allows it to reposition a stationary fire
1st (8/day)—alarm, grease (DC 17), magic missile,
effect, although the new placement must be one
shield, true strike
allowed by the spell. Finally, for 1 round following the
0 (at will)—arcane mark, bleed (2), light, magehand,
use of this ability, the dragon can control any new fire
mending, message, open/close, read magic
spell cast within its area of control, as if it were the
9
This diabolical dragon looks as if it were entirely made from brimstone. With dark ashen colored scales. Its skin
bares cracks that are a burning red in color..
10
caster. It can make all decisions allowed to the caster, the path of destroying the Questor’s Society. I have
including canceling the spell if it so desires. defeated Biisir, “Discord’s Essence,” a body-jumping
Melt Stone (Su) Ardon-nue can use its breath spirit of an entropic dragon. I granted him quarter as I
weapon to melt rock at a range of 100 feet, affecting a did not wish to see such a wonderful tool destroyed.
5-foot-radius area per age category. The area becomes He now serves me as a tool to make the Society work
lava to a depth of 1 foot. Any creature in contact with to stop a civil war, but that is not my true plan, or is
the lava takes 20d6 points of fire damage on the first it?
round, 10d6 on the second, and none thereafter as the
lava hardens and cools. If used on a wall or ceiling,
treat this ability as an avalanche that deals fire
Lore
damage. Knowledge (local)
Smoke Vision (Ex) Ardon-nue can see perfectly in Common (DC 23): This elemental dragon is
smoky conditions (such as those created by Ardon-nue, “The Breaking Fire”, a manipulative and
pyrotechnics). powerful beast that seeks out challenges it deems
worthy of its abilities.
Description: Uncommon (DC 28): Related to a red dragon,
other creatures similar to this are known as
“I have seen a swarm of ants take down a lion, “pyroclastic creatures;” read excerpt from Dragons of
and this is what the Questor’s Society is, a Questhaven.
swarm of adventurers. They have the potential Rare (DC 33): The Breaking Fire is difficult to
to take down any great wrym, but especially if discern as it is immune to divination and is often
that dragon is a fool. This is why I move either in disguise or surrounded by a cloud of toxic
cautiously, this why I move clandestinely. It is super-heated gas, and when people do see him, they
also, why I must break them. often flee. Attacks against him must overcome the
elemental energy sustaining him. Nearly all physical
Excerpt from Dragons of Questhaven by Qwilion of and energy attacks are useless and only archmages
Questhaven. have a chance of affecting him with magic. Beyond the
powerful attacks associated with dragons, Ardon-nue
My sleek frame belies my size and power, and earned his epithet using his devastating volcanic
from a distance many do not appreciate that I am breath weapon, which leaves nothing of its victims but
truly a great wyrm. I care not, for in reality few ever ash and can turn normal stone into lava. Ardon-nue
see me in my true form. I often travel about in the also has a supernatural control of all forms of fire.
form of other creatures, walking the very streets of Obscure (DC 43): Spells and effects that result in
Queasthaven, or flying about disguised as other freezing temperatures and can overcome his defensive
dragons, making use of their good name or tarnishing spells are the most likely to succeed.
the names of other dragons. I do not allow my pride to Epic (DC 53): If one wishes to avoid being
rule this form and I have appeared both as prince and destroyed by the Breaking Fire one need only prove
pauper. useful to him, as he is loath to discard what he
I do not have allies, I have tools, which I value, perceives as a valuable resource.
but I understand when I am the best tool for a job. I
do not serve, but others do serve my goals. I also do
not engage in the petty evils of my cousins as it wastes New Spells
valuable assets and may even turn a tool against me. I Bind Group
still believe in the polite forms of old, and being School: Enchantment (Compulsion) [Mind-
helpful so long as it does not cost me. First and Affecting]; Level: Brd 6, Sor/Wiz 6
foremost, though, I am in a grand war against a vast Casting Time: 1 standard action
force of adventurers. I take chances but I do not Components: V, S, F (tiny anchor)
ignore the odds. Range: Medium (100 ft. + 10 ft./level)
You have to understand I came here for the Target: One creature/level, no two of which can be
challenge. The Questor’s Society overthrew a lich’s more than 30 ft. apart and one geographic location,
empire that had lasted for a thousand years. For now I building or conveyance.
manipulate the enemies of the protectorate into Duration: Permanent (D)
confrontations with the society, sapping their strength Saving Throw: Will negates;
and assuring the defeat of these potential enemies. I Spell Resistance: Yes
have even corrupted a few companies into my service, You bind a group of people to a specific place. Those
though only a loyal few know who they truly work for. bound are unable to leave the chosen site (a ship, a
However, if the Questors do kill me, that shall truly building, a dungeon complex, etc.). They may act
release the Breaking Fire. I also am looking for the normally, but cannot move beyond the place’s
right mate to continue my line but finding a true equal confines. They can climb to the top of the building,
has been a lonely task, so I have stopped limiting descend into the bowels of a cellar, or shoot arrows
myself to my own species. from the porch or whatever they choose, as long as
I helped create the Questor Society to overthrow they do not leave the site. If they are forcibly removed
Cynmark the Dread Lich. Now I have set myself upon from the site they make every effort to return to the
11
site as soon as possible, by the fastest means possible. but such a ward does not prevent establishing khan’s
The spell will even hold a group to the location if the command, nor dispel it.
place is ruined, sinks, or has been disintegrated. The
spell only ends if the spell focus is broken, ruined, One Step Beyond
dispelled or the focus is taken beyond the range of the School: Abjuration; Level: Clr 9, Sor/Wiz 9
spell. Often the focus is hidden by the caster some 100 Casting Time: 10 minutes
ft. or so outside the site. Components: V, S, M (1,000 gp gem per creature)
Range: Touch
Deliver Message Target: One creature per level
School: Enchantment (Compulsion) [Mind- Duration: One day/level
Affecting]; Level: Brd 5, Clr 5, Sor/Wiz 5 Saving Throw: Will negates (harmless);
Casting Time: 1 standard action Spell Resistance: Yes (harmless)
Components: V, S The targets protected by this abjuration remain
Range: Close (25 ft. + 5 ft./2 levels) completely immune to divination spells of any level,
Target: One creature including discern location and even a wish or miracle
Duration: 1 week/level or until discharged (D) spell used as a divination. Similar to mind blank, this
Saving Throw: Will negates; Spell Resistance: Yes spell provides foolproof protection against scrying and
You tell the subject to deliver a message to a third mind-reading attempts of any kind, and the subjects
person. The subject is compelled to say exactly what cannot be seen with a spell like arcane eye. An
you tell him to say the next time he encounters the invisible character protected by this spell would also
other person. Until the message is delivered, the not be seen by see invisibility or true seeing spell.
subject is compelled to find the person as if under the
effect of a lesser geas spell. Although the subject Steal the Painful Memory
knows he must fulfill his geas, he cannot actually School: Enchantment (Compulsion) [Mind-
recall the message until he has delivered it. Creatures affecting]; Level: Clr 7, Sor/Wiz 7
often use this spell to deliver secret messages to their Casting Time: 1 hour
followers. All of the effects listed in lesser geas Components: V, S, F (accurate written record of the
involving the prevention of the target’s fulfillment of event)
the geas apply to deliver message. Range: 1 mile/level
Target: See text
Khan’s Command Duration: Permanent
School: Enchantment (Compulsion) [Mind- Saving Throw: Will negates;
Affecting]; Level: Sor/Wiz 8 Spell Resistance: Yes
Casting Time: 1 standard action Sometimes information is best left unknown. Perhaps
Components: V, S, M (2,000 gp diamond) a village doesn’t want to remember a particularly
Range: Unlimited horrible murder, or the shameful act of one of its
Target: One named creature members. In this case, a powerful spellcaster can use
Duration: See text steal the painful memory to remove all recollection of
Saving Throw: None; Spell Resistance: Yes the event from the minds of the community. Steal the
A specific creature you name (a creature without a painful memory allows you to strip away all memories
name is immune) must travel, using its fastest means of a particular event. You must be able to describe the
possible (including magical items or spells if prepared event in approximately 12 words or less. For example,
or available), to appear before you, standing close any of the following would work: “Forget that Shaeryn
enough to touch. Once the creature arrives at that ever existed”; “Forget that Shaeryn was murdered”; or
spot, the spell ends. “Forget that Prince Korrin murdered Shaeryn.” The
The creature may have to go through threatened or gap in memory will be filled in by the simplest
dangerous areas (passing by guards or moving solution, and all people affected by the spell will share
through a wall of fire) or may even have to break this memory. Told to forget a murder, they will believe
through a barrier (like a wall of ice) to get to you. A that the victim moved away; told to forget the identity
barrier that requires more than 10 rounds to get of the murderer, they will believe that the crime was
through is considered impassable for the purposes of never solved or that the unknown murderer escaped.
this spell. The spell ends immediately if the creature The targets of steal the painful memory must be
physically cannot reach you—including a situation linked in some way. They could be members of the
forcing the creature to pass through an area that same community, the same guild, the same religion,
would, without a doubt, kill it. For example, a creature or the same party of adventurers. The power of the
with only 25 hp that must navigate a pool of lava to spell spreads out in a radius from your location until it
reach you is unaffected by the spell, as is a creature on reaches the maximum range. A successful dispelling
another plane that has no planar travel ability. If you restores the memories of a single individual; it
cast the spell and then move to a spot where the requires a limited wish, miracle or wish to restore all
creature cannot reach you, you have freed it from the the memories of those affected. Touching the spell
compulsion. focus restores your memories as well. Destroying the
While under the effects of protection from evil or a spell focus restores the memories of all the affected
similar spell, the subject can ignore the compulsion, creatures.
12
Sacred Beasts: Priests of Fur and Feathers
by Jonathan McAnulty
The beasts of the field, and the birds of the air, fill the
world around us, playing a myriad of roles in an
intricate dance of life. From the smallest to the
greatest, each is a masterful work, perfect for the task
assigned to it. Priests with access to the animal
domain celebrate the existence of each animal and
seek to learn spiritual truths through the study of the
same. The exact nature of how a religion glorifies
animals is largely alignment-dependent. Evil beast-
worshipers frequently focus upon the violent aspects
of the animal kingdom, glorifying predators over prey
and finding encouragement for their own base deeds
in the primal nature of the wild. Neutral clerics with
the animal domain are likely to focus on the intricate
balance between all forms of life. Good-aligned
religions tend to view the animals as gifts from the
gods, provided for the good of all, and in need of care
and nurturing.
14
The Feathered Chorus
This illustrated hymnal contains a collection of fifty
spiritual songs, each with an avian theme. The title of
the book is taken from the title of the first song within
the book. The hymns were written by a talented priest
and they are generally accepted as having been
divinely inspired. Celebrating different aspects of life,
these psalms are frequently used in informal
gatherings and are quite popular, even among those
who do not belong to animal-oriented faiths. Because
of the popularity of the songs, characters who use the
hymnal in conjunction with a Perform (sing) skill
check receive a +2 circumstance bonus to the effort so
long as the audience is good or neutral in alignment.
The Red Tooth shaken or panicked condition from any animal within
range of your channeling. All animals within range of
This seven-chapter book is a tome used by evil cults your channeled energy also receive a +1 sacred (or
and is always bound in dark red leather. Each chapter profane) bonus to all d20 rolls for a number of rounds
describes a different natural predator, from large to equal to the number of dice you would normally roll
small (bear, tiger, shark, wolf, snake, tarantula and when channeling (2d6 equals 2 rounds, 3d6 equals 3
mantis), detailing its method of hunting and deriving rounds, etc.).
spiritual applications from the same. The book
glorifies stealth, strength, and violence. Doctrinally it Natural Theologian
advocates using whatever means necessary to bring Your study of theology has broadened your
down one's enemies and nestled within its natural understanding of the natural world.
lessons are many perverse doctrines. Though good- Prerequisites: Knowledge (religion) 5 ranks, must
aligned religions detest the book, it occasionally finds possess either the animal or plant cleric domains
its way into the homes of naturalists and hunters Benefits: For every 5 ranks you possess in
where it works mischief. Anyone using the book to Knowledge (religion) you gain a +1 competence bonus
study or hunt any of the animals mentioned may add to Knowledge (nature) skill checks.
a +2 circumstance bonus to Knowledge (nature) or
Survival skill checks. There are rumors of more Persuasive Theologian
powerful copies of the book capable of magically Your study of theology and the scriptures makes you
increasing the faithful's ability to intimidate and more persuasive.
deceive. Prerequisites: Knowledge (religion) 5 ranks, must
personally possess at least one copy of a book of
New Feats scriptures relevant to your personal faith
Artistic Focus (Animals) Benefits: For every 5 ranks you possess in
Your ability to create aesthetically pleasing animal Knowledge (religion) you gain a +1 competence bonus
images enhances the value of your crafted items. to Diplomacy and Performance (oratory) skill checks,
Prerequisites: Craft (any) 3 ranks so long as the things you are advocating or speaking
Benefits: So long as you include an image or figure about are in harmony with your chosen faith.
of an animal somewhere in or on an item you make
using the Craft skill, the selling price of that item Skilled Combat Handler
increases by 30%. This increase in price does not Animals respond quickly and smoothly to your
affect the cost or difficulty of crafting the item, only commands in combat.
the market value of the item. The additional value is Prerequisites: Handle Animal 3 ranks
added after calculating the initial price. Thus an item Benefits: Trained animals under your command,
which cost 50 gp to make, and would normally sell for and your animal companions, have a +2 bonus to
100 gp, would instead have a value of 130 gp. initiative. Additionally you have a +2 competence
Normal: The normal price of an item is double the bonus to any Handle Animal skill checks made while
cost of crafting an item. in combat.
18
• screeches and chuckles • a face staring back through the glass
• whispering voices • a wretched figure only visible in the mirror
• footsteps walking slowly across the floor of an • a phantom fire spreading up the walls
empty room • thick mold appearing on a patch of wall, quickly
• footsteps almost keeping time with your own spreading before vanishing
• the baying of a distant hound • a rotting man dressed in the clothes used to dress
• heavy panting close behind you kings for burial
• snoring from an empty bed
• a chest being dragged across a wooden floor With a short reset of one minute, it can quickly
• three bumps followed by three crashes reappear somewhere else within the area.
• a distant battle
• a horn blowing mournfully or a drum beating Destruction
ominously
• something hard striking flesh and bones If a haunt is annoying enough to the PCs, finding a
• a harp playing a familiar tune way to permanently neutralize it has the potential to
• animals scratching at a door drive the plot forward. Few of these haunts are very
• animals whimpering or whining troublesome. GMs could link their conditions for
• ghastly shrieks destruction to those of other, more difficult haunts.
• a pounding on a door Some examples of conditions for destruction are:
This haunt is persistent and continues for up to three • finding a sword buried in the yard and putting it in
minutes. It appears to cease if creatures leave the a place of honor
proximity during those three minutes, perhaps to • returning a borrowed stone to an old temple
investigate the sound, but then can be heard again if • returning a stolen object to its rightful owner
they return to the area of the haunt. • draining a pond and retrieving an old chest, a table,
or a door
Common Ghastly Apparition CR 5 • unearthing some old clay jars full of ashes and
bones
XP 1600
• returning the a skull to its rightful owner
LE minor haunt (5 ft. by 25 ft. area; or 10 ft. by 10 ft.
area; or 7 ft. radius circle) • blessing an object
Caster Level 5 • offering food
Notice Perception DC 21 (to notice a shadow • reclaiming an object thought cursed or damned
forming, a dimming of the lights, or a wisp of smoke) • spending a night in the haunted space
hp 10; Trigger proximity; Reset 1 minute • burning the building where the offense took place
Effect This haunt duplicates the effects of the spell • discovering the truth behind a lie
silent image (Will DC 11 disbelief if interacted with), • identifying a corpse by name
creating a visual illusion. This image moves but only
within the area of the haunt and then disappears Only award XP for these minor haunts when they are
within one round. Creatures within the area see: combined with other dangers or when PCs find a way
• a scowling woman in green to destroy them permanently.
• a hairy hand, cut from its wrist Add
• a long-haired old man, mouth open in a silent
scream
• a giant standing on a boulder
• blood on their own hands
• the upper half of a woman’s butchered body, gliding
quickly across the room
• the lower half of a woman’s butchered body,
walking
• a man by the road, in wet a cloak, waiting for a lift
• wet paw prints appearing one after the other on the
floor
• a horse and rider charging toward them
• a child standing in the ruins
• a bloody and twisted body suspended on hooks on
the wall
• a body lying across the road in front of their wagon
• a man with three hunting dogs
• puddles of water turning bloody on the old
battlefield
19
$'$5.67$5
)(//)5207+(
6.<%5,1*,1*
:,7+,77+((1'
2)$//7+,1*6
7KHVDQFWLW\RIWKHZRUOGNQRZQ
DVDEDGGRQZDVVKDWWHUHGZKHQ
DJOREDODSRFDO\SWLFHYHQWRI
DPHWHRULPSDFWLQJWKHSODQHW
FDXVLQJDGHVWUXFWLYHHFRORJLFDO
DQGHOGULWFKFKDQJH1RZWKHUHLV
QRGD\RUQLJKWMXVWQHYHUHQGLQJ
WZLOLJKW
$QXQGHDGZRUOGUXOHGE\IHDU
DQGKRUURU8QGHDGQLJKWPDUHV
SURZOWKHGDUNHVWIRUHVWZLWK
PDOHYROHQWJKRXOVJULPGHPRQLF
ILHQGVDQGKRUULILFYDPSLUHVSUH\
RQDIHDUIXOSRSXODFH7KHZRUOG
LVGRPLQDWHGE\WKHPRQVWURXVO\
SRZHUIXOLPPRUWDOYDPSLULFOLFK
ORUGNQRZQDV&DOL[6DELQXV
UHLJQVVXSUHPHRYHUWKLVZRUOG
$QGZLWKDOOWKLVWKHP\VWHULRXV
IRUFHNQRZQDV1LJKWZDOO
(YLOGRPLQDWHVWKHZRUOGWR
EHFKDOOHQJHGE\QREOHKHURHV
ILJKWLQJWRWDNHEDFNDZRUOG
WKDWVKRXOGEHORQJWRWKHP
$UH\RXZLOOLQJWR
WDNHXSWKHILJKW"
/($51025($%287
2%6,',$17:,/,*+7$7
:::/3-'(6,*1&20
Synergixxik
By Michael Welham
The oversized, green, stick-like insects move about
independently until they perceive a threat. At that
point, they rush toward each other, adjoining legs
until one creature, ten times as large as the
individual insects, remains. The combined creature
spits a glob of acidic goo.
Synergixxik Builder CR 1
XP 400
N Small vermin
Init +3; Senses darkvision 60 ft.; Perception +4
Defense
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1
size)
hp 13 (2d8 + 4)
Fort +3, Ref +3, Will +0
Immune mind-affecting effects
Offense
Speed 20 ft.
Melee bite + 2 (1d6 + 1) spittle which affects its opponent as a tanglefoot bag
Special Attacks merge, spit (DC 13 Reflex saves, rather than DC 15). This effect is
Constitution-based. A builder may use this ability
Statistics once every 4 rounds.
Str 12, Dex 17, Con 14, Int –, Wis 10, Cha 3
Base Atk +1; CMB +1; CMD 14 (22 vs. trip) A synergixxik builder acts as the “drone” of a
Skills Perception +4, Stealth +7; Racial Modifiers synergixxik colony, foraging for material which it then
+4 Perception, +4 Stealth uses to help the colony build its mobile hive. An
individual builder eats plants suited for binding
materials to girders (described below), or to dissolve
Ecology material no longer necessary for the hive’s
Environment any functioning. When a creature threatens the foraging
Organization solitary or team (4-8) group, builders spend a round to join together,
Treasure none increasing to a single, Medium-sized creature and
undergoing a metabolic change which makes the
material they carry highly acidic.
Special Abilities
Merge (Ex) As a full round action, a group of at least As with all lower synergixxik, royals spawn builders
4 builders combine into a gestalt form. The resulting are genderless until the hive loses a royal and one of
creature becomes size Medium, increasing its speed to these creatures spontaneously develops into a new
30 ft. The creature gains +2 to its natural armor— royal. No one has been able to successfully predict the
including the size change, its AC becomes 16 (touch selection process. Kings also groom the strongest and
13, flat-footed 13). For every 2 builders (up to a most capable builders to become replacement girders
maximum of 8) in the combined creature, add 10 hit (typically due to those creatures dying of old age,
points, +2 to its base attack, CMB and CMD, and +1 to since a girder’s destruction in battle usually heralds
its bite damage. For example, a creature composed of the hive’s destruction).
4 individual builder synergixxik would have 33 hit
points, and its bite attack would have a +6 to hit, These large, brown, stick insects prowl the plains,
doing 1d6 + 3 damage. Additionally, the combined apparently spoiling for a fight with anything getting
creature’s spit attack improves such that the Reflex in their way. When they spot an opponent, they
saves increase to 15, and the goo does 1d6 points of combine into an incredible specimen with mandibles
acid damage per round. which wickedly gleam with newly forged power.
Spit (Ex) By succeeding at a ranged touch attack (+4
to attack), a builder hits the target with a glob of
21
Synergixxik Soldier
Soldier CR 3 swarm around the larger creatures which placidly
move forward as a single unit.
XP 800
N Medium vermin
Init +3; Senses darkvision 60 ft.; Perception +8
Synergixxik Girder CR 5
XP 1,600
Defense N Large vermin
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural) Init -1; Senses darkvision 60 ft.; Perception +4
hp 26 (4d8 + 12)
Fort +8, Ref +3, Will +1
Defense
Immune mind-affecting effects AC 18, touch 8, flat-footed 18 (-1 Dex, +10 natural, -1
size)
Offense hp 59 (7d8 + 28)
Speed 30 ft. Fort +9, Ref +1, Will +2
Melee bite + 5 (1d8 + 2) DR 10/piercing; Immune mind-affecting effects
Special Attacks merge
Statistics
Offense
Str 14, Dex 14, Con 17, Int –, Wis 10, Cha 3 Speed 20 ft.
Base Atk +3; CMB +5; CMD 17 (29 vs. trip) Melee bite +10 (2d8 + 5)
Skills Perception +8, Stealth +10; Racial Modifiers Special Attacks merge
+8 Perception, +8 Stealth Statistics
Str 20, Dex 9, Con 18, Int –, Wis 10, Cha 3
Ecology Base Atk +5; CMB +11 (+15 bull rush); CMD 20 (36
Environment any vs. trip)
Organization solitary or team (4-8) Skills Perception +4; Racial Modifiers +4
Treasure none Perception
23
The Riderless Horse
By Creighton Broadhurst
Publisher, Raging Swan Press
(EL 3; XP 800) Heal (DC 15): A large pool of drying blood on the
trail strongly suggests that Thunder’s rider was badly
As the PCs journey along a trail or track in a injured.
borderland or wilderness area, a riderless horse Survival (DC 9): The trail of a half-dozen or so
gallops towards them. The encounter starts when the individuals leads away from the road.
horse is 6d6 x 40 ft. away.
26
Twenty Questions with Tim Hitchcock
By Steven D. Russell
28
certain alchemical fuels used to power various
automatons and golem-like items. I think John Ling
did a really good job of putting that section together.
29
11. What in your opinion makes a good 13. What advice would you give to would-
Pathfinder Roleplaying Game compatible be-freelancers?
product? Aside from avoid passive text, know your rules, edit
A good product needs to be properly edited and your work several times and playtest your projects to
playtested. The greatest concept in the world becomes make sure they're not broken… Make sure what you're
poop if it's poorly unbalanced. I also really like writing about going to be fun for the people using it,
products that try to go their own direction using write games because you like designing games, if you
Pathfinder's core rules. I like it when someone takes really want to write short stories or novels… go write
chances and tries to create new elements for the short stories or novels. Lastly, know what you want to
existing structure or creates a new type of setting write about. Find projects you want to work on and try
(rather than their own version of an existing setting.) to work on those—that's where you'll do your best
So concepts such as what you're doing with Kaidan or work, because that's what you'll be happiest writing.
Coliseum Morpheuon hold a certain appeal to me, I'd also suggest starting small—articles and small
because they're not trying to do what Paizo is doing. I adventures are best because you can spend more time
could say the same thing about the new release of editing and playtesting them. You'll make mistakes,
Oathbound Seven. so, the smaller project, the easier it will be to find
them. The less work you leave for the editor, the more
likely the editor will want to work with you.
30
investigating criminal activity in the sewers when the but nothing is cooler than running a massive game for
first tremors hit, causing them to become trapped everyone that voted for you. I was so pumped up and
there by cave-ins. Pathfinder fans are the greatest! It was a lot of fun,
which of course is the point. It also feels great to have
17. Do you have any goals as a game your work acknowledged like that, especially when it’s
designer that you have yet to obtain or work you created with your friends.
overcome?
Yeah, absolutely. I want to be able to rattle off the 19. Wait? You won two ENnies?
Pathfinder core rules from memory. I'd love to get a Yes, best adventure and best e-book, but really the
copy of them on tape so I could listen to them while awards go to the publishers, not the designers. The
driving. I'd also like to attend more conventions, simple truth is Rite Publishing won an ENnie, Tim
because I like cons and running cool events. I think Hitchcock did not. I helped write two books that won
playing is really crucial to game design. ENnies, however a lot of people go into writing and
Unfortunately, time and money create serious designing a book and it’s the proper distillation of all
constraints. I've never done Open Design. I'm still those elements that produce the final result. Good
curious about that, but I'd need the right project and god, without James Jacobs and Wesley Schneider my
I've been (fortunately) too busy to think of one. I'm adventure would be a scattered and undecipherable
working harder at getting my manuscripts tighter pile of notes. Seriously, Ed Greenwood (Forgotten
before I send them in. That’s a matter of me learning Realms) did the monsters in the appendix, and there
to increase my efficiency. I kind of need to improve was an article by Steve Kenson (Mutants and
time management and organization. Masterminds). I mean, with back up like that…
31
&20,1*,10$5&+)520
:,1'6)$17$6<*$0,1*
29(5
1(:
&5($785(6
)520
+,'(286
%($67672 $1*(/6
3/$<$%/( 752//6
5$&(6
'(0216
'(9,/6DQG
025(
ZZZZLQGVIDQWDV\JDPLQJFRP
Inkantations
by 4 Wind Fantasy Games
Review by Dark Mistress
Introduction (3 pages)
This section talks about tattoos, by race, by culture, by
social standing, talking about what may or may not be
popular and why.
33
#30 Haunts for Ships and Shores
by Rite Publishing
Review by Dark Mistress
IC Introduction (2 pages)
The next part is a introduction told from Pers
Veilborn's point of view. It is a very interesting IC
introduction. After the later to his friend it talks about
3 haunts form a IC point of view.
Haunts (6 ½ pages)
Next it gets into the 30 haunts, some are or can be
connected while others are always stand alone.
Star-Cursed Sky
Mutiny's Shadow (can be tied to Star Cursed Sky)
Grumbling and Grief (can be tied to Mutiny's
Shadow)
The Sound of Munity (can be tied to Grumbling and
Grief)
Drunk Crew
The Deep One Rises (can be tied to Drunk Crew)
Common Cry Haunt
Common Drowned Man (can be tied to Common Cry
Haunt) Pers Veilborn (2 pages)
Feeding Frenzy (can be tied to Common Drowned This is the NPC that gave the IC introduction, this is
Man) also the same NPC from 30 Haunts for Houses,
Blasphemer’s Bell – This is the first haunt I had a though he has gained a few levels since then. It has a
problem with, I like the haunt but it makes no effort complete stat block for the NPC.
to explain why the bell is allowed to stay, when
apparently most blame the bell for the problems. It ends with a OGL and 2 pages of ads (3 pages)
Bloody Tide (can be tied to Blasphemer’s Bell)
Wrath of the Wrecked (Can be tied to Bloody Tide) Closing thoughts. I like this one better than the
Flooded Hold (list haunts from 30 House Haunts previous haunts. I thought they was better done and it
book it can be combined with) was nice that they was laid out to be used on their own
Common Biting Wind or how to use them in chains of haunts. I didn't feel
Head Strong Wave (Can be tied to Common Biting any of the haunts was to strong or to weak. My only
Wind) There is a white space gab in the text. I am not two critics I already mentioned. Most of the haunts
sure if it was suppose to be a new paragraph or what, make sense and give a bit of fluff on how they came
It is a minor issue but noticeable. about, I would have liked about a paragraph more
Hungary Sea Haunt (Can be tied to head Strong fluff on each, some more than that. But all and all they
Wave) was well done. So what's my rating? Well it does have
Raging Squall (Can be tied to Hungary Sea Haunt) a couple of minor errors so I am giving it a 4.5 star
Dreaming of a Watery Grave rating.
Driving Sleet
Exhausted Crew Trust me, I'm a Succubus.
Fog Reavers Rock
Jaws that Bite
Past Sin
Sailing Blind
Shadowy Tentacles
The Hailstorm
The Hunger
The Northern Lights
Worms and Maggots
X Marks the Spot
35
Lizard of the Dragon Fang
By Raging Swan Press
Review by Thilo “Endzeitgeist” Graf
Ok, I'll have to comment this. I think "Pierce" and -Dragon Fang: Made from the fang of a black dragon,
"Greater Pierce" should also work for piercing this dagger may add acid damage on critical hits.
weapons, but ONLY against additional targets behind
the first one. Otherwise you get a rather comical and -Staff of the Serpent: The staff can cast poison and
ridiculous image of a javelin ricocheting through a snake-related spells, including Snake Staff.
party of PCs. That's just my 2 cents, though.
We also get new spells: After that, we'll get the statblocks of the Lizardfolk,
complete with three encounters (Raid EL 7, Kobold
-Snake Staff (Clr 5, Drd 5): This spell is reprinted Emissaries EL 4 and Swamp Ambush EL 8 - all with
from the APG, courtesy of Paizo, and is marked as information to modify them). Even better, though, we
such. get a cool sample ceremony of the tribe - exactly that
is what makes a tribe come to life in my opinion.
-Acid Bolt (Sor/Wiz 3): Either send clinging acid via Awesome! Thankfully, in contrast to e.g. the Kobolds
touch attack to your enemies or coat a weapon in it. and Troglodytes, the Lizardfolk get an extensive side-
box on environmental modifiers to help you run
-Bite of the Viper (Adp 2, Drd 2): Grants you a encounters in the tribe's given environment, the
poisonous bite weapon. Why is this not on the Witch's swamp. The stats are:
37
-Dragon Fang Warrior (CR 1)
Conclusion:
Editing, layout and the b/w-artwork are top-notch, as
I've come to expect of Raging Swan products. While I
personally don't like the Pierce-feats, that's just a
personal opinion. I'd also like to see
information/support for the APG-classes and still
think that some of the spells should be on the spell-list
of e.g. Witches. Apart from that, though, this
installment of the TRIBES-series once again goes up
and beyond what one would come to expect and
finally, we get mannerisms, hooks, etc. for all the
important personalities. The items rock, too. I would
have liked to see more on the tactics of the tribe, but
due to this being my only true criticism of the file, I'll
settle once again for a five-star rating - an excellent
addition to the series.
38
Faces of the
the Tarnished
Souk:
Le Loup Solitaire
By Rite Publishing
Review of Thilo “Endzeitgeist”
Graf
5 out of 5 Stars!
40
Rite Publishing Presents
1!
01
,2
1 st
il
pr
A
g
in
om
C
By Steven D. Russell
Pathfinder RPG: NeoExodus
NeoExodus
Chronicles - World of Exodus
By Louis Porter Jr. Design
Review by Megan Robertson
RPG Resource Review
5 out of 5 Stars!
Over two thousand years ago the world was under the
control of the First Ones, whose precise nature is lost
in legend, spoken of today as bogeymen and beings of
horror. Apparently their rule was not kind, so
eventually the best of humanity banded together to
rise up against them. Few records remain of precisely
what happened as both First Ones and the champions
of humanity - a combination of intellect called the
Kaga - disappeared, and even though the Kaga still
seem to be around, they're not saying much about
what went or what they have been doing since. The
science and magic of the First Ones faded as humanity
lapsed into barbarism, with but a few scholars
attempting to understand: these few became powerful
sorcerer/kings... and came into conflict with a race of ensured that knowledge of how to use a sword
rodent-like beings, the Cavians, who developed the remained important. Attempts to cement even greater
powers of the mind. Neither were interested in union, by marriage between the imperial houses,
'ordinary' people save as workers and a source of came to naught, and tensions are once more rising as
tribute or warriors when they squabbled. But even the present day - some 90 years after the union -
after they'd fought themselves to a standstill, leaving approaches.
space for the barbarian hordes to arise, they in their
turn replaced the rule of the mage or the psion with It is an interesting approach: most people presenting
equally despotic warlords who relied on brute their campaign setting concentrate on the geography
strength of the sword-arm rather than power of mind and hang the history on the places that are
or knowledge to dominate others. At least the Kaga described... here, the history is paramount with but a
reappeared, and attempted to teach them something single world map at the end so you can find out where
more... the events mentioned in the history occurred.
Moreover, the history concentrates on matters
And so matters continued throughout the ages, with political and that most significant ramification: the
warring tribes raiding one another and fighting for military events that transpire as an extension of the
dominance. Warbands carved out domains, empires politics. Apart from some mention of religion, and
rose and fell, the usual sort of thing. A rich tapestry of that mostly as it influences the political landscape,
history that makes a world a living, breathing very little is told of the history of ideas or the
alternate reality based on a past as real there as our development of scientific or medical knowledge. Who
history is to us. The culmination of warring nobles, were the authors and artists of the ages? Whose
through kingdoms and empires to a final bloodbath of architecture or songs have been remembered long
a century in which just about everyone was after builders and composers were in their graves? It
embroilded in grinding war was finally brought to a brings a powerful introduction yet leaves many spaces
juddering halt by a little-known cult or order that which the inventive may populate for themselves.
combined martial prowess and psionic strength, and
who commanded the warring factions to make peace For those seeking a developed alternate reality, rooted
and form a global union of the four main empires, in in a coherent history and moving forwards in a
which such all-encompassing war would be fought no dynamic manner, this is well worth a look. It promises
more. Nor was it, for the better part of fifty years, but interesting times, in the Chinese sense of being as
then various factions and skirmishes, dissent from much of a curse as an opportunity for participants...
within and without, while not destroying the Union,
Are your characters ready?
42
Rite Publishing Presents
1!
01
,2
th
12
il
pr
A
g
in
om
C
Several of the weapons are truly unique, not just in Even the mages and clerics might be interested, and
terms of story or even powers, but having been crafted those characters who use edged weapons will be eager
to original designs. For example, a pair of hand-blades to get their hands on any that they hear about! A fine
were created at the behest of a halfling monk who example of how to devise individual, interesting
worked as a chef - and Slicer and Dicer bear a passing items.
resemblance to something you might chop herbs with
in the kitchen! Or if you really want strange, how
about an axe which can change from throwing-axe to
great axe according to its wielder's whim...
44
Rite Publishing Presents
Monk Archetypes
!
ow
N
le
Sa
n
O
By Frank Carr
Advanced Feats: Visions of the
Oracle
By Open Design
Review by Shane O’ Conner
5 out of 5 Stars!
46
O
n
Sa
le
N
ow
!
101 9th
9th Level
Spells
By Rite Publishing
Review by Shane O’
Conner
5 out of 5 Stars!
48
Compassionate Sons
(Paladin Archetype)
Bonus Article by Steven D. Russell
Illustrations by Arthur Rackham and Dante Gabriel Rossetti
-Owain Northway
Paladins of Our Queen of Wisdom and Mercy every two-paladin levels he possesses. These
have focused their gifts on the protection of those who temporary hit points last for 24 hours or until lost.
spend their lives caring for the downcast. Unleashing The subject also gains immunity to any effects and/or
this power takes near utter devotion to the needs of conditions that would be removed by his mercy ability
another singular individual. Compassionate Sons have for 1 minute per paladin class level he possesses. This
the following class features. counts as a use of his lay on hands ability.
At 4th level, the compassionate son as a full- At 20th level a compassionate son can twice per
round action can call upon his deity’s blessing to aid day as an immediate action open up a brief but
in the casting of another’s creatures Conjuration powerful divine conduit between himself and any
(healing) spell. The affected Conjuration (healing) creatures he chooses within 75 ft., taking on the
spell is maximized like an application of the Maximize damage and any other effects and/or conditions that
Spell feat but does not adjust the spells level. A creature suffers from. When a creature in range is hit
compassionate son can do this a number of times per by an attack or fails a saving throw, he can activate
day equal to 3 + his Charisma bonus (minimum +1). this ability and the wounds and/or effects are
magically transmitted to him instead of the original
At 8th level, the compassionate son can grant the recipient. The compassionate son is affected as if he
blessings of her deity with a touch. As a standard was hit by the attack or failed the saving throw, taking
action, she can grant 1d6 temporary hit points for all the damage and suffering all of the adverse effects.
49
Any resistances or immunities the compassionate son At 17th Level a compassionate son’s shield other
has are applied normally, but he cannot otherwise ability allows him or the ward to choose to take on any
reduce or negate the damage or effects in any way. and/or all the detrimental effects and conditions the
You can use this ability against an effect that also other suffers under. However, if it has a numeric value
targets you or includes you in its area; you suffer the (energy drain, ability damage/drain/penalty, morale
effects for yourself and the targets you spared, penalty etc.) the compassionate son or the ward can
potentially taking damage or suffering other only choose to take on half or none that numeric value
consequences multiple times. rather than its total effect.
50
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is 8. Identification: If you distribute Open Game Content You must
Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights clearly indicate which portions of the work that you are distributing
Reserved. are Open Game Content.
1. Definitions: (a)"Contributors" means the copyright and/or
trademark owners who have contributed Open Game Content; All proper names, Logos, Company Names, Images,
(b)"Derivative Material" means copyrighted material including Graphics, editorials, interviews and reviews are product
derivative works and translations (including into other computer identity all other content including translated common
languages), potation, modification, correction, addition, extension, names are open gaming content.
upgrade, improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or adapted; (c) Open Content is the designated as follows: All common
"Distribute" means to reproduce, license, rent, lease, sell, broadcast, names on stat blocks, domain abilities, skills, monsters,
publicly display, transmit or otherwise distribute; (d)"Open Game templates, classes, magic items, spells, and feats.
Content" means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content does 9. Updating the License: Wizards or its designated Agents may
not embody the Product Identity and is an enhancement over the publish updated versions of this License. You may use any authorized
prior art and any additional content clearly identified as Open Game version of this License to copy, modify and distribute any Open Game
Content by the Contributor, and means any work covered by this Content originally distributed under any version of this License.
License, including translations and derivative works under copyright
law, but specifically excludes Product Identity. (e) "Product Identity" 10 Copy of this License: You MUST include a copy of this License
means product and product line names, logos and identifying marks with every copy of the Open Game Content You Distribute.
including trade dress; artifacts; creatures characters; stories,
storylines, plots, thematic elements, dialogue, incidents, language, 11. Use of Contributor Credits: You may not market or advertise the
artwork, symbols, designs, depictions, likenesses, formats, poses, Open Game Content using the name of any Contributor unless You
concepts, themes and graphic, photographic and other visual or have written permission from the Contributor to do so.
audio representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses and special 12 Inability to Comply: If it is impossible for You to comply with any
abilities; places, locations, environments, creatures, equipment, of the terms of this License with respect to some or all of the Open
magical or supernatural abilities or effects, logos, symbols, or graphic Game Content due to statute, judicial order, or governmental
designs; and any other trademark or registered trademark clearly regulation then You may not Use any Open Game Material so
identified as Product identity by the owner of the Product Identity, affected.
and which specifically excludes the Open Game Content; (f)
"Trademark" means the logos, names, mark, sign, motto, designs that 13 Termination: This License will terminate automatically if You fail
are used by a Contributor to identify itself or its products or the to comply with all terms herein and fail to cure such breach within 30
associated products contributed to the Open Game License by the days of becoming aware of the breach. All sublicenses shall survive
Contributor (g) "Use", "Used" or "Using" means to use, Distribute, the termination of this License.
copy, edit, format, modify, translate and otherwise create Derivative
Material of Open Game Content. (h) "You" or "Your" means the 14 Reformation: If any provision of this License is held to be
licensee in terms of this agreement. unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
2. The License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may only be 15 COPYRIGHT NOTICE
Used under and in terms of this License. You must affix such a notice Open Game License v 1.0a Copyright 2000–2005, Wizards of the
to any Open Game Content that you Use. No terms may be added to Coast, Inc. d20 System Reference Document Copyright
or subtracted from this License except as described by the License 2000-2005, Wizards of the Coast, Inc.; authors Jonathan Tweet,
itself. No other terms or conditions may be applied to any Open Monte Cook, Skip Williams, Rich Baker, Andy Collins, David
Game Content distributed using this License. Noonan, Rich Redman, and Bruce R. Cordell, based on original
material by E. Gary Gygax and Dave Arneson.
3.Offer and Acceptance: By Using the Open Game Content You Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing,
indicate Your acceptance of the terms of this License. LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet,
Monte Cook, and Skip Williams.
4. Grant and Consideration: In consideration for agreeing to use this The Book of Experimental Might. Copyright 2008, Monte J. Cook. All
License, the Contributors grant You a perpetual, worldwide, rights reserved.
royalty-free, non-exclusive license with the exact terms of this Tome of Horrors. Copyright 2002, Necromancer Games, Inc.;
License to Use, the Open Game Content. Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin
Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale,
5.Representation of Authority to Contribute: If You are contributing Patrick Lawinger, and Bill Webb; Based on original content from
original material as Open Game Content, You represent that Your TSR.
Contributions are Your original creation and/or You have sufficient Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC;
rights to grant the rights conveyed by this License. Author: Jason Bulmahn.
6.Notice of License Copyright: You must update the COPYRIGHT Pathways #2 Copyright 2011 Steven D. Russell;
NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright
date, and the copyright holder's name to the COPYRIGHT NOTICE of
any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate
compatibility or co-adaptability with any Trademark or Registered
Trademark in conjunction with a work containing Open Game
Content except as expressly licensed in another, independent
Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content
does not constitute a challenge to the
ownership of that Product Identity. The owner of any Product
Identity used in Open Game Content shall retain all rights, title and
interest in and to that Product Identity.