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Font made from oNline Web Fonts and is licensed by CC BY 3.0 Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. See paizo.com/pathfinder/compatibility/fist for more information on the compatibility license. This work includes material taken from the System Reference Document 5.1 ("SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd. wizards. com/resources/systems-reference-document. The ‘SRO 5.1 is licensed under the Creative Commons Attribution 4.0 Intemational License available at httos:/creativecommons. org/licenses/by/4.0/legalcod Find more amazing products on our website! htips:/wwwlabreth.com/ Many Thanks to the Magister Mage of Tortuga. Table of Contents Weapon and Armor Proficiencies: Weapon Alight (Su):... Conduit Tear: Nimbus(Su):.. Manipulate Flames (Su). Heatwave (Su)... Stalwart (Ex):.. Meltdown(Ex) Firesight (Ex)... ‘Supernova (Su): Improved Stalwart (Ex): Improved Meltdown (Ex): Adaptation (SLA): Fear no Flame (Si Heat Death (Su). Feats.. Extra Tear... Elemental Affinity. Extra Nimbus..... Vital Nimbus. Traits.. Nimbus but More. Endothermic Conduit (Conduit Archetype). Elemental Affinity. c Cold Never Bothered me Anyways. Blizzardy Sight. Frozen Tomb. Tears... Heat Sink. Thermal Redistribution, Iceblood Nimbus. Bonechill Nimbus. Tears.. Arsenal Alight: Ball of Fire: Bonus Feat:. Cauterize..., ‘Conduit Weapon: Conduits Callback... Elemental Armor (Su): Elemental Reflection: Energized Familiar: Ensnaring Nimbus: Everlasting Nimbus: Firewalk: Fiery Duplicate..... Flaming Arsenal. Flaring Weapon: Focused Nimbus (Su)... Fueled: Greater Arsenal Alight:.. Guiding Light: Hardened Nimbus:..... Ina Flash:.... Magefire Meltdown: Magefire Nimbus: Offensive Defense: Parching Nimbus’ Projectile Alight: Reflective Nimbus: Returning Burst... Scorching Leap. ‘Shrouded Nimbus:. ones 7 ennsnntsnnnensen ‘Smog Cloud Nimbus: 23 Spontaneous Immolation 23 Tattoo Familia... ere eee eee rane Tempered Nimbus: 24 The Conduit A Conduit is a being born with an innate connection to a plane of elemental energy. Unlike a Kineticist; these individuals are usually born with this innate power, and can often do too little to refuse, or even control it. The powers of a Conduit are regarded differently throughout Golarion, with some Orcish tribes recognizing the power of flame as a boon of strength from the gods. Races often born into crowded cities and strongholds, such as humans, dwarves, and forest-dwelling elves often struggle by comparison. Coming to terms with developing power is difficult, as it can manifest suddenly and intensely at any point throughout a child's life. A great many Conduit fall into the adventuring life after fleeing the scene of a raging fire. Some take it as a lesson to exercise great caution; acting only when the risk of inaction outweighs the risk of losing control. Other Conduits learn quickly how to best utilize their destructive power for personal benefit, regardless of good or evil intent. In either case; the powers possessed by a Conduit are both fantastic, and deadly. Hit Die: d10 Starting Wealth: 4d6 x 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Class Skills: Craft (Int), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis) Swim (Str) Skill Ranks Per Level: 4 + int modifier Level Fort Ref Will Base Attack Bonus Special 1 +2040 4001 Weapon Alight 146 2 +3040 «40042 Conduit Tear. Nimbus +4 3 43043 Manipulate Flames 4 ott Conduit Tear, Weapon Alight 246 5 oH 45 Heatwave 6 +5 420-42 tH Conduit Tear 7 454204204742 Stalwart 8 +6 +2042 48/43 Conduit Tear, Nimbus +6, Weapon Alight 346 9 46043043 HH Meltdown, 10 +7 #3043 HONS Conduit Tear, Firesight 1 474343 11/6/41 Supernova 12 +8 44h 42/47/42 Conduit Tear, Weapon Alight 46 13, 48 44h 4138/48/43 Improved Stalwart 14 49 +44 HAH IF Conduit Tear 15 490-4545 H15/410/45 Improved Meltdown 16 0 45 45 HE/HI1/+6/44 Conduit Tear, Nimbus +8, Weapon Alight 546 7 10 +5 +5 © +17/#12/7/42 Adaptation 18 +11 46 +6 +18/413/48/43 Conduit Tear 19 +1 +6 +6 «= -+19/414/49/44 Fear no Flame 20 +12 +6 «+6 «© +20/+15/+10/+5 Heat Death. Weapon Alight 646 Class Features: Weapon and Armor Proficiencies: ‘A Conduit is proficient with all simple / martial weapons; and all armor + shields (Excluding tower shields) Weapon Alight (Su): Beginning at 1st level, as a move-equivalent action, A Conduit can cause waves of fire to engulf an equipped weapon. These normally manifest as flames that harm neither the Conduit nor the weapon. The flames engulf one weapon they hold (which can also be a projectile weapon such as a sling, gun, bow, splash weapon, or bolt crossbow. The Conduit may also utilize weapon alight with unarmed strikes, or improvised weapons). The weapon/projectile deals an extra 146 points of energy damage at 1st level, and an additional 1d6 every four Conduit levels, toa maximum of 6d6 at 20th level. This energy damage is fire by default, but may be altered by the Elemental Affinity feat listed below. This Fire also stacks with magical weapon properties, such as flaming. The chosen weapon retains this effect for a number of minutes equal to their Conduit Level. The flames are extinguished if the weapon is ever dropped or sheathed, They can use this ability a number of times per day equal to their CON modifier +1. This ability cannot be multiplied by the effects of Zursvaater's Deific Obedience At Sth level and beyond; this ability becomes a Swift action to activate. Cond ‘A Conduit gains the ability to tap into their primal connection with elemental energy through a number of unique manifestations known as Tears. These abililies are tiny rips in reality; that connect the energy of the elemental planes with the prime-material, and its Conduit(s). The Conduit gains a new Tear at 2nd level, and every 2nd level thereafter until level 18. Tear: Nimbus(Su): Beginning at 2nd level, a Conduit may activate their Nimbus as a free action, sheathing their entire body in Fire that harms neither their equipment nor themselves. While they are aflame, they gain a +4 Morale bonus to their constitution score. At 8th level, this bonus increases to a +6. At 16th level, this bonus increases to a +8. This ability may be utilized for a number of rounds per day equal to 3 + CON mod, plus an additional 2 rounds for each level of Conduit the character possesses, Dismissing the nimbus is a free action In addition to the CON bonus, while under the effects of Nimbus the Conduit gains Fire resistance equal to 5 + Conduit Level, maximizing at resist 25 at level 20th. Manipulate Flames (Su) ‘At 3rd level and beyond, the Conduit gains the ability to Manipulate flames within a medium range of them; at will. As a standard action, they can perform any of the following actions to manipulate non-magical fire(s). You create a 10x10ft contained fire on ground, that you can see within range; provided there is ample fuel to burn. The fire ignites flammable objects in its area that aren't being worn or carried. You instantaneously expand a flame by 10 feet per 4 Conduit level(s) in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish any flames in a 10ft per 4 Conduit level(s) radius. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. These shapes last for up to 1 hour. Heatwave (Su): Beginning at Sth level, the longer a Conduit is in combat with a foe; the brighter and hotter their energies burn. At 5th level, whenever a Condit deals Weapon Alight damage to a foe, the enemy gains a stack of Heat on-hit; a mark from the Conduit that persists for 1 minute thereafter. For every stack of heat an enemy possesses, they can suffer one of a number of debuf(s) at the Conduit's discretion; chosen when the last successful heat-applying weapon attack is made each round. Immunity to Fire damage negates this effect. ‘* Melted: The target has their Armor bonus to AC reduced by 1 for every 2 stacks of heat they possess; as their armor slowly melts away, to a maximum reduction of -5. If the Target has no Armor Bonus, this Melting instead targets a creature's natural armor bonus. ‘© Exasperated: The target is partially exhausted and parched by the heat of your weapon's flame; and take a —1 Penalty on Weapon damage rolls for every 2 heat they possess; to a maximum reduction of 5. ‘© Dazzled: The target is partially blinded and awe-struck at the sight of your weapon's flame; and takes a -1 Penalty on attack rolls for every 2 heat they possess; to a maximum reduction of -. ‘* Hampered: All of the target's speeds are reduced by Si for every stack of heat they possess, to a minimum of Oft. * Distracted: The target is distracted by the lingering burn of your flame. Every 2 Points of heat an enemy possesses counts as having taken 1 point of Continuous damage for the purposes of incurring concentration checks during spelicasting. ‘© Drained: The target is partially fatigued by elemental power, and takes a -1 penalty on one of their saving throws of the Conduit's choosing for every 2 heat the enemy possesses, to a maximum reduction of -5 to a single saving throw. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends, Any form of healing applied to a target suffering from one of these penalties also removes the penalty. Stalwart (Ex): Beginning at 7th level, the Conduit can use mental and physical resilience to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. Meltdown(Ex): At th level, a Conduit's attacks with Weapon Alight become so potent; they ignore a fraction of an enemy's elemental resistance. Their attacks gain the ability to reduce a creature's fire resistance on hit by a number equal to 2x their number of Weapon Alight die. This penalty stacks with itself, though this effect can only occur once per round, and only lasts up to one minute, Successive hits refresh this duration. Firesight (Ex): At 10th level the Conduit can see through flames, ash,and smoke as if they were transparent, Supernova (Su): Beginning at 11th level, Once per day when the Conduit falls below 0 hp, they may choose to erupt in a burst of violent elemental energy as a free action; that causes the Conduit themselves no further harm, and potentially brings down their attacker(s) alongside them. When the Conduit falls in combat; they release a Dazzling 10ft burst of elemental energy in all directions. This burst inflicts 2d4 Fire damage per level of Conduit the character posesses (or possessed, if triggered by death); and offers creatures within the radius a reflex save (DC 10 + % Conduit Lv + CON mod) for % damage, and to avoid being Dazzled. Improved Stalwart (Ex): At 13th level, a Conduit's vigor ability improves. They still take no damage on a successful Fortitude or Will saving throw against attacks, but henceforth they take only half damage on a failed save. Improved Meltdown (Ex): At level 15 the Conduit gains the ability to treat enemy fire immunity as resist fire 20 when resolving attacks via Weapon Alight. Adaptation (SLA): At 17th level by expending 1 round of Nimbus per Traveler (Including themselves), a Conduit can Plane Shift themselves and up to 8 Allies to the Plane of Fire as a standard action. When traveling in this manner, both the Conduit and their allies receive the effects of Planar Adaptation upon arrival, using a CL equal to their Conduit level. The Conduit may return to their Point of Origin in the same manner by expending additional Nimbus rounds. Fear no Flame (Su): At level 19th, the Conduit gains Immunity to Fire during Nimbus. In addition; the Conduit can now be healed by Energy Damage matching their element during Nimbus. For every 2 points of Fire damage they would receive before calculating resistances and immunities, it instead heals the Conduit for 1 point of HP damage. The Conduit cannot heal via self-inflicted energy damage, and this ability cannot overheal. Heat Death (Su) When an Enemy receives their third stack of Heat from the Conduit’s Heatwave ability; they are subject to one of the following effects from the Intense buildup of heat. A Successful fortitude saving throw (DC = 10 + 1/2Iv + CON mod) negates the effects of Heat Death for 24 hours thereafter. Heat Exhaustion: Exhausted for 1d4 Hours. Heat Syncope: Nauseated for 2d6 rounds. Heat Stroke: Slain In addition, if Weapon Alight is used to drop an enemy below zero HP via hit point damage, they are violently and suddenly Disintegrated, being reduced to ash (per disintegrate) on hit. Favored Class Bonuses Aasimar: Learn 1/6 of a new Tear Android: Gain 1/2 a point of Electricity resistance during Nimbus Dhampir, Gain +4/2 a Point of bonus Energy resistance when using Nimbus Drow: +1 Rounds of Nimbus/day Dwarf: Gain an additional +1/4 bonus on saving throws with the Magefire Nimbus Tear Ett +1 Rounds of Nimbus/day Fetchling: Gain +4/2 a Point of bonus Energy resistance when using Nimbus Gnome: Gain +1/2 a point of damage when attacking with the Ball of Fire Tear Half-Ett +1 Rounds of nimbus/day Half-Ore: Gain an additional +1/4 bonus on saving throws with the Magefire Nimbus Tear Halfling Gain +1/2 a point of damage when using the Ball of Fire Tear Hobgo! Leam 4/6 of a new Tear Human: Leam 4/6 of a new Tear Kobold: Gain +1/2 a Point of bonus Energy resistance when using Nimbus Ore: Gain an additional +” bonus on SR with the Magefire Nimbus Tear Ratfolk: Gain +1 ft of movement speed while utilizing the Nimbus class ability Suli Leam 4/6 of a new Tear Tiefling: Leam 1/6 of a new Tear Feats Extra Tear Prerequisite: Conduit Tear class feature Benefit: You gain one additional Conduit Tear, You must meet all of the prerequisites for this Conduit Tear. Special: You can gain Extra Tear multiple times. Elemental Affinity ite: Conduit Level 1st Prerequi Benefit: Choose 1 elemental damage type from the following list: Acid, Shock, Cold Whenever the Conduit utilizes a class ability dependent upon a specific energy type (Normally Fire; by default); they instead use their chosen element. This change alters Weapon Alight, Conduit Tears, and more. Special: This feat can only be taken at ‘st level. Once selected, the Conduit's choice cannot be changed without retraining the feat entirely. Extra Nimbus Prereq Nimbus class feature. Benefit: You can utilize the Nimbus class ability for an additional 6 rounds per day. Vital Nimbus Prerequisites: Con 16, Nimbus class feature, Benefit: Whenever you are using Intense Nimbus, the morale bonus to your Constitution increases by +2 Your Nimbus does not end if you become unconscious. While unconscious you must still expend rounds of Nimbus per day each round, Traits Nimbus but More You can utilize the Conduit's nimbus ability for an additional 3 rounds per day. Endothermic Conduit (Conduit Archetype) An Endothermic Conduit is mortal being who is born with an innate connection to the elemental planes of ice. These beings are usually cold to the touch; and constantly seem to absorb heat from their surroundings. This principle applies to their fighting as well, with their weapon alight sapping away heat and power from their enemies. Elemental Affinity ‘An Endothermic Conduit gains Elemental Affinity (Ice) at level 1 as a Bonus feat. Cold Never Bothered me Anyways At 3rd level; the Endothermic Conduit is constantly under the effects of Endure Elements (Cold); though this effect may be lowered at will. In addition; the Conduit can move across icy and snowy surfaces without penalty; and does not need to make Acrobatics checks to run or charge onice. This ability replaces Manipulate Flames Blizzardy Sight At 10th level, an Endothermic Conduit can see normally in natural or magical rain, sleet, hail, fog, snowstorms, blizzards, and similar weather conditions. This ability replaces Firesight Frozen Tomb When an Enemy receives their third stack of Heat from the Conduit’s Heatwave ability; they are subject to the following effect. A Successful fortitude saving throw (DC = 10 + 1/2Iv + CON mod) negates the effects of Frozen Tomb for 24 hours thereafter. The Target is affected as per the Witch's major hex, Ice Tomb. If the target fails its save, it is enveloped in ice that is 20 Inches thick, paralyzed, and unconscious, but does not need to eat or breathe while the ice lasts. The ice has 5 hit points per inch; and destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target's saving throw is successful, it cannot be the target of this effect again for 1 day afterwards. The target suffers from acute hypothermia; and is both instantly slain; and encased in ice as per the Ice Tomb hex. Tears The Endothermic Conduit gains access to the following tears as they progress in level: Heat Sink Prerequisite: Conduit 4th The Conduits attacks sap heat from their foes, When utilizing this tear; the damage of Weapon Alight is reduced by one step, to 1d4 per 4 Conduit levels. In exchange, for Weapon Alight's duration, attacks heal the Conduit for half of the bonus Cold damage they inflict via Weapon ‘light. This Healing can never restore more than 1/2 of a Conduits total HP in a single round. Heat Sink can be activated and deactivated independently of Weapon Alight as a free action during the Conduit’s turn Thermal Redistribution Prerequisite: Conduit 8th When 9 the Heat Sink tear; the Endothermic Conduit can gain any excess HP they would have received over their hit point maximum, in the form of temporary hit points. These temporary hit points have a maximum equal to 2x the Conduit’s class level; and persist for 1 minute before disappearing. Additional attacks made with Weapon Alight made while these hit points are active can refresh both the hit points themselves, and their duration. Iceblood Nimbus Prerequisite: Nimbus A Conduits Icy abilities can often bleed through into their psyche during times of duress or danger, helping to keep them cool and calm in the face of conflict. During Nimbus, a Conduit gains Immunity to Fear effects, and a Morale Bonus versus Mind-affecting effects equal to % their Conduit level. Bonechill Nimbus Prereqi Nimbus While under the effects of Nimbus; the Endothermic Conduit emits an aura of blowing ice and snow, Adjacent enemies who are first exposed to this aura; or begin their tum within the aura must make a Fortitude saving throw (equal to 10+% Conduit lv + CON). or become Entangled for 1 round; having their movement impaired by the ice. Enemies who successfully save against this effect become immune for 24 hours. Bonechill Nimbus costs 2 rounds of Nimbus per round, to maintain; and can be activated or deactivated as a free action during the Conduit’s turn, Tears Arsenal Alight: ‘The Conduit may light two equipped Manufactured or Natural weapons at once using Weapon Alight, rather than lighting them each one at a time. This only applies to weapons that are actively equipped and can apply to multiple categories of weapon at once if the conduit chooses, (such as lighting a Conduit's held weapon, and a chosen natural attack alight simultaneously) Ball of Fire: The Conduit can immediately extinguish their Weapons while Weapon Alight is active, gathering the flames into a massive ball, tossing it at nearby enemies in a volatile explosive burst. As a standard action; the Conduit can immediately extinguish their weapons by directing their weapon alight into a 30ft burst of flames; immediately ending their Weapon Alight, and unleashing it onto any area within a 100ft range. This burst deals 1d6 Fire damage for every class level the Conduit possesses and offers a reflex save (DC = 10 + % Class Level + CON) to receive half damage. Bonus Feat: The conduit gains a Bonus combat feat. A Conduit can select this tear up to three times. Cauterize ‘When a Conduit with this tear reduces a creature to fewer than 0 hp with energy damage via weapon alight, she can instead choose to leave that creature at -1 hp and stable. Cond The Conduit can bond with a single manufactured weapon upon taking this tear. When they do so, the weapon becomes made of pure energy, inflicting pure energy damage rather than the default for its type; but maintaining the base form's damage die, critical modifiers, and the like. Weapon: In addition, the conduit can call this weapon to their grasp as a Swift acti on the same plane of existence as the weapon. n so long as they are Bonding with a weapon requires a short ritual that costs 100 GP per enhancement bonus of the weapon (Maximum 1000 GP) and takes 1 hour to perform You can select this tear up to two times. Conduit's Callback: Prerequisite: Conduit Weapon, Conduit 6th When using Conduit Weapon; the required time to call back a weapon to your grasp becomes a free action; allowing the Conduit to make full attack-actions with a thrown Conduit weapon. In addition, the Weapon May be lit (per Weapon Alight) whenever called back to the Conduit's grasp; if they so choose, Elemental Armor (Su): Prerequisite: Nimbus While under the effects of Nimbus; the Conduit's armor becomes encased in a layer of elemental energy. This layer increases the Natural armor bonus of the Conduit by +1 for every 4 levels of Conduit they possess. (Minimum +1, Maximum +5 Bonus Natural Armor) This natural armor does not hinder the Conduit’s movement in any way. Manifesting this armor costs 3 Rounds of Nimbus during the initial activation, but it has no additional cost to maintain compared to a standard Nimbus. Elemental Reflection: Prerequisite: Conduit 14th (Once per Nimbus, the Conduit can sacrifice 1 or more rounds from their Nimbus as an immediate action to reflect a spell back with a descriptor matching the Conduit’s Elemental Affinity ([Fire] spells, by default) at their caster. This functions as Spell Turning, but only if the targeted spell has a level greater than or equal to the number of rounds expended. If insufficient rounds are expended, they instead grant an insight bonus on any saving throws allowed by the spell, equal to the number of rounds spent. Energized Familiar: Prerequisite(s): Tattoo Familiar As a standard action, the Conduit’s elemental familiar can transform itself into a ball of energy to assault the Conduit's foes alongside them. This causes the familiar to transform into a Flaming Sphere, using the Conduit’s HD in place of CL. Upon the Conduit reaching Conduit level 10th, it functions per Greater Flaming Sphere, Unlike a true Flaming Sphere, this sphere can be commanded to move each round using a swift OR move-equivalent action. While in this form, the Familiar is unable to use items, or any familiar special abilities it possessed before the transformation. They can only move, and inflict damage until returned to their normal form. While in this form the Familiar cannot be attacked, but the effect can be dispelled identically to a Flaming Sphere causing the familiar to revert back into their normal form. This can be activated or deactivated once a round as a free action, but cannot be reactivated in the same round, Every round after the first it costs 1 nimbus round, Ensnaring Nimbus: ‘The Conduits protective nimbus grants them an elemental barrier from ranged attacks. While under the effect’s of nimbus, the Conduit gains use of the deflect arrows feat and may deflect projectiles that would normally be too large or unwieldy to do bare-handed, such as cannonballs, bullets, siege ammunition, etc. Everlasting Nimbus: Sometimes, attacking a Conduit's nimbus can only serve to fan the flames brighter. Each time a melee attack is attempted against the Conduit during their Nimbus, and the attack roll fails by more than 5, the Conduit regains an additional round of daily Nimbus usage. This effect can only occur once per round. Firewalk: Prerequisites: Conduit 6 As a free action, a Conduit can channel elemental energy into their legs to literally walk on air. This grants the Conduit a fly speed equal to their base land speed, with poor maneuverability. She moves at her normal speed in all directions, including vertically. However, a firewalking Conduit also leaves footprints of flame in the air that disperse 4 rounds after the movement is. made, These footprints are highly noticeable and impose a -10 penalty to stealth checks made while firewalk is in effect. The Conduit may firewalk for a number of minutes per day equal to 2x their Conduit level. Fiery Duplicate: te: Conduit Level 12th Prerequi Once per week while under the effects of Nimbus, the Conduit can expend 8 rounds of Nimbus to split into two identical copies of yourself as an immediate action upon taking HP damage, provided they have taken 50% or more of their total HP in damage on the round preceding activation. This effect halts the Nimbus on both copies; and prevents Nimbus from becoming active on either copy again, until only one Conduit remains. Each copy appears in an acrid puff of smoke, appearing as an ash-colored reflection of the Conduit’s true self. You split your remaining hit points evenly between the copies. (This split occurs after the triggering attack). The copies use the same statistics, share the same resources, and have identical equipment (except artifacts, which only one copy has). Similarly, if one of the copies expends a charge or daily use from a magic item that a copy has, the charge or daily use is expended from both copies. If one copy drops or gives away an item, the duplicate item disappears from the other copy as well. The two copies act independently and each one has a full set of actions. At the end of your next tum, select one of the copies, which loses its shadowy, grey complexion as it becomes the real Conduit; the other copy dissolves into a poof of black smoke, and dissipates. If one of the copies is destroyed before this happens, the remaining copy immediately becomes the Conduit, and you gain 1 permanent negative level. If both copies are destroyed simultaneously (such as from a fireball), both copies collapse into puffs of Shadowy smoke and ash, and you can only be restored to life via resurrection or similarly powerful magic. Flaming Arsenal: s: Arsenal Alight, Greater Arsenal Alight, Conduit 10 Prereqi The Conduit may light 4 equipped Manufactured or Natural weapons at once using Weapon ‘Alight, rather than lighting them three at a time, This only applies to weapons that are actively equipped and can apply to multiple categories of weapon at once if the conduit chooses (such as lighting any combination of 4 between the Conduit's held manufactured weapons, and natural attacks, or misc. attacks alight simultaneously) Flaring Weapon: During any attack made with weapon alight, including attacks made as part of a full-attack action, a Conduit may forfeit all of their bonus weapon Alight dice on the attack, to instead inflict penalties to their enemy as the weapon ignites into a dazzling flare on hit. A sacrifice of 2 or more dice causes an enemy to become dazzled on hit. 4 or more die sacrificed causes the enemy to be blinded. 6 or more causes the enemy to be dazed. Each of these effects lasts for 1 round, and can be negated via a saving throw ( equal to 10+7 Energy Conduit Lvl + CON.). A Critical confirmation on the attack roll increases this save DC by +2 Focused Nimbus (Su): Prerequisites: Hardened Nimbus ‘Weapon Alight causes the most recent enemy struck to be “marked” for one round. DR from Hardened nimbus becomes equal to your Conduit level, and becomes DR / - vs this marked enemy. No more than one enemy may be marked at any one time. Fueled: Prerequisites: Conduit 8 Whenever a Conduit is subject to more than 5 or more fire damage, they can choose to absorb some of the flame’s destructive power to gain a temporary boon to their own Abilities. They can choose to gain a bonus to either natural AC or Movement speed. The AC and Speed bonuses increase with level, imparting a (+1 Natural AC / 4 Lvls) bonus and (+5ft / 4 levels) bonus, respectively. Only one bonus can be active at a time, they do not stack on top of themselves, and each has a duration of 1 hour from the time the damage is inflicted. This ability cannot be triggered by self-inflicted damage, and damage must manage to bypass the Conduit's elemental resistance to activate this tear. However, a Conduit with elemental immunity may count damage mitigated as damage inflicted; solely for the purpose of activating Fueled. Greater Arsenal Alight: Prerequisite: Arsenal Alight, Conduit 6 The Conduit may light 3 equipped Manufactured or Natural weapons at once using Weapon Alight, rather than lighting them two at a time. This only applies to weapons that are actively equipped and can apply to multiple categories of weapon at once if the conduit chooses (such as lighting two of a Conduit’s held weapons, and a chosen natural attack alight simultaneously, or any similar combination) G The Conduit can be guided by light; illuminating the safest paths for them to take, even in combat, Once per Nimbus, as a swift action that costs 2 rounds of Nimbus, the Conduit can call upon his or her Guiding light. Using Guiding Light grants them a +146 bonus on one d20 roll he or she has just made. They can calll upon the Guiding Light after seeing the result of the d20 roll, but before they know the outcome of the roll ing Light: Hardened Nimbus: While under the effects of Nimbus, the Conduit gains DR / Adamantine equal to % their Conduit level In a Flash: Prerequisite: Conduit 8th While under the effect’s of Nimbus, a Conduit can slip magically between the material and elemental planes when they move; as if using the spell dimension door. Using this ability is a move-equivalent action that consumes 2 Rounds of Nimbus per-use. The CL of this effect is equal to the Conduit's number of Hit Dice. This ability functions as the Monk's Abundant Step for the purposes of feat prerequisite qualification. Magefire Meltdown: Magefire Nimbus, Heatwave Prereqi ‘The Conduit gains access to the following debuff while using Heatwave: Guard-Broken: A Conduits flame is so intense, it can melt through some mundane defenses; including resistance to magic. The target has its SR reduced by 1 for every 2 heat they possess, to a maximum reduction of -15 SR. Magefire Nimbus: Prereq Conduit 6th ‘A Conduit's powers are fueled by a primal connection to the elemental planes rather than the more learned style of arcane magic. As a result, the two schools of thought often oppose one another, with many Conduit showing outright animosity, paranoia, and distrust for all things arcane. The very fire that infuses these beings seems to resist magical influence. While under the effect's of nimbus, the Conduit cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies. Allies must also make touch attacks to inflict touch based spells, possibly suffering the effects of the Nimbus backlash in the process, As a result of this burning resilience, magic has a tendency to bounce off the Magefire Nimbus in the midst of combat. Conduit's gain spell resistance equal to 12 + HD while under the effects of a Magefire nimbus, and a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. ‘A Magefire Nimbus requires two rounds of Nimbus per round to maintain, and can be activated or deactivated as a free action during the Conduit's tum, independently of Nimbus itset. Offensive Defense: When a Conduit with this talent hits a creature with a weapon attack that deals Weapon Alight damage, the Conduit gains a +1 dodge bonus to AC against that creature for each Weapon Alight die rolled for one round; to a maximum of +10, Parching Nimbus: The Conduit channels the howling winds of elemental fire into their nimbus; making the air around them sweltering, and oppressive. Enemy creatures within the Conduit’s natural reach must succeed at a Fortitude save (DC = 10 + % Conduit level + CON Modifier) or become Fatigued by intense heat. A successful save causes a creature to become immune for 24 hours. A Conduit must be at least 6th level to select this Tear Projectile Alight: ‘A Conduit with this Tear has trained hard to synergize their unique abilities to compliment usage of throwing weapons, By spending a move-equivalent action, a Conduit with Projectile Alight may apply their Weapon Alight damage to all thrown weapon attack(s) made for one minute thereafter. These projectiles stay lit briefly, allowing them to remain alight until hitting a target, once they have left the Conduits hands. Reflective Nimbus: Prerequisite: Ensnaring Nimbus The Conduit's ensnaring nimbus has grown so powerful, that it has gained the capability to outright reflect enemy attacks. While under the effects of Nimbus, the Conduit gains use of the snatch arrows feat. They may utilize it to throw back massive projectiles, normally impossible to throw barehanded, by shunting it outwards with their Nimbus. Doing so allows the Conduit to use either STR or CON to modify this attack roll, their choosing. This ability costs 1 round of Nimbus per thrown projectile to utilize and uses one of the Conduits attack(s) of Opportunity for that round Returning Burst: fe: Conduit Weapon Prereqi Whenever a Conduit calls their chosen Weapon back to their hand, it causes a 30ft burst of energy damage to erupt around them. This burst inflicts 1d8 energy damage for every 2ivs of Conduit the character possesses, and enemies caught within can make a reflex save for % Damage. (DC 10 + % Conduit Lv + CON mod). This burst can only ocour once per round. Scorching Leap Prerequisite: Conduit 6th While under the effects of Nimbus, a Conduit can teleport to an unoccupied space that they can see; up to 10ft per level of Conduit they possess as part of a move action, without provoking attacks of opportunity. When they do so, they leave behind a line of elemental energy between their starting and landing point, Creatures caught in this line take energy damage equal to the Conduit’s weapon alight die; and can make a reflex save ( DC = 10 + % Conduit Lv + CON mod) for % Damage. Once utilized, this ability cannot be used again for 1d4 rounds, or until their Nimbus has been deactivated and reactivated. Ifthe Conduit possesses the In a Flash tear, they can also manifest a line of energy between their beginning and landing space when utilizing it; though the line of energy can stil only manifest once every 1d4 rounds; even if the Conduit can teleport multiple times in a single round. Shrouded Nimbus: Prereqi Nimbus class feature While under the effects of Nimbus, the Conduit becomes enshrouded in a small cloud of inky, black smoke. This cloud functions as an area of Magical Darkness; (Per the Darkness spell); that only occupies spaces that the Conduit also occupies; and no further. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. The Conduit gains concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see through this area of dim light or darkness without penalty. Non-magical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. The Conduit may see through this area of darkness without penalty. This ability costs 2 rounds of Nimbus per round. Smog Cloud Nimbus: Prerequisite: Shrouded Nimbus The Cloud created by the Conduit’s nimbus grows darke, and more impenetrable as their Powers increase. Their nimbus now functions as a mobile Fog Cloud, made of a thick black smoke, This obscures all sight, including darkvision, beyond 5 feet. This cloud still follows the Conduit; and only occupies their square(s). A creature within 5 feet of the Conduit has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). The Conduit himself, however, may see through this cloud without penalty. Like a real fog cloud, however; A moderate wind (11+ mph) can disperse the fog in 4 rounds; while a strong wind (21+ mph) disperses the fog in just 1 round. If dispersed, a Conduit must reactivate their Nimbus ability before gaining the cloud's benefit again. This ability costs 2 rounds of Nimbus per round. Spontaneous Immolation: Whenever the Conduit is grappling (whether on the offense or defense), they may burst into flame as a free action, dealing 1d6 + Conduit Level (Maximum +20) fire damage every round to anyone grappling with the Conduit. The flames do not harm the Conduit themselves, and last one round (though they continue to bum if the Conduit is still grappling after one round). This effect does not stack with the effect from similar magical items; such as the shirt of immolation Tattoo Familiar: After exposure to the wild, chaotic forces of raw elemental magic; some Conduit find not only raw power but elemental life forces have tried to worm their way into the material plane; using their skin as a means of transportation between planescapes. A tattooed conduit gains a familiar as an arcane bond, as a wizard equal to her Conduit level -2. This bond must always become a Familiar; in the form of a small fire elemental. Conduit levels stack with any wizard or witch levels the Conduit possesses when determining the powers of his or her fami Unlike most familiars, a tattoo familiar can transform itself into a tattoo that they carry on their flesh; wandering harmlessly underneath their skin until called to action. Transforming into a tattoo or back to normal familiar form is a move action for the familiar. In tattoo form, the familiar looks like a stylized version of itself but does not count as a creature separate from a Tattooed Conduit. In tattoo form, it continues to grant its special familiar ability and appears to move about Tattooed Conduit's skin, but otherwise has no abilities and can take no actions except to transform from a tattoo into a creature. A familiar tattoo cannot be erased or dispelled. This ability counts as the wizard's arcane bond for the purposes of feat prerequisite qualification. Tempered Nimbus: Prereq Hardened Nimbus, Conduit 8 ‘The DR / Adamantine provided by Hardened Nimbus becomes DR / -. This ability costs 2 rounds of Nimbus per round to maintain and can be activated or deactivated as a free action on the Conduit’s turn during Nimbus. 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COPYRIGHT NOTICE (Open Game License v 100 Copyright 2000, Wizards of the Coast, Inc System Reference Document. Copyright 2000, Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Willams, bosed on material by E-Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC Pathfinder Roleplaying Game Core Rulebook. © 2009, Palz Publishing, LLC: Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Willams. Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmohn, based on material by Jonathan Tweet, Monte Cook, and Skip Willams. Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo PubIshing, LLC; Authors Wolfgang Baur, Jason Bumahn, Adiom Daigle, Graeme Davis, Crystal Frasier, Joshua J, Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renle, Sean K Reynolds, F. Wesley Schneider, Owen KC. Stephens, James L Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Wiliams. Pothfinder Roleplaying Game Bestiary 3.© 201, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jecobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L Sutter, and Russ Tylor, based on material by Jonathan Tweet, Monte Cook, and Skip Willams. 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Sutter, ond Linda Zoyos-Palmer Pathfinder Roleplaying Game GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam Banks, Welfgang Buor, Jason Bulmahn, Jim Butler, Erc Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Lows, Tito Leal, Rob McCreary, Hel Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Willams, Skip Wilioms, Teeuwynn Woodruff. Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc: Authors: Dennis Baker, Ross Byers, Jesse Benner, Sovannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H, Keth, will McCardell, Dale C MeCoy, Jr, Tom Philips, Stephen Radney-MacFarland, Thomas M, Reid, Sean K Reynolds, Tork Show, Owen KC. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Advanced Player's Guide. © 2010, Poize Publishing, LLC; Author Joson Bulmahn Pathfinder Roleplaying Game Advanced Race Guide, © 2012, Paizo Publishing, LLC: Authors: Dennis Baker, Jesse Benner Benjamin Bruck, Jason Bulmohn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFariond, Owen K.C Stephens, Todd Stewart, and Russ Taylor Pathfinder Roleplaying Game Monster Codex © 2014, Paizo Inc; Authors: Dennis Boker, Jesse Benner, Logan Sonner, Jason Bulmoha, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, Dale C. McCoy, J, Mark Moreland, Tom Philips, Stephen Radney-MacFariand, Sean K Reynolds, Thomas M, Reid, Potrick Renie, Mark Sefer, Tork Shaw, Nell Spicer, Owen KC. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC: Authors: Jason Bulmahn, Stephen Racney-MacFarland, Sean k Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Philips, Ryan Macklin, F, Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, nd Roy Valiese. Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Doigle, Alex Greenshieids, Rob McCrecry, Mork Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renle, Sean Reynolds, and Russ Taylor. Ptnfinder Roleplaying Game Occult Adventures, ©2015, Paizo inc; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adom Daigle Jim Groves, Thurston Hillman Erc Hindley, Srondon Hodge, Ben McFarland, Erk Mona, Jason Nelson, Tom Philips, Stephen Radney MacFarlond, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend Pathfinder Roleplaying Game Pathfinder Unchained. © 2016, Polzo nc; Authors: Dennis Baker, Josse Banner, Ross Byers, Logan Sonner, Jason Buimaha, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Philips, Stephen Radney-MacFarland, ‘Thomas M. Reid, Robert Schwolb, Mork Sefter, and Fuss Tovlor. Pathfinder Roleplaying Game Ultimate Magic. © 20", Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Calin McComb, Rob McCreary, Jason Nelson, Stephen Radiney-MocFariond, Sean K Reynolds, Owen K.. Stephens, and Russ Taylor Pothfinder Roleplaying Game Uttmate Campaign. © 2018, Paizo Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ayan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jocobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Rodney-MacFariand,Potrick Rene, Sean K Reynolds, F Wesley Schneider, James L Sutter, uss Toylor, ond Stephen Townshena Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmchn, rian J. Corto, im Groves, Tim Hitchcock, Richard A Hunt, Coin MeComb, Jason Nelson, Torn Philips, Patrick Rene, Sean K Reynolds, and Russ Taylor Pathfinder Roleplaying Game Ulimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Corto, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Fuss Tal Pathfinder Campaign Setting: Technology Guide. © 204, Poizo Inc; Authors: James Jacobs and Russ Taylor. [Anger of Angels. © 2003, Sean K Reynolds, ‘Advanced Bestiary. © 2004, Green Ronin Publishing LLC; Author: Matt Sernett Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erk Mona, Chris Pramas, Robert J. Schwalb, The Book of Hallowed Might. © 2002, Monte J. Cook, Monte Cook's Arcana Unearthed. © 2005, Monte J. Cook Path of the Magi © 2002 Citizen Gomes/‘Trll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds. Skreyn's Register: The Bonds of Magic. © 2002, Sean k Reynolds ‘The Book of Experimentol Might. © 2008, Monte J. Cook All rights reserved. “Tome of Horrors. @ 2002, Necromancer Games, nc; Authors: Scott Greene, wth Clark Peterson, Erica Balsey, Kevin Base, Casey Chrstofferson, Lance Hawvermele, Travis Hawvermale, Patrick Lawinger, and Bill Webb: Based on original content from TSR, Kobold Quarterly Issue 7, © 2008, Open Design LLC, www koboldquarterly.com; Authors: John Balchtal, Wolfgang Baur, Ross Byers, Matthew Cicc, John Flemming, Jeremy Jones, Derek Kagernann, Philip Larwood, Richard Pett, and Ston “The Tome of Horror il, ©2005, Necromancer Games, Inc: Author Scott Greene. ‘Aerial Servont from the Tome of Horrors Complete, © 2011, Necromancer Garnes, Inc; Published and distributed by Frog Gos Gomes: Authors: Clark Greene ond Clark Peterseon, based on original material by Gary Gygax. “Adnerer from the Tome of Horrors, Revised, © 2002, Necromancer Games Inc; Authors Scott Greene and Clork Peterson, based on oxiginol material by Guy Shearer “Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer Games, In; Author Scott Greene, based on eriginal materiel by Gory Gygox. ‘Angel, Monagic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc: Author: Scott Greene, based on original material by E. Gary Gugox Angel, Movanic Devo from the Tome of Horrors, Revised, © 2002, Necromancer Games, Ine: Author: Scott Greene, based on original material by E Gary Gugex Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer Games.nc: Author Scott Greene, based on original material by Gary Gygax. [Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on orginal materiel by Gary Gygax ‘Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by Gory Gygox ‘Aurumvorax from the Tome of Horrors, Revised, © 2002, Necramancer Games, Inc; Author Scott Greene, based on original materiel by Gory Gygax ‘Axe Beck from the Teme of Horrors, Revised, © 2002, Necromancer Games, Inc: Author Scott Greene, based on original material by Gory Gygox. Bophomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc, published ond distributed by Frog God ‘Gomes; Author: Scott Greene, based on original material by Gary Gygax. Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer Games, Ine; Authors Scott Peterson and Clark Peterson, based on original material by Gory Gugax. Bete, Sicer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original materiel by Gary Gygax. Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original matericl by Roger Musson. Basidirond from the Teme of Horrors, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by Gory Gygax. Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Gomes, Ine; Author: Scott Greene, based on original matericl by E Gary Gygax BBunuip from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original materiel by Dermot Jackson. Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Authors Scott Greene, based on original material by lbie Flore. CCoryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by Jean Wells Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc: Author Scott Greene, based on original material by Lawrence Schick Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on exiginel material by Roger Musson. Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc; Avthor Scott Greene, based on original material by Gory Gygax. Daemon, Ceustedaemon (Guordian Doemon) from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author: Scott Greene, based on original material by E. Gory Gygax. Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scatt Greene, based ‘on onginal material by Gary Gygax Daemon, Guardian from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author: Scott Greene, based on ‘original material by E. Gary Gugex Daemon, Hydrodaemon from the Tome of Horrors, Revsed, © 2002, Necromancer Games, Inc; Author: Scott Greene, based ‘on original material by E. Gary Gygax Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author: Scott Greene, based ‘on original material by €. Gary Gygax: Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original materiel by Rik Shepard, Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc: Author Scott Greene, based on original material by Simon Muth, Death Dog from the Tome of Horrors Complete, © 207, Necromancer Games, Inc: published and distributed by Frog God ‘Games; Author: Scott Greene, based on original material by Under worid Oracle Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene ond Erice Balsley, Decapus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on origincl material by Jean Wells. Demodand, Shagay from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc: Author Scott Greene, based on ‘original material by Gary Gygax. Democland, Simy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on criginal material by Gary Gygax. Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Avthor Scott Greene, based on original material by Gary Gygax Demon, Shadow from the Tome of Horrors Complete, © 201, Necromancer Games, Inc, published and distributed by Frog God Games; Author: Scott Greene, based on original material by Neville White, Demon, Nabasu from the Tome of Horrors, Revised, ® 2002, Necromancer Games, In; Author Scott Greene, based on original material by Gory Gygax. Demon Lord, Kosichtchie from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc; published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Demon Lord, Pazu2u from the Tome of Horrors Complete, © 2011, Necromancer Games, ne: published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Dire Corby from the Tome of Horrors, Rewsed, © 2002, Necromancer Games, Inc; Author Scott Greene, based on orginal material by Joff Wyndham. Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original matericl by Roger Musson. Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer Gomes, nc; Author Scott Greene, basad on orignal material by Brian Jaeger and Gary Gygox Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer Games, In; Author Scott Greene, based on original material by Gary Gygax. Dracolisk from the Tome of Horrors, © 2002, Necromancer Gomes, Inc; Author Scott Greene, based on original material by Gory Gygax Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on orignal materiel by Gary Gygox. Executioner’s Hood from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc; published ond distributed by Frog God Gomes; Author: Scott Greene, based on original material by Gary Gygax. FiallSnal from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by Simon Tilbrook. Fiind and Findbar from the Tome of Horrors Complete, © 2011, Necromancer Games, In. published and distributed by Frog God Gomes; Author: Scott Greene, based on original material by JD. Morrs Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc: Author Scott Greene, based on original ‘material by lan McDowell and Douglas Naismith. Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by Gary Gygax. Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer Games, In; Author Scott Greene, bosed on original material by Gory Gyaox Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Seatt Greene, based on original material by lan Livingstone. Genie, Marid from the Tome of Horrors Complete © 20M), Necromancer Games, Inc, published end distributed by Frog God Gomes; Author: Scott Greene, based on original material by Gary Gygox Giant Siug from the Tome of Horrors, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by Gory Gyoox Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by Wizards of the Coast Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by Gory Gygox Grippl from the Tome of Horrors Complete © 201), Necromancer Games, In, published and distributed by Frog God Games; ‘Author Scott Greene, based on original material by Gary Gygax. Nereid from the Tome of Horrors Complete © 2011, Necromancer Gomes, Ine, published and distrbuted by Frog God Games; Author: Scott Greene, based on original materia by Gary Gugax. Gruph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Avthor Scott Greene, based on original material by Peter Brown, Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Avtnor Scott Greene, based on original material by Gary Gygax Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene ond Erica Balsey, based on original material by Gary Gygex Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by Underworld Oracle. lee Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc: Author Scott Greene. Iron Cobra from the Teme of Horrors, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by Philp Masters. Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original materiel by Gory Gygax Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc: Author Scott Greene, based on original material by Gory Gygax. LJbilex from the Tome of Horrors Complete © 2011, Necromancer Gomes Inc, published and distributed by Frog God Games; ‘Author: Scott Greene, based on original material by Gary Gygax. Kamada from the Tome of Horrors, Revised, © 2002, Necromancer Games, nc; Author Scott Greene, based on original material by Nick Louth. ech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by Gory Gygax. Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, bosed on original matericl by Lawrence Schick Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original materiel by Gary Gygax. Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer Gomes, inc; Author Scott Greene, based on original material by Gory Gygax Lurker Above from the Tome of Horrors Complete, 2011, Necromancer Games, Inc; published and distributed by Frog Gos ‘Gomes; Author: Scott Greene, based on original material by Gary Gygax Magma ooze from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene. arid from the Tome of Horrors Il, ©2005, Necromancer Gomes, Ine; Author Scott Greene. Mist from the Tome of Horrors, Revised, © 2002, Necromancer Games, In; Author: Scott Greene, based on original materiel by E Gary Gygax. Mite from the Tome of Horrors, © 2002, Necromancer Games, nc: Author Scott Greene, based on original materia by lan Livingstone ond Mark Bornes. Monareiman from the Tome of Horrors, Revised, © 2002, Necromancer Gomes, Inc; Author Scott Greene, based on original material by Gary Gygax. Moon Dog from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc, published and distributed by Frog Gos ‘Gomes; Author: Scott Greene, based on original material by Gary Gygax Muckdiweller from the Tome of Horrors Complete, © 2011, Necromancer Games, inc, published ond distributed by Frog God ‘Gomes; Author: Scott Greene, based on original material by Gary Gyoax 'Nabasu Demon from the Teme of Horrors, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by Gory Gygox 'Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer Games, Ine; Author: Scott Greene, based on original material by Simon Tilbrook Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, In; Author Scott Greene, based on original material by Gory Gygox. Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by Gory Gygax. PPhycomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original materiel by Gory Gygox Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on orignal material by Lewis Pulsipher. ‘Quickling from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by Gary Gygax Quickwood from the Tome of Horrors, Rewsed, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by Gory Gygax. Rot Grub from the Tome of Horrors, ©2002, Necromancer Games, Inc; Author Scott Greene and Clark Peterson, based on ‘original material by Gory Gygax. Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by Gory Gygax Sondman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Ine; Author: Scott Greene, based on original materol by Roger Musson. ‘Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author: Scott Greene, based on original matericl by Roger Musson. Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, In. Author Scott Greene, based on original material by Nevile White Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greane, based on original material by Simon Muth, Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc: Author Scott Greene, based on original material by Gory Gygax. ‘Slthering Tracker from the Tome of Horrors, Revised, © 2002, Necromoncer Games, Inc; Author Scott Greene, based on criginal material by Gary Gygax. Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by David Cook. Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene and Erica Balsley, bosed on original material by Roger Moore and Gary Gygax ‘Tenebrous Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by Gary Gygax. Tentamort from the Tome of Horrors, Revised, ® 2002, Necromancer Games, In; Author Scott Greene, based on original material by Mike Roberts Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Avthor Scott Greene, based on ‘original material by Gary Gugox Trapper from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc; published ond distributed by Frog God ‘Gomes; Author: Scott Greene, based on original material by Gary Gygax. ‘rol \ce from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by Russell Cole ‘rel, Rock from the Teme of Horrors, Revised, © 2002, Necromancer Games, Ine; Author Scott Greene. \Vegepuamy from the Tome of Horrors, © 2002, Necromancer Gomes, Inc; Author Scott Greene, based on original material by Gory Gygax. \Wo't-In-Shaep's-Clathing from the Tome of Horrors, Revised, © 2002, Necromancer Games, nc; Author Scott Greene, bosed ‘on original moterial by Gary Gyoex. ‘Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc; Authors Scott Greene end Patrick Lawinger. ‘Yellow Musk Creeper from the Tome of Horrors, ® 2002, Necromancer Games, Inc; Avthor Scott Greene, based on original material by bie Flore. ‘Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, In; Author Scott Greene, based on original material by Abie Flore. Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by Gary Gygax Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer Games Inc: Author Scott Greene, based on original materiel by Gory Gygox. ‘eM, Paruein DER TeV a em

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