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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.
6
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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.
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
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.
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.
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
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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
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
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
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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:
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.
21
Chronicles of Storm, Volume II: The Jade Renku
By Matt Banach, Illustration by Jason Rainville
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
24
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12:$9$,/$%/(
0 & . ) & 3
Twenty Questions with Scott Gable
By Steven D. Russell
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.
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.
30
Legendary
Legendary V: Eastern
and Exotic Weapons
By Purple Duck Games
Review by Thilo “Endzeitgeist”
Graf
5 out of 5 stars!
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!
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.
35
O
n
Sa
le
N
ow
!
Mistborn
Adventure
Game Primer
By Crafty Games
Review by Megan
Robertson
5 out of 5 Stars!
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!
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!
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.
43
Rite Publishing Presents
!
ow
N
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Sa
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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,
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"Distribute" means to reproduce, license, rent, lease, sell, broadcast, names on stat blocks, domain abilities, skills, monsters,
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Content" means the game mechanic and includes the methods,
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