You are on page 1of 46

Elevate your game

with our stackable magnetic markers

Plastic or
Lead Miniature Stick.
Use our easy peel and stick conversion material
on the base of your plastic or pewter miniatures.
Conversion
Pre-cut circles to fit standard bases, or trim with
Material scissors for a custom fit.

Wet and
Dry Erase
Click.
Strong neodymium magnets (Neos), stick to each
other vertically and adhere to the converted base
Magnetic of
of your
your mini.
mini. The
The Neos
Neos useuse smaller
smaller but
but stronger
stronger
magnets
magnets than
than our
our original
original design
design toto completely
completely
Marker eliminate
eliminate side-to-side
side-to-side polarity
polarity issues.
issues.

Play.
Now you can move the mini and all of its status
markers around the table as a unit – like a chess piece.
No more hassle of moving a pile of loose tokens.
Use a variety of colors to visually distinguish common
conditions.
• Bloodied • Marked • Stunned
• Helpless • Unconscious • Dazed
Bloodied
• Wounded • Grappled • Flying
Marked • Keep track of buff spells and ongoing conditions

Dry/Wet erase safe for flexibility. Step Up! Your table will love you for it!
• Write numbers on markers to • Stop making do with clumsy tokens and markers.
distinguish multiple creatures
• Upgrade to the patented RPG status marker
• Write words for unusual conditions system that finally makes this easy!

aleatools.com
/(*(1'$5<,7(06

/(*(1'$5<
:($3216

/(*(1'$5<6+,(/'6

OUTFIT YOUR HERO


WITH PROGRESSIVE MAGIC ITEMS
AND LEGENDARY WEAPONS
FROM THESE PATHFINDER-FRIENDLY BOOKS
FROM PURPLE DUCK GAMES

/(*(1'$5<
($67(51
$1'(;27,&
:($3216
/(*(1'$5<%/$'(6

NEVER SETTLE FOR +1 ANYTHING


(YLOKDVPDQ\IDFHV7KLVLVRQHRIWKHP

OHDUQPRUHDERXWWKHIROGLQJFLUFOHDQG

$YDLODEOH1RZ(;&/86,9(/<21/,1(

ZZZOSMGHVLJQFRP
TM

pa t ron age lity


K i c k st ar ter highest qua
A new with only the re details at
project dness. Get mo
of weiresky.com. i n t o d ay!
b i Jo
zo m

TM

Zombie Sky Press, It Came from the Stars, and associated marks
DQGORJRVDUHWUDGHPDUNVRI=RPELH6N\3UHVV3DWKÀQGHUDQG
associated marks and logos are trademarks of Paizo Publishing, LLC,
DQGDUHXVHGXQGHUOLFHQVH6HHSDL]RFRPSDWKÀQGHU53*IRUPRUH
LQIRUPDWLRQRQWKH3DWKÀQGHU5ROHSOD\LQJ*DPH
We come close in this issue, I suppose, with the within Rite’s offerings this month, look for 101 more
feats. This time, however, many of these feats are
articles by Jonathan McAnulty and Creighton designed to work with other publishers’ offerings. For
Broadhurst, to a Halloween theme. Jonathan’s piece example, perhaps you’ve enjoyed one or more of the
focuses on clerics who are devoted to the night; Genius Guide offerings. Or maybe some of the
Creighton’s piece has as its star a mad hermit who community offerings have inspired you. Or, perhaps,
hangs out with a posse of ghouls (can’t get more you’re enamored of Rite Publishing’s products.
Halloween-themed than a nutter who hangs out with
ghouls). Jonathan’s “The Blackness of Darkness” also With Blessing of the Godling, your character with the
includes a spell for witches. I’ve always been a fan of lineage domain class ability can influence the outcome
non-standard spellcasters, and it’s hard to go wrong of events occurring to nongodlings within 30 feet. If
with the witch trope. There’s also lots of good stuff in you have been having fun with a wolf shifter and
that piece for anyone who is interested in playing wishing you had more feat options that were related
darkness-oriented or night-oriented clerics. directly to that class, you’ll find several in the pages of
101 Renegade Feats. And if you’ve been itching to
In each of those pieces, there was something in make more progress with your luckbringer or
particular that grabbed me. In “The Blackness of taskshaper, we have a handful of new feats for you as
Darkness” what really intrigued me was the black well.
sheep. In any group of like-minded individuals, there’s
likely to be at least one who stands out a bit; one who is Enjoy!
off-kilter; one who maybe does what everyone else
does, but for different reasons. So there are, as
Jonathan’s piece suggests, sometimes clerics of the David Paul
night who aren’t evil or creepy or fixated on undeath. Editor-in-chief
Maybe there’s a cleric of the night who just so happens
to be someone who has an irregular sleep cycle. He
likes to be outside after the sun sets. Or perhaps he has
an affinity for the moon and stars and cannot study his
favorite subjects except at night. Not unlike some
famous dark-skinned elves who happen to go against
the grain of the standard
members of that type, I
imagined a benign cleric of
the night as a misunderstood
teenager who was lucky
enough not to have miserable
parents who forced him to
comply with their own
expectations of normal.

In the other piece, “Mad


Hermit,” I was fascinated by
the idea of a madman who, for
whatever reason, can hang out
with ghouls without being just
eaten by them. It’s not an
uncommon feature of fantasy
or horror that there is some
kind of bad guy who happens
to share space with monsters
that do horrible things to
anyone else, but, for some
reason, leave the bad guy
alone. I remember as a kid
being convinced that my dog
could somehow sense evil;
that even if my parents (the
biggest people I personally
knew) were away from home,
I would be safe so long as my
dog wasn’t freaking out.

Outside of Pathways, but

6
$YDLODEOH1RZ
IRU.LQGOHDQGRWKHUHUHDGHUV
DW$PD]RQFRPDQG6PDVKZRUGVFRP

$UWZRUNE\5RZHQD$LWNHQ
Whispering Phantas
Phantasm
asm Creature Template
The powers that lay beyond the mortal world, sometime take a cruel or unusual interest in the affairs of a single
mortal being. They then visit the mortal like some twisted version of a conscious whispering in their ear, in a manner
that no other creature can detect. Many of these bonded victims are driven mad, or are at least perceived to be insane
by their companions as they speak aloud to beings that are not there. The reasons behind these visitations are strange
and inscrutable as it involves an ancient compact forged by the ancient powers from a time before the gods, and its
contents and motives are hidden from even the most powerful divinations. Unless they choose to manifest themselves
whispering phantasms are impreceptable to creatures that are not their host victims, to their host victims they are
ephemeral images of their true form.

Creating a Whispering Phantasm Creature


“Whispering Phantasm” is an acquired template that
can be added to any corporeal creature, that has an Ethereal Ambush (Ex): A whispering phantasm that
intelligence score of at least 6. A whispering phantasm attacks foes on the plane its bonded victim is on in a
creature uses all the base creature’s statistics and surprise round can take a full round of actions if it
abilities except as noted here. begins the combat by phasing into the Plane its
bonded victim is on from the Ethereal Plane.
CR: +2
Ethereal Jaunt (Su) A whispering phantasm can shift
Defenses/Qualities: natural invisibility from the Ethereal Plane to the plane its bonded victim
is on as a free action (even if those planes are not
Weakness: The base creature gains the following normally connected), and shift back again as a move
weakness. action (or as part of a move action). The ability is
Bound Flaw: a binding spell cast upon a whispering otherwise identical to ethereal jaunt (CL 15th).
phantasms bonded victim affects it rather than the
bonded victim. The DC of any binding spell that Ethereal Stealth (Su): When ethereal any spell or
affects it is increased by 4, and automatically effect that would reveal the Whispering Phantasm
overcomes the creatures immunities, resistances, (and any of its attended objects) fails to do so (detect
spell. The binding imprisons the whispering invisibility, detect magic, true seeing etc.), unless a
phantasm on the Ethereal Plane and negates its successful caster level check DC 15 plus the
abilities for a year and a day, after that it is trapped on whispering phantasm’s Challenge Rating is made. If
the ethereal plane until the focus of the binding spell the effect has no caster level, a success Will save
is ruined (destroyed not simply broken) though it can (same DC) is required to perceive the whispering
use its other abilities but not ethereal jaunt. phantasm instead

Speed: Whispering Phantasms gain a fly speed of 30 Abilities: Increase from the base creature as follows:
feet (perfect), in addition to any other fly speed. Con +4 (+2 hp per HD, +2 to Fortitude saves, and
any of the base creature’s Constitution-based DCs), +6
Special Abilities: The creature gains the following Cha (minimum 13, +3 to Bluff, Diplomacy, Disguise,
special abilities. Handle Animal, Intimidate, Perform, and Use Magic
Device; attempts to influence others, and Channel
Bonded Victim (Su): A whispering phantasm forms a Energy DCs, +3 to the DC any of the creature’s
bond with another creature usually a humanoid of the Charisma-based DCs ).
Prime Material Plane. This bonded victim can always
perceive the whispering phantasm on its plane even if Feats: the base creature gains Improved Initiative
the whispering phantasm is on another plane. The and Skill Focus (Stealth) as as bonus feats.
whispering phantasm can communicate with the
bonded victim via a constant telepathic bond or via a Skills: the base creature gains Stealth as a class skill
whispering wind effect (the phantasms choice) that and gains a number of bonus ranks in that skill equal
are not limited by distance or being on different to its hit dice.
planes of existence.
If a whispering phantasm is subject to a binding spell Languages: The creature can speak any language its
it releases its bonded victim and that victim is forever bonded victim does.
immune to this ability, she may gain a new one after
performing a ceremony requiring 24 uninterrupted
hours of meditation. This ceremony can also replace
an bonded victim that has perished.

8
A mountainous form lumbers to life, a hideous creature only accidentally humanoid in shape, its
hateful face a writhing mass of tentacles.

9
The Voice of Cthulhu CR 22 Languages Aklo, telepathy 300 ft.
SQ bonded victim, limited starflight, no breath
XP 615,000
Whispering Phantasm Star-Spawn of Cthulhu
CE Huge aberration
Ecology
Init +5; Senses blindsight 30 ft., darkvision 60 ft.; Environment cold deserts and glaciers
Perception +37 Organization solitary
Aura frightful presence (150 ft., DC 32) Treasure double standard

Defense Special Abilities


AC 36, touch 9, flat-footed 35 Immortality: The Voice of Cthulhu does not age, nor
(+1 Dex, +27 natural, –2 size) does it need to feed or breathe. Only violence can
hp 412 (25d8+300); regeneration 15 (fire) bring about the death of one of these creatures.
Fort +20, Ref +9, Will +25
Defensive Abilities immortality, natural invis- Overwhelming Mind (Ex): The Voicce of
ibility, overwhelming mind; Cthulhu’s mind is overwhelming in its power and
Immune cold, disease, poison; SR 31 alien structure. The first time a creature other than an
Weakness: bound flaw outsider (excluding native outsiders) or aberration
makes mental contact with a star-spawn of Cthulhu, it
must make a DC 29 Will save to avoid being stunned
Offense for 1d4 rounds. On a successful save, the creature is
Speed 40 ft., fly 60 ft. (average), fly 30 ft. (perfect) merely staggered for 1 round. This effect can occur
swim 40 ft. whether the star-spawn of Cthulhu initiates mental
Melee 2 claws +32 (2d6+16/19–20), 6 tentacles +27 contact (such as via a dream, nightmare, sending, or
(1d8+8/19–20 plus grab) demand spell-like ability, or merely by telepathic
Space 15 ft.; Reach 30 ft. communication) or another creature attempts to do so
Special Attacks constrict (1d8+8), ethereal ambush, (as if via detect thoughts or dominate monster). Once
ethereal jaunt, ethereal stealth, overwhelming mind a creature is exposed to a specific star-spawn of
Spell-Like Abilities (CL 20th; concentration +29) Cthulhu’s overwhelming mind, it is immune to this
Constant—mind blank effect from all star-spawn of Cthulhu for 24 hours.
At will—dream, insanity (DC 27), nightmare (DC 25), This is a mindaffecting effect. The save DC is
sending Charisma-based.
3/day—demand (DC 27)
1/day—gate Limited Star-flight (Ex): A spawn of Cthulhu can
survive in the void of outer space, and it wings allow it
Tactics to use its fly speed in outer space despite the lack of
air. Unlike creatures with full star-flight (like the
Before Combat The Voice of Cthulhu attempts to shantak), The Voice of Cthulhu’s ability to fly in outer
drive its foes insane before it attacks physically space does not allow it to reach unusual speeds. When
During Combat If its true nature is discovered the it wishes to fly to another world, the creature relies
voice of cthulhu uses its ethereal jaunt and ethereal entirely upon its immortality and otherworldly
ambush ability to slay the creature who has patience to complete the journey. When speed is
discovered it counting on its natural invisibility to required, it instead uses its gate ability to make the
keep it hidden. journey quickly.
Morale The voice fears only the wrath of its elder
abomination, and so attempts to remain hidden but is No Breath (Ex): A spawn of Cthulhu does not
otherwise fearless as it prefers death to answering for breathe, and is immune to effects that require
its failures. breathing (such as inhaled poison). This ability does
not grant immunity to cloud or gas attacks that do not
Statistics require breathing.
Str 42, Dex 13, Con 34, Int 23, Wis 29, Cha 30
Base Atk +18; CMB +36 (+40 grapple); CMD 47
Feats Awesome Blow, Critical Focus, Greater Vital
Strike, Improved Bull Rush, Improved Critical
(claws), Improved Critical (tentacles), Improved
Initiative, Improved Iron Will, Improved Vital Strike,
Iron Will, Power Attack, Staggering Critical, Skill
Focus (Stealth)B, Vital Strike
Skills Fly +25, Intimidate +35, Knowledge (arcana)
+34, Knowledge (geography) +31, Knowledge (planes)
+31, Perception +37, Sense Motive +34, Stealth +23,
Spellcraft +34, Swim +52, Use Magic Device +32

10
The Blackness of Darkness: Priests of Loss and Night
by Jonathan McAnulty
Quite a few religions teach that the universe began in
darkness. Among these, a small minority hold to the
opinion that light was a tragic mistake and, in their
worship, and their day-to-day activities, seek to bring
about the re-ascendancy of darkness and the downfall
of said light. These religions appeal to subterranean
races with a biological predisposition against the light,
but certain surface cults espouse much the same
philosophies. Perhaps not so surprisingly, the rest of
the populated world, which, by and large, appreciates
light as a good thing, consider these religions to be
wicked and the followers of such belief systems, at the
least, to be crazy, if not outright dangerous.

The exception to this, when there is an exception, are


clerics of the subdomain of night, some of whom are
content with the natural cycle of day and night,
though they, of course, view the night as superior.
These nocturnal priests, when they represent a benign
faith, are frequently worshipers of the moon. Even
here, the general populace generally regards these
faiths as suspicious so that those who hold such
doctrines frequently keep their faith to themselves,
meeting covertly in small groups under the cover of
their beloved night.

Despite what others think about them, disciples of


Darkness naturally feel their belief system to be
meritorious, and for whatever reason, whether
philosophical or biological, feel compelled by their
faith to work towards the elimination of light, in one
form or another. They long for a cold world without
stars, moon or sun, and their eschatology teaches In the Wings of the Raven
them that such a day is coming. Entropy, an aspect of This hymnal is a celebration of darkness and the
chaos, is closely connected with the domain of dread powers that haunt the depths of night. The
Darkness, as represented by the Loss subdomain. This psalms are arranged in two part harmonies and
subdomain rejoices not just in the absence of light, possess rich, flowing melodies. Though the words are
but celebrates the actual decay of all creation, viewing sinister, full of references to death, blood, and sorrow,
the elimination of substance and thought as natural the beauty of the music make the book popular with
extensions of the end of the loathsome, brightly lit musicians, who frequently set other words to the
world. tunes. While, ironically, most surface copies of the
book require light in order to be read, there are
Clerics of Darkness and Loss (and to a lesser extent rumors of subterranean copies “written” on black
clerics of Night) tend to be apocalyptic in their crystals which project the words and the music into
thinking, anticipating a situation (the absence of light) the minds of those nearby. Using the book as an aid in
which they recognize may not occur within their own musical Performance checks adds +2 to the attempt.
lifetime, though they certainly do all that they can to
make the end-times a reality. Eschatological
predictions fill their scriptures and many of their
The Book of Pitch
number are blind prophets of doom, full of visions of A large tome, bound in blackened leather and
the glorious blackness of darkness, forever. traditionally printed with special inks on black vellum
pages, this book of scripture is unreadable except by
those possessing darkvision. Full of dark sermons and
Sacred Tomes of Darkness ominous (for those who love the light) predictions,
GMs can use the following texts as religious books in The Book of Pitch serves primarily as a volume of
their campaigns. Each of the following sacred writings eschatology, outlining six major events which must
is associated with the domain of Darkness, or one of precede the ending of all things. Dark cults love the
its associated subdomains. book, and more than one such religion has attempted

12
to bring about the cataclysmic happenings which they
believe will herald their spiritual triumph. Followers
of an evil religion affiliated with the Darkness domain
who spend one hour reading the book gain a +2
morale bonus to all Will saves. This bonus lasts for 12
hours.

The Sable Moon


This thin book of prayers and poems is used as a
catechism by several cults devoted to the promotion of
darkness. Most of the entries are doctrinal in nature,
expressing both a reverence for the power of darkness
and admonitions concerning how to best express this
reverence to others. A few of the poems are both
prophetic and apocryphal. Those knowledgeable
about such things say that The Sable Moon is an
amended copy of a much older and more evil tome.
Despite its small size, and its evil focus, the book
contains a plethora of references to matters spiritual
and can be used as a study aid to provide a +1 bonus
to Knowledge (religion) checks.
New Spells
The following spells are appropriate for divine casters
possessing the Darkness domain, or one of its
associated subdomains.

Bolt of Darkness
School: Evocation [Darkness];
Level: Clr 5, Sor/Wiz 6
Casting Time: 1 standard action
Components: V, S, M (a piece of coal)
Range: Medium (100 ft. + 10 ft./level)
Duration: Instantaneous
Saving Throw: Fortitude resists blindness;
Spell Resistance: Yes
You create a bolt of cold, dark energy which flies
towards a single designated target. Successfully
striking the target requires a ranged touch attack. The back the dawn, you take 1d4 points of Constitution
creature struck by the bolt takes 1d8 points of damage (note: creatures without Constitution, such as
negative energy damage per 2 caster levels and must undead, suffer Charisma damage instead). This
make a Fortitude save or be struck permanently blind. damage is taken as soon as the spell is cast and every
Undead creatures are immune to the damage, but not thirty minutes thereafter. So long as the spell is in
the blindness. Likewise, creatures without eyes are effect, this damage may not be healed in any manner.
immune to the blindness. Continuing to hold the symbol aloft requires a
Strength check every 10 minutes. The DC for this
Hold off the Dawn check is 7 +1 for every ten minutes past the first. You
can choose to have other individuals aid you in this
School: Universal [Darkness]; Level: Clr 9, Drd 9
attempt. This spell has no effect if cast during the day,
Casting Time: 1 minute
though there are rumors of a similar spell available to
Components: V, S, DF
clerics of the Sun.
Range: See text
Duration: See text
Saving Throw: None; Spell Resistance: No Sphere
Sphere of Darkness
Following a minute-long prayer, cast at night, you can School: Conjuration [Darkness]; Level: Clr 1,
extend the duration of the night indefinitely, Sor/Wiz 2, Witch 1
preventing the sun and moon from moving through Casting Time: 1 standard action
the sky, though doing comes at a cost to yourself. Components: V, S, M (a bit of ash)
Following the completion of your prayer, it is Range: Medium (100 ft. + 10 ft./level)
necessary for you to hold aloft a symbol of your faith, Duration: 1 round/level
typically your divine focus, and so long as this symbol Saving Throw: Reflex; Spell Resistance: No
is held aloft, the darkness of night is extended in You can summon forth a 5-ft. wide sphere of utter
duration. For every thirty minutes by which you hold
13
darkness, which moves as you direct. Any creature damage as normal. Any item having a number of hit
within the sphere is considered to be in pitch black points equal to or less than the damage you rolled is
darkness, devoid of all light, and suffers all the considered broken. Items with more hit points are
penalties such a state entails. You can, each round as a unaffected. Items being carried by a character are
standard action, move the sphere up to 25 feet in any allowed a Will save to negate the effect. Broken items
direction, including upward. Creatures occupying the may be repaired as normal
space wherein you direct the sphere are allowed a Major Channeling Effect: Blinding Blades: You
Reflex save to avoid the effects of the sphere for that can, as a standard action, use one of your uses of
round. Creatures with darkvision are unaffected by channel energy to charge all weapons within range of
the sphere. your channeling with the powers of darkness. Any
creature struck by a charged weapon, must, in
Channeling Effects for the Subdomains addition to the normal damage taken, make a
Fortitude save or be struck blind for 1d4+1 rounds.
of Loss and Night The charge in each weapon lasts for a number of
The following effects use and supplement rules from rounds equal to the number of dice you would
The Secrets of Divine Channeling. If you do not have normally roll when channeling energy (3d6 equals 3
that book, sensorial imagery describes noticeable rounds, etc.) or until the weapon strikes a target.
effects which accompany the use of channel energy.
Minor channeling effects are available to characters Night
through either GM fiat or the possession of the Sensorial Imagery: A black energy, highlighted
appropriate trait or class. Combat Channeling effects with pale gold, and a brief muting of sound.
and Major Channeling effects are made available to a Minor Channeling Effect: Eyes of Night: You
character through the acquisition of the appropriate can, as a standard action, employ one of your uses of
feats. The DC of any saving throw is 10 +1/2 character channel energy to grant yourself darkvision with a
level + Charisma modifier. Effects granting bonuses range of 30 ft., or, if you already possess darkvision, to
are either sacred or profane bonuses. None of the increase the range of your vision by an additional 30
effects stack with themselves, though they may stack ft. This effect lasts for 2 rounds for every die you
with other, similar effects. For more information, would normally roll when channeling (1d6 equals 2
consult The Secrets of Divine Channeling. rounds, 2d6 equals 4 rounds, etc.).
Combat Channeling Effect: Cloak of Night: You
Loss can, as a standard action, utilize one of your uses of
Sensorial Imagery: A pitch black energy channel energy to create an area of effect within which
accompanied by a faint feeling of vertigo. light and sound are both muted. For the duration of
Minor Channeling Effect: Poor Vision: You can, the effect, all light sources are reduced in brightness
as a standard action, employ one of your uses of by one step (bright becomes dim, dim becomes dark)
channel energy to reduce the visual capabilities of a and all creatures gain a +4 bonus to Stealth checks.
single creature within range of your channeling to 15 This effect lasts for two rounds for every die you
feet. Beyond that range, the target can see nothing, would normally roll when channeling energy (2d6
regardless of lighting or visual abilities. The target is equals 4 rounds, 3d6 equals 6 rounds, etc.) and is not
allowed a single Fortitude save to negate this effect. subject to Selective Channeling.
The effect lasts for a number of rounds equal to the Major Channeling Effect: Zone of Weariness:
number of dice you would normally roll when You can, as a standard action, use one of your uses of
channeling energy (1d6 equals 1 round, 2d6 equals 2 channel energy to cause all living creatures within
rounds, etc.). range of your channeling to feel tired. Affected
Combat Channeling Effect: Channeled Fugue: creatures become fatigued, or, if they were already
You can, as a standard action, employ one of your uses fatigued, they become exhausted instead. A successful
of channel energy to create a brief feeling of Will save negates this effect.
disorientation and forgetfulness affecting all living Major Channeling Effect: The Moon's Touch:
creatures within range of your channeling, except You can, as a standard action, utilize one of your uses
yourself. Those affected are staggered for the duration of channel energy to affect all lycanthropic creatures
of the effect. The effect lasts for a number of rounds within range of your channeling. You can choose one
equal to the number of dice you would normally roll of two effects, though you must affect all creatures the
when channeling energy (2d6 equals 2 rounds, 3d6 same. You can, if you choose, suppress the
equals 3 rounds, etc.). A successful Will save negates shapechanging abilities of affected lycanthropes,
the effect for a single round, though those within the forcing them into their humanoid form, or you can, if
area of effect are allowed a new save each round. This you choose, cause all lycanthropes to take on their
is a mind-affecting effect. animal form for the duration of the effect. The effect
Major Channeling Effect: Entropy's Touch: You lasts for a number of rounds equal to the number of
can, as a standard action, employ one of your uses of dice you would normally roll when channeling energy
channel energy to give some or all of the non-living, (3d6 equals 3 rounds, 4d6 equals 4 rounds, etc.).
non-magical items within range of your channeling Affected creatures who succeed on a Will save negate
the broken condition. When channeling, roll for the effect.

14
An innovative role-playing accessory
for any game system!

50 unique gems!
Never roll dice for treasure again!
l a ying
r o le-p are Full color gem images!
w here sories
l abl e a cc es Lets players hold the gemstones they find in
i
Ava es and old. their hands without breaking your wallet!
gam s
TG-0011 ~ MSRP: $9.95 ~ 50 card deck
www.tangent-games.com
Mad Hermit
by By Creighton Broadhurst of Raging Swan Press;

(EL 6; XP 2,400)
By Creighton Broadhurst at Raging Swan Press;
illustration by Brittany Michel

The PCs discover a ruined church perched high


up in the hills. The home of a mad hermit and
his undead “friends,” the former sanctuary is now a
place of death.-

Ahead, the skeletal-like remains of a ruined church


thrust upward from a high hill. Overgrown
gravemarkers dot the surrounding hillside and a
trickle of smoke – perhaps a campfire – rises from
the ruins.

During the day, the Mad Hermit busies himself


around his home, checking the many rabbit traps he
has scattered about, collecting firewood and so on. If
he sees travellers, he scampers down the hillside to
greet them. Initially he is friendly toward travellers
and asks if they would like to share his home for the
night.

Slight mad, and very depraved, he particularly hopes


that naive or small groups accept his hospitality as his
undead friends are always hungry. Those speaking
with him who make a DC 20 Sense Motive check get a
hunch that he is hiding something. If the PCs accept
his hospitality he cackles with glee and busies himself
preparing a meal of rabbit stew. He talks incessantly
with his guests while doing so trying to learn all he
can about them.
Melee +1 morningstar +6 (1d8+2)
The Mad Hermit CR 5 (XP 1,600) Ranged light crossbow (range 80 ft.) +3 (1d8/19-20)
Clad in filthy leathers, this wild, unkempt man Atk Options touch of evil (7/day; +5 melee touch;
jibbers and cackles as he hops from one foot to sickened [3 rounds])
another. Special Actions channel negative energy (5/day;
3d6; DC 15; Command Undead [DC 15]), vision of
Male human cleric 6 madness (7/day; +5 melee touch; +3/-3)
NE Medium humanoid (human) Cleric Spells Prepared (CL 6th; concentration +10
Init -1; Senses Perception +4, Sense Motive +13 [+14 casting defensively or grappling]; spontaneous
Speed 30 ft. casting [inflict spells] evil, madness)
ACP 0 3rd—bestow curse (DC 17), dispel magic, rage,
summon monster III
AC 12, touch 9, flat-footed 12; CMD 14 2nd—darkness, hold person (DC 16), silence, sound
(-1 Dex, +3 armor [+1 leather]) burst (DC 16), touch of idiocy (DC 16)
Fort +7, Ref +1, Will +9 1st—bless, cure light wounds (2), endure elements,
hp 48 (6 HD) lesser confusion (DC 15)
0—bleed (DC 14), detect magic, light, purify food and
Space 5 ft. (aura of madness 30 ft.); Base Atk +4; drink
CMB +5 Combat Gear bolts (6), potion of cure moderate
Aura of Madness (Su) Enemies within the aura are wounds, scroll of magic circle against good and
affected by confusion (DC 17 negates), but the effect prayer
ends as soon as they leave the aura. The mad hermit
can emit this aura for 6 rounds a day. These rounds Abilities Str 12, Dex 8, Con 13, Int 10, Wis 18, Cha 14
need not be consecutive. SQ evil aura (strong)

16
Feats Combat Casting, Command Undead, Self-
SufficientB, Toughness
Skills as above plus Healing +12, Knowledge
(religion) +9, Survival +9
Languages Common
Gear as above plus unholy symbol, spell component
pouch, pouch, flint and steel, 12 gp

The Mad Hermit


The Mad Hermit has lived on this hillside for years
with his undead friends.

Background: Once a pious follower of the god of


healing, madness struck down the Mad Hermit during
his prime. Fleeing his fellows – whom he know
“knew” to be shapechanged demons – he discovered
this ruin and has lived here ever since.

Personality: Now irrevocably insane, the Mad


Hermit has forgotten much of his former life – except
the shapechanged demons that he still believes hunt
him. He believes the ghouls are his only true friends.

Mannerisms: When particularly emotional, the Mad


Hermit hops from foot to foot either cackling or
screaming as appropriate.

Distinguishing Features: Filthy and emaciated,


the Mad Hermit has a club left foot.
Rabbit Traps: Many small snares dot the hillside.
Set by the Mad Hermit, they represent his main
Tactics source of food.
If attacked during the day, the Mad Hermit runs away
swearing and cursing. Hidden Trapdoor: Buried beneath a light covering
of rubble lies a stone trapdoor (DC 20 Strength check
If a group enjoying his hospitality seems weak, opens). Opening the trapdoor releases a fetid blast of
wounded or particularly trusting, he waits until the air that sickens all within 10 ft. for 1d4 minutes (DC 15
dead of night before unleashing his undead friends He Fortitude negates). The trapdoor leads to the church’s
casts hold person on the PCs’ guard, before opening crypt; two ghouls lurk within.
the ghoul’s trapdoor. Once they pour forth to sate
their hunger, he capers about out of melee range, Inside the Church: The hermit lives within the
casting spells and occasionally shooting his crossbow. church’s ruins. Using the rubble, he has built a small,
rickety stone. The interior is a mess; here he keeps his
Area Features essentials – foodstuffs, clothes and so on. All are dirty
and essentially worthless.
The area has several features of note:
Ruined Walls: The once stout church walls The Crypt: This small crypt once housed the
(hardness 8, hp 90 [per 1 ft. thick]; DC 35 Break; DC church’s clergy. A small adventuring party once got
20 Climb) are now ruined. trapped within and starved to death. Risen as ghouls,
Gravestones: Gravestones jut from the undergrowth the undead lurk in the crypt creeping forth when
surrounding the church. All are weather-beaten, the released by the hermit to dine up on his guests.
inscriptions on them faded. A character in the same
square as a gravestone gains partial cover (+2 AC, +1 Ghoul CR 1 (XP 400)
Reflex saves). This humanoid’s hairless skin is pallid and drawn
tightly over its almost skeletal frame. It has long,
Light Undergrowth: A square filled with light sharp teeth, an unnaturally long tongue and red-
undergrowth costs 2 squares of movement to enter, hued eyes.
but provides concealment (20% miss chance). Light CE Medium undead
undergrowth also increases the DC of Acrobatics and Init +2; Senses darkvision 60 ft.; Perception +7,
Stealth checks by 2. Sense Motive +2
Speed 30 ft.

17
ACP 0; Acrobatics +4, Climb +6, Stealth +7, Swim +3 Abilities Str 13, Dex 15, Con –, Int 13, Wis 14, Cha 14
SQ undead traits
AC 14, touch 12, flat-footed 12; CMD 14 Feats Weapon Finesse
(+2 Dex, +2 natural) Skills as above
Immune mind-affecting effects, death effects, Languages Common
disease, paralysis, poison, sleep effects, stunning,
nonlethal damage, ability drain, energy drain, damage Burial niches line the crypt’s walls. Within
to physical abilities, exhaustion, fatigue, massive each moulders the remains of a priest; little remains
damage, any effect requiring a Fortitude save (unless now but bones and dust. The bones of many of the
it affects objects or is harmless) hermit’s previous guests lie scattered about the floor.
Fort +2, Ref +2, Will +5 (+7 vs. channelling) hp 13
(2 HD) Scaling the Encounter
Space 5 ft.; Base Atk +1; CMB +2 To modify this encounter, apply the following
Melee bite +3 (1d6+1 plus ghoul fever and paralysis) changes:
and
2 claws +3 (1d6+1 plus paralysis) EL 5 (XP 1,600): Remove the ghouls or run them as
Ghoul Fever (Su) Fort DC 13 [2 cures]; onset 1 day; a separate encounter.
frequency 1 day; effect 1d3 Con and 1d3 Dex damage.
A humanoid who dies of ghoul fever rises as a ghoul at EL 7 (XP 3,200): Add two ghouls.
the next midnight. A humanoid who becomes a ghoul
retains none of the abilities it possessed in life. A slain
humanoid of 4 or more Hit Dice rises as a ghast.
Paralysis DC 13 Fort negates; duration 1d4+1
rounds; elves are immune to this effect.

18










RagingSwanproducesaffordable,highͲ
qualitygamingproductsthataGMcan
easilyinsertintoapersonalcampaign.

Learnmoreabouttheseexcitingproducts
(andothers!)atragingswan.comand
benefitfromourFreePDFandDual
FormatPDFinitiatives.
Expanding the Pack (Hunter)
By Will McCardell
The Secrets of Tactical Archetypes presents a ranger
archetype that allows a player to have a pack of
wolves. Many of the abilities of this archetype work off
the idea that these wolves will be attacking the same
target as the player, much like how a wolf pack works
together. This article expands the options available for
a pack hunter, allowing him to have non-wolf
companions, as well as solving an issue with spell-less
rangers.

The Spell-
Spell-less Pack Hunter:
The main issue with the spell-less pack hunter is that
it does not gain air walk. At later levels, a fair portion
of your enemies will be able to fly, or will be flying.
Without a way for your packmates to fly, the pack
hunter will lose access to his main class abilities. A
replacement for Favored Enemy, a very powerful
ability, should not be so easily bypassed. Since fun is
the name of the game, this will not do. Unfortunately,
any solution to this issue will require either a bit of
reality-bending or non-thematic abilities. If you are
playing a spell-less pack hunter, ask your GM for one
of the following abilities:

Lunge As One (Su): At 10th level, the pack hunter


can imbue himself and his pack with the ability to
jump great distances. The pack hunter and his two
pack wolves both gain a +30 competence bonus to
Acrobatic checks to jump and reduce fall damage. The
pack wolves must be within 30 feet of the pack hunter Air Walk (Sp): You can cast air walk as a spell-like
to gain the benefits of this ability. In addition, ability. You may only cast it on yourself or your pack
creatures under the effects of this ability can ignore wolves. Your caster level for this effect is equal to your
+10 feet of falling damage for every 10 points you beat pack hunter class levels. You may use this ability 5 +
the DC by. For example, if you roll a 35 on an your Wisdom modifier times per day.
Acrobatics check to avoid damage, you can ignore 30
feet worth of fall damage. Further, you are not
knocked prone after landing. Finally, when you or
your pack wolves high jump while under the effect of
Non-
Non-Wolf Companions:
this ability, you reach a height equal to half your high Why stop at wolves? Many animal companions will
jump check, rather than the normal one fourth of your work for this archetype. For those interested in
high jump check. This ability lasts for 1 minute per different animal companions, there are two rules for
pack hunter level, and can be used 3 + Wisdom figuring out whether an animal companion will work,
modifier times per day. and one guideline. These are all exceedingly simple:
1st Rule: The animal companions must be
carnivorous or omnivorous.
This ability allows a pack hunter and his pack to jump 2nd Rule: Both companions must be the same type
great distances to reach their enemies. Does it make of animal. For example, you cannot have one
sense that a wolf can jump 15+ feet with one leap to wolf and one hawk.
bite his enemy? No, but it sure does mitigate the issue Guideline: The animal companions must be types
of not being able to fly. that would conceivably work together.

Giving air walk as a modified spell-like ability is Thus, a pack of brachiosauruses would not work due
another solution: to the first rule, and a pack of snapping turtles would
not work due to the guideline. The guideline is not a
hard and fast rule, and many interesting variations on

20
the archetype can be had by disregarding it, such as a
pack of tyrannosaurus rex. Deinonychus Pack:
Feats:
When modifying the archetype to fit the theme of the Step Up
animal companions, the only mechanical change Acrobatic Steps
necessary is to change the additional feats that the
animals have access to. Such bonus feats do not Falcon (Hawk) Pack:
require Power Attack or Combat Expertise as Feats:
prerequisites. As with the base archetype, the animal Power Attack
companions can only ignore the prerequisites of three Eagle Eyes (Pathfinder® Advanced Player's
feats. One such feat is always Gang Up. Essentially, Guide™)
the GM must replace Improved Trip and Greater Trip,
and replace them with thematic feats for the new
animal companions.

The following are examples of pack hunters with non-


wolf companions:

21
Chronicles of Storm, Volume II: The Jade Renku
By Matt Banach, Illustration by Jason Rainville

Renku of the North in Winter The lone outsider shivers 12


Unconnected to this web
Night on Blood Desert 1
Moonlight over crimson sand
Nearby chimney smoke 13
Red dunes roll like waves
Red-faced villagers rejoice
A winter wedding
City of Mu fades away 2
The way shuts - an empty lake
Wizards' hearts, bereft of love 14
Cold and hollow as footprints
Now is the Yin time 3
Demons race with dark spirits
Yang flows cup to cup 15
Tracing fell patterns
What goes around, comes around
Guanxi binds all souls
The outsider trudges on 4
Silhouette without shadow
His only gift would be strife 16
So he takes the long way 'round
Tree-stones blot the sky 5
Impossible mountain kites
Glimpse gold-laced mountains 17
Air and earth made one
And silk-embroidered rivers
Of Kochoryeo
Buried sins have risen up 6
He runs, haunted by the past
Alchemy of burning wind 18
Cannot melt the chains of sin
Wu-lin eyes gaze down 7
As spirits scribe the record
Dusk and long shadows 19
Secrets etched in sand
Down the Steps to the Sea Road
A chill sleet begins
Their akashic memories 8
Cannot relieve his nightmares
Rainclouds approach, a storm brews 20
The bad times have yet to come.
Dawn comes, darkness ebbs 9
Demons hide, their season gone
Wheel turns unbroken
Renku of the East in Spring
O'er red sands, the nightmare slinks 10
Two tails wagging with delight Far horizon glows 1
Shadows sink beneath jade waves
Day, Qahngolia 11 Wheel turns unbroken
Winds howl over frozen steppes
Covered, snowy zud

23
Breeze through red-roofed pagoda 2 What tree scrapes heaven 9
Ezekiel sips his tea Casting invisible shade
Tempting immortals
Dawn's flame rising high 3
Light falls on green Nihonshu Weary of holding teacups 10
Springtime in the East The wizard leaves on the wind

Three cups with azure dragons 4 Dusk ebbs into night 11


Rebels with no rice to spare Shards of porcelain moonlight
Elusive Mu shifts
Samurai beware 5
Your emperor is crafty Cold mists confound his senses 12
Your shogun, restless Swallowing seas churn, chuckling

Bakemono chew up gold 6 Dragon turtles yawn 13


And spit wisdom in your eye Shellback villages slumber
Islands without root
A million spirits 7
Ascend Mount Fushiyama
Pilgrims stare in awe

Through infinite bamboo groves 8


A wicked shadow flickers

24
$GYHQWXUH7ULORJ\VHWLQ.DLGDQ

$ WKUHH SDUW FDPSDLJQ DUF 7KH *LIW 'LP 6SLULW DQG 'DUN 3DWK LV DQ
DGYHQWXUH WULORJ\ VHW LQ WKH FXUVHG ODQG RI .DLGDQ DQG LV VXLWDEOH IRU D
JURXSRIWKOHYHOFKDUDFWHUV'UDZLQJLQVSLUDWLRQIURP-DSDQHVHIRONORUH
DQG IXOO\ FRPSDWLEOH ZLWK WKH 3DWKILQGHU 5ROHSOD\LQJ *DPH .DLGDQ LV D
ODQG RI KRUURU DQG P\VWHU\ ,Q .DLGDQ GHPRQV VWDON WKH ODQG LQ KXPDQ
IRUPWKHGHDGVHOGRPUHVWHDV\DQGOLIHLVFKHDS7KLVDGYHQWXUHVHUYHVWR
LQWURGXFHSOD\HUVDQGJDPHPDVWHUVDOLNHWRWKHFXUVHGUHDOPRI.DLGDQ

5DYHUHYLHZVPDNHWKLVDGYHQWXUHWULORJ\DQLQVWDQWFODVVLF

/TSFYMFS2H&SZQY^
12:$9$,/$%/(

0 & . ) & 3
Twenty Questions with Scott Gable
By Steven D. Russell

1. Could you tell us a little about yourself?


Hi, Steve! I’ve been writing and editing as an RPG
freelancer for 5 years now. I hadn’t always intended to
be a writer: I mean, I was always fascinated by the
writing process, but I never considered pursuing it.
That all changed when I hit a rough patch in life a
while back, and I just kind of fell into it. It turned out
I had some skill at writing and editing, and most
importantly, I loved it! I have thought of nothing else
since. So, to Micheal McArtor who greenlit my very
first articles for Dragon and to Wolfgang Baur who let
me help build a small-but-fierce little magazine
known as Kobold Quarterly, thank you!

As an editor, I worked on Kobold Quarterly since


issue #3 and the KQ Blog for the last 2 years. I also
edited several patronage projects, including Halls of
the Mountain King, Sunken Empires, Courts of the
Shadow Fey, and Tales of the Old Margreve. As a
writer, I contributed dozens of articles (for Pathfinder
RPG and for 3.5E and 4E D&D) to Kobold Quarterly,
Dragon, Dungeon, Wayfinder, and more: some
favorites include “The Cluracan: Bottoms Up!”
(KQ#4), “Ecology of the Phantom Fungus” (KQ#6),
“The Simurgh” (KQ Blog), and “The Holy Remix:
Pathfinder Specialty Priests” (KQ#12). I also made
some fun contributions to Imperial Gazetteer (Open
Design), PC Pearls (Goodman Games), and The Great
City: Urban Creatures & Lairs (0one Games). Most
recently, I’ve been designing for Zombie Sky Press,
including Incantations from the Other Side, letting me playtest new material. I love my gaming
Incantations in Theory and Practice, Tattlebox, group!
Mysteries of the Tengu Road, The Faerie Ring, and
(currently at Kickstarter seeking funding) It Came My other group meets sporadically a couple times per
from the Stars month, and we almost solely play Call of Cthulhu, also
(http://www.kickstarter.com/projects/1557256029/i rotating the keeper duties. It’s a much larger group
t-came-from-the-stars-adding-the-weird-to-your- and includes some industry vets. It’s always a blast!
ga).
3. What is your favorite Paizo product and
2. What is your home game like? why?
I have two home games. My core game meets weekly, Favorite Paizo product? Wow, so many to choose
and while we’ve been known to play pretty much from. I guess I’d have to say their Bestiary line. I am
anything, we always seem to come back to the the biggest sucker for monsters. Love’em like nothing
Pathfinder RPG adventure paths. Some old faces have else. The very first D&D gaming book I ever got was
left and some new ones have joined, but we’ve been the 1E AD&D Monster Manual back in the mid-80s.
going strong for nearly a decade now. We actually take Before I even knew how to play, I was sucked in by the
turns GMing, which is great because the time monsters. Even in each Adventure Path installment,
commitment for prepping is more than most of us can the first thing I do is check out the bestiary in the
handle for more than a few months at a time. Just back.
about everyone has taken their turn behind the
screen. Truth be told, I actually prefer to play than to 4. You have your own publishing company
GM, always have. (Maybe that’ll change if I start Zombie Sky Press, how did that start and
writing more adventures.) Guess I’m a bit strange for how would you characterize it today?
a designer in that regard. We have a very open game I’ve always loved the fringes of D&D—the planes,
and like to try lots of different things. We trust each psionics, epic levels. I want products to blow my
other not to break the game. They’ve been great about mind. So, in part, I started Zombie Sky Press to do
just that. I want to be able to dive into the often-
26
underserved periphery of the game, to push the
boundaries on what’s available. You’ve seen that
already with incantations and fey. I hope to keep
offering more and more.

Also, I wanted to elevate digitally formatted content. I


love printed books as much as anyone, but I seriously
don’t have the room for them anymore. (And as a
small publisher, I can’t afford large print runs.) I want
to show that digital products don’t have to be a second
thought. They deserve to be awesome on their own, so
I’ve gone out of my way to create the best PDFs I can:
attractive, useful, and usable design. Great color art,
professional layout for onscreen reading, and more.
And it’s a process—we’re taking feedback from fans
seriously and using it to make things even better.
Digital products allow us to be more responsive and
evolve more rapidly with emerging technologies and back and forth with others. It’s a very exciting process,
needs than would otherwise be possible. That’s not to full of wonderful ideas that you wouldn’t have had
say you won’t ever see a print product from us, but we without the back-and-forth.
will always start digitally.
7. What do you feel was the most ingenious
I love the entire process. The writing. The editing. The part of that product?
layout. The planning. The worrying. Zombie Sky Press I think the greatest strength of The Faerie Ring is that
lets me do it all. It lets me bring the right people it attempts to breathe a new life into the fey—a
together for the right job. Seeing the final product is creature type that has arguably had only limited
always such fun. And then I get to find out if gamers attention in the past. In The Faerie Ring, we recognize
enjoy using it as much as I enjoy making it. the similarities and differences of fey to what we know
and attempt to carve out a unique and rich corner of
5. What is your favorite Pathfinder the gaming world for them. I’ve taken pains to make
Roleplaying Game compatible product you sure it aligns with and respects the core game. It’s
worked on and could you tell us a little designed to be used alongside everything else you
about it? have—not to replace anything. It also provides
In general, it’s whatever project I’m working on at the something for everyone, player and GM for all levels
moment. That sounds like a copout, but I try to put of play: there are lots of new options for playing as fey
everything I’ve got into each piece, to make each along with wondrous new NPCs and locations for
project better than the last. This helps me grow as a running fey-oriented adventures.
writer, and it ensures I’m always interested in the
current assignment. You can certainly give it a go 8. What was the most challenging aspect of
writing stuff you’re not excited about, but you working on it?
probably won’t last long. It’s a big and ambitious project. It takes time and
money to do it right. But it needs to be done right.
More specifically, The Faerie Ring. I’ve been working How can we expect others to care about it if we don’t
on this for so long. It was actually the idea that put our best into it? Being so potentially large, there’s
launched Zombie Sky Press, even though other also a lot of dependencies, and the editors, John
projects were released first. It’s the first real project Rateliff and Micheal McArtor, have been amazing in
that I started building myself: writing chapters, keeping things together. Each chapter is a standalone,
bringing together other creators, planning its future. but there are ties from each to others: you’ll notice
There are a bunch of chapters in various states of various fey sovereigns and other fey mentioned but
completion that you’ll be seeing sooner or later. And without detail, for instance, in the second chapter, The
I’m working on the next chapter now, so this still fits Faerie Ring: Along the Twisting Way #2—Red Jack.
in with the previous paragraph’s statements! Those teases will be developed in other chapters,
giving a bigger, richer picture, but you don’t need that
6. What was your best moment working on material to use each chapter’s material. This is how
that product? we’ll build a new fey mythology!
Seeing Julie Dillon’s amazing illustrations come in for
The Faerie Ring. Somehow, it was never real until 9. Did you learn anything while working on
then. They helped bring the project together for me. it?
Also, seeing the contributions of the other writers, Of course! I can’t even imagine working on something
Wolfgang Baur and Josh Stevens. They added so like this without learning something. My writing’s
much to what was there. Writing solo can be very grown, my game and document design’s grown, my
rewarding, but there’s something special about being business understanding’s grown, my skills at
on a collaborative project where you can bounce ideas collaboration have grown. This affects everything I do,
27
and that’s really one of the draws to this for me. Why 11. What in your opinion makes a good
bother if I’m not going to grow from it? Pathfinder Roleplaying Game compatible
product?
10. Other than your own work, what is the I think it’s important to understand and respect what
best Pathfinder Roleplaying Game others have done in the industry. If you’ve decided to
compatible product out there? build products for the Pathfinder Roleplaying Game,
I follow writers more than I follow companies or you need to respect that game and try to provide
product lines. For instance, I know that products by material that works with it and not against it. That
my fellow Werecabbages will be great, so titles like doesn’t mean you can’t go in different directions or
The Road to Revolution (Oone Games), Coliseum present new options, but it does mean that you offer
Morpheuon (Rite Publishing), and The Slumbering material that fans can use and that won’t unbalance a
Tsar Saga (Frog God Games) are sure things for me. I game.
also love seeing the various authors I’ve enjoyed
working with at Kobold Quarterly continue to write But perhaps even more importantly, the best products
Pathfinder RPG material for other companies. reflect the excitement of their creators. You don’t need
a massive budget or the biggest names. You do need to

28
put the attention to detail and respect into your
product that it deserves, though. If you’re having fun
and are excited about it, it will show. No matter what
you’re doing—writing, illustrating, creating music—
those works that you put your all into will have that
certain spark that others will notice.

Be the fan you want as a writer.


Be the writer you want as a publisher.
Be the publisher you want as a fan.

12. Who is your favorite designer of


Pathfinder Roleplaying Game compatible
products?
How can I choose? More important than a single
voice, I think, is the great diversity of voices we have.
The constant interplay between designers helps keep
us all on our toes and creating the highest quality
material we can. That said, mad props to all my
Werecabbage peeps: they are all pros and keep I was recently told that someone suggested
knocking it out of the park. I’ve also gotten to work incorporating my material from my “Ecology of the
with a lot of wonderful people through Kobold Phantom Fungus” article (KQ#6) into an Open Design
Quarterly: from those having their first article project. That made my day! It’s always great to hear
published, to seasoned industry professionals. It’s that someone actually uses your designs.
always a pleasure, and I try hardest to work again with
those I hold in highest regard. 16. Could you give us an exclusive hint or
teaser about an upcoming product you’re
13. What advice would you give to would-be- working on?
freelancers? How about three in increasing order of vagueness:
Dodge, duck, dip, dive, and dodge.
1. Broken Eye Books (sister company to ZSP) has
just released the digital version of Clinton
Boomer’s The Hole behind Midnight. It’s
Keep pushing yourself. Don’t be afraid to fall. Just get available at the usual channels. The Broken Eye
back up and keep writing. But learn from the Books website will go live in a few weeks.
mistakes. Take a turn on the other side: know how to 2. The next chapter of The Faerie Ring is devoted
GM and play, to write and edit, to create and destroy. to Mab and is co-written by Wolfgang Baur and
Take inspiration from everywhere, even genres and myself. It will be released before year’s end.
media—especially those genres and media—you feel 3. I’m in the early stages of producing a massive
most uncomfortable with. (It’ll force you out of your adventure arc for The Faerie Ring with a
comfort zone.) Work with and talk to as many others certain super-awesome designer.
in the industry as you can. But know how to rely on -
yourself. Finish the jobs you start. Respect your 17. Do you have any goals as a game designer
words, or no one else will. Find a way to play more that you have yet to obtain or overcome?
games. I always have more goals—some specific, some more
general. Specifically, I want to finish the first book of
14. Who is your favorite illustrator? The Faerie Ring (six chapters)… so I can start on the
So many wonderful illustrators out there. I’m a big fan second. (Other specific goals involve launching certain
of the visual arts (including comic books and anime) projects, but they are as of yet unannounced, so I can’t
and rank illustration in RPGs very highly. I can’t talk about them.)
imagine an RPG product without illustrations, so I
make sure that Zombie Sky Press’s products have the More generally, I want to start publishing on a more
best illustrations possible. And I’m always excited to regular schedule. The realities of life have made this
find new artists that inspire me. I love Julie Dillon’s difficult, but I’m moving toward being more regular
work (and that’s why it’s in The Faerie Ring). Her and more prolific.
style is so magical. She’s uses color expertly and is
great at evoking the perfect mood. I’m also terribly I want to collaborate with more of my favorites in the
excited to be working with Roxxy Goetz on It Came industry.
from the Stars. Her illustrations are a lot of fun!
I want to keep growing as a creator and surprising
15. What has been your most memorable fan people.
response to your work?

29
I want to convince gamers to embrace PDFs:
especially Pathfinder RPG compatible 3PP PDFs.
(Though perhaps I’m preaching to the choir, here!)

18. Can you talk a bit about how the list of all-
stars you put together came to work
together on the It Came from the Stars
Kickstarter project?
I’m always jotting down new ideas, like all writers, but
I had noticed that I had some common themes
running through them. Someone was clearly going to
the trouble of transmitting thoughts from deep space
directly into my brain in the hopes that I would take
the hint and build this crazy collection of ideas called
It Came from the Stars. What choice did I have? So I
set about to make it happen.

But this was an ambitious project full of weirdness.


How could I pull it off? Not just anyone could do it.
No, I knew I needed a very specific sort of crazy on
this project. So I called up my friends and colleagues—
Colin McComb, Richard Pett, Michael Kortes, Clinton
Boomer—and said, “What’s the frequency?” And they
knew the frequency.

It wasn’t easy, though. For instance, I have to supply


Rich with several gallons of lamb’s blood. Boomer had
to be locked away in my basement; oddly, that was at
his request. But needless to say, they all thought
they’d be a good fit and will dance for the pleasure of
the stars if the funding goal is met. And I believe that
may just be one of the seals of the Apocalypse
breaking.

19. What’s this about Broken Eye Books?


Friend and colleague Clinton Boomer finished his first
novel The Hole behind Midnight late last year. If
you’re not familiar with this fascinating author, he
was a finalist in Paizo’s RPG Superstar 2008 and has a
long list of RPG credits to his name. Well, he’s also a
novelist, and after a long chat with him at PaizoCon
2011, I made the decision to start Broken Eye Books.
The Hole behind Midnight will be the first of our
digital offerings, and more will follow. More authors
will be added over time, so stay tuned!

20. Is there anything else that folks should


know about you and/or your work?
This is a time of great change for me. I’m consulting
trusted advisors, tossing some chicken entrails about,
and staring for hours at a time into the sun. There’s
new things coming, and I’m not entirely sure what’ll
emerge from this rabbit hole. But I guarantee it’ll be
fun!

30
Legendary
Legendary V: Eastern
and Exotic Weapons
By Purple Duck Games
Review by Thilo “Endzeitgeist”
Graf
5 out of 5 stars!

This pdf is 28 pages long, 1 page


front cover, 1/2 a page editorial, 4
pages SRD, leaving 22 1/2 pages
for the new legendary weapons,
so let's check them out, shall we?

Legendary items have become a


staple of my home-brew games
and the concept is cool and iconic
- the items improve with the level
of their wielder, gaining new
powers, have their own
background story and
requirements. I love how the
iconic weapons at once offer plot
hooks and combat magic item
inflation. The series has come a
long way from rather standard
abilities to far-out, well-designed
and most importantly, unique
weapons and that being said, this
installment of Purple Duck
Games' Legendary series focuses
on uncommon, exotic weapons.

The exotic weapons herein range


over kusari-gama, sickles,
nodachis, katanas, war-fans,
starknives, rope-darts to a net
and even a meteor hammer - the
coolest array of basic weapons yet
to feature in an installment of the
legendary series. Even better than
the base weapons is the fact that EACH of the
weapons has some sort of cool, unique ability that
goes beyond adding quality xyz to a weapon: From the Conclusion:
ability to use half the ability drain/damage suffered to Editing and formatting are very good, I only noticed
enhance another score by half that value to the minor punctuation errors. Layout adheres to the
scorpion whip's ability to inflict pain or pleasure in printer-friendly two-column standard and the b/w-
the foes hit by it, the weapons come with unique, cool artworks for the weapons rock, especially for the very
abilities as well as aptly-written background stories. fair price. The pdf also comes with extensive
HOWEVER, unfortunately not all is well: While the bookmarks. Content-wise, I enjoyed the background
abilities of the legendary weapons are based on the stories, the signature abilities, the weapon-choices -
wielder's highest mental ability score, this results in just about everything. Were it not for the
rather low save-DCs. On a whole, I had the impression aforementioned DC-problem, I'd rate this
that scaling DCs would have been much more immediately 5 stars and slap my seal of approval on it.
appropriate, especially due to the fact that several Due to the non-scaling DCs that make some abilities
abilities are not based on spells and rather unique. rather weak, I'll settle for a final verdict of 4.5 stars
While this is easily remedied by setting a fixed DC of
10 + 1/2 character level + mental attribute modifier, I rounded up to 5 and encourage you to buy this. If
still would have loved for the pdf to include this you're also feeling that the DCs are too low, feel free to
information - the unique abilities deserve as much. try out my proposed solution and post about it.

Endzeitgeist out.

32
O
n
Sa
le
Fa
ll
2 01
1!
101 New Skill Uses
By Rite Publishing
Review of Thilo “Endzeitgeist” Graf
5 out of 5 Stars!

This pdf is 24 pages long, 1 page front cover, 1 page


editorial, 1 page SRD and 2 pages of advertisements,
leaving 19 pages of content, so let's check out these
new skill uses, shall we?

We've all seen it in the 3.5-days of old, in the bad days


- the feat-flood. Metric tons of feats to enable you to
do the most menial tasks in about 3000 different
ways. I'm glad those days are over, seriously. Feats are
a very precious resource and should enable one to
gain benefits that surpass very specific conditions for
special attacks. As is the development now, though,
PFRPG already sports a number of feats that, while
nowhere near as broken as the 3.5-days of old, goes
beyond necessity. The amount of options available for
characters is staggering, but the availability of said
options via feats is still limited, necessitating house-
rules in e.g. instances when your daring swashbuckler
is dueling a monk on a tight rope. Now there is a
resource all characters have that has been largely
untapped by expansions: Skills.

This is where this pdf comes in - skills get additional,


expanded uses and thus become vastly more uses - the design allows for such an easy modification
important and useful to the PCs without breaking the and thus lends itself to maximum customizability.
game. Or at least that's the design goal. But can it hold
up to said lofty ideal? To answer this question, I'll Conclusion:
have to examine some skills to give you examples on Editing and formatting are top-notch, I didn't notice
how these expanded skill checks are handled: any glitches. Layout adheres to the 2-column full-
Acrobatics, for example, now for example lets you use color standard and the pdf comes with bookmarks.
parcours to cross difficult terrain, making a rope on The artworks are ok, though nothing to write home
which you stand swing, instantly get back up etc. But about.
actions like forging coins, duplicating keys, jumping
from a horse's saddle to deliver a devastating charge, I have to get this out of my system: Every Pathfinder-
hit foes with them not immediately noticing it, make group should own this book.
autopsies and malpractice via heal (and bluff) etc. The
sheer amount of new possible options is quite No exceptions.
impressive.
There's simply no way around it, this pdf is one of
I did mention malpractice and the design of the new those rare, humble books that via great design and
skill uses is something this one illustrates nicely - without adding complex mechanics makes the game
some skill uses require special additional much more fun. The content is so easy to implement
requirements (like bluff to conceal your malpractice that no one should be stupefied by the new skill uses.
from other persons with the heal or sense motive Characters don't have to be changed to make use of
skills) and more importantly, several THANKFULLY the content of this pdf. In fact, the new skill uses open
have scaling consequences for failure, from triggering up whole revenues of new character options and
traps to blowing cover to landing painfully on your adventure writing, making any campaign it is
back after a failed kip-up-attempt, the new skill-uses introduced to more rewarding. This humble pdf
simply rock and provide a neat variety and excitement BLEW ME AWAY. Many skill uses I had house-ruled
to your game - just imagine the excitement of until now finally get cool, concise and balanced rules
climbing big foes and hacking at them while they try and some aspects are introduced via the skills that
to smash you down or the nerve-wracking contest of plainly feel awesome to me. My players will LOVE
aforementioned duelists over the gaping abyss below, doing autopsies. Malpractice makes for extremely
their rope swinging ever more precariously. Even if exciting social encounters. Forging coins and
you want to limit a special skill-use, just add Min x duplicating keys opens new revenues for
ranks and there we go, some uses become "Expert"- investigations and plots - this pdf is simply a goldmine
of ideas and crunchy goodness. This is one of the pdfs
34
that will most definitely feature on my top ten of 2011-
list. Near the top. Steven D. Russell delivers a
Diplomacy
STELLAR pdf, perhaps the best of the 101-series yet. Seduction: Some enjoy sensual pleasures for the acts
in and of themselves, while some use them as a means
If you want to expand your players' options without to a greater end. You suffer a -20 circumstance
forcing them to spend feats, go buy this. If you are penalty when attempting to seduce a creature that is
stumped with regards to writing adventures and not attracted to your race, culture, gender, or
would like to add some new options, go buy this. If proclivities (such as a faithful spouse, one who only
you're just curious, again, go buy this. If you're tired of likes blonde-haired women, or someone who has
house-ruling fast disable, sabotaging magic items, fast taken a vow of celibacy).
climbing etc., go buy this. In fact, even when none of Before you can get to the point where a sated partner
these apply, go buy this. This is simply a gem and a can be used for gather information, or if you are just
stellar, stellar example of the best 3pps offer to the seeking sensual pleasures, you must first get through
game. When eventually PFRPG's next edition comes the target’s defenses and lure him or her into your
along, it's this content I'd like to see adapted to be bed. You must succeed at a Diplomacy check with a
part of the core-rules. It's that good. DC equal to 10 + the target’s Hit Dice + the target’s
Wisdom modifier. This skill use requires an evening of
My final verdict will be 5 stars and the Endzeitgeist socializing and usually somewhere private to retire to.
seal of approval. What are you waiting for? This is If you successfully seduce a target, further attempts to
what you've been looking for, even if you didn't know seduce that person into your bed gain a +5
yet. circumstance bonus and only require a full-round
action. If you fail the check, however, you are rebuffed
Endzeitgeist out. and may not make another seduction attempt against
the same target for at least 1 week or you may succeed
and end up with a false informant for gather
Free Preview information checks (this informant works as a normal
seduction except he is providing you bad
information).
After you have successfully seduced a target you may
make one gather information check the following
week without spending an evening socializing and
combing for gossip. Your seduced target makes
regular reports to you, in attempts to regain your
favor, about any specific topic you designate. You may
have more than one active seduced partner (1+ a
number equal to your ranks in Diplomacy, divided
by 5).

Escape Artist
Crafty Escape Artist: In exchange for increasing the
check DC by 10, you can hide your efforts at escaping.
Anyone who inspects your bindings must attempt a
Perception check with a +10 circumstance bonus (DC
equal to the result of your last Escape Artist check). If
this Perception check fails, they do not notice the
work you have done to escape. For example, you could
untie the rope that binds you but leave it in place so a
villain does not realize that you are free. Obviously if
you free yourself and escape, the villain notices you
are gone.

Quick Escape: By increasing the DC of your Escape


Artist attempt by 10 you can shrug off your bonds
with greater alacrity. You can escape from rope
bindings, manacles, or other restraints (except a
grappler) as a full-round action; escape from a net or
an animate rope, command plants, control plants, or
entangle spell as a standard action; escape from a
grapple or pin as a move action; or squeeze through
tight space as a full-round action for each 5 ft. of space
through which you must squeeze.

35
O
n
Sa
le
N
ow
!
Mistborn
Adventure
Game Primer
By Crafty Games
Review by Megan
Robertson
5 out of 5 Stars!

Publisher’s Note: yes I


know it is not PFRPG,
but I love Mistborn too
much not to tell you
about it plus its free
and sometimes its good
to be the Lord Ruler!)

With any 'based on the


novels of...' game, I
always wonder if it is
better to know and love
the novels before
diving into the game,
or if you are risking
disappointment should
the game designers'
view of the alternate
reality you already are
familiar with differs from yours. Should you not be offered a chance to right a wrong or two, and earn
familiar with Brandon Sanderson's work, this Primer themselves some cash in the process. Plenty of
opens with an overview of the setting and what is background and detail is packed in, so that those
going on there. It doesn't sound, on the face of it, unfamiliar with the setting should have a chance to
somewhere you'd want to visit - but picture postcard come to grips with those features that make the
destinations don't generally make for the best Mistborn setting unique and an exciting place in
adventure games, and this setting boasts plenty of which to adventure; the GM should find what he
opposition that's just crying out for a band of heroes needs here to make it all come alive.
to stand up and say, "No more!"
As an introduction to a new game, it certainly grabs
A new game mechanic has been devised for this game, you and sweeps you up... I for one shall be looking
and the next section provides an overview of how forwards to the release of the full game (and to find
characters are generated and described within the out what happens next in an adventure that's already
game system. It's all based around the D6 - often, got me intrigued!)
handfulls of them - with rolls to resolve actions being
based on your character's abilities with the addition of
extra dice for favourable circumstances or equipment
(or the loss of some if things are really stacked against
you), resulting in a roll of 2 to 10 D6s. The GM assigns
the difficulty of the task you are trying to accomplish
(between 1 and 5), and you compare your die rolls...
set any 6s aside and look for any matches between the
rest to get the result of your roll. The 6s can be used to
modify this. It sounds a bit more complex than it is
once you get the dice out and have a practice...

And practice you can, because as soon as the concise


yet clear explanation is done, there's a mini-scenario
to play through, along with four sample characters.
Neatly, it's a prelude to the first adventure planned for
the game proper, so if you enjoy it you'll be able to
carry the story on once it comes out. The set up is
straightforward, the characters are rogues - but with,
we hope, their hearts in the right place, and are
37
O
n
Sa
le
N
ow
!
#30 Badges of Faith
By Rite Publishing
Review by Dawn Fischer
5 out of 5 Stars!
Badges of Faith are magical amulets worn from a
necklace enhanced with divine magic geared towards
increasing the number of devotees of the faith. They
provide benefits to the wearer which are mild, at first,
but can be increased depending on the type of the
badge and the activities of the person in possession of
it. In order to increase the abilities of the badge, the
wearer must perform tasks which are deemed
appropriate by the deity sponsoring the badge. In this
way the deities gain more followers and the followers
gain access to more of the deity’s power. The way this
is accomplished involves both the desire to do so on
the part of the wearer and access to a temple devoted
to the deity in question. The person is never tricked
into it, though if they accept the quest assigned, they
are geased to complete it.

I really love this concept of using a magic item for


more than mere reward or fulfilling a certain level -
recommended quotient of magic items. These Badges
of Faith are more than mere magical trinkets. They
are whole campaigns awaiting an adventurer. These
badges are not specifically worn only by the divine • Imbued – Magic domain; or the arcane or divine
class characters, though they are restricted to only subdomains
being able to be created by a divine class having a • Inscribed – Rune domain; or the language or wards
particular domain or subdomain, see the list that subdomain
• Liar’s – Trickery domain; or the deception or thievery
follows:
subdomains
• Passport – Travel domain; or the exploration or trade
• Aligned – Alignment domain required: chaos, law, evil, or subdomains
good • Restful – Repose domain; or the ancestors or souls
• Caprice – Luck domain; or the curse or fate subdomains subdomains
• Destruction – Destruction; catastrophe, or rage • Royal – Nobility domain; or the leadership or martyr
subdomains subdomains
• Claw, Fang, Feather, and Fur – Animal domain; or feather • Stalwart’s – Protection domain; or the defense or purity
or fur subdomains subdomains
• Gibbering and Wailing – Madness domain; or insanity or • Stone – Earth domain; or the caves or metal subdomains
nightmare subdomains • Tempest’s – Weather domain; or seasons or storms
• Glory – Glory domain: or heroism or honor subdomains subdomains
• Hearth and Home – Community domain; or family or
home subdomains
• Industriousness – Artifact domain; or construct or toil What I like the most about the Badges represented is
subdomains that in order to activate the abilities of the badge,
• Insight – Knowledge domain; or memory or thought certain tasks must be performed by the PC. The
subdomains successful accomplishment of holy quests needed to
• Midnight – Darkness domain; or loss or night subdomains add to the powers of the badge offer up some really
• Relief – Healing domain; or restoration or resurrection interesting possibilities for role play. I like it when I
subdomains can tie a player of a priestly class into his character’s
• Swirling Winds – Air domain; or cloud or winds
subdomains
chosen god in this way. It becomes more than merely
• Blessed Dawn – Sun domain; or day or light subdomains a power build option. For me, anything which pulls
• Bull – Strength domain; or ferocity or resolve subdomains the game away from pure metagame and into roleplay
• Conflagration – Fire domain; or ash or smoke subdomains is ideal.
• Crossed Blades – War domain; or blood or tactics I love the Badges of Faith. This is an amazing concept
subdomains which can be expanded upon into a full-blown
• Enchantress – Charm domain; or love or lust subdomains campaign. It gives me some ideas of how to add to the
• Green – Plant domain; decay or growth subdomain badge’s power. I can turn it into a customizable
• Shackle Breaker – Liberation domain; or freedom or
revolution subdomain
unique lesser artifact through the actions and faith of
• Skull – Death domain; or the murder or undead the possessor and into a deity-inspired high level
subdomains campaign. Well done, Michael Welham and the folks
• Wave – Water domain; or the ice or oceans subdomains at Rite Publishing.

39
O
n
Sa
le
N
ow
!
The Sinking: Ascension of the Prophet
By 0One Games
Review by Dark Mistress
5 out of 5 Stars!

This product is 16 pages


long. It starts with a
cover, credits, ToC, and
OGL. (4 pages)

Adventure (10 pages)


This is season 1, part 5 of
the adventure. It is for
2nd level characters. It
starts off with a intro, plot
overview and starting of
the adventure. It starts off
with a bit of RPing the
PC's are hired to go after a crossbow of a assassin that
is trying to kill the Prophet. They head off to the
assassins hideout, only to find hired goons there. After
a fight and hopeful some information gathering and a
bit of RPing they are off again to a inn. At the inn they
do some more investigation and RPing to find out
more about the assassin. Eventually they go to a smith
that supposedly made the weapon, this can be just
RPing or end up into a fight depending on the PC's. At
this point they head back with the crossbow where the Fantastic Maps: The Arboretum
Prophet is giving a speech and that’s where the plot By Jonathan Roberts (Fantastic Maps/Rite
twist comes in. I won't say what but it is neat and I Publishing)
think most players will like it. The last little bit is Review by Dark Mistress
dealing with the sudden plot twist. It ends with half a 5 out of 5 Stars!
page about the aftermath and advice on scaling the
adventure, plus a a full page map of the area of the
city. This product is 51 pages long. It starts with a credits
and how to use this product. (2 pages)
It ends with a back cover and ad. (2 pages)
Maps (49 pages)
Closing thoughts. The art work is black and white and It starts with a single page color overview map of the
ok. Editing and layout was good. I don't have the first location. Then it moves onto pages of the map blown
4 parts yet or any of the follow up parts. So I don't up to be printed out to be used with miniatures. There
know how well this ties in with the rest of the is both a color and black and white version of the
adventures in the series. It is a short, interesting maps.
urban adventure that has a good mix of combat,
RPing and investigation. With a really nice plot twist In addition to that there is the same set of maps in A4
at the end. I liked the adventure, my only real format as well. As well as a file for maptool.
complaint is it was a bit too short, I would have liked
for there to been a bit more to it. I might feel Closing thoughts. It is a well drawn map from one of
differently once I read the rest of the adventures in the their recent adventures The Breaking of Forstor. It is
series though. So what's my rating? For the price it is the location of one of the main encounters in that
a nice quick adventure that can be run in the series or adventure. The pack offers everything you need and if
as a one shot. So I am giving it a 4.5, very good but you are looking for a location map for this or like
could have used a little more to be great. using mini's and have that adventure then this is
worth picking up. So what's my rating? Well it gives
Trust me, I'm a Succubus. exactly what it promises in a well done format. So I
am going to give it a 5 star review.

Trust me, I'm a Succubus

41
Rite Publishing Presents

The Secrets of
Tactical Archetypes

!
ow
N
le
Sa
n
O

By Will McCardell
Frozen Wind
by Rite Publishing
Review by Dark Mistress
5 out of 5 Stars!

This product is 16 pages long. It


starts with a cover, credits, and
ToC. (3 pages)

Introduction (5 pages)
This has the background,
overview of the adventure and
some rules of keeping score. Since
the PC with the highest score is
the winner. While there is other
titles to be earned as well. You
might be wondering about a
winner. This is designed to be a
one shot adventure for fun, sorta
a zombie survival game. You can
earn titles and stuff and the
players can compete against each
other in a friendly way to earn the
titles.

Acts 1-3 (7 pages)


This is a very sandbox style
adventure. The PC's will be riding
out a storm at a monastery. There
is a full page map of the
monastery. Each location has
information for each act. The acts
are based on time limits, once the
time is up the next act starts.

Appendix 1 Monsters (4 pages)


This section has full write ups for
3 new monsters. Ice Oni, Frozen
Corpse, and Snow Woman.

Appendix 2 Pregen Characters (7


pages)
There is 6 pregen characters in this section. They are that made the adventure hard to run though. This free
just basic 5th level PC's, I would have liked if each one adventure is designed to be used with the pregens but
had a couple of paragraph history, a personality and it could pretty easily be used in a main campaign. The
description. Though I really liked that each one had concept of the adventure is very cool, I like sandbox
their own side mission to accomplish during the main adventures especially ones that have a time limit to
adventure. give players that panic rushed feeling. Add in that is a
Halloween influenced horror adventure and it makes
Appendix 3 Gamemastering Aids (3 pages) for a good adventure. Even if you don't like Asian style
There is 3 charts that can be printed out to help track adventures it would be pretty easy to tweak this to say
the adventure. One for the cold as when the adventure fit Golarion and be perhaps the Irresin Witches
first starts a unnatural cold happens with information behind it. The another thing I am sure the adventure
on the effects of it and how long it takes and then two is meant to do is giving people a taste of Rite
for scoring the adventure. Publishing new Kaidan setting. It is a solid adventure
though not perfect. So what's my rating? If this was a
It ends with a OGL, back cover and ads. (9 pages) pay product I would rate it between a 4-4.5 depending
on price. But since it is free there is really no reason
Closing thoughts. The art work is mostly color with not to buy it.
some black and white. It ranges from meh to pretty
good. Editing and layout was not up to Rite Trust me, I'm a Succubus.
Publishing’s standards I noticed a few errors. None

43
Rite Publishing Presents

101 Renegade Class Feats

!
ow
N
le
Sa
n
O

By Steven D. Russell
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.
Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author:
6.Notice of License Copyright: You must update the COPYRIGHT Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook,
NOTICE portion of this License to include the exact text of the and Skip Williams.
COPYRIGHT NOTICE of any Open Game Content You are copying, Pathfinder Adventure Path #46: Wake of the Watcher. © 2011,
modifying or distributing, and You must add the title, the copyright Paizo Publishing, LLC; Author: Greg A. Vaughan
date, and the copyright holder's name to the COPYRIGHT NOTICE of
any original Open Game Content you Distribute. Pathways #9 Copyright 2011 Steven D. Russell;

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.
< & > 4 + 9 - * > & 0 : ? &
*UHHWLQJV P\ IULHQG ,I \RX KDYH FRPH IRU
NQRZOHGJHHQWHUDQGKDYHDVHDW3DUGRQWKDW
,GRQRWULVHDQGJUHHW\RXSURSHUO\EXW,DP
QRWDV\RXQJDV,RQFHZDV$VWKHKDLUJUD\V
WKHERQHVJURZZHDN%XW,
YHRXWOLYHGPRUH
WKDQPRVWDQG,
OOZDJHUWKHUH
VDIHZPRUH,
OO
\HWRXWOLYH

<HVLQGHHG,
YHVHHQPDQ\\RXQJERNDQOLNH
\RXUVHOI FRPH WKURXJK WKRVH GRRUV RYHU WKH
\HDUV)XOORIVSLULWDQGUHDG\WRWDNHRQDQ\RQH
EHWKH\GHPRQRUPHQ0RVWGRQRWODVWORQJ
3HUKDSV \RX ZLOO EH GLIIHUHQW" 2U SHUKDSV
QRW2QO\WLPHZLOOWHOOIRURXUVLVDGDQJHURXV
SDWK\HWZHZRXOGFKRRVHQRRWKHU

,QHYHU\YLOODJHDQGHYHU\WRZQRXUSUHVHQFHLV
IHOW 7KRXJK RWKHUV VHH RQO\ WKH JDPEOLQJ
KRXVHV DQG VDNH VKRSV ZH NQRZ WKH WUXH
UHDVRQZHILJKW:HDUHWKHFKDPSLRQVRIRXU
SHRSOHDQGWKHKHURHVRIWKHRXWFDVW,WLVZH
ZKRGHIHQGRXUZD\RIOLIH

&RPH , VKDOO LQVWUXFW \RX LQ WKH ZD\ RI WKH


\DNX]DWKDW\RXPD\EHSUHSDUHGIRUWKHURDG
\RXKDYHFKRVHQ

9MJ<F^TKYMJ>FPZ_F

E\-RQDWKDQ0F$QXOW\

$)DFWLRQRI.DLGDQ
GHVLJQHGIRUXVHZLWKWKH
/TSFYMFS2H&SZQY^ 3DWKILQGHU5ROHSOD\LQJ*DPH

&20,1*6221

0 & . ) & 3

You might also like