Академический Документы
Профессиональный Документы
Культура Документы
5 – August 2009
Authors: Jason Beardsley, Mark Gedak, Charles Rice, Stefen Styrsky, Derek Venezuela
Editor: No one qualified.
Design/Layout: Done by Mark on a Sunday
Cartography/Tiles: Kristian Richards
Companies I’m Excited About This Month: 4 Winds Fantasy Gaming, Alluria Publishing, Headless Hydra
Games, Paizo Publishing, RpgObjects, Tricky Owlbear Publishing, Vigilance Press, White Wolf
Annoucements 2 Pathfinder Compatible 24
Foreword 3 1st Level Heroes 24
Fantasy SRD 4 Creatures of Legend 24
Age of Fantasy Piracy 4 Prestige Class 25
Diamond Giant 5 Monsters 26
Feats, Variant 6 PFRPG Map of Mystery 31
Fighting Mages 8 Alert Factor 32
Gods of the Grand OGL Wiki 12 Rooms 33
Ranger Combat Styles 13 Monsters 44
Variant Rules 17 Spells 53
Future SRD 20 Treasure 57
Alien Races 20 Stock Art Inspirations 58
Modern20
21 Voyages of Discovery 61
It Came From TV 21 Ads 72
Otyughnomicon 22 Battlemaps 75
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from
Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder
Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this
product.
Modern20, Voyages of Discovery and Supers20 are copyright RpgObjects and no challenge is meant to
their rights is intended.
Some artwork copyright Octavirate Entertainment, used with permission.
Some artwork copyright Louis Porter Jr. Design, used with permission.
Some artwork done by Kimagu, used with permission.
Announcements Arthur Lives! is a complete campaign
setting using the True20 system. This book
A Word from Charles Rice! includes:
• Complete rules for character generation.
Arthur Lives! is a True20 roleplaying game You can play any character from Arthurian
of supernatural adventure, conspiratorial myth, or even make your own character
intrigue, and occult mystery. Heroes and from the myth that no one has heard of
villains from Arthurian myth have been until now! You have been reincarnated in
reincarnated, coming back to life in the the present and so you have your own
cinematic present. At first, these individuals modern, mundane life. How will you
don't remember their former lives, but as reconcile these two lives? And with your
they begin to recognize each other, old new life comes old enemies, allies, and
feuds and tragic affairs resurface. Why has rivals.
the King returned now? Does some unseen • Rules for Magic and Enchantment.
danger threaten? And even if the answer is Enchantment is a new Supernatural
yes, will these legendary heroes be able to Philosophy for True20 Adepts, replacing
put their old grievances aside long enough fatigue cost with an ever‐escalating risk that
to oppose it? the Enchanter's magic goes out of his
control to disastrous effect. This chapter
also includes rules for crafting potions and a
collection of supernatural Echoes — visions
of enchanted objects like Excalibur and the
Holy Grail which characters can quest after.
Check out the free 20‐page promo for
Arthur Lives!
Then purchase the PDF here.
RpgWorld Forums Open!
Charles Wenzler has set‐up forums to
discuss roleplaying games over at
http://www.freeyabb.com/rpgworld/index.
php?mforum=rpgworld
He has helped add content to the Grand
OGL Wiki. Go check them out!
Foreword Republic computer games (which used a
modified d20 system).
Uncharted Waters
The OGL has also helped usher in the age of
As someone who just wrote a naval fantasy the retro-clones: OSRIC, Labyrinth Lord
game called Voyages of Discovery, (get the and Swords and Wizardry. Collectively
plug out of the way right up front- I'm a these games have emulated AD&D, Basic
professional) uncharted waters seems an apt D&D and OD&D respectively. In short, we
title for this forward. Now, it isn't the now have the ability to support EVERY
uncharted waters of a sword and sorcery edition of D&D, from 0 to 3.5 under the
world I am here to discuss but rather the OGL.
uncharted waters of the current gaming
business environment. What will this mean for gaming? Are we
headed for a tropical paradise? Or is the
When Wizards of the Coast moved to 4th world flat after all?
edition D&D, something that never
happened in the history of role-playing As officially supported by its parent
games occurred: 3rd edition continued on company, 3rd edition D&D lasted 8 years,
without a hitch. Of all the changes wrought from 2000 to 2008. But 2009 continues to
by the OGL and there have been many, the see products released for that system and I
ability to unhitch OGL gaming from the predict that 2010 will not be the only decade
Wizards wagon might be the biggest. It will of the OGL. Every edition of D&D has now
certainly be the longest lasting. been returned to the control of the fans. We
can support it in any way we wish, from the
In the past, companies decided when and fan projects we always poured our hearts
where to pull the plug on editions of gaming. into all the way through professional, printed
Want to support 1st edition Champions? 2nd books.
edition GURPS? You could do it as a fan
site and probably have the parent companies The seas might be uncharted. They are
turn a blind eye (willful or otherwise), or certainly treacherous in places. But they're
you could start selling your magnum opus ours.
and wait for them to sue the hell out of you.
Now things are different. At this past
GenCon we saw two major OGL product
launches, FantasyCraft and Pathfinder.
These games use the same system designed
to power the largest role-playing game in the
world. They will not be the last. Until the
end of time anyone who wants to make a
game can use that system and know they are
working with a free license for a game 90%
or more of their audience will be familiar
with if they are into RPGs or if, say, they
have ever played the Knights of the Old
Fantasy SRD (Alchemy) +6, Diplomacy +7, Gather
Information +7, Knowledge (arcana) +6, Use
Magic Device +5
Age of Fantasy Piracy NPC SQ Background Skills (Bluff, Diplomacy),
Recipes
Languages Common, Elven, Halfling
Gear Belt pouch (15 gp), chemyste's kit,
identification papers, license to practice
alchemy, vial of knockout drops (Fort DC 17,
3 uses).
Craft Elixers Madeline can craft 3 levels
worth of elixirs each day. A 0th level elixir
counts as 1/2 a level. Elixirs are only good
for a 24 hour period before they spoil.
Recipes Madeline knows how to create the
following 0th level elixirs of enlarge person,
feather fall and resistance.
Madeline was educated in the Old World
and moved with her family to the new one.
Her father was a chemyste in the King's
court and having no sons taught his
daughter the craft. Now of age, Madeline
has begun to ply her trade in the Port of
Agrarante. She is a beautiful girl who is
good at controlling and shaping
Madeline deFontaine CR 1 conversations
NG Medium Humanoid (human) Chemyste
1 Piracy Feats
Init +1; Senses Listen +0, Spot +0
Looker [General]
AC 11, touch 11, flat‐footed 10 Physically, you are more appealing to
(+1 Dex) others. This can take the form of something
hp 6 (1d6) blatant (like a perfectly sculpted face), or
Fort +2, Ref +1, Will +2 something more subtle (like a pair of
radiant eyes).
Spd 30 ft. Prerequisites Cha 11+
Melee bodice dagger ‐1 (1d3‐1, x3) Benefits You gain a +2 competence bonus
Ranged hatchet +1 (1d4‐1) to your Bluff, Diplomacy and Gather
Information in social situations.
Str 8, Dex 12, Con 10, Int 15, Wis 11, Cha 13 Special You may only take this feat at 1st
Base Atk +0; Grp ‐1 level.
Feats Looker, Panache
Skills Appraise +6, Bluff +5 (+7 social), Craft
Panache [General] Diamond Giant CR 13
You have a certain flair that gives you the N Huge giant (earth, psionic)
edge and sets you apart from the norm. Init +1; Senses Listen +4, Spot +4; Lowlight
Prerequisites Cha 13+ Vision
Benefit You begin the day with a number of
Panache points equal to your Charisma AC 27, touch 9, flat‐footed 26
modifier. Any time you make a attack roll, (+5 armor, +1 dex, +13 natural, ‐2 size)
damage roll, skill check, ability check or save hp 207 (18d8+126); DR 10/adamantine
you may spend a Panache point to gain a Immune Fire, Cold
+1d4 circumstance bonus to that role. Resist Electricity 20
Additionaly, before an opponent makes a Vulnerable Sonic
roll against you, you may spend a Panache Fort +18, Ref +9, Will +10
point to incur a ‐1d4 circumstance penalty
on that roll. Unspent Panache points are Speed 35 ft in breastplate; base 50 ft
lost at the end of the day. Space 15 ft; Reach 15 ft
Special You may take this feat multiple Melee greatsword +21/+16/+11
times. Each additional time increases the (4d6+25/19‐20)
size of the die and adds one Panache point. Ranged rock +13 (2d8+13)
Special Attacks rock throwing
Diamond Giant (3.X Psionics) Psi‐like Abilities manifester level 9, at will –
detect psionics, chameleon, call weaponry;
Hunted to near extinction for their unique 3/day – crystal shard (+12 ranged touch,
crysmal‐producing blood, these giants tend 9d6*), swarm of crystals (9d4*)
to hide in all but the most unremarkable
environments. They usually tend to make Str 37 (+13), Dex 13 (+1), Con 25 (+7), Int 12
their homes near white, silver, and red (+1), Wis 18 (+4), Cha 16 (+3)
dragons. Base Atk +13; Grapple +32
Feats Lightning Reflexes, Power Attack,
During combat, the Diamond Giant uses it's Improved Bull Rush, Improved Overrun,
crystal shard or swarm of crystals ability Awesome Blow, Cleave, Great Cleave
before closing into melee. He's fiercely Skills autohypnosis +25, climb +30, jump
territorial, and thus always uses Power +30
Attack for ‐4 to his attack rolls (already Special Qualities rock catching, lowlight
calculated in the stats below). He flees if vision, crysmal blood
reduced below 52 hit points. Languages giant
Treasure standard
Rock Throwing (Ex)
Adult giants are accomplished rock
throwers and receive a +1 racial bonus on
attack rolls when throwing rocks. A giant of
at least Large size can hurl rocks weighing
40 to 50 pounds each (Small objects) up to
five range increments. The size of the range
increment varies with the giant’s variety. A Feats, Variants
Huge giant can hurl rocks of 60 to 80
pounds (Medium objects). Adroit
Rock Catching (Ex) You have swift fingers and are well
A giant of at least Large size can catch Small, balanced.
Medium, or Large rocks (or projectiles of Prerequisite: Dexterity 11+
similar shape). Once per round, a giant that Benefit: You gain a +1 bonus on all skill
would normally be hit by a rock can make a checks that uses Dexterity for its ability
Reflex save to catch it as a free action. The modifier.
DC is 15 for a Small rock, 20 for a Medium Special: This feat must be taken at 1st level.
one, and 25 for a Large one. (If the
projectile provides a magical bonus on Armor Proficiency (Chain & Scale)
attack rolls, the DC increases by that You understand how to use chain shirt,
amount.) The giant must be ready for and chainmail and scale mail armor.
aware of the attack in order to make a rock Benefit: When you wear a type of armor
catching attempt. with which you are proficient, the armor
Crysmal Blood (Ex) The blood of a Diamond check penalty for that armor applies only to
Giant is psionic in nature just as the giant is. Balance, Climb, Escape Artist, Hide, Jump,
When a giant bleeds enough, his blood Move Silently, Sleight of Hand, and Tumble
forms into a red‐coloured crysmal at his checks.
feet. This effect happens for each 50 Normal: A character who is wearing armor
damage the giant takes. with which she is not proficient applies its
armor check penalty to attack rolls and to
all skill checks that involve moving,
including Ride.
Armor Proficiency (Cloth)
You understand how to use hide and
padded armor.
Benefit: See Armor Proficiency (Chain and
Scale).
Normal: See Armor Proficiency (Chain and
Scale).
Armor Proficiency (Leather)
You understand how to use leather and
studded leather armor.
Benefit: See Armor Proficiency (Chain and
Scale).
Normal: See Armor Proficiency (Chain and
Scale).
Armor Proficiency (Mantled) Hardy
You understand how to use banded and You are able to withstand a greater amount
splint armor. of damage before falling in combat.
Benefit: See Armor Proficiency (Chain and Prerequisite: Base Fortitude Save +2,
Scale). Endurance
Normal: See Armor Proficiency (Chain and Benefit: You gain 4 hit points and receive an
Scale). extra 2 hit points for each hit die that you
have.
Armor Proficiency (Plate)
You understand how to use breastplate, Improved Evasion
full‐plate and half‐plate armor. Your ability to evade attacks improves.
Benefit: See Armor Proficiency (Chain and Prerequisite: Base Reflex Save +6
Scale). Benefit: You still take no damage on a
Normal: See Armor Proficiency (Chain and successful Reflex saving throw against
Scale). attacks, but henceforth you only take half
damage on a failed save. If you are helpless,
Cautious you do not gain the benefit of improved
Unlike many adventurers that recklessly evasion.
blunder forth, you have learned to pace
yourself. Intuitive
Prerequisite: Base Reflex Save +2, Alertness Your mental clarity gives you flashes of
Benefit: You gain a +2 deflection bonus to insight.
your AC. In addition if you succeed on a DC Prerequisite: Wisdom 11+
20 Perception check you are able to act in a Benefit: You gain a +1 bonus on all skill
surprise round if you normally could not. checks that uses Wisdom for its ability
modifier.
Evasion Special: This feat must be taken at 1st level.
Sometimes you are quick enough to avoid
being harmed. Magnetic Personality
Prerequisite: Base Reflex Save +3 People have a hard resisting your charm.
Benefit: If you make a successful Reflex Prerequisite: Charisma 11+
saving throw against an attack that Benefit: You gain a +1 bonus on all skill
normally deals half damage on a successful checks that uses Charisma for its ability
save, you instead take no damage. You don modifier.
not benefit from this ability if you are Special: This feat must be taken at 1st level.
wearing any armor other than those from
cloth or leather category. Master of Many Languages
You have a knack for learning new
languages.
Prerequisite: Intelligence 13+
Benefit: You treat linguistics as class skill for
all classes that you have levels in. In
addition, for every skill point that you invest
in linguistics, you learn two languages.
Mystic Resolve Fighting Mage: Baal‐jhag
You been the come under the effects of
magic more times than you’d like and When Baal‐jhag was born, the village
you’ve built up a resistance to it. shamans saw in him preternatural powers
Prerequisite: Character level 7+, must have that made him rare among his race. Instead
come under the effects of an enchantment of growing up in the primitive way of most
spell at least three times. minotaurs, Baal‐jhag was raised among the
Benefit: You gain a +4 bonus to Will saves shamans, learning the esoteric ways of rune
made to resist enchantment [compulsion] and sword. He emerged as the greatest
effects. warrior his tribe had ever produced.
Stalwart He defends his people as their champion.
You easily succeed at tasks that require raw Soon he will become the tribe’s chief, and
brawn. he plans a war of expansion against the
Prerequisite: Strength 11+ neighboring orc and human nations.
Benefit: You gain a +1 bonus on all skill
checks that uses Strength for its ability Baal‐jhag enters combat with blur already
modifier. cast on himself, and having drunk his potion
Special: This feat must be taken at 1st level. of haste. If time permits, he also casts
shield. (Add +4 to AC if he does so.)
Stoic
More often than not, you stand your His favored tactic is to use Mobility and
ground in the face of fear. Spring Attack to dodge in and out of
Benefit: You gain a +3 morale bonus on combat. He employs slice through wards
saving throws against fear. and preternatural knowledge to maul
opponents with a 4 point power attack.
Vigorous (The power attack is reflected in his stats,
Physically draining tasks are easier to but not the +4 bonus from preternatural
accomplish. knowledge.) If he feels confident he can hit,
Prerequisite: Constitution 11+ he increases his power attack to 8 points (or
Benefit: You gain a +1 bonus on all skill more!), dealing 3d6+28 plus 1d6 fire
checks that uses Constitution for its ability damage on hit. With slice through wards he
modifier. is virtually guaranteed a hit.
Special: This feat must be taken at 1st level.
If he can, Baal‐jhag casts shocking grasp and
Walking Repository releases when he hits with a charge, doing
You soak up and retain information like a at total of 9d6+6 points of damage and
sponge. pushing the target 5 feet with Improved Bull
Prerequisite: Intelligence 11+ Rush.
Benefit: You gain a +1 bonus on all skill
checks that uses Intelligence for its ability
modifier.
Special: This feat must be taken at 1st level.
BAAL‐JHAG CR 17 Abilities Str 22 (18), Dex 13, Con 23 (21), Int
Male elite time‐seer minotaur fighter 1/ 12, Wis 14, Cha 12
sorcerer 1/ eldritch warrior 10 SQ natural cunning, uncanny dodge
LE Large monstrous humanoid Feats Dodge, Great Fortitude, Greater
Init +5, conflicted vision; Senses darkvision Weapon Focus, Improved Bull Rush,
60ft.; scent; see invisibility; Listen +12, Spot Improved Critical (great sword), Improved
+6 Initiative, Iron Will, Magical Talent,
Languages Giant, Goblin Mobility, Power Attack, Spring Attack,
Weapon Focus (great sword)
AC 29, touch 15, flat‐footed 25; dodge, Skills Climb +10, Concentration +12, Craft
natural cunning (alchemy) +4, Intimidate +20, Jump +15,
(‐1 size, +1 Dex, +8 armor, +2 dodge, +6 Knowledge (arcana) +11, Listen +12, Search
natural, +2 deflection, +1 haste) +11, Sense Motive ‐3, Spellcraft +13, Spot
hp 186 (18 HD) +6
Fort +18 Ref +10 Will +18 Possessions combat gear, +2 large
greatsword, +4 reflecting mithral chain
Spd 70 ft. shirt, +2 ring of protection, +2 amulet of
Melee +4 flaming greatsword health, +4 belt of giant strength 15pp
+25/+25/+20/+14/+9/+4 (3d6+20 plus 1d6
fire/18‐20) or gore +17/+17 (1d8+9) Arcane Puissance (Ex) Baal‐jhag gains a +1
or +4 flaming greatsword inherent bonus to Constitution.
+25/+25/+20/+14/+9/+4 (3d6+20 plus 1d6 Conflicted Vision (Ex) Before Baal‐jhag rolls
fire/18‐20) and gore +16 (1d8+3) initiative, he must attempt a DC 10
Space 10 ft. Reach 10 ft. Concentration check. On a success, he gains
Base Atk +17; Grp +27 a +4 bonus on his initiative roll. On a failure
Special Attacks powerful charge, by less than 5, Baal‐jhag rolls for initiative
preternatural knowledge, slice through normally. A failure by 5 or more imposes a ‐
wards 4 penalty on the initiative roll.
Special Actions enruned weapon (shocking Enrune Armor (Su) Baal‐jhag can spend an
grasp, 5d6), enruned armor (blur, 20% miss hour inscribing a magical symbol on a suit of
chance), spell turning armor or a shield. This rune adds a +1
Combat Gear potion of haste, potion of enhancement bonus to his armor or shield
cure serious wounds and stores a 1st‐level arcane spell of his
choosing. Baal‐jhag can cast the enruned
Spell‐like Abilities (CL 12) spell at any time (CL 10th) with no chance
at‐will – augury, detect magic of spell failure, although this immediately
1/day – true strike, vision erases the rune. The rune lasts for 24 hours.
Baal‐jhag may have only one armor rune at
Spells Known (CL 1) any given time.
1st (4/day) – shield, true strike Enrune Flesh (Su) Through a week‐long
0 (5/day) – arcane mark, detect poison, ritual see invisibility was made permanent
read magic, resistance, on Baal‐jhag.
Enrune Weapon (Su) Baal‐jhag can spend Slice Through Wards (Su) Ten times per
an hour inscribing a magical symbol onto a day, Baal‐jhag can ignore all magical
weapon. This rune adds a +1 enhancement protections (armor class bonuses,
bonus to the attack and damage rolls of the stoneskin, iron body and so on) on a foe in a
weapon and stores a 2nd‐level arcane spell single attack. He must declare the use of
of Baal‐jhag’s choice. Baal‐jhag can cast the this ability before making the attack.
enruned spell at any time (CL 10th) with no Sparkling Shield (Su) Baal‐jhag gains a +1
chance of spell failure, although this natural armor bonus in the form of a
immediately erases the rune. The rune lasts shimmering hue dancing upon his flesh.
for 24 hours. Baal‐jhag may have only one Speed of Magic (Su) Baal‐jhag gains an
weapon rune at any given time. inherent +10 bonus to speed.
Infuse with Power (Su) Baal‐jhag can infuse Skills: Baal‐jhag receives a +4 racial bonus
a weapon with arcane energy once per day. on Listen, Search and Spot checks. As a time
The weapon gains a +1 enhancement bonus seer Baal‐jhag receives a +5 racial bonus on
to attack and damage and a single special Knowledge and Search checks, and a +5
ability that is the equivalent of a +1 bonus. racial bonus on Spellcraft checks made to
This infusion of power lasts for 100 minutes. identify spells as they are being cast. He
Magical Talent (Ex) Baal‐jhag receives a +2 takes a ‐5 penalty on Concentration, Sense
bonus on Knowledge (arcane) and Spellcraft Motive and Spot checks.
checks.
Natural Cunning (Ex) Baal‐jhag possesses Fighting Mage: Tok‐Tok, Mimic Wizard
innate cunning and logical ability. This gives
him immunity to maze spells, prevents him
from ever becoming lost, and enables him
to track enemies. Further, he is never
caught flat‐footed.
Powerful Charge (Ex) Baal‐jhag typically
begins a battle by charging at an opponent,
lowering his head to bring his mighty horns
into play. In addition to the normal benefits
and hazards of a charge, this allows Baal‐
jhag to make a single gore attack with a +9
attack bonus that deals 4d6+6 points of
damage.
Preternatural Knowledge (Ex) Once per
Tok‐Tok was created by a wizard who
round as a free action, Baal‐jhag may
desired an especially powerful guard for his
attempt a DC 15 Concentration check. On a
tower. Unfortunately, the wizard’s efforts
success, Baal‐jhag gains a +4 bonus on his
were too successful, and the intelligent Tok‐
next attack roll, check, or saving throw,
Tok soon bristled at its inferior status. It
whichever comes first. On a failure, Baal‐
slew his master and took over.
jhag misinterprets his vision of the future
and takes a ‐4 penalty on his next attack Tok‐Tok prepares for combat by casting
roll, check or saving throw, whichever mage armor, expeditious retreat and bull’s
comes first.
strength (and vampiric touch if it has time). 0 – detect magic, ghost sound,
These first three spells are already added to prestidigitation, resistance
Tok‐Tok’s stats. It takes the shape of a chest
and casts mirror image so intruders think Str 18, Dex 10, Con 15, Int 22, Wis 20, Cha 6
they have hit the jackpot. While they are SQ adhesive, combat insight, mimic shape
distracted with the illusory chests, and Feats Alertness, Blind‐Fight (B), Improved
perhaps magic aura, the mimic hits them Natural Attack (slam), Lightning Reflexes,
with blindness which can be cast without Weapon Focus (slam), Scribe Scroll, Silent
giving away its position. It uses stilled silent Spell, Still Spell
shocking grasp if grappling a foe or maybe Skills Climb +18, Concentration +19,
just imitate a trapped chest. Tok‐Tok then Decipher Script +18, Disable Device +6,
moves into combat, slamming foes and Disguise +24, Hide +0, Knowledge (arcana)
gaining temporary hit points from vampiric +16, Listen +19, Move Silently +4, Open
touch. After 3 rounds its AC goes up by +2. Lock +16, Search +10, Spellcraft +22, Spot
+19, Use Magic Device +8
TOK‐TOK CR 7 Possessions +2 ring of protection, +1
Mimic SavantAB Wizard 5 amulet of natural armor
N Large elite aberration (shapechanger)
Init +4; Senses darkvision 60ft.; Listen +19, Adhesive (Ex) Tok‐Tok exudes a thick slime
Spot +19 that acts as a powerful adhesive, holding
Languages Common, draconic, dwarf, elf, fast any creatures or items that touch it,
halfing, infernal, celestial and automatically grapples any creature it
hits with its slam attack. Opponents so
AC 21, touch 11, flat‐footed 21; combat grappled cannot get free while Tok‐Tok is
insight, uncanny dodge alive without removing the adhesive first. A
(‐1 size, +6 natural, +4 armor, +2 deflection) weapon that strikes Tok‐Tok is stuck fast
hp 71 (12 HD) unless the wielder succeeds on a DC 16
Immune acid Reflex save. A successful DC 16 Strength
Fort +4 Ref +4 Will +13; deductive leap +6 check is needed to pry it off. Strong alcohol
dissolves the adhesive, but Tok‐Tok still can
Spd 40 ft. (expeditious retreat) grapple normally. Tok‐Tok can dissolve its
Melee 2 slams +15 (2d6+8) adhesive at will, and the substance breaks
Space 10 ft. Reach 10 ft. down 5 rounds after Tok‐Tok dies.
Base Atk +7; Grp +19 Combat Insight (Ex) Tok‐Tok gains a +2
Special Attacks crush 1d8+6 insight bonus on attack and damage rolls
(already figured in its stats), and a +2 insight
Spells Prepared (CL 5th , +8 ranged touch) bonus to AC against any creature it has
3rd – silent stilled shocking grasp, vampiric watched in combat for at least 3 rounds.
touch Crush (Ex) Tok‐Tok deals 1d8+6 points of
2nd – silent blindness/deafness (DC 18), damage with a successful grapple check.
bull’s strength, mirror image, scorching ray Deductive Leap (Ex) Once per round, Tok‐
1st – color spray (DC 17), expeditious Tok can choose to substitute its Intelligence
retreat, mage armor, magic aura, magic modifier for the ability modifier usually
missile associated with a saving throw it is about to
make. The decision to use this ability must Never to hire someone to do work that
be made before the saving throw is rolled, you are capable of doing yourself.
and this ability can be used even if Tok‐Tok If night falls on a family argument, let
does not know what the saving throw is for. the dawn bring reconciliation.
Mimic Shape (Ex) Tok‐Tok can assume the
Teluit
general shape of any object that fills roughly
The Steel Warrior, Thundering Terror
150 cubic feet (5 feet by 5 feet by 6 feet),
God of strength, battle, and weapons
such as a massive chest, a stout bed, or a
Alignment CN
wide door frame. Tok‐Tok cannot
Domains Chaos, Destruction, Glory,
substantially alter its size. Tok‐Tok’s body is
Strength, War
hard and has a rough texture, no matter
Favored Weapon Greatsword
what appearance it might present. Anyone
The Thundering Terror makes the following
who examines Tok‐Tok can detect its ruse
demands of the faithful:
with a successful Spot check opposed by
Never sheathe a weapon that has not
Tok‐Tok’s Disguise check.
drawn blood.
Terrain Insight (Ex) Tok‐Tok gains a +4 If someone is troubled by the weight
insight bonus on initiative rolls, and Hide, they carry, provide assistance gladly.
Listen, Move Silently, Search and Spot Forge at least one weapon that you will
checks in any area with which it is very wield in battle during your life.
familiar (that is, a place Tok‐Tok has been to
often and feels at home in). These bonuses Loraisia
are already in its stats. The Calling Wind, The Welcoming Waves
Skills Tok‐Tok has a +8 racial bonus on Goddess of nature, weather, and the sea
Disguise checks. Tok‐Tok gains a +4 insight Alignment N
bonus on Bluff, Diplomacy, Intimidate, and Domains Air, Animal, Plant, Water, Weather
Sense Motive checks against creatures it Favored Weapon Trident
has observed or interacted with for 1 The Calling Wind makes the following
minute. Tok‐Tok is considered trained in all demands of the faithful:
Knowledge skills. At all times you need to carry a bit of
the sea with you (whether it is a bag of
Gods of the Grand OGL Wiki (Part II) salt, a vial of seawater, or a necklace of
shells).
Travel with the wind at your back and
Farenius
hope in your heart.
The Huntsman, The Labourer As the Welcoming Waves will shield us
God of Farming, hunting, trade, and family from storms, you too must grant shelter
Alignment LG to those threatened by weather.
Domains Animal, Community, Good, Law,
Plant
Favored Weapon Longbow
The Huntsman makes the following
demands of the faithful:
Never to consume food created by
magic. Food should be killed or
harvested.
Regailo Ranger Combat Styles
Leader of Men, Paragon of Honor
Goddess of valor, rulership, justice, and GreatAxe Fighter Ranger
honor
Alignment LG The more primitive peoples of the world
Domains Glory, Good, Law, Sun, War disdain swords. In remote areas,
Favored Weapon Longsword possessions must have multiple uses to
The Leader of Men makes the following justify their existence. Whereas a sword is
demands of the faithful: good for combat, an axe can serve as a
Never break an oath that they have weapon and a tool. It is with this in mind
given willingly. that some rangers choose a combat style
Bring peace and civilization to the based on what is commonly at hand. In
wilderness. many cases it is the great‐axe.
Remember that not all solutions can be
found through violence; a fair ear and Combat Style At 2nd level a ranger may
kind heart have mended many wounds. choose the great‐axe combat style rather
than the archery or two‐weapon combat
Omalous style. As with other rangers, he only gains
The Reflective Thought, The Inward Eye the benefits of his combat style when
God of history, knowledge, and self‐ wearing light or no armor. He loses all
perfection benefits of his combat style when wearing
Alignment LN medium or heavy armor.
Domains Healing, Knowledge, Law, Rune,
Strength He is treated as having Power Attack even if
Favored Weapon Unarmed strike he does not meet the prerequisites for the
The Inward Eye makes the following feat.
demands of the faithful:
Greet each morning though cleansing Combat Style Expertise The axe‐fighter
and restorative exercises. ranger has almost unparalleled skill in the
Once in your life make a pilgrimage to a use of the greataxe in combat. Instead of
lost site or unknown land to bring
choosing a new favored enemy at 5th, 10th,
knowledge back to your home.
Remember that those who ignore the
15th and 20th levels, he may instead
past are doomed to repeat the same choose a feat from the following list:
mistakes. Wisdom comes from Cleave, Great Cleave, Improved Critical
experience. (greataxe), Improved Sunder, and Weapon
Focus (greataxe). He must meet each feat’s
prerequisite and can only use a feat while
wielding a great axe.
Improved Combat Style: At 6th level, a You must be able to wield the weapon with
great‐axe ranger hits with such force, he both hands.
damages an opponent’s armor, whether it is
a tough hide or metal plate. When a Sundering Critical
greataxe ranger scores a critical hit with his Even inanimate objects are vulnerable to
greataxe his opponent takes a ‐4 penalty to your brutal attacks.
AC for a number of rounds equal to the Prerequisite: Axe‐fighting style, must be
ranger’s Strength modifier. wielding a greataxe in both hands.
Benefit: You can score critical hits against
Combat Style Mastery At 11th level, when inanimate objects and constructs. If you do
wielding a greataxe, the ranger may make a you either ignore the hardness or DR of the
single attack as a full round action. On a hit object or construct.
his opponent must make a Strength check
(DC = damage dealt) or be pushed 10 feet. Sharpshooter Ranger
This forced movement provokes attacks of
opportunity, but cannot be used to knock a Many rangers take up the study of the bow.
foe off a cliff ledge or into damaging terrain It is a formidable tool well suited to
such as a pit of acid. If this forced wilderness. However, the normal bow has
movement would knock an opponent into one drawback: it cannot be fired from a
such an area, the creature halts just before prone position nor steadied against a solid
entering the area. object. For this reason, many rangers,
especially those who depend on stealth and
NEW FEATS concealment to stalk and kill prey, choose
the crossbow as their primary weapon.
Whirling Axe
You hammer away at foes, your axe whirling Rangers proficient in the use of the
with such speed opponents cannot crossbow are called sharp shooters. Unlike
penetrate beyond the blur of steel and other rangers, many sharp shooters are
wood. men and women from urban, metropolitan
Prerequisite: Axe‐fighting style, must be areas. The crossbow is a product of
wielding a greataxe. civilization. Sharpshooters find themselves
Benefit: When you make more than one attached to armies as forward skirmishers
attack in a round using the full attack or even assassins, practiced at stalking and
action, you gain a circumstance bonus to AC killing important enemy officers.
equal to one‐third your base attack bonus.
Great Hands
Your skill with the greataxe allows you to
wield a weapon meant for much larger
creatures.
Prerequisite: Axe‐fighting style, Str 18
Benefit: You can use a greataxe meant for a
creature one size category larger than you.
Sharpshooter to hit and damage if he fires the crossbow
at the target immediately at the end of this
Combat Style At 2nd level a ranger may observation period. The bonus is cumulative
choose the sharpshooter combat style only if the rounds are consecutive. While
rather than the archery or two‐weapon aiming the sharpshooter can not take any
combat style. As with other rangers, he only other actions.
gains the benefits of his combat style when
wearing light or no armor. He loses all Combat Style Mastery: At 11th level the
benefits of his combat style when wearing sharpshooter can damage an opponent
medium or heavy armor. almost at will. He gains Improved Precise
Shot.
At 2nd level the sharpshooter gains Rapid
Reload. He can reload all crossbows as a NEW FEATS
free action. Also, the sharpshooter qualifies
as a fighter equal to his ranger level for the Dead Eye [General]
purposes of taking Greater Weapon Focus, Your accuracy with a crossbow let’s you
Greater Weapon Specialization, and target a foe’s vulnerable areas.
Weapon Specialization when employing the Prerequisite: Greater Weapon Focus
crossbow. (crossbow), Weapon Focus (crossbow),
Weapon Specialization (crossbow)
Combat Style Expertise: The sharpshooter Benefit: You can make ranged sneak attacks
develops unparalleled skill with the as if you were a rogue two level lower than
crossbow. Instead of choosing a new your ranger level against flat‐footed targets
favored enemy at 5th, 10th, 15th and 20th unaware of your presence that are more
levels, he may instead choose a feat from than two range increments away.
the following list: Deadeye, Death from Special: A fighter may select Dead Eye as
Afar, Duck and Cover, Far Shot, Greater one of his fighter bonus feats.
Weapon Focus (crossbow), Greater Weapon
Specialization (crossbow), Improved Critical Duck and Cover [General]
(crossbow), Point Blank Shot, Precise Shot, You strike from out of thin air and disappear
Shot on the Run, Skill Focus (Hide), Skill just as quickly.
Focus (Spot), Stealthy, Weapon Focus Prerequisite: Hide 5 ranks, Move Silently 5
(crossbow) and Weapon Specialization ranks, Stealthy
(crossbow). He must meet each feat’s Benefit: When you hide immediately after
prerequisite. Any feat requiring a weapon making a ranged attack against a target at
can only be used with a crossbow. least 10 feet away that is not aware of your
presence you take a ‐10 penalty to your
Improved Combat Style: At 6th level a Hide check.
sharpshooter gains Improved Rapid Reload. Normal: You take a ‐20 penalty on your
Hide check to conceal yourself after the
Also, the sharpshooter can aim a crossbow shot.
at a target for a number of rounds equal to
his Wisdom modifier. For each round spent
aiming, the sharpshooter gains a +2 bonus
Death from Afar [General] New Weapon
You can kill from a distance with a single
bolt. Martial Ranged Weapon
Prerequisite: Dead Eye, Far Shot, Greater
Weapon Specialization (crossbow) Co Dmg( Dmg( Ran Weig Ty
Crit
Benefit: With a DC 15 Concentration check st S) M) ge ht pe
made as a free action, you can use a Crossb 12 18‐
crossbow to perform a coup de grace 2d6+ 120
ow, 5 2d8+2 20/ 12 lb. P
against a flat‐footed opponent unaware of 2 ft.
assault gp ×2
your presence who is no more than two Bolts, 1 1lbb
range increments away from you. — — — — —
(10) gp .
Special: A fighter may select Death from the
Air as one of his fighter bonus feats.
The assault crossbow is made entirely of
Creatures immune to critical hits do not
steel. It is difficult to manufacture and use,
take extra damage from this feat.
so it is usually only found in the hands of
specially trained troops among large, well‐
Improved Rapid Reload [General]
organized armies. Loading an assault
Through practice and real‐life experience
crossbow requires two hands and takes a
you have learned to quickly wind and load
full‐round action and a move action, both of
heavy crossbows.
which provoke attacks of opportunity. The
Prerequisite: Rapid Reload, Base Attack +6
Rapid Reload feat reduces the reload time
Benefit: You can load a heavy crossbow as a
to a full‐round action. The bolts of an
swift action.
assault crossbow are also composed of
Normal: Reloading a heavy crossbow
steel.
requires a full‐round action.
Special: A fighter may select Improved
Pathfinder Compatibility Addendum
Rapid Reload as one of his fighter bonus
feats.
Combat Style Feat (Ex) At 2nd level, a
ranger must select a combat style to
Spotter [General]
pursue: archery, sharpshooter or two‐
Your advice helps a sharpshooter hit a
weapon combat. The ranger’s expertise
target.
manifests in the form of bonus feats at 2nd,
Prerequisite: Spot 5 ranks
6th, 10th, 14th, and 18th level. He can
Benefit: You can use Aid Another to grant a
choose feats from his selected combat style,
+2 bonus to an ally’s ranged attack roll. You
even if he does not have the normal
must be in a square adjacent to the ally, and
prerequisites.
your ally must be able to hear and
understand your speech.
If the ranger selects sharpshooter, he can
choose from the following list whenever he
gains a combat style feat: Point Blank Shot,
Rapid Reload, Far Shot, and Spotter. At
6th level, he adds Precise Shot and Duck
and Cover to the list. At 10th level, he adds
Dead Eye and Death from Afar to the list. Variant Rules: Combat Fatigue
Additionally he may take weapon
specialization and greater weapon Combat is probably the most tiring thing
specialization with crossbows. that adventurers are involved in. Sure they
search through lost dungeons, trek across
The benefits of the ranger’s chosen style the wilderness and even navigate the halls
feats apply only when he wears light, of court intrigue. But casting spells,
medium, or no armor. He loses all benefits swinging swords and dodging blows can
of his combat style feats when wearing really take it out on a guy. To simulate this
heavy armor. Once a ranger selects a effect we introduce the concept of
combat style, it cannot be changed. Endurance Tokens (ET).
Dead Eye [Combat] At the start of each combat, each
(Remainder of the text is unchanged) adventurer has a set number of Endurance
Tokens and different actions require
Duck and Cover [General] different amounts of tokens to be spent. If
You strike from out of thin air and disappear you are reduced to 1/2 your combat
just as quickly. starting total you are considered tired. If
Prerequisite: Stealth 5 ranks, Stealthy you spend all your ETs in a combat you are
Benefit: When you hide immediately after fatigued as per the system reference
making a ranged attack against a target at document.
least 10 feet away that is not aware of your
presence you take a ‐10 penalty to your Tired Any person that is tired suffers a ‐1
Stealth check. circumstance penalty to attack rolls,
Normal: You take a ‐20 penalty on your damage rolls and saving throws. It is no fun
Stealth check to conceal yourself after the to fight tired.
shot.
Endurance Tokens = Constitution + Class
Death from Afar [Combat] Bonus + Level + Feats ‐ Encounter Modifier ‐
(Remainder of the text is unchanged) Circumstance.
Improved Rapid Reload [Combat] Constitution: You add your Constitution
(Remainder of the text is unchanged) score to your base ET value. People with
greater health and stamina have
Spotter [General] naturally higher ET totals.
Your advice helps a sharpshooter hit a Class Bonus: Martial classes (Full BAB)
target. add 4, Mixed classes (3/4 BAB) add 3,
and Learned classes (1/2 BAB) add 2.
Prerequisite: Perception 5 ranks
Level: Each character level adds 1 to the
Benefit: You can use Aid Another to grant a ET total.
+2 bonus to an ally’s ranged attack roll. You Feats: Certain feats add additional
must be in a square adjacent to the ally, and points. Endurance adds 4 points (for
your ally must be able to hear and instance). Feats that require a certain
understand your speech. minimum Constitution score also add 2
points.
Encounter Modifier: You Endurance
Token total is reduced by 2 points for
each combat you were actively involved
in without resting for 8 hours.
Circumstance Modifier: If you were
engaged in heavy physical extertion
prior to combat (scaling a rope only to
be surprised by Gnolls) you suffer a ‐4
penalty at the start of combat. Being
ambushed also incurs a ‐2 penalty.
For example:
Xanthan Gum (Patrick's 4th level Fighter has
Spending Endurance Tokens
a 16 Con) so when he enters combat for the
first time in the day he has 24 ET to use. On
Endurance tokens are only spent during
his 7th battle he would be beginning to get
combat encounters. In general:
quite tired and only have 12 ET to start.
It costs 1 ET to make an attack, cast a
Farnear (Mark's 2nd level halfing rogue has spell or manifest a power.
a 14 Con) so when he enters combat for the It costs 2 ET to make a full attack action,
first time in the day he has 19 ET to use. On cast a metamagic spell, or manifest a
his 7th battle he's beginning to wonder if all power.
this killing is really necessary because he's It costs 2 ET use a specialize combat
down to 7 ET to start. tactic like disarm, charge, bullrush,
stunning fist.
Endurance costs are modified by your
Monsters can use the same rules with only armor or encumberance:
a few minor exceptions. +1 for medium armor or medium loads
+2 for heavy armor or heavy loads.
Dragons gain 8 points for their "class
bonus" instead of 4 [Dwarves do not suffer this modifier and it
Creatures with no constitution scores is a terrible thing to face a horde of
(constructs, undead) are tireless and do dwarven fighters and clerics]
not spend ET. They just keep killing and
killing and killing.
Recovering Endurance Tokens
For Example
As a standard action a character can choose
The Tarrasque has a starting ET total of 87.
to catch his breath. This recovers a number
A manticore has 29 ET.
of ET equal to his Constitution modifier
(minimum 1).
As a full action a character can rest. This
recovers a number of ET equal to his
Constitution modifier (minimum 1) plus 1/2
his character level. The first time a rest is
taken in combat it also allows the character
to heal 2 hp/level.
Why Tokens Instead of
Points?
Endurance Tokens are a
statistic that changes rapidly
over the course of the
session so it is easier to
represent it be a number of
tokens that characters can
flick aside as they are used.
This also saves some wear
and tear on the character
sheet.
Stefen Had Some Other
Ideas…
Instead of the Feat bonus I
would let a PC add their
Constitution modifier to
their token total. That would
eliminate the need to figure
out which feats grant
bonuses (a headache), but
also gives PCs with high Con
a bonus.
Once per day the PC can
spend ET for hp during a
fight. This ET doesn't
recover.
How about you let a PC
spend hit points to gain ET. Sort of pushing
so hard, you literally do damage to
yourself? In this case we would say 1 hp = 2
ET.
Future SRD Species Traits
Drazalizx Drazalizx share the following species traits:
Type Monstrous humanoid
It’s no wonder you are light years behind, Size Medium‐size. Drazalizx have no special
you have only two arms. bonuses or penalties based on their size.
Ability Modifiers +2 Dexterity, ‐2 Wisdom;
Drazalizx are very agile but tend to miss
details or misunderstand the actions of
other races.
Speed 30 ft.
Armor Restriction A drazalizx cannot wear
armor designed for other species.
Weapon Restriction A drazalizx cannot
wield weapons designed for other species.
Menacing Appearance Drazalizx have a
frightful appearance, all opponents within
10 ft. must make a Will saving throw (DC 10
+ Cha modifier) or be shaken for 1d6
rounds.
Natural Armor A drazalizx’s chitin provides
Drazalizx are a strange hybrid race of it with a +2 natural armor bonus.
insectoid and serpentine traits. Their Natural Psionics Drazalizx are naturally
skeletal head hangs from a cobra‐like hood psionics. Each drazalizx possesses the ability
and presents a skeletal facade that to manifest one 0th level battlemind power
intimidates many races on first encounters. three times per day.
Their lower bodies are rust colored and Quick to Act Drazalizx gain a +4 racial bonus
sport a number of vestigial legs. On their to initiative.
upper bodies is a thicker brown carapace Spiked Arms A drazalizx can stab at
that supports multiple spiked arms. They opponents with its spiked arms. It can make
slither from place to place with unnatural one stab attack each round that deals 1d6
grace. points of piercing damage.
The average drazalizx stands between 6 and
7 feet tall (though they are often up to 15
ft. long head to tail) and weight 180 to 250
lbs.
Drazalizx find other races to be lazy and
disorganized. They have a highly
production, expansionist, aggressive empire
that greedily gobbles up other star systems.
They sometimes collect other races in zoos
to study the behaviour of lesser species.
Modern20 SRD Charger
Character Disadvantages: Burn Notice: no
It Came From TV Wealth bonus from occupation Influence
DCs with intelligence and law enforcement
agencies increased by +10 (DSR 5),
Dependent: Mom (DSR 3), Enemy: The
Management (DSR 2)
Background: Just watch the show.
Quote: My name is Michael Westen. I used
to be a spy.
Michael Westen (Brainiac 8): HD 8d8+16;
HP 52; Init +2; Spd 35 ft; Defense 21, Detective Frank Pembleton (Star 4): HD
flatfooted 16 (+2 Dex, +3 Int, +6 Class); BAB 4d8+4; HP 22; Init ‐1; Spd 30 ft; Defense 12,
+6; Atk +7 melee (1d10+1 martial arts), or flatfooted 12 (‐1 Dex, +3 Class); BAB +3; Atk
+8 ranged (2d6+4 Browning Hi‐Power); SQ +4 melee (1d4+1 pistol whip), or +2 ranged
Thinker; AL Sam, Fiona and Mom; SV Fort (2d4+2 S&W M10); SQ Friends in High
+4, Ref +6, Will +6, Rec +4; Rep +5; Str 12, Places; AL Protect and Serve; SV Fort +2, Ref
Dex 14, Con 14, Int 16, Wis 10, Cha 8. +1, Will +5, Rec +2; Rep +13; Str 10, Dex 8,
Background: Criminal Con 12, Int 14, Wis 13, Cha 16.
Occupation: Spy: Perks 2 (Disguise, Background: Law Enforcement
Precision Strike, Security Systems) Occupation: Police Officer: Perks 5 (Called
Hobby: Firearms Shot, Professional Reputation x2,
Skills: Academics (Intelligence Analysis) 11 Professional Salary, Stealth‐ Urban)
(+14), Athletics 11 (+12), Crime 11 (+14), Hobby: pick one
Engineering 11 (+14), Firearms 11 (+13), Skills: Academics (Forensics) 7 (+9),
Influence 11 (+10), Outdoorsman 4 (+4), Athletics 4 (+5), Computers 7 (+9), Crime 7
Perception 11 (+11), Read/Write Language (+9), Firearms 4 (+2), Influence 7 (+23),
(Arabic, Farsi, Hebrew, Hindi, Russian, Leadership 7 (+10), Legal 7 (+9), Perception
Spanish), Speak Language (Arabic, Farsi, 7 (+8), Streetwise 7 (+8), Vehicles 4 (+2)
Hebrew, Hindi, Russian, Spanish), Stealth 11 Feats: Career Advancement, Dedicated
(+13), Unarmed 11 (+12), Vehicles 11 (+13), (Protect and Serve), Defensive Driving,
Weapons 11 (+12) Expert In Your Field (Influence), Fascinate,
Feats: Brains Over Brawn, Career Loner, Suggestion
Advancement, Combat Martial Arts, Access/Contacts/Followers: 13 points
Improved Disarm, Improved Grab, favors (mostly skill contacts in various areas
Intelligence Analyst, Master Plan, Scientific and political contacts in the police
Improvisation, Smart Defense, Sneak Attack department)
x2: +2 damage against flat‐footed targets, Wealth: 15
Teamwork (Sam and Fi), Trick Possessions: S&W M10
Access/Contacts/Followers: 4 points favors Character Disadvantages: Code: Seeks
Wealth: 4 Justice (DSR 2), Disability: ‐1 Dexterity based
Possessions: Browning Hi‐Power, The skills after stroke (DSR 1)
Background: Homicide Seasons 1‐6 Otyughnomicon
Quote: What you will be privileged to
witness will not be an interrogation‐ but an
act of salesmanship. As silver‐tongued and
thieving as ever moved used cars, floated
swampland or bibles. But what I am selling
is a long prison term, to a client who has no
genuine use for the product.
Vic Mackey (Tank 6): HD 7d12+28; HP 73;
Init +1; Spd 35 ft (30 ft. in armor); Defense
15, flatfooted 14 (+1 Dex, +4 Class); BAB +4;
Atk +6 melee (1d4+3 pistol whip), or +6
ranged (2d6+6 Glock 20); SQ Resilience, 6
DR/piercing; AL Family, Strike Team; SV Fort
+9, Ref +4, Will +1, Rec +9; Rep +7; Str 14,
Dex 13, Con 18, Int 12, Wis 8, Cha 10.
Background: Law Enforcement
Occupation: Police Officer: Perks 2 (Called Blooddrinker Otyugh
Shot, Professional Reputation)
Hobby: Crime The blooddrinker otyugh is a strange
Skills: Athletics 6 (+8/+3 in armor), Crime 9 offshoot of the otyugh race. Instead of
(+10), Firearms 9 (+10), Influence 9 (+15), living on the garbage and filth of society
Legal 9 (+10), Streetwise 9 (+8), Vehicles 6 these otyugh instead feast on the blood‐
(+7), Weapons 4 (+6) soaked corpses that litter the world's
Feats: Attack Focus (Glock 20), Defensive battlefields. Their blood feasting has
Driving, Diesel, Endurance Training, granted them abilities not unlike the
Intimidating Presence, Moonlighting vampires of legend but they are no undead.
(Mobster), Point Blank Shot, Soldier On, Blooddrinker otyughs are often huge or
Teamwork (Strike Team) larger having gorged them selves on the life
Access/Contacts/Followers: Carry essence of others. They often form packs
Concealed Weapon, Local Police Powers, with fleshbound vampires who are thought
Medium Rank+, Skill Contact: Medicine 10 to provide them with some of their
ranks (from medium rank‐ police forensics strength.
specialist), Supply Contact: LAPD 21 Wealth
restricted equipment (from medium rank) A huge lumbering beast, this strange otyugh
Wealth: 22 has a reddish pallor to its skin and its eyes
Possessions: Glock 20, 45 rounds 10x25 mm drip with blood…
ammunition (3 clips), Tactical Vest
Character Disadvantages: Explosive Secret:
Killed Terry Crowley (DSR 5)
Background: The Shield Seasons 1‐7
Quote: “Good cop, bad cop‐ I’m a different
kind of cop.”
Advanced Blooddrinker Otyugh (Revised) look in all directions. A blooddrinker otyugh
CR 11 is never flat‐footed and never flanked. It has
NE Huge magical beast a +4 racial bonus on Spot and Search
Init +3; Senses darkvision 30 ft., low‐light checks.
vision, scent; Listen +4, Spot +5 Blood dependency (Ex) A blooddrinking
otyugh must consume 12 hp worth of
AC 19, touch 7, flat‐footed — vampire blood each week to retain its
(‐2 size, ‐1 Dex, +12 natural) abilities. If the otyugh has a willing donor, it
hp 189 (18d10+90); fast healing 5 must make a Will save (DC 10 + 1/2 donor
Fort +16, Ref +10, Will +7 (+4 save vs. HD + Cha modifier) or become addicted to
disease, poison, sleep, stunning, paralysis, that source. While addicted they are under
+2 save vs. mind‐affecting). the effects of a lesser charm with respect to
DR 5/silver; Resist electricity 5, cold 5, the donor.
turning +36 Disease (Ex) Filth Fever – bite, Fortitude DC
Weakness blood dependency, turn 24, incubation period 1d3 days; damage
vulnerability 1d3 Dex and 1d3 Con.
Improved Grab (Ex) To use this ability, a
Spd 20 ft blooddrinker otyugh must hit with a
Melee 2 tentacles +25 (1d8+8) and bite +22 tentacle attack. It can then attempt to start
(2d6+4 plus disease) a grapple as a free action without provoking
Space 15 ft.; Reach 10 ft. (15 ft. with an attack of opportunity. If it wins the
tentacles) grapple check, it establishes a hold and can
Special Attacks constrict (1d8+8), disease constrict.
(filth fever DC 24), improved bull rush, Natural Colouration (Ex) Due to its natural
improved grab, power attack colouration, a blooddrinker otyugh receives
a +8 racial bonus to Hide in its lair.
Str 26, Dex 8, Con 20, Int 8, Wis 12, Cha 6 Reduced Consumption (Ex) A blooddrinker
Base Atk +18; Grp +33 otyugh that has feed on blood does not
Feats Awesome Blow, Improved Bull Rush, need any other food to survive in spite of
Improved InitiativeB, Monstrous Flanker, their enormous size.
Multiattack, Power Attack, Skill Focus Typical Encounters:
(Listen), Weapon Focus (tentacle) EL 11 – Lone Blooddrinker Otyugh
Skills Hide +12 (+20 in lair), Search +3 EL 13 – Pair of Blood Drinker Otyughs
Language Common EL 15 – Cluster of four Blooddrinker
SQ ageless, all‐around vision, reduced Otyughs
consumption
Advancement 19‐36 HD (Gargantuan), 39+
HD (Colossal)
Ageless (Ex) Blooddrinker otyughs do not
lose ability points as they age but they do
gain any ability bonuses due to age.
All‐Around Vision (Ex) A blooddrinker
otyugh’s flexible eyestalk allows it to rapidly
Pathfinder Compatible Feats Weapon Focus (glaive)
Skills Acrobatics +5, Climb +8, Knowledge
(arcana) +7, Spellcraft +7, Swim +8
SQ arcane armor training, carrier
Languages Common, Draconic, Goblin,
Undercommon
Gear backpack, caltrops, grappling hook,
rope (silk), spell component pouch,
1st Level Heroes: Ratkin Spellblade wineskin, 21 gp
Honko grew up in the slums of Renault. As Arcane Armor Training (Ex) Honko is
he grew older and an affinity for magic trained to cast spells while in armor. His
blossomed he apprenticed with the Crimson armor check penalty is reduced by 20%.
Spellblades to learn their craft. Now a newly Carrier (Ex) If Honko loses a saving throw
minted journeyman he seeks expand his against a disease he does not become
awareness of the outside world and study infected but instead becomes a carrier for
the magecraft of others. 1d4 days.
Honko Jasvise CR 1
Male Ratkin Spellblade 1 (Soldier [Climb, Creatures of Legend: Ahuizhotl
Swim])
NG Medium humanoid (ratkin) From the water rises a sleek black creature.
Init +1; Senses low‐light vision; Perception It is as large as a riding dog, but walks on
+0 monkey‐like hands. Its tails ends in a fifth
grasping hand.
AC 14, touch 11, flat‐footed 14
(+1 Dex, +3 studded leather) Ahuizhotl CR 3 (800 XP)
hp 11 (1d10+1)1 NE Medium magical beast (amphibious)
Fort +3, Ref +1, Will +0 Init +1; Senses darkvision 30 ft.; Perception
Immune disease +4
Spd 30 ft. AC 15, touch 11, flat‐footed 14
Melee bite +2 (1d4+1) or glaive +3 (1d10+1, (+1 Dex, +4 natural)
x3) hp 26 (4d10+8)
Ranged javelin +2 (1d6+1) Fort +6, Ref +5, Will +3
Special Attacks infuse weapon (5/day, 7
rounds, treat as magical) Spd 30 ft., Swim 30 ft.
Spellblade Spells Known (CL 1st) Melee tail hand +8 (1d6+4) and bite +3
1st level (2/day) ‐ burning hands, jump (1d4+2)
0th level (at will) ‐ arcane mark, detect Special Attacks Improved grab (tail hand)
magic, ray of frost, web splat
Str 19, Dex 12, Con 14, Int 14, Wis 14, Cha
Str 12, Dex 12, Con 12, Int 17, Wis 11, Cha 8 12
Base Atk +1; CMB +2; CMD 13 Base Atk +4; CMB +8; CMD 19
Feats Alertness, Stealthy Role Master rat catchers are specialty
Skills Bluff +9 (+13 sound human), Escape characters that can help parties move
Artist +9, Stealth +9, Swim +11 through and sewers. They are can hold their
Languages Common own in a fight while helping others navigate
SQ mimicry the dangers that lurk beneath the boots of
civilization.
Environment tropical jungle
Organization solitary, pair, or pond (2‐5) Alignment Since master rat catchers spend
Treasure Value 800 gp much of their time unseen by the world but
helping to make civilization safe from
Mimicry (Ex) Ahuizhoti are experts of vermin infestations they tend to be of good
mimicry. They typically use this ability along alignment. If an area is particularly infested
with Bluff to make it sound like a child is it may also attract the type of individual
drowning. Once lured to the edge of the that like slaughter, traps and poison.
lake they grapple opponents and try to Hit Dice d8
drown them. They have a +4 racial bonus to
sound human. Requirements
Ahuizhotl are terrible creatures that live in To qualify to become a master rat catcher, a
small lakes, ponds and watery caves. They character must fulfill all of the following
use mimicry to lure victims near the watery criteria.
shores. If they can grapple their opponent Skills Craft (alchemy) 4 ranks, Craft (traps) 4
they will drag them underwater and ranks, Escape Artist 2 ranks, Knowledge
attempt to drown them. Once they have (engineering) 3 ranks
killed their prey, the ahuizhotl eat their Feats Great Fortitude, Nimble Moves
eyes, nails and tear before disguarding the Special Must have trained with a master rat
corpses. catcher in a small or large city with an
extensive sewer system for a month.
Prestige Class: Master Rat Catcher
Class Skills
Raised in large cities and metropolises,
master rat catchers protect society from The master rat catcher's class skills (and the
itself. They are often employed by cities to key ability for each skill are) Climb (Str),
rid its sewers of ratkin, wererats and other Craft (Int), Disable Device (Dex), Knowledge
vermin that natural swell beneath the (engineering) (Int), Knowledge (geography)
notice of those living above. (Int), Perception (Wis) and Survival (Wis).
Skill Ranks at Each Level 6 + Int Modifier
No one class is more suited to this
Class Features
profession than any other though it is often
pursued by rangers and rogues who have an
All of the following are class features of the
affinity for nature or moving beneath the
master rat catcher prestige class.
notice of others.
Weapon and Armor Proficiency Master rat
catchers gain no additional armor or shield
proficiencies but their training with another
master rat catcher always includes the use accidentally poison themselves when
of a net as a weapon. applying poison to a trap.
Born to Filth (Ex) Master rat catchers work See the Unseen (Ex) A master rat catcher
in the filth of civilization everyday of their has adapted well to their work
lives. This constant contact with the refuse underground. while in their favored terrain
of the world makes them more resistant to they possess darkvision 30 ft. If they
its effects. A master rat catcher gains a +2 previously had darkvision as a racial ability
bonus on saving throws against disease. it is increase by 30 ft.
Favored Terrain (Urban) (Ex) A master rat Among the Pipes (Ex) A master rat catcher
catcher gains a +2 bonus on initiative checks can move quickly amongst the labyrinth
and Knowledge (geography), Perception, pipes and tunnels that snake below cities.
Stealth, and Survival checks while in an While in his favored terrain he gains a climb
urban setting (streets, buildings, sewers). speed of 15 ft.
Antivermin Shell (Sp) Once per day, as a
Monsters
standard action, a master rat catcher can Planar Dragons
create an invisible, mobile barrier that
keeps all creatures within the shell Note from Mark: I have no access to the
protected from attacks by ratkin, wererats Pathfinder Bestiary and no samples of
and vermin. This effect last 1 minute per dragon stats to work from as I stated they
class level. guys. It is my understanding that the
dragon’s poor Fly manoeuvrability and its
Poison Use (Ex) A master rat catcher is size are going to contribute this thing being
trained in the use of poison and cannot
a terrible flyer. At this point I can do Spell‐Like Abilities (CL 1st)
anything about that. 1/day ‐ see invisibility
Some publishers have early access to the Str 8, Dex 10, Con 12, Int 14, Wis 8, Cha 14
Pathfinder Bestiary. We do not because we Base Atk +5; CMB +3; CMD 13
are not a qualified publisher and thus I’m Feats Horns, Tail Spikes, Wing Spurs
sure these stats are not accurate. I’m sorry Skills Bluff +10, (Fly +4), Intimidate +12,
for that and will update them later. Knowledge (arcana) +10, Knowledge
(history) +10, Knowledge (the planes) +10,
‐ Mark Perception +7, Spellcraft +12, Sense Motive
+7
Planar dragons are winged serpents native Languages Auran, Common, Draconic
to the outer and inner planes. They adapt SQ Adaptation
naturally to the plane that they are resident
on leading many to believe that there are in Environment Any neutral plane
fact multiple species of planar dragons but Organization Solitary, mated pair, mater
this is misconception. Planar dragons prefer pair and clutch (2‐5) or gathering (6‐15)
neutral planes where they are able to more Treasure Value None
easily act on their own desires and
interests. The typically collect no material Adaptation (Su) 1d4 minutes after arriving
treasures but gather histories, stories, on a new plane, a planar dragon begins to
riddles, puzzles and jokes as other dragons acquire the elemental and alignment
gather gold and gems. They are excellent properties of the plane. The dragon can
guides and sages in regards to planar resist these changes by making a Will save
matters but untrustworthy companions on (DC 10 + minutes on plane) each minute.
alignment‐based planes. Breath Weapon (Su) The cone‐shaped
breath weapon of the planar dragon can
Wyrmling trap those it hits with a dimensional anchor
Planar Dragon, Wyrmling CR 3 (800 XP) or plane shift them to a random plane.
CN Small dragon (extraplanar)
Init +0; Senses blindsense 60 ft., darkvision Very Young
120 ft, keen senses; Perception +7 Planar Dragon, Very Young CR 5 (1600 XP)
CN Medium dragon (extraplanar)
AC 16, touch 11, flat‐footed 16 Init +4; Senses blindsense 60 ft., darkvision
(+1 size, +5 natural) 120 ft, keen senses; Perception +12
hp 37 (5d12+5)
Fort +5, Ref +4 Will +3 AC 18, touch 10, flat‐footed 18
(+8 natural)
Spd 60 ft., Fly 100 ft. (poor) hp 60 (8d12+8)
Melee bite +5 (1d6‐1) or gore +5 (1d6‐1) Fort +7, Ref +6 Will +5
Special Attacks breath weapon (cone,
dimensional anchor or plane shift, Fort DC Spd 60 ft., Fly 100 ft. (poor)
16) Melee bite +8 (1d6) and 2 wing spurs +3
(1d6) or gore +8 (1d6)
Special Attacks breath weapon (cone, AC 20, touch 9, flat‐footed 20
dimensional anchor or plane shift, Fort DC (‐1 size, +11 natural)
18) hp 82 (11d12+11)
Spell‐Like Abilities (CL 2nd) Fort +8, Ref +7 Will +6
1/day ‐ see invisibility
Sorcerer Spells Known (CL 1st) Spd 60 ft., Fly 100 ft. (poor)
1st level (4/day) ‐ obscuring mist, true strike Melee bite +11 (1d6+1) and 2 wing spurs +9
0th level (5/day) ‐ daze, detect magic, (1d6) and tail slap +9 (1d8 plus 2d6) or gore
detect poison, resistance +11 (1d6+2)
Special Attacks breath weapon (cone,
Str 10, Dex 10, Con 12, Int 16, Wis 8, Cha 14 dimensional anchor or plane shift, Fort DC
Base Atk +8; CMB +8; CMD 18 19)
Feats Alertness, Horns, Improved Initiative, Spell‐Like Abilities (CL 3rd)
Tail Spikes, Wing Spurs 1/day ‐ see invisibility
Skills Bluff +13, (Fly +7), Intimidate +15, Sorcerer Spells Known (CL 3rd)
Knowledge (arcana) +14, Knowledge 1st level (6/day) ‐ mage armor, obscuring
(history) +14, Knowledge (the planes) +14, mist, true strike
Perception +12, Spellcraft +16, Sense 0th level (6/day) ‐ daze, detect magic,
Motive +12 detect poison, ray of frost, resistance
Languages Auran, Common, Draconic
SQ Adaptation Str 12, Dex 10, Con 12, Int 16, Wis 8, Cha 14
Base Atk +11; CMB +13; CMD 23
Environment Any neutral plane Feats Alertness, Horns, Improved Initiative,
Organization Solitary, mated pair, mater Multiattack, Tail Spikes, Wing Spurs
pair and clutch (2‐5) or gathering (6‐15) Skills Bluff +13, (Fly +10), Intimidate +18,
Treasure Value None Knowledge (arcana) +17, Knowledge
(history) +17, Knowledge (the planes) +17,
Adaptation (Su) 1d4 minutes after arriving Perception +15, Spellcraft +19, Sense
on a new plane, a planar dragon begins to Motive +15
acquire the elemental and alignment Languages Auran, Common, Draconic
properties of the plane. The dragon can SQ Adaptation, plane shift
resist these changes by making a Will save
(DC 10 + minutes on plane) each minute. Environment Any neutral plane
Breath Weapon (Su) The cone‐shaped Organization Solitary, mated pair, mater
breath weapon of the planar dragon can pair and clutch (2‐5) or gathering (6‐15)
trap those it hits with a dimensional anchor Treasure Value None
or plane shift them to a random plane.
Adaptation (Su) 1d4 minutes after arriving
Young on a new plane, a planar dragon begins to
Planar Dragon, Young CR 7 (3200 XP) acquire the elemental and alignment
CN Large dragon (extraplanar) properties of the plane. The dragon can
Init +4; Senses blindsense 60 ft., darkvision resist these changes by making a Will save
120 ft, keen senses; Perception +15 (DC 10 + minutes on plane) each minute.
Breath Weapon (Su) The cone‐shaped
breath weapon of the planar dragon can Motive +19
trap those it hits with a dimensional anchor Languages Auran, Common, Draconic
or plane shift them to a random plane. SQ Adaptation, plane shift
Plane Shift (Su) A young planar dragon may
plane shift as part of a flying move action of Environment Any neutral plane
at least 30 ft. Organization Solitary, mated pair, mater
pair and clutch (2‐5) or gathering (6‐15)
Juvenile Treasure Value None
Planar Dragon, Juvenile CR 9 (6400 XP)
CN Large dragon (extraplanar) Adaptation (Su) 1d4 minutes after arriving
Init +4; Senses blindsense 60 ft., darkvision on a new plane, a planar dragon begins to
120 ft, keen senses; Perception +19 acquire the elemental and alignment
properties of the plane. The dragon can
AC 23, touch 9, flat‐footed 23 resist these changes by making a Will save
(‐1 size, +14 natural) (DC 10 + minutes on plane) each minute.
hp 119 (14d12+28) Breath Weapon (Su) The cone‐shaped
Fort +11, Ref +9 Will +9 breath weapon of the planar dragon can
trap those it hits with a dimensional anchor
Spd 60 ft., Fly 100 ft. (poor) or plane shift them to a random plane.
Melee bite +16 (1d6+3) and 2 wing spurs Plane Shift (Su) A juvenile planar dragon
+14 (1d6+1) and tail slap +14 (1d8+2d6+1) may plane shift as part of a flying move
or gore +16 (1d6+6) action of at least 30 ft.
Special Attacks breath weapon (cone,
dimensional anchor or plane shift, Fort DC Young Adult
22) Planar Dragon, Young Adult CR 12 (19,200
Spell‐Like Abilities (CL 5th) XP)
1/day ‐ see invisibility CN Huge dragon (extraplanar)
Sorcerer Spells Known (CL 5th) Init +4; Senses blindsense 60 ft., darkvision
2nd level (5/day) ‐ shadowbiteswift, web 120 ft, keen senses; Perception +23
1st level (7/day) ‐ alarm, mage armor, Aura dragonfear (DC 20)
obscuring mist, true strike
0th level (6/day) ‐ bleed, daze, detect magic, AC 25, touch 8, flat‐footed 25
detect poison, ray of frost, resistance (‐2 size, +17 natural)
hp 161 (17d12+51)
Str 16, Dex 10, Con 14, Int 18, Wis 10, Cha Fort +13, Ref +10 Will +11
16 DR 5/magic; SR 15
Base Atk +14; CMB +18; CMD 28
Feats Alertness, Fly‐By Attack, Horns, Spd 60 ft., Fly 100 ft. (clumsy)
Hover, Improved Initiative, Multiattack, Tail Melee bite +19 (1d6+4) and 2 wing spurs
Spikes, Wing Spurs +17 (1d6+2) and tail slap +17 (1d8+2d6+2)
Skills Bluff +17, (Fly +16), Intimidate +19, or gore +19 (1d6+8) or crush +19 (2d8+6)
Knowledge (arcana) +21, Knowledge Special Attacks breath weapon (cone,
(history) +21, Knowledge (the planes) +21, dimensional anchor or plane shift, Fort DC
Perception +19, Spellcraft +23, Sense 24)
Spell‐Like Abilities (CL 7th) Adult
1/day ‐ see invisibility Planar Dragon, Adult CR 14 (38,400 XP)
Sorcerer Spells Known (CL 7th) CN Huge dragon (extraplanar)
3rd level (5/day) ‐ color rippleswift, lightning Init +4; Senses blindsense 60 ft., darkvision
bolt 120 ft, keen senses; Perception +23
2nd level (7/day) ‐ blur, shadowbiteswift, web Aura dragonfear (DC 21)
1st level (7/day) ‐ alarm, arrow deflection,
mage armor, obscuring mist, true strike AC 28, touch 8, flat‐footed 28
0th level (6/day) ‐ bleed, daze, detect magic, (‐2 size, +20 natural)
detect poison, learn heritage, ray of frost, hp 190 (20d12+60)
resistance Fort +15, Ref +12 Will +13
DR 5/magic; SR 17
Str 18, Dex 10, Con 16, Int 20, Wis 12, Cha
18 Spd 60 ft., Fly 100 ft. (clumsy)
Base Atk +17; CMB +23; CMD 33 Melee bite +24 (1d6+6) and 2 wing spurs
Feats Alertness, Fly‐By Attack, Horns, +22 (1d6+3) and tail slap +22 (1d8+2d6+3)
Hover, Improved Initiative, Multiattack, Tail or gore +24 (1d6+12) or crush +24 (2d8+9)
Spikes, Wing Spurs, Wingover Special Attacks breath weapon (cone,
Skills Bluff +21, (Fly +17), Intimidate +23, dimensional anchor or plane shift, Fort DC
Knowledge (arcana) +25, Knowledge 27)
(history) +25, Knowledge (the planes) +25, Spell‐Like Abilities (CL 9th)
Perception +23, Spellcraft +27, Sense 1/day ‐ rainbow pattern, see invisibility
Motive +23, Use Magic Device +13 Sorcerer Spells Known (CL 9th)
Languages Auran, Common, Draconic 4th level (5/day) ‐ black tentacles, summon
SQ Adaptation, plane shift monster IV
3rd level (7/day) ‐ color rippleswift, lightning
Environment Any neutral plane bolt, nondetection, water breathing
Organization Solitary, mated pair, mater 2nd level (7/day) ‐ blur, resist energy,
pair and clutch (2‐5) or gathering (6‐15) shadowbiteswift, web
Treasure Value None 1st level (7/day) ‐ alarm, arrow deflection,
mage armor, obscuring mist, true strike
Adaptation (Su) 1d4 minutes after arriving 0th level (6/day) ‐ bleed, daze, detect magic,
on a new plane, a planar dragon begins to detect poison, learn heritage, ray of frost,
acquire the elemental and alignment resistance, tongue of fiends
properties of the plane. The dragon can
resist these changes by making a Will save Str 22, Dex 10, Con 16, Int 22, Wis 12, Cha
(DC 10 + minutes on plane) each minute. 18
Breath Weapon (Su) The cone‐shaped Base Atk +20; CMB +28; CMD 38
breath weapon of the planar dragon can Feats Alertness, Fly‐By Attack, Horns,
trap those it hits with a dimensional anchor Hover, Improved Fling, Improved Initiative,
or plane shift them to a random plane. Multiattack, Snatch, Tail Spikes, Wing Spurs,
Plane Shift (Su) A young adult planar Wingover
dragon may plane shift as part of a flying Skills Bluff +24, (Fly +20), Intimidate +26,
move action of at least 30 ft. Knowledge (arcana) +29, Knowledge
(history) +29, Knowledge (the planes) +29, Plane Shift (Su) A adult planar dragon may
Perception +26, Spellcraft +31, Sense plane shift as part of a flying move action of
Motive +26, Use Magic Device +19 at least 30 ft.
Languages Auran, Common, Draconic
SQ Adaptation, plane shift
Environment Any neutral plane
Organization Solitary, mated pair, mater
pair and clutch (2‐5) or gathering (6‐15)
Treasure Value None
Adaptation (Su) 1d4 minutes after arriving
on a new plane, a planar dragon begins to
acquire the elemental and alignment
properties of the plane. The dragon can
resist these changes by making a Will save
(DC 10 + minutes on plane) each minute.
Breath Weapon (Su) The cone‐shaped
breath weapon of the planar dragon can
trap those it hits with a dimensional anchor
or plane shift them to a random plane. Nest of the Inphidians (PFRPG)
Map of Mystery #2 – The Nest of the
Alert Factor Inphidians is a 15 room adventure location
designed for 6th level parties. It has an AF
Dungeons are not static environments, or at of 1 to 15.
least they shouldn’t be. The humanoids and
creatures that live within the walls of any Bonus to
dungeon have goals, habits and routines Alert Perception
that cause them to move from room to Status
Factor (Listen, Spot,
room and place to place. This is often not Search)
well shown within a typical dungeon. In The nest is at ease and
small dungeons players often need to the commoners, dancer
approach with care and caution to avoid 1‐3 charmers, cobra‐backs ‐1
drawing all the combatants to them in a and rattlers go about
hurry. To simulate the opponents readiness their regular duties.
to respond to character actions the Alert Unease begins to spread
Factor (AF) system was developed. through the nest. They do
not “gear up” but double
Alert Factor (AF) is a tool designed to reflect 4‐6 check their gear and +0
the changing conditions in the dungeon or make sure it’s at scale’s
other closed social system; an area’s AF length should they need
score represents the readiness and general it.
state of alert. A dungeon’s AF score changes The inphidians sense that
over time in response to the character’s something is amiss within
actions. If the characters use load and the nest. Patrols are
obvious spells such as burning hands or 7‐9 doubled and guards are +1
shatter, then the dungeon’s AF rises as the sent to reinforce
protection around the
inhabitants ready themselves for combat;
hive’s leaders.
on the other hand, if the party quietly
dispatches its foes, the dungeon’s AF Inphidians are alerted to
remains stable or may even fall as monsters an emergent threat from
within the hide. Areas are
feel a sense of security and relax their
secured against intrusion
guard. 10‐12 +2
and defensive spells are
cast. The inphidians try to
AF is not an absolute measure; rather, it drive characters toward
measures the relative state of alert for an ambushes and traps.
area. For instance, an AF of 10 may mean a
The nest is on full alert.
high state of readiness for the Citadel's Inphidians expect an
inhabitants, but may be a low level for a armed attack and have
wary dragon. Each dungeon or adventure 13‐ spells and equipment
area that uses this system should feature its +3
15+ prepared to deal with
own, unique AF milestones and ratings them. cobra‐backs and
tailored to its specific inhabitants. rattlers have been
dispatched to hunt prey.
AF can be changed by general events and easier to move prisoners, mercenaries or
room specific events. Below is a list of guests.
general events that can be used to adjust AF
within the nest. This long hallway is made of polished black
stone. The deep green walls are carved with
Alert images of writing serpents and serpentine
Occurrence Factor monsters consuming mammalian and
Modifier humanoid foes. Sporadically along the hall
Light is used in the hallways (natural are mounted everburning torches that give
or magical); Inphidians can see well off a soft yellow‐green glow. At the far end
+2
in the dark and tend to only light of the hall a large fountain can be seen and
rooms 2,6,7,8,11,12,13,15 heard gurgling loudly.
An opponent escapes to relay a
+6 Due to the dimness of this hall and the
message of intruders
Loud Spells (burning hands,shatter, loudness of the fountain all Stealth checks
+3 have a +2 circumstance bonus. Casting one
et cetera
or two loud spells in this hallway will not
Odoriferous Spells (stinking cloud);
likely raise the AF because of the noise of
Inphidians have enhanced sense of +6
smell the fountain. If there is a sustained noisy
spell battle it will raise the AF.
Appearance of unfamiliar or non‐
+2
reptilian creatures
Inhabitants Aside from the guards stationed
at the doors into room 2 the hallway is
Rooms that follow over the next month may relatively empty.
have additional AF changes. For now the
Nest of the Inphidians has an AF = 1. Tactics The tactics of the guards are simple.
The first is to identify the nature and
Room 1: The Long Entry Hall [EL 6, 2400 purpose of strangers within the nest. If they
XP] are hostile they are to be repelled and the
rest of the nest alerted. If they are peaceful
Summary This long hallway is the primary they as escorted to the Greeting Hall.
entrance to the inphidian’s nest.
Alert Factor Changes
Guard Posts The doors leading into room #2
have stationed guards. Currently there is If the AF has risen to at least 7, the
one guard for each doorway. If the AF < 7 inphidians will have launched roaming
these are guarded by common inphidians patrols of one rattler inphidian and two
(hp 34) but at AF of 7 or higher these are cobra‐back inphidians (EL 6). There are
guarded by cobra‐back inphidians (hp 37). two patrols at AF 7‐9 that circulate
through the lair. They have a 10% of
coming into this corridor through room
Sights and Sounds The hallway is dim but is
2.
lighted by a couple everburning torches. The
If the AF has risen to at least 10, the
inphidian possess Darkvision but still post inphidians will barricade the doors to
minimal lights through their nest to make it
room 2 and build cover at the far end of inphidian dancers Brd2. Additionally he will
the hall near room 14. have two cobra‐back Ftr 2 guards. If the
inphidians are not receiving outsiders there
Treasure There is no treasure located in this while only be the two inphidian dancers.
hallway but the door guards carry some
personal treasure on them. Alert Factor Changes
Connections There are three good wooden If the AF is less than 4, the dancers are
doors (unlocked, but guarded) that lead into likely resting on the pillows in the
room 2. There are two open passages northern recess.
leading into room 3 and room 4 and off If the AF is less than 7, the dancers are
course into the well‐lit fountain room (room probably active in the room, looking
14) at the end of the hall. down their hallways, listening at the
doors and hiding their belongings.
If the AF is less than 7 or more, the
Room 2: The Greeting Hall [EL 7, 3200 dancers will be reinforced with two
XP] cobra‐back inphidian Ftr2.
Summary This large chamber is where the Treasure Hidden within the arm of the
inphidian lord greets visitors and throne (Perception DC 18) is wand of
supplicants. It is the welcoming room for burning hands (36 charges), inside on the
diplomatic situations. dancer’s resting pillows is a heart‐shaped
gem (see below). The dancers have a small
Sights and Sounds This large greeting hall is collection of coins worth 135 gp.
the welcoming chamber for visiting
contacts, mercenaries and supplicants. The Connections There are three good wooden
room is well‐lit because the inphidians often doors that lead into room 1 and an
entertain outsiders in this room. extension of the room leading into room 5.
This large chamber is well‐light with bright Room 3 ‐ The Library [EL 6 or 8, 2,400 or
soft‐yellow everburning torches circling two 4,800 XP]
pillars snaking into the ceiling. To the north
end of the chamber is a large, raised pad Summary This room is the personal library
covered with pillows. On the west wall is a of the krait inphidian sorcerer although he
curving, carved throne of green stone. To needs no spellbooks to shape his magic he
the north‐west is a narrow hallway leading has become quite a collector.
off into darkness.
Sights and Sounds This room is dark. The
Inhabitants The greeting hall is the resting krait sorcerer does not like his room
home of two inphidian dancers Brd2 (hp normally because he can see fine without it.
42).
This room is poorly lit, only the intermittent
Development If the inphidians are receiving glow of everburning torches from the entry
peaceful outsiders the will be greeted by hall provides any illuminations. The room
krait inphidian Sor2 as well as the two appears bare with no markings or designs
on the walls. Along the north wall is a Inhabitants Normally, there is a 30% chance
couple of chairs, foot rests and a small that the krait inphidian sorcerer is here
table. going through the works in his collection.
The chairs and footrests provide the krait Tactics The sorcerer, if present, will not
sorcerer someplace comfortable to sit and engage player characters by himself.
read. Or perhaps share a quiet moment Instead he will slither through the
with a dancer. The table has a drawer crawlspace to room 4 (The Breakroom) and
containing a wizard's spellbook (he doesn't warn the guards that are resting of
learn spells from a spell book but likes the intruders. If successful this increases the AF
look of a spellbook and often jots notes and by +6. Once the guards arrive he will defend
ideas for improvement of the nest within its his library as outlined below.
pages), ink (red, blue and green) and a
collection of inkpens. Beside his chair are a Alert Factor Changes
pair of inphidian gauntlets.
If the AF has 7 or more he definitely will
The roof extends 20 ft. upward and hanging make his way to this room to make sure
from the ceiling are a number of columnar his collection and treasures are safe.
If the AF has risen to 10 or more he
shelves on which the krait sorcerer stores
summons two cobra‐back inphidian
books of interest. The roof holds twelve
fighter 2s to help protect his treasure.
columnar shelves that the krait likes to They defend the floor while he hids in
climb around and organize. Fighting from the cover (+4 AC) of the hanging
the shelves provides him with cover (+4 AC). bookshelves and attacks downward
The four of the shelves are very heavy and with burning hands, rays of frost, or his
can be manually dislodged from the ceiling necklace of fireballs type I (see below).
to fall on player characters below.
Treasure Hidden among the hanging
Falling Shelves Trap CR 2 (600 XP) shelves is a strongbox with a good lock
(Disable Device, DC 30). Stored within the
Type mechanical; Perception DC 20; Disable strongbox are 203 pp, 483 gp and a
Device DC20 campaign medal (see below). The shelves
[Effects] are littered with books on ancient
Trigger manual; Reset no reset mysteries, magic traditions, arcane symbols,
Effect Atk +15 ranged (1d6+6) constructs, dragons and magical beasts. The
exact titles and number of books is left up
If the players have a light source and look to you. Also hidden amongst the shelves is a
toward the ceiling you can read the necklace of fireballs type I that the krait
following: sorcerer will seek to recover and use to
defend his library.
Hanging high above are many columnar
shelves. They are bursting with books and Connections There are two main exits from
dangle precariously from the celing with the room. The first is the passageway east
irregular placement. into room 1 (The Long Entry Hall). The
second exit is hidden (Perception DC 22)
and not shown on the map. High within the the inphidian equivalent game of mixed
hanging stackes there is a crawlspace mice.
running north into room 4 (The
Breakroom). Tactics If caught off‐guard the awake
commoners shout to awake sleeping
Room 4 ‐ The Breakroom [EL Varies] inphidians and will engage the player
characters to give the cobra‐backs time to
Summary This is the breakroom or the don gauntlets and grab fanged blades. Any
barracks for the cobra‐backs and cobra‐back fighter will try to escape to
commoners. check on the sorcerer, cleric/assassin or
dancers.
Sights and Sounds This poorly lit room has a
number of burrows in the walls for cobra‐ Alert Factor Changes
backs and commoners to sleep. On the west
wall is a weapon rack (holding 16 fanged If the AF has not risen to at least 7, it
blades and an four dozen inphiadian will be considered 2 points lower in this
guantlets. On the south is a small table with room because the cobra‐backs and
commoners use this room as a resting
stools.
place.
If the AF has risen to 7, the inphidains in
This room is cloaked in deep shadows. The this room have organized into patrols of
flickering everburning torches from the two commoners and one cobra‐back.
entry hall do not pierce the darkness of this The cobra‐back fighters (2) move to
room well. defend the krait sorcerer, another
moves to defend the dancers and the
With a light source or darkvision you could remaining three seek out the night
read: adder cleric/assassin.
If the AF has risen to 10, the inphidains
On the far wall stands a weapon rack filled patrols have regrouped to reinforce
with curved wooden blades and strange hallways and set traps. Any patrol will
metallic gauntlets. Along the entire length now contain 2 commoners, 1
commoner rogues, and 2 cobra‐backs.
and height of the north wall are a number
If the AF has risen to 13, the rattlers
of burrow for serpent‐men to slither into for move in pairs because their death rattle
a night or day of sleep. Opposite the can do serious to non‐rattlers while the
sleeping burrows is a small wooden table cobra‐backs move in squads of 5.
surrounded by three wooden stolls.
Inhabitants This room has roughly one
quarter of the nests commoners and cobra‐ How many of these damn things are
backs resting at any time. This generally there?
amounts to 3 cobra‐backs, 1 cobra‐back
fighter, 5 commoners and 1 commoner I'm really not sure. I tend not to stock a
rogue. There is a 20% chance than 1d3 of dungeon with a set amount of monsters but
them will be insonomic up playing cards or alter the number opponents based upon
the progress of the player characters. I
would put some limits on the size of the height of 10 ft. is a sloping clawlspace that
serpentine forces. leads up to room 3 the library.
Treasure The common rattler doesn't carry Inhabitants The guard captain (a rattler
much in the way of treasure but usually is inphidian ranger 3) is currently in his room
wearing mw leather armour (+2 AC), and going over the plans for the next invasion of
carries an elixer of hiding and 75 gp. If the humanoid lands.
player character kill the thessaotyugh and
lower themselves into the garbage chute Tactics The guard captain will try to disable
they can spend 10 minutes to 1 hour foes with his death rattle ability. If he feels
searching for treasure. The thessaotyugh it necessary to escape to protect he night
doesn't actively collect treasure but several adder he will use his everfull bag of rats to
things have been thrown away by mistake distract and confuse the heroes that that he
including a scroll containing the spells can escape.
sandblast and wall of light and a ring of
invisibility. Alert Factor Changes
Connections There is a sewer grate that If the AF has risen to 7, the guard
leads down into the thessaotyugh's lair (not captain is guarding room 5 (The Guard
mapped), a passage way west to room 2 Station) instead.
If the AF has risen to 13, the guard
(The Greeting Hall), a passageway north to
captain moves to room 12 to protect
room 10 (The Atonement Room), a door on
the night adder cleric/assasin.
the south wall leads to room 6 (The Guard
Captain Station), and the narrow hallway Treasure Hanging on the west wall is a
east is a dead end flanked by doors leading mirror, a number of cloaks, keys to the
into room 7 & 8 the two prison cells. prison cells (room 7 & 8), a shortbow and
12 arrows, a dagger, +1 studded leather
Room 6 ‐ Guard Captain Station [EL 6, armor, and two pairs of matched inphidians
2,400 XP] gauntlets (one set black, one set red). On
the table is a list of things to do to reinforce
Summary This is the private quarters of the the nest (like reduce the number of torches
guard captain a rattler inphidian ranger 3. and more traps that need to be slithered
past like the Atonement room) written in
Inphidian and a battle plan (Knowledge players for a weapon for him to use or as
(local) DC 18 to recognize locations on the for an escort out of the nest. He has nothing
battlemap such as the doomed halfling to offer and likely wouldn't honour any deal
village called the Glendale Shire that he made anyway.
borders the Kingdom of Yurthiq).
Alert Factor Changes
Hidden in a hollow part of his sleeping The inphidians only check on their prisoners
burrow, the guard captain has amassed once per day. However if the locks appear
1141 gp, constrictor gloves and a purse of to be tampered with or a prison cell is level
alarm with a bracelet (silver with jade inlay) open this immediately will raise the AF of
(175) and a locket (contains a small set of the nest by +6.
purple scales).
Treasure As a prisoner of the inphidians the
Connections The rooms only exit is the door satyr has no possessions.The dagger and
on the north wall that leads into room 6 shortbow listed on his statblock where in
his possession when he was captured and
Room 7 ‐ Cell #1 [EL ‐‐] are in the guard captain's room.
Summary This is one of the two cells used Connections The door of the cell is the only
by the inphidians to hold captured way into the room and out of the room. It
opponents. It is the current home of a satyr leads to the hallway outside of the two cells
psion. and room 5 (the guard station).
Sights and Sounds The far end of this Room 8 ‐ Cell #2 [EL 7, 3,200 XP]
passage ends in a smooth stone wall. On the
south wall and on the north there are doors. Summary This is the other cell used by the
The both are shut with heavy padlocks; the inphidians to hold captured opponents. It is
north door is an iron door while the south is the current home of a crazed, diseased, evil
wooden. The northern door north door has panda bear nicknamed Franz the Destroyer.
a notice nailed onto it.
Sights and Sounds The far end of this
The door to the cell has a padlock on it of passage ends in a smooth stone wall. On the
good quality (DC 25) with a hardness of 15 south wall and on the north there are doors.
and 35 hp. The both are shut with heavy padlocks; the
north door is an iron door while the south is
Inhabitants Within the cell #1 is a satyr wooden. The northern door north door has
psion who was captured four miles south of a notice nailed onto it.
the inphidian's nest. He had no interest in
the inphidians or in their plans he is simply The door to the cell has a padlock on it of
a victim of being in the wrong place at the good quality (DC 25) with a hardness of 15
wrong time. and 35 hp.
The satyr just wants to be free and will flee The note on the door is written in inphidian
the nest as soon as he is able. He begs the (DC 20 to decipher with Linguistics) A
character attempting to decipher this Room 9 – The Great Serpent Hall
message who knows the draconic language [CR 3, 800 XP or CR 10, 9,600 XP]
gains a +2 bonus on his check due to
similarities in the languages. The message Summary This chamber is the temple of
on the door is simply "Quarantine" Inphidians. It is the primary lair of the night
adder cleric assassin. At the east end of the
Any creature within 5 feet of the door will room end there is a large statue of huge
alert Franz to their presence and send him coiled serpent.
into a rage. He will begin loudly grinding his
ogre hooks against the interior of the door. Sights and Sounds This room is normally
dark as the inphidians do not light rooms
Inhabitants The only inhabitant of this they do not expect outsiders to enter. If the
room is a crazed, diseased, evil panda bear players have a source of light you can relate
who has ogre hooks grafted on in place of the following.
its hands. He is a carrier and victim of the
crimson colic disease that has driven him Long shadows writhe across the coiled
mad. In a blind rage, he entered the nest surfaces of this room. The floor of the long
and began randomly slaughtering hall is covered with soft pillows for the
inphidians. He was captured alive because comfort of those who come to kneel before
the night adder assassin/cleric wants to a great statue of a coiled serpent that
study the disease to see if he can decorates the east end of the room. To the
weaponize it in some way. north is an alcove and to the west end are
two wooden doors leading north and south
Tactics Tactics, we don't need no stinking out of the long hall.
tactics. Franz always attacks the nearest
creature, tears it to shreds and moves on Statue The statue of the coiled serpent is
the next. If he can see no opponents he will depiction of their god’s avatar but it also
feast on the pieces of his kills. holds a trap for player characters if they are
not careful. The pillows conceal a number
Alert Factor Changes of pressure plates on the floor when the
The inphidians are used to this sound and players first enter the room they have three
ignore it figuring a guard simply wandered rounds to move to and knee in supplication
too close. If the sound persists for more at least three of the cushions or be carrying
than 5 rounds this will raise the AF by +2. the night adder priest’s marker. If they do
not do this in time the great serpent will
Treasure Franz has no treasure. animate and attack them.
Connections The door of the cell is the only This is not a formal trap but the instructions
way into the room and out of the room. It given to the great serpent which is a Large
leads to the hallway outside of the two cells animated objects. It possesses all the
and room 5 (the guard station). abilities of a normal Large animated object
except as noted below:
Spd 20 ft; climb 20 ft.
Melee bite +5 (1d10+3), tail whip +5 Sights and Sounds Normally this room
(1d8+3, grab) would not be light however the inphidians
Special Attacks constrict (1d8+4) have recently ended a religious service and
Skills Climb +11 the tallow candles have been lit and provide
a soft glow.
AF Changes
The soft ebb of candle light with their
If the AF is has not reached 7, there crackling, sputtering, orange flame provide
is a 50% chance that the night adder some light on this small circular chamber.
cleric 3/assassin 2 will be in this The walls of this chamber are decorated
room playing to the coiled god. If he with carvings that depict humanoid forms
is not here he will be in the alcove in such as elves, goblins and humans being
room torn apart by multi‐headed serpentine
If the AF has exceeded 7 but is less monsters.
than 12, the night adder cleric
assassin will be under guard and on A Perception check (DC 18) reveals a
the move to room 13 to gather his number of hidden groove mixed amongst
personal effects and flee through the terrible carvings. The night adder
room 15 or out the front entrance. cleric/assassin has planned to add a
If the AF has exceeded 13 the night mechanical trap or two to this room but the
adder will have ordered the construction is going slower than he
animated object to attack any non‐ expected (probably because he was
serpentine foes before fleeing. unhappy with the work of the last three
craftsman and had them killed). There is no
Treasure There is no treasure in this room. trap here, but it is ready to receive a
The night adder keeps sacred treasures in mechanical mechanism.
the room 11.
Connections There are two open archways
Connections There is are open archways that connect to this room. One leads north
that lead into room 11 and one that leads into room 9 and one leads south in room 5.
into room 10. At the far west end of the hall
are two wooden doors that lead into room
12 and room 13. Room 11 – Priest’s Alcove [CR 10,
9,600 XP]
Room 10 – Coming to God [EL ]
Summary This room is the private alcove of
Summary This room is the common the death adder cleric/assassin uses
entrance for inphidians coming to worship prepare for religious service. This room is
before their coiled guard. The walls are off‐limits to other inphidians in the nest.
lined tallow candles than illuminate images
of humanoids being tortured and Sights and Sounds This room is well lit by
consumed. the nine glowing serpentine eyes.
This room is dominated by a large carving of chambers and from the ceiling hang many
a multi‐headed serpent that leers down at a oil lanterns that crackle and sputter.
simple altar. The eyes of the serpent
illuminate the room with an unholy, amber Inhabitants Unless under a state of
glow. The floor of this room is tiled with an emergency AF 13+ there will be two
intricate snake‐skin pattern. common rattlers in this room. The other
two rattlers (same mix will be in the room
Inhabitants The death adder cleric 15 – The Hatchery).
3/assassin 2 has a 50% chance of being in
this room if the AF is less than 7. If the AF Tactics If the players arrive at this section of
has risen past 7, the death adder will the nest with the AF still below 7, these
remove the treasure from this room and try rattlers will likely be sleeping because they
to flee the nest. are off duty from caring for the nests eggs.
At AF 7‐13 they will be awake and getting
Treasure A Perception check DC 28 can be prepared for battle. At AF 13+ working
use to find a hidden switch of rotating tiles. through the lair trying to find the intruders.
If moved the tile will trigger a secret panel
to open at the base of the multi‐headed Treasure The rattlers trust each other and
serpent statue. Within this hidden cache is are not shy about leaving their possession
the death adder’s personal treasures strewn about their lair. In the lair the
including horn of evil, phylactery of players with a couple minutes of searching
faithfulness and assorted gems worth can uncover a +2 hand axe (from a previous
(1,200 gp). meal), a clear spindle ioun stone, a third eye
of awareness (taken from the Satyr psion),
Connections There is an open archway to and 433 gp.
the south that leads to room 9.
Connections There is a wooden door on the
Room 12 – Rattler Lair [EL 6, 2,400 north wall with leads to room 9 the hall of
XP] the coiled serpent. There is also a wooden
door on the west wall that leads to the
Summary This is the lair of the four rattlers fountain of blood in room 14.
that occupy this nest.
Room 13 – Death Adder’s Chamber
Sights and Sounds This room is lit by [EL 10, 9,600 XP]
hanging oil lamps. The rattlers keep oil
lamps lit in this room because they prefer Summary This is the personal chambers of
the room to be warmer that they sleep in. the death adder cleric/assassin.
The rectangular room is clear divided into Sights and Sounds This room is light by
four sections. In each corner lies a nest of three glowing gems (350 gp) that hover a
damp straw that are large enough from a foot below the ceiling.
man or inphidian to curl up on. This room is
warm and musty compared to other This rectangular room has a soft bed in the
northeast corner covered with soft animal
furs. Along the north wall is a desk upon other inphidians are forbidden to enter his
which sits a book bound by the flesh of room through this way.
some mammal. Along the south wall is a
personal devotion to a multi‐headed Room 14 – Fountain of Blood [EL 8,
serpentine god. 4,800 XP]
Bed The bed is covered with soft bear and Summary This room is the lair of a blood
wolf fur. This material is quite heavy but it is weird that was provided by the Coiled God
warm and in good repair. It could be worth to protect the inphidian nest.
25 gp to a person interested in new bed
coverings. Sights and Sounds This room is well lit and
has an eerie red glow to it from the
Desk The desk is a place for the death adder reflection of light off the fountain of blood.
cleric/assassin to sit and collect his
thoughts. The tome on the desk is The The center of this room is dominated by a
Mysteries of Coiled Strength which if read huge marble fountain pool of flowing blood.
by someone who knows Inphidian can It gurgles and gushes as if pumped from
provide a +4 competence bonus to some hidden heart deep beneath the nest of
understand the Coiled God’s teachings. inphidians. There are two short passages
leading off to the east, one to the west and
Devotion This personal devotion to the a long hall leading out of this dungeon to
Coiled God is a small moving statue that has the south. In the south east stands a large
a human being eternally consumed by a serpent statue.
great serpent. It is surrounded by a number
of prayer postings in Inphidian and lit tallow Inhabitants This room is inhabited by a
candles. large animated object, in the form of a
great serpent (see room 9 for details), and a
Inhabitants There are no inhabitants in this blood weird that lives in the blood pool.
room unless the AF is below 4. If it is then Both creatures have been ordered to attack
the death adder cleric 3/assassin 2 has a anything that enters the room.
25% of being in his room in prayer or
sleeping. Tactics The animated object will attack first
and try to maneuver the player characters
Treasure Hidden beneath his bed closer to the pool of blood. The blood weird
(Perception, DC 12), the death adder will wait in the pool and ready his attack
cleric/assassin has hidden a ring of mind with the Strike Back feat. The blood weird
shielding and a purse of 100 pp. will attempt to grab and drown player
characters one at a time.
Connections There is a locked door on the
west wall that leads to the fountain of Treasure Within the blood weird’s pool lies
blood in room 13. The door on the south a caster’s shield and blood‐soaked robe of
wall leads to the hall of the coiled serpent bones.
(room 9). It is never locked because all
Connections There is a long hallway leading will take an active role in hunting down
to room 1 (entrance hall). To the west is a intruders.
door leading to the hatchery (room 15). On
the east wall there are two doors, one leads Connections There is a door on the east
to the death adder’s chambers and one wall that leads to the fountain of blood
leads to the rattler’s lair (rooms 13 and 12 (room 14) and other on the north wall that
respectively). leads to parts unknown.
Room 15 – The Hatchery [EL 6, Map of Mystery Monsters
2,400 XP]
Blood Weird
A crimson snake composed entirely of blood.
Summary This is the hatchery room for the
inphidian nest. Blood Weird CR 8
XP 4,800
Sights and Sounds This room is lit by CE Large outsider(chaotic, evil, extraplanar)
glowing orbs hanging from chains that also Init +7; Senses Perception +14
radiate warmth.
AC 17, touch 12, flat‐footed 14
(‐1 size, +3 Dex, +5 natural)
This large chamber glows with a warm red
hp 10d8+16 (61)
light. Around the edge of the room are a
Fort +8, Ref +9, Will +7
number of straw nests containing eggs of
DR 10/bludgeoning
various shapes and sizes. Each egg has its
own area so that new‐borns can enter the Spd 40 ft.
world without too much competitive Melee bite +12 (1d8+6 plus siphon, grab)
bloodshed. Space 10 ft.; Reach 5 ft.
Special Attacks drench, drown
Eggs There are 12 inphidian eggs in this Str 19, Dex 17, Con 15, Int 12, Wis 12, Cha
room. 8 of these will be commoners, 2 will 16
be cobra‐backs, one will be a dancer and Base Atk +8; CMB +13; CMD 26
one will be a krait. It is possible that Feats Alertness, Improved Initiative, Strike
inphidian eggs may have some value in the Back, Weapon Focus (bite)
slave markets of the eastern jungles. Skills Diplomacy +14(8), Knowledge (planes)
+12(8), Sense Motive +14(8), Stealth +10(8),
Inhabitants Unless under a state of Perception +14(8)
emergency AF 13+ there will be two Languages Common, Sanguine
common rattlers in this room. The other SQ reform, transparency
two rattlers (same mix will be in the room Drench (Ex): The weird’s touch puts out
12 – Rattler’s Lair). torches, campfires, exposed lanterns, and
other open flames of nonmagical origin if
Tactics The two rattlers will be on guard these are of Large size or smaller. The
here watching over the eggs. They take this creature can dispel magical fire it touches as
work very seriously as it is crucial to the dispel magic cast by a sorcerer whose level
survival of the nest and will only abandon equals the weird’s HD total.
their post if the AF rises to 13+ when they
Drown (Ex): If a blood weird pins a grabbed
foe, it can fully immerses its victim in its Spd 50 ft., swim 30 ft.
blood pool. A victim completely immersed Melee 2 grafted ogre hooks +20 (3d6+15),
must hold its breath or drown. The victim bite +18 (2d6+15 plus disease)
can hold its breath for a number of rounds Special Attacks rend (2 ogre hooks, 6d6+15)
equal to twice its Constitution score. After
that, the victim must make a successful Str 31, Dex 13, Con 23, Int 7, Wis 12, Cha 4
Constitution check (DC 10, +1 per previous Base Atk +10; CMB +19 (+23 to sunder);
check) each round to continue holding its CMD 30
breath. If the victim fails a check, it drowns. Feats Blind‐fight, Cleave, Combat ReflexesB,
In the first round, the victim falls Lunge, Power Attack, Weapon Focus (Ogre
unconscious (0 hp). In the next round, the Hooks)
creature is dying (‐1 hp), and in the third Skills Perception +14, Stealth ‐3 (+5 in
round the victim drowns. snowy areas), Swim +16
Siphon (Su): A blood weird that hits a foe Languages Common
siphons a portion of its blood off. This SQ enraged
attack deals 1d4 points of Constitution
damage each time the blood weird hits. A Disease (Ex) Crimson Colic ‐ Fortitude DC
creature struck can make a successful 16; onset 1 hour; frequency 1/week; effect
Fortitude save (DC 16) to negate the 1d6 Wis and make a Will save (DC 16) or
damage that round. adopt the enraged template; Cure 3
Reform (Ex): When reduced to 0 hit points successive saves.
or less, a blood weird collapses back into its Enraged (Ex) Enraged creatures attack other
pool. Four rounds later, it reforms at full living creatures on sight. Such is their
strength minus any damage taken from fire‐ madness that they cannot be reasoned
based spells and effects. with, nor do they seem to recognize (or care
Transparency (Ex): A blood weird is about) old friends or loved ones that
effectively invisible in its pool until it inadvertently cross their paths.
attacks. Painless (Ex) Because enraged creatures
feel no pain, or perhaps because they feed
(Franz the Destroyer) off of it, they are not considered disabled
Male awakened, crazed, intelligent panda when they reach 0 hit points, nor are they
with hooks! knocked unconscious when they are
reduced to between –1 and –9 hit points.
An Evil Panda With Hooks CR 7 (3,200 XP) This terrible creature has had its claws
CE Large magical beast (augmented animal) amputated and replaces with vicious ogre
Init +1; Senses low‐light vision, scent; hooks. He has been infected with crimson
Perception +1 colic and now suffers a permanent enraged
state that will eventually consume him.
AC 13, touch 8, flat‐footed 12 (‐1 size, + 5
natural, +1 Dex, ‐2 enraged state)
Inphidians (Updated)
hp 105 (10d8+60)
Powerful snake‐men with the head of a
Fort +10, Ref +7, Will +5
cobra who can spit a powerful poison.
DR 2/‐
series of razor sharp spikes. The hilt of the
Cobra‐Back Inphidians CR 3 (800 XP) weapon is normally wrapped in leather, and
NE Medium monstrous humanoid (reptilian) is often decorated with hanging beadwork
Init +3; Senses Darkvision 60 ft.; Perception and feathers. Many barbarians and druids
+3 favor this weapon.
AC 18, touch 13, flat‐footed 15 One‐handed Martial (450 gp); 1d6+1(S),
(+3 Dex, +5 natural) 1d8+1(M); 19‐20/x2; Slashing
hp 37 (5d10+10)
Fort +3, Ref +7, Will +5 Cobra‐Back Inphidians, Fighter 2 CR 5
(1,600 XP)
Spd 30 ft. NE Medium monstrous humanoid (reptilian)
Melee fanged blade +8 (1d8+4, 19‐20) or 2 Init +3; Senses Darkvision 60 ft.; Perception
snake‐hand bites +9 (1d4+3 plus poison) +3
Special Attacks spit poison
AC 18, touch 13, flat‐footed 15
Str 16, Dex 16, Con 15, Int 12, Wis 12, Cha (+3 Dex, +5 natural)
12 hp 58 (5d10+10 plus 2d10+6)
Base Atk +5; CMB +8; CMD 21 Fort +6, Ref +7, Will +5 (+1 vs. fear)
Feats Alertness, Weapon Focus (snake‐
hand), Stealthy Spd 30 ft.
Skills Acrobatics +11,Escape Artist +5, Melee fanged blade +10 (1d8+4, 19‐20) or 2
Perception +11, Sense Motive +3, Stealth snake‐hand bites +11 (1d4+3 plus poison)
+13 Special Attacks spit poison
Languages Common, Inphidian
Str 16, Dex 16, Con 15, Int 12, Wis 12, Cha
Cobra‐Back Poison (Ex): A cobra–back 12
delivers a debilitating poison with a Base Atk +7; CMB +10; CMD 23
successful bite from its snake–hands. The Feats Alertness, Cleave, Power Attack,
save is Constitution–based and includes a Stealthy, Weapon Focus (snake‐hand)
+2 racial bonus. Skills Acrobatics +11,Escape Artist +5,
Cobra–back Inphidian Poison: Snake‐ Intimidate +8, Perception +11, Sense
hands—Injury; save Fortitude DC 16, Motive +3, Stealth +13
frequency 1/round for 6 rounds, effect 1d2 Languages Common, Inphidian
Str, cure 2 saves. Favored Class Fighter
Spit Poison (Ex): A cobra–back can spit a
line of poison from its mouth to a range of Cobra‐Back Poison (Ex): A cobra–back
20 feet. This stream deals poison damage as delivers a debilitating poison with a
above (same Fortitude save to resist) and successful bite from its snake–hands. The
can be used once every 1d4 rounds. save is Constitution–based and includes a
+2 racial bonus.
Blade, Fanged: This blade is similar in length Cobra–back Inphidian Poison: Snake‐
to a longsword, but it is constructed from a hands—Injury; save Fortitude DC 16,
rare wood called steelwood and lined with a
frequency 1/round for 6 rounds, effect 1d2 Constitution–based.
Str, cure 2 saves. Common Inphidian Poison: Snake‐hands—
Spit Poison (Ex): A cobra–back can spit a Injury; save Fortitude DC 14, frequency
line of poison from its mouth to a range of 1/round for 4 rounds, effect 1d2 Str, cure 1
20 feet. This stream deals poison damage as save
above (same Fortitude save to resist) and
can be used once every 1d4 rounds. The inphidian dancers are feminine in form
and style. They have a viper’s head that is
These snake man have thin, smooth bodies. often veiled and their scales are blue‐green.
They have blue‐green skin and snake‐hands.
Inphidian Dancer CR 3 (800 XP)
Common Inphidian CR 3 (800 XP) NE Medium monstrous humanoid (reptilian)
NE Medium monstrous humanoid (reptilian) Init +3; Senses darkvision 60 ft.; Perception
Init +7; Senses darkvision 60 ft.; Perception +10
+3
AC 17, touch 13, flat‐footed 14
AC 17, touch 13, flat‐footed 14 (+3 Dex, +4 natural)
(+3 Dex, +4 natural) hp 30 (4d10+8)
hp 30 (4d10+8) Fort +3, Ref +7, Will +5
Fort +3, Ref +4, Will +5
Spd 30 ft.
Spd 30 ft. Melee 2 snake‐hands +5 (1d4+1 plus
Melee 2 snake‐hand bites +6 (1d4+2 plus poison)
poison) Special Attacks entrancing dance
Special Attacks blinding poison
Str 12, Dex 16, Con 14, Int 12, Wis 12, Cha
Str 14, Dex 16, Con 15, Init 12, Wis 12, Cha 15
12 Base Atk +4; CMB +5; CMD 18
Base Atk +4; CMB +6; CMD 19 Feats Alertness, Skill Focus (Perform)
Feats Alertness, Improved Initiative Skills Bluff +9, Perception +10, Perform
Skills Craft (alchemy) +8, Perception +10, (dance) +12, Sense Motive +3
Sense Motive +3, Stealth +10 Languages Common, Inphidian
Languages Common, Inphidian
Entrancing Dance (Su): A charmer inphidian
Blinding Spray (Ex): Once every 1d4 rounds, can sway its body in a rhythmic motion that
a common inphidian can spew forth a line charms all those within 30 feet viewing the
of milky–white liquid that causes blindness dance. The charmer makes a Perform
(as the blindness spell) for 6 rounds to any (dance) check. Those viewing the dance
creature struck. A Reflex save (DC 14) must make a successful Will save (DC 14) or
negates the effects. The spray has a range be fascinated for 1d4+2 rounds. A
of 20 feet. fascinated creature can take no actions
Poison (Ex): A common inphidian delivers a other than defending itself. If attacked or
debilitating poison with a successful bite threatened, the fascinated creature
from its snake–hands. The save is receives a new Will save with a +4
circumstance bonus (same DC). A creature Languages Common, Inphidian
that makes a successful save is immune to Favored Class bard
the entrancing dance of that charmer for SQ bardic knowledge, bardic performance
one day. (14 rounds, countersong, distraction,
Poison (Ex): A charmer delivers a fascinate, inspire courage +1), versatile
debilitating poison with a successful bite performance (Acrobatics, Fly), well‐versed
from its snake–hands. The save is
Constitution–based. Entrancing Dance (Su): A charmer inphidian
Charmer Inphidian Poison: Snake‐hands— can sway its body in a rhythmic motion that
Injury; save Fortitude DC 14, frequency charms all those within 30 feet viewing the
1/round for 6 rounds, effect 1d2 Str, cure 2 dance. The charmer makes a Perform
saves (dance) check. Those viewing the dance
must make a successful Will save (DC 14) or
Inphidian Dancer CR 5 (1,600 XP) be fascinated for 1d4+2 rounds. A
NE Medium monstrous humanoid (reptilian) fascinated creature can take no actions
Init +3; Senses darkvision 60 ft.; Perception other than defending itself. If attacked or
+10 threatened, the fascinated creature
receives a new Will save with a +4
AC 17, touch 13, flat‐footed 14 circumstance bonus (same DC). A creature
(+3 Dex, +4 natural) that makes a successful save is immune to
hp 48 (4d10+8 plus 2d8+6) the entrancing dance of that charmer for
Fort +3, Ref +10, Will +8 (+4 vs. bardic one day.
performance, sonic, language‐dependent Poison (Ex): A charmer delivers a
effects) debilitating poison with a successful bite
from its snake–hands. The save is
Spd 30 ft. Constitution–based.
Melee 2 snake‐hands +6 (1d4+1 plus Charmer Inphidian Poison: Snake‐hands—
poison) Injury; save Fortitude DC 14, frequency
Special Attacks entrancing dance 1/round for 6 rounds, effect 1d2 Str, cure 2
Bard Spells Known (CL 2nd; DC 12 + level) saves
1st (3/day) ‐ charm person, lesser confusion, Night adders where long cloaks that conceal
summon monster I their bodies and features. They have larger
0th (at‐will) ‐ confetti, giggle, light, snake hands than commoners, dancers and
message, resistance cobra‐backs. They have the head of a black
mamba.
Str 12, Dex 16, Con 14, Int 12, Wis 12, Cha
15 Inphidian, Death Adder CR 5
Base Atk +5; CMB +6; CMD 19 XP 1,600
Feats Alertness, Extra Performance, Skill NE Medium monstrous humanoid (reptilian)
Focus (Perform) Init +6; Senses darkvision 60 ft., Perception
Skills Acrobatics +12, Bluff +9, Knowledge +6
(history) +9, Perception +10, Perform AC 16, touch 12, flat‐footed 14
(dance) +12, Sense Motive +3, Use Magic (+2 Dex, +4 flat‐footed)
Device +9 hp 6d10+12 (45)
Fort +4, Ref +7, Will +7 Spell‐Like Abilities (CL 7th)
Spd 30 ft. 6 rounds/day ‐ speak with serpents
Melee 2 snakehands +8 (1d6+1 plus poison) 3/day – cause fear (DC 13), darkness,
Spell‐Like Abilities (CL 7th) hypnotic pattern (DC 14)
3/day – cause fear (DC 13), darkness, 1/day – suggestion (DC 15)
hypnotic pattern (DC 14) Cleric Spells Prepared (CL 3rd)
1/day – suggestion (DC 15) At‐will – detect magic, detect magic,
Str 12, Dex 15, Con 15, Int 13, Wis 14, Cha resistance, stabilize
14 1st – bane, cause fear, divine strike (D)BODM,
Base Atk +6; CMB +7; CMD 19 magic stone
Feats Improved Initiative, Stealthy, Weapon 2nd – enthral, owl’s wisdom, snake charm
Finesse (D)
Skills Disguise +11(6), Knowledge (Religion) Str 12, Dex 16, Con 15, Int 13, Wis 14, Cha
+10(6), Stealth +11(6); Racial Bonuses 14
Perception +4, Stealth +8 in darkness. Base Atk +9; CMB +10; CMD 23
Languages Aklo, Common, Inphidian Feats Craft Wand, Improved Initiative,
Selective Channelling, Stealthy, Weapon
Death Adder Poison (Ex) Snakehands— Finesse
injury; save Fort DC 15, frequency 1/round Skills Diplomacy +8(3), Disguise +11(6),
for 4 rounds, effect 1d2 Con and nauseate, Knowledge (arcana) +7(3), Knowledge
cure 2 consecutive saves. (Religion) +13(9), Spellcraft +7(3), Stealth
+12(6); Racial Bonuses Perception +4,
Inphidian, Death Adder CR 10 Stealth +8 in darkness.
XP 9,600 Languages Aklo, Common, Inphidian
Death Adder Cleric 3/Assassin 2 SQ channel negative energy (5/day, 2d6),
NE Medium monstrous humanoid (reptilian) domains (serpents, retribution), favoured
Init +7; Senses darkvision 60 ft., Perception class (cleric), poison use
+6 Gear inphidian gauntlet, wand of cure light
Aura evil wounds
AC 21, touch 13, flat‐footed 19 Death Adder Poison (Ex) Snakehands—
(+2 Dex, +4 flat‐footed, +4 +1 glamered injury; save Fort DC 15, frequency 1/round
studded leather, ring of protection +1) for 4 rounds, effect 1d2 Con and nauseate,
hp 6d10+12 plus 5d8+10 (81) cure 2 consecutive saves.
Fort +8 (+9 vs. poison), Ref +9, Will +11
Spd 30 ft. The death adder cleric assassin wears a suit
Melee 2 snakehands +11 (1d6+1 plus of studded leather armor that looks like a
poison) or shortsword +11/+6 (1d6+1, 19‐ simple cleric robes.
20)
Melee touch Retributive strike +11 (shaken, The rattler inphidian is the most serpentine
1 round) of all the inphidians. It does not have feet
Special Attacks +1d6 sneak attack, death but instead retained a long tail that ends in
attack (DC 13) a rattle.
Defensive Abilities uncanny dodge
Rattler Inphidian CR 4 (1,200 XP) creature would miss. It gains a +4 racial
NE Medium monstrous humanoid (reptilian) bonus on Perception checks.
Init +2; Senses darkvision 60 ft.; Perception
+15 Rattler Inphidian CR 6 (2,400 XP)
Male rattler inphidian ranger 3
AC 18, touch 12, flat‐footed 16 NE Medium monstrous humanoid (reptilian)
(+2 Dex, +4 natural) Init +2; Senses darkvision 60 ft.; Perception
hp 51 (6d10+18) +15
Fort +5, Ref +7, Will +7
AC 22, touch 12, flat‐footed 20
Spd 30 ft., climb 20 ft., swim 20 ft. (+2 Dex, +4 natural, +4 armor)
Melee 2 snake‐hand bites +11 (1d6+4 plus hp 84 (9d10+30)
poison) Fort +8, Ref +10, Will +8
Special Attacks death rattle
Spd 30 ft., climb 20 ft., swim 20 ft.
Str 18, Dex 15, Con 16, Int 12, Wis 14, Cha Melee +1 flaming great‐axe +15/+10
14 (1d12+7 plus 1d6 fire)
Base Atk +6; CMB +10; CMD 22 Special Attacks death rattle
Feat Blind‐Fight, Power Attack, Weapon
Focus (snake‐hand) Str 18, Dex 15, Con 16, Int 12, Wis 14, Cha
Skills Climb +12, Diplomacy +11, Intimidate 14
+11, Perception +15, Swim +12 Base Atk +9; CMB +13; CMD 25
Languages Common, Inphidian Feat Blind‐Fight, Cleave, Combat Reflexes,
EnduranceB, Lunge, Power AttackB, Weapon
Death Rattle (Su): As a standard action, Focus (great axe)
once every 1d4 rounds, a rattler inphidian Skills Climb +12, Diplomacy +11, Intimidate
can unleash a death rattle in a 40‐foot +11, Knowledge (nature) +11, Perception
radius around itself. Creatures caught in the +15, Stealth +12, Swim +12, Survival +12
area take 3d6 points of damage. A DC 16 (+13 tracking)
Fortitude save reduces the damage by half. Languages Common, Inphidian
The save DC is Constitution‐based. Creature Favored Class ranger
that cannot hear the death rattle or those SQ combat style (great‐axe), favored enemy
protected by a silence spell gain a +4 bonus (humans), favored terrain (plains), wild
on their save. empathy +5
Poison (Ex): A rattler inphidian delivers a Combat Gear inphidian gloves, mithral shirt
debilitating poison with a successful bite
from its snake‐hands. The save DC is Death Rattle (Su): As a standard action,
Constitution‐based. once every 1d4 rounds, a rattler inphidian
Rattler Inphidian Poison: Snake‐hands— can unleash a death rattle in a 40‐foot
Injury; save Fortitude DC 16, frequency radius around itself. Creatures caught in the
1/round for 6 rounds, effect paralysis 1 area take 3d6 points of damage. A DC 16
round then 1d2 Str, cure 2 saves Fortitude save reduces the damage by half.
Skills: The eyes on an inphidian’s snake‐ The save DC is Constitution‐based. Creature
hands allow it to notice things a normal that cannot hear the death rattle or those
protected by a silence spell gain a +4 bonus Languages Aklo, Common, Inphidian
on their save. SQ twisting magics
Poison (Ex): A rattler inphidian delivers a
debilitating poison with a successful bite Poison (Ex)A krait inphidian delivers a
from its snake‐hands. The save DC is neurotoxic venom with a successful bite
Constitution‐based. from its snake‐hands. The save DC is
Rattler Inphidian Poison: Snake‐hands— Constitution‐based and includes a +4 racial
Injury; save Fortitude DC 16, frequency bonus.
1/round for 6 rounds, effect paralysis 1 Krait Inphidian Poison: Snake‐hands—
round then 1d2 Str, cure 2 saves Injury; save Fortitude DC 16, frequency
Skills: The eyes on an inphidian’s snake‐ 1/round for 6 rounds, effect 1d4 Str, cure 3
hands allow it to notice things a normal saves.
creature would miss. It gains a +4 racial Whenever a victim’s Strength score is
bonus on Perception checks. reduced to 0 as the result of that snake’s
venom, he must immediately make a
The krait inphian are thin and low on Constitution check (DC 16). The check must
muscle mass. They have bright blue skin are be repeated each round, with the DC
known to possess powerful magic. increasing by +1 for each previous check.
Twisting Magics (Ex) Krait inphidians magic
Krait Inphidian CR 4 (1,200 XP) is strange and hard to understand. Kraits
NE Medium monstrous humanoid (reptilian) gain a +2 racial bonus to overcome spell
Init +3; Senses darkvision 60 ft.; Perception resistance and have a +2 racial DC modifier
+1 on attempts by non‐reptilians to identify
their spells with Spellcraft checks.
AC 17, touch 13, flat‐footed 14
(+3 Dex, +4 natural) Mace, Chained: A chained mace functions
hp 30 (4d10+8) exactly like a heavy mace until its head is
Fort +3, Ref +7, Will +6 removed. When twisted, the mace head
detaches from the haft and a length of
Spd 30 ft., climb 20 ft. chain slides from the hollow handle. This
Melee chained mace +4 (1d8) or 2 snake‐ effectively converts the weapon into a light
hands +7 (1d4 plus poison) flail. As a flail, the weapon takes on all the
Spell‐Like Abilities (CL 4th, DC 13 + spell properties for disarming or tripping as a
level) regular flail. Changing from one weapon to
At‐will ‐ one first level spell the other is a move‐equivalent action unless
the wielder has the Quick Draw feat (where
Str 10, Dex 16, Con 14, Int 14, Wis 12, Cha such a transformation is considered a free
16 action).
Base Atk +4; CMB +7; CMD 17 One‐handed Simple (75 gp); 1d6 (S),
Feats Agile Maneuvers, Weapon Finesse 1d8 (M); x2; B
Skills Climb +8, Knowledge(arcana) +10,
Perception +1, Spellcraft +10, Stealth +10, Krait Inphidian CR 6 (2,400 XP)
Use Magic Device +10 Female krait inphidian sorcerer 2
(monstrous bloodline)
NE Medium monstrous humanoid (reptilian) Krait Inphidian Poison: Snake‐hands—
Init +3; Senses darkvision 60 ft.; Perception Injury; save Fortitude DC 16, frequency
+8 1/round for 6 rounds, effect 1d4 Str, cure 3
saves.
AC 17, touch 13, flat‐footed 14 Whenever a victim’s Strength score is
(+3 Dex, +4 natural) reduced to 0 as the result of that snake’s
hp 45 (4d10+8 plus 2d6+6) venom, he must immediately make a
Fort +3, Ref +7, Will +9 Constitution check (DC 16). The check must
be repeated each round, with the DC
Spd 30 ft., climb 20 ft. increasing by +1 for each previous check.
Melee chained mace +5 (1d8) or 2 snake‐ Twisting Magics (Ex) Krait inphidians magic
hands +8 (1d4 plus poison) is strange and hard to understand. Kraits
Spell‐Like Abilities (CL 4th, DC 13 + spell gain a +2 racial bonus to overcome spell
level) resistance and have a +2 racial DC modifier
At‐will ‐ one first level spell on attempts by non‐reptilians to identify
Bard Spells Known (CL 2nd, DC 13 + spell their spells with Spellcraft checks.
level)
1st (5/day) ‐ burning hands, shocking grasp Satyr Psion (seer) 2 CR 3 (800 XP)
0th (at will) ‐ acid splash, arcane mark, Male satyr seer
dancing lights, ray of frost, touch of fatigue CN Medium humanoid (psionic)
Init +1; Senses low‐light vision; Perception
Str 10, Dex 16, Con 14, Int 14, Wis 12, Cha +14
16
Base Atk +5; CMB +8; CMD 18 AC 16, touch 12, flat‐footed 15 (+4 natural,
Feats Agile Maneuvers, Skill Focus +1 Dex, +1 Dodge)
(Spellcraft), Weapon Finesse hp 22 (5d6+5)
Skills Climb +8, Knowledge(arcana) +12, Fort +2, Ref +5, Will +8
Perception +8, Spellcraft +15, Stealth +10, DR 5/cold iron
Use Magic Device +10
Languages Aklo, Common, Inphidian Spd 40 ft. (50 ft. while focused)
Favored Class sorcerer Melee headbutt +3 (1d6), dagger +3
SQ bloodline arcana, bloodline power (1d4/19‐20)
(6/day, +1d6 sneak attack), twisting magics Ranged shortbow +3 (1d6)
Psi‐Like Abilities
Bloodline Arcana When a krait inphidian 4/day ‐ destiny dissonance
casts a spell with the range of personal, he Psion Powers Known (ML 2nd, +3 ranged
gains a luck bonus equal to the spell’s level touch attack, 9 PP)
on all your Strength checks and Strength‐ 1st level ‐ attraction, call to mind, deja vu,
based skill checks for 1 round. dissipating touch, sense link
Poison (Ex)A krait inphidian delivers a
neurotoxic venom with a successful bite Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha
from its snake‐hands. The save DC is 13
Constitution‐based and includes a +4 racial Base Atk +3; CMB +3; CMD 14
bonus. Feats Alertness, Dodge, Mobility, Speed of
Thought, Wild Talent all directions. An otyugh is never flat‐footed
Skills Bluff +9, Diplomacy +9, Knowledge and never flanked. It has a +4 racial bonus
(nature) +9, Knowledge (psionics) +12, on Perception checks.
Perception +14, Psicraft +12, Sense Motive Combat Reflexes (Ex) A thessalotyugh can
+3, Stealth +9 make one attack of opportunity with each
SQ seer's insight (+1 initiative, always act in serpentine bite per round.
surprise round) Disease (Ex) Filth Fever – bite, Fortitude DC
17, onset 1d3 days; damage 1d3 Dex and
Thessalotyugh 1d3 Con; 1/day; 2 consecutive saves.
Thessalotyugh (Revised) CR 7 (3,200) Heads (Ex) Each of the thessalotyugh's head
N Huge aberration (inherited) has 7 hp. Losing a head deals 3 hp of
Init +4; Senses darkvision 30 ft., low‐light damage to the main bodies health. The
vision, scent; Perception +10 serpentine heads do not deal extra damage
due to the thessaotygh't Strength.
AC 18, touch 8, flat‐footed — ; (‐2 size, +10 Natural Colouration (Ex) Due to its natural
natural) colouration, a thessalotyugh receives a +8
hp 57 (6d10+24) racial bonus to Stealth check to hide in its
Fort +8, Ref +6, Will +3 lair.
Defensive Abilities fast healing 5; Immune
acid Domains for the Map of Mystery
Serpent Domain
Spd 40 ft Deities The Coiled Lord
Melee 8 serpentine bites +11 (2d6 plus 1d6 Granted Powers You can speak with
acid), 2 tentacles +11 (1d8+6 plus grab), bite serpents
+11 (2d6+6 plus 1d6 acid plus disease) and Speak with Serpents (Sp): You can speak
pincer tail +6 (2d6+6 plus grab) with serpents, as per the spell, for a number
Space 15 ft.; Reach 10 ft. (15 ft. with of rounds per day equal 3+ your cleric level.
tentacles, 20 ft. with snakes) Slithering Escape (Sp): At 8th level, you can
Special Attacks constrict (1d8+6 or 2d6+6), discorporate into a swarm of harmless
disease (filth fever DC 14), improved grab, snakes. As a swarm you can move at 30 ft.
spit acid (40 ft. line, 6d6 acid, Reflex DC 17) per round, slink through Tiny spaces and are
immune to weapon damage. You can
Str 23, Dex 10, Con 17, Int 8, Wis 12, Cha 6 maintain this form for a number of rounds
Base Atk +6; CMB +14; CMD 24 equal to 3+ your cleric level at which point
Feats Combat ReflexesB, Improved you automatically reform into your normal
Initiative, Skill Focus (Perception), form.
Toughness Domain Spells 1st—entangle, 2nd—snake
Skills Perception +10, Stealth ‐2 (+6 to hide charm, 3rd—summon monster III (constrictor
in lair) snake), 4th—sticks to snakes, 5th—cloak of
Language Common serpents, 6th—harm, 7th—blasphemy, 8th—
SQ all‐around vision xenophobic rage, 9th—shapechange
All‐Around Vision (Ex) An thessalotyugh’s
flexible eyestalk allows it to rapidly look in
Spells for the Map of Mystery must succeed on a Fortitude save (DC 10 +
1/2 your caster level + your Wis modifier) or
Arrow Deflection take 1d8 points of Strength damage. One
School transmutation; Level minute later, another save (same DC) must
sorcerer/wizard 1 be made to avoid another 1d8 points of
Casting Time 1 standard action Strength damage.
Components V, S You can attack or move normally
Range personal (including casting other spells) while this
Target you spell is in effect. You do not need to
Duration 1 minute/level concentrate to maintain it.
Saving Throw none; Spell Resistance no
Confetti
You can deflect one ranged physical
School conjuration (creation); Level bard 0
(nonspell) attack per round as a free action
if you make a Reflex saving throw (DC 20); if
Casting Time 1 standard action
the ranged weapon has a magical bonus to
Components V, S, M (a tiny bit of
attack, the Difficulty Class increases by that
parchment or paper)
amount. If you succeed, you deflect the
weapon. You must be aware of the attack Range close (25 ft. + 5 ft./2 levels)
and not flat‐footed, however. Area 20 ft. burst
Duration 5 rounds
Cloak of Serpents Saving Throw none; Spell Resistance none
School abjuration; Level druid 5
Casting Time 1 standard action This spell creates an explosion of brightly
Components V, S, DF colored bits of paper or parchment
Range personal (depending on which was used as the
Target you material component) that fall lazily from the
Duration 1 round/level sky. While confetti is most often cast at
Saving Throw No (see text); Spell parties, it can be used in combat situations.
Resistance None All creatures in the 20 ft. burst of confetti
are at a ‐1 penalty to attack due to the
A writhing, twisting, and hissing mass of falling paper bits hindering their vision.
snakes surrounds you, protecting you from
attacks and biting those that come near
you. This spell has two effects: First, you
gain a +2 deflection bonus to your AC for
the duration of the spell. Second, the
snakes surrounding you are at your
command and attack any creature that
comes within 5 feet of you if you so desire.
All the snakes attack as a single monster
and use your base attack bonus + your
Strength modifier. On a successful attack,
the target takes 1d4 points of damage and
Giggle Sandblast
School enchantment (compulsion) [mind‐ School conjuration (creation); Level
affecting]; Level bard 0 sorcerer/wizard 4
Casting Time 1 standard action Casting Time 1 standard action
Components V, S Components V, S, M (a pinch of sand)
Range close (25 ft. + 5 ft./2 levels) Range 15 ft.
Target one creature Area cone‐shaped emanation
Duration 1 round Duration instantaneous
Saving Throw Will negates; Spell Resistance Saving Throw Reflex partial, see text; Spell
yes Resistance yes
The target suddenly finds something A 15 foot cone of hot sand blasts forth from
humorous enough to start giggling, and the your hands. The sand deals 2d6 points of
laughter lasts for one full round. While the damage +1d6 points per four caster levels
target can still move and attack normally, (to a maximum of +5d6 at 20th level), and
he is unable to speak, or use bardic abilities leaves its victims blinded for 1d4 rounds.
or cast spells that rely on verbalization, until With a successful Reflex save, targets take
he stops giggling. half damage and are blinded only one
round.
Learn Heritage
School divination; Level bard 0, cleric 0, Snake Charm
druid 0, sorcerer/wizard 0 School enchantment (charm); Level cleric 2,
Casting Time 1 standard action druid 2, ranger 2
Components V, S Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels) Components V, S
Target one creature Range close (25 ft. + 5ft./2 levels)
Duration instantaneous Target one or more snake
Saving Throw Will negates; Spell Duration 1 hour/level
Resistance yes
Saving Throw Will negates; Spell Resistance
You learn details of the family and ancestry yes
of a chosen target. You learn the race of the
target as well as detecting the presence of This spell functions like charm person or
any other unusual elements (dragon blood, charm animal, except that it only affects
for example). You also can mentally check snakes. This spell affects a number of
for one specific bloodline and get a yes/no snakes whose combined HD do not exceed
indication. To check for more than one twice your level. If there are more potential
bloodline, you must cast the spell multiple targets than you can affect, you choose
times. them one at a time until you choose a
creature with too many HD. Unfortunately,
this spell only affects snakes of the animal
type. Snake‐like creatures (such as magical
beasts, aberrations, outsiders, and so on) Tongue of Fiends
cannot be affected by this spell. School divination [evil]; Level cleric 0,
sorcerer/wizard 0
Sticks to Snakes Casting Time 1 standard action
School transmutation; Level cleric 4, druid 4 Components S
Casting Time 1 standard action Range personal
Components V, S, DF Target you
Range 60 ft. Duration 1 round/level
Target 1d4 sticks plus 1 stick/level Saving Throw none; Spell Resistance no
Duration 1 round/level You can speak Infernal, allowing you to
Saving Throw Will negates (object); Spell confer with demons, devils, and fiendish
Resistance Yes (object) beings, as well as give commands to your
summoned fiendish creatures.
By means of this spell, you change 1d4
sticks plus one per caster level (maximum Wall of Light
1d4+20) into Small or Medium poisonous School conjuration (creation); Level
vipers, depending on the size of the wood sorcerer/wizard 3
used (sticks under 4 feet long become Small
vipers, and sticks over 4 feet long become Casting Time 1 standard action
Medium vipers). Sticks or wood of a magical Components V, S
nature, or those larger than 6 feet long,
cannot be affected by this spell. If a target Range medium (100 ft. + 10 ft./level)
stick is held or carried by someone other Area up to 10 square ft./level
than the caster when this spell is cast, the Duration 1 min./level
item receives a Fortitude save just as if the Saving Throw Fortitude negates; Spell
person holding the stick was making the Resistance yes
saving throw.
The snakes have the abilities and You create a shimmering curtain of bright
statistics of a standard Small or Medium light, which is one inch thick and covers up
viper (see the Pathfinder® Roleplaying Game to 10 square feet per caster level. It sheds
Bestiary). The snakes do not attack you, and light as the spell light 20 feet in all
seek to attack your opponents to the best directions from the walls. Anyone within 10
of their ability. You can direct a snake as if feet of the wall when it first appears is
by telepathy not to attack, to attack dazzled for one minute (Fortitude negates),
particular enemies, or to perform other and anyone passing through the wall is
actions. When reduced to 0 or less hit blinded (Fortitude negates). While the light
points, a snake reverts to its original shed by the wall is not powerful enough to
(undamaged) stick form. Sticks to snakes affect creatures normally affected by
dispels and counters snakes to sticks. sunlight, it will cause them to pause and go
around the wall. Such creatures will not
willingly pass through the wall of light.
Xenophobic Rage particular medal is known as the
School enchantment (compulsion); Level “Chevalier” medal and was awarded by the
cleric 8, sorcerer/wizard 7 Trythanian army for participation in the
Casting Time 1 standard action Isthmus campaign. There were three levels
Components V, S, DF of the medal awarded: silver to the
Range close (25 ft. + 5 ft./2 levels) common soldiers, gold to the company‐
Targets 1 Medium or smaller humanoid/4 grade officers, and platinum to the field‐
levels grade officers.
Duration 1 hour/level (see text) Value: 25 gp (10 gp for the gold, 15 gp for
Saving Throw Will partial (see text); Spell collector value).
Resistance Yes Special Rules: None.
Constrictor Gloves
You sow chaos by drawing upon the secret
fears of the target(s) to make them instantly Aura faint transmutation; CL 3rd
aggressive to anyone not of their own race. Slot none; Price 2,500 gp; Weight 1/2 lbs.
Elves won’t attack elves, but they do attack [Description]
the nearest dwarf, halfling, gnome, or These gloves appear almost brand new and
human without pause. You give the target feature exquisite craftsmanship, with fine
an “us against them” mentality where stitching holding the yellow and green
anyone of their own race is “us” and every snakeskin pieces together. A handful of
other creature is “them” and deserving of a scales, revealing the leathery skin
deep‐seated feeling of hatred and rage. The underneath, are missing along each of the
targets use all of their skills to the best of right glove’s fingertips. The gloves provide
their ability to destroy their enemies (which their wearer with unusual grip strength;
basically include anyone not of their own they grant a +5 competence bonus to CMD
race). to resist a disarm and a +5 compentence
This potent enchantment lasts for up to 1 bonus to Climb checks and CMB checks to
hour/level and cannot be removed with a grapple opponents. While grappling, you
dispel magic. A break enchantment, heal, may lock your hands around his opponent's
limited wish, wish, miracle, or similar magic throat to cause lethal damage with +5
must be used to bring the spell to an early damage.
end. Those targets fortunate enough to [Construction]
make their Will saves are still affected as if Requirements Craft Wondrous Item, bull's
by a confusion spell for 1 round/level. strength; Cost 1,250 gp.
Treasures for the Map of Mystery Everful Bag of Rats
Aura faint conjuration; CL 5th
Campaign Medal Slot none; Price1,500 gp; Weight 3 lbs.
Appearance: This large medal is about the [Description]
size of a human palm. It is made of pure This appears to be a common cloth sack
gold and stamped with the image of a about 2 ft. by 4 ft. in size. The bag of everful
knight on a rearing horse on one side and a rats appears to be empty but anyone
set of inscribed dates on the other. > reaching into the sack can feel a small furry
Appraise Information: DC 18. This shape. If the shape is removed it becomes a
rat. The bag can produce enough rats each gauntlets. These gauntlets serve no purpose
day to feed nine reptillian humanoids. to creatures with humanoid hands. These
Additionally once per day the bag can be gauntlets are manufactured by inphidian
dumped out as an attack action to summon craftsmen and are virtually unknown
a swarm of rats. The summoned rats are outside the inphidian community.
under the control of the bag holder and can
be directed as a free action. Purse of Alarm
[Construction] Aura faint abjuration; CL 1st
Requirements Craft Wondrous Item, create Slot none; Price 150 gp; Weight 1/2 lbs.
food and drink, summon swarm; Cost 750 [Description]
This fine blue silk purse, monogrammed
Heart‐Shaped Gem with the initials L. R. in gold, has unusually
Appearance This small orange‐red thick blue silk purse strings. This is a
gemstone has been cut into the shape of a common item among the wealthy and
heart. follows the trend of combining
Appraise Information DC 15. This is a function, especially security function, with
carnelian of rather poor quality, although fashion. When either the purse strings or
the fact that it has been cut into the shape the purse itself is cut a shrill alarm sounds
of a heart may have some appeal to those that can be heard clearly to a radius of 60
with romantic leanings. feet.
Value 30 gp (30 gp gem value). [Construction]
Special Rules The stone is actually a gem of Requirements Craft Wondrous Item, alarm;
charming. Upon command the gem allows Cost 75 gp.
its owner to enchant another person as per
the spell charm person with a one‐hour Triggering the purse of alarm raises the
duration. The targeted person receives a AF by +6.
Will save (DC 11) to avoid the gem’s effect.
Although a gem of charming can be used
multiple times during the day, it can never
be used more than once per hour whether
the charm attempt is successful or not.
Faint enchantment; CL 1st; Craft Wondrous
Item, charm person; Cost 900 gp.
Inphidian Gauntlets
Inphidian gauntlets are nonmagical leather
or metal gauntlets that provide a creature
(normally an inphidian) without humanoid
hands a set of fully functional hands. When
wearing these gauntlets, the creature can
manipulate items normally considered
unusable (because the creature lacks
hands). The wearer can use its full Strength
and Dexterity while wearing these
Stock Art Inspirations ‐ Three Ways Hobby Stealth
Skills Leadership 11 (+11), Legal 9(+10),
Outdoorsman 9(+22), Perception 9(+10),
Power Control 11(+14), Stealth 11(+14),
Unarmed 11(+15)
Feats Armor (PL +2 worn device, personal,
hunter armor), Armor Piercing (claws),
Claws (PL +2 worn device, personal, hunter
armor), Danger Sense (PL +2 worn device,
personal, hunter armor), Quick Change,
Power Level (x4), Superskill (Outdoorsman;
PL +2 worn device, personal, hunter armor),
Stunt
Access/Contacts/Followers National Police
Powers (Judge and Jury)
Wealth 14
Possessions GoGH Identification, GPS
system, Secure Digital Communication.
Supers20 ‐ GoGH ‐ Hunter
The Guardians of Genetic Honesty are
military‐trained individuals tasked with the
apprehension of unregistered mutants. The Mecha Suit (400 Points) ‐ GoO Mecha
Hunter is a trained scout used to hunt down The above is image is the current action
mutants in remote areas. They appearance profile for the KXZ‐Infiltration suit. This suit
is too threatening for deployment in developed by Krazekixc Industries is current
civilized areas. Hunters are typically in the prototype phase. If testing is
deployed in packs of four to six when then successful it is thought that these suits will
the eliminate of a mutant can be done be deployed to the insurgent forces of
covertly. Amyrisia IV.
Elixir Magic
This magical training allows you to create a
Alternate Magic limited number of elixirs, tonic and potions
a day. Such elixirs typically have an
Many people have heard tales of natural enhancing or restorative effect. You may
magic and tattoo magic being wielded by produce one elixir per day per rank that you
the people of Terra but few have heard tell have in Chemistry. Elixirs take 10 minutes to
of elixir magic. Elixir magic is a secret craft create but can be prepared in advanced.
passed from master to student over a long The ingredients spoil after 24 hours.
apprenticeship. Unlike other forms of magic
Athlete’s Tonic
this one relies on an expertise in the science
known as chemistry with a specialty in
Magic
elixirs. A character that wishes to learn elixir
This tonic greatly improves the athletic
magic must take 4 ranks in Chemisty at 1st
abilities of the inbidder for a short period of
level.
time.
Prerequisites Chemistry 4 ranks
Guiding Design Goals for Elixirs Effects On a successful Chemistry skill check
(DC 20), an athlete's tonic can be created.
Rule 1: You can only create some many
When consumed the character is treated as
elixirs a day and they are time consumng to
if he had an Athletics skill 8 ranks higher
prepare.
than normal for 10 rounds.
Elixir are special conconctions of strange
ingredients and ritualized formulation there Potion of Gentle Descent
are only so many formula that you can risk
creating. Magic
This potion causes the character to fall a
Rule 2: All elixir effects are short lived. great distance without taking damage.
Restotative elixirs are instantaneous in their Prerequisites Chemistry 4 ranks
effects and enhancing elixirs only provide a Effects On a successful Chemistry skill check
benefit for 1 minute (10 rounds) of game (DC 20), a potion of gentle descent can be
time. created. When consumed the character can
fall from a height of 60 ft. without taking
damage. The effects of this potion last 10 lesser restoration, remove
rounds. paralysis, see invisible
blink,
Potion of Giant Growth clairaudience/clairvoyance
, cure serious wounds, fly,
Magic gaseous form, haste,
This potion causes character to grow larger neutralize poison,
3 16 32
in size. protection from elements,
Prerequisites Chemistry 4 ranks remove
Effects On a successful Chemistry skill check blindness/deafness,
(DC 20), a potion of giant growth can be remove disease, tongues,
created. When consumed the character water breathing//
grows to Medium+ size (see Transformative
magic for ability adjustments). This has no OPEN GAME LICENSE Version 1.0a
effect on character larger or smaller than The following text is the property of
Medium. This effect lasts 10 rounds. Wizards of the Coast, Inc. and is Copyright
2000 Wizards of the Coast, Inc “Wizards”).
Stabilizing Tonic All Rights Reserved.
Magic 1. Definitions: (a)”Contributors” means the
This tonic has the ability to stablize a dying copyright and/ or trademark owners who
character. have contributed Open Game content;
Prerequisite Chemistry 4 ranks (b)”Derivative Material” means copyrighted
Effects On a successful Chemstry skill check material including derivative works and
(DC 20), a single vial of stabilizing tonic is translations (including into other computer
created that when administered to a dying languages), potation, modification,
character changes them to stable. correction, addition, extension, upgrade,
improvement, compilation, abridgment or
Author Note The above is a set of four 0th other form in which an existing work may
level elixirs converted to the VoD format. be recast, transformed or adapted; (c)
Each elixir level has a set number of ranks “Distribute” means to reproduce, license,
required and a DC check. For additional rent, lease, sell, broadcast, publicly display,
elixirs I would use the following as a guide. transmit or otherwise distribute; (d)”Open
Game Content” means the game mechanic
Elixir Ranks of and includes the methods, procedures,
D
Leve Chemistr Similar Spell Effects processes and routines to the extent such
C
l y content does not embody the Product
bull's strength, cat's grace, Identity and is an enhancement over the
comprehend languages, prior art and any additional content clearly
1 8 24
darkvision, endure identified as Open Game Content by the
elements, spider climb Contributor, and means any work covered
aid, barkskin, cure by this License, including translations and
2 12 28 moderate wounds, delay derivative works under copyright law, but
poison, detect thoughts, specifically excludes Product Identity. (e)
“Product Identity” means product and acceptance of the terms of this License.
product line names, logos and identifying 4. Grant and Consideration: In consideration
marks including trade dress; artifacts; for agreeing to use this License, the
creatures characters; stories, storylines, Contributors grant You a perpetual,
plots, thematic elements, dialogue, worldwide, royalty‐free, non‐exclusive
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designs, depictions, likenesses, formats, to Use, the Open Game Content.
poses, concepts, themes and graphic, 5.Representation of Authority to
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representations; names and descriptions of material as Open Game Content, You
characters, spells, enchantments, represent that Your Contributions are Your
personalities, teams, personas, likenesses original creation and/or You have sufficient
and special abilities; places, locations, rights to grant the rights conveyed by this
environments, creatures, equipment, License.
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logos, symbols, or graphic designs; and any update the COPYRIGHT NOTICE portion of
other trademark or registered trademark this License to include the exact text of the
clearly identified as Product identity by the COPYRIGHT NOTICE of any Open Game
owner of the Product Identity, and which Content You are copying, modifying or
specifically excludes the Open Game distributing, and You must add the title, the
Content; (f) “Trademark” means the logos, copyright date, and the copyright holder’s
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used by a Contributor to identify itself or its original Open Game Content you Distribute.
products or the associated products 7. Use of Product Identity: You agree not to
contributed to the Open Game License by Use any Product Identity, including as an
the Contributor (g) “Use”, “Used” or indication as to compatibility, except as
“Using” means to use, Distribute, copy, edit, expressly licensed in another, independent
format, modify, translate and otherwise Agreement with the owner of each element
create Derivative Material of Open Game of that Product Identity. You agree not to
Content. (h) “You” or “Your” means the indicate compatibility or co‐adaptability
licensee in terms of this agreement. with any Trademark or Registered
2. The License: This License applies to any Trademark in conjunction with a work
Open Game Content that contains a notice containing Open Game Content except as
indicating that the Open Game Content may expressly licensed in another, independent
only be Used under and in terms of this Agreement with the owner of such
License. You must affix such a notice to any Trademark or Registered Trademark. The
Open Game Content that you Use. No terms use of any Product Identity in Open Game
may be added to or subtracted from this Content does not constitute a challenge to
License except as described by the icense the ownership of that Product Identity. The
itself. No other terms or conditions may be owner of any Product Identity used in Open
applied to any Open Game Content Game Content shall retain all rights, title
distributed using this License. and interest in and to that Product Identity.
3.Offer and Acceptance: By Using the Open 8. Identification: If you distribute Open
Game Content You indicate Your Game Content You must clearly indicate
which portions of the work that you are Noonan, Rich Redman, Bruce R. Cordell,
distributing are Open Game Content. based on original material by E. Gary Gygax
9. Updating the License: Updating the and Dave Arneson.
License: Wizards or its designated Agents
may publish updated versions of this Modern System Reference Document
License. You may use any authorized Copyright 2002‐2004, Wizards of the Coast,
version of this License to copy, modify and Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich
distribute any Open Game Content Redman, Charles Ryan, Eric Cagle, David
originally distributed under any version of Noonan, Stan!, Christopher Perkins, Rodney
this License. Thompson, and JD Wiker, based on material
10. Copy of this License: You MUST include by Jonathan Tweet, Monte Cook, Skip
a copy of this License with every copy of the Williams, Richard Baker, Peter Adkison,
Open Game Content You Distribute. Bruce R. Cordell, John Tynes, Andy Collins,
11. Use of Contributor Credits: You may not and JD Wiker. Advanced Player’s Guide,
market or advertise the Open Game Copyright 2004, White Wolf Publishing, Inc.
Content using the name of any Contributor
unless You have written permission from 40 Alchemical Items Copyright 2005, Adamant
the Contributor to do so. Entertainment; Authors Steve Honeywell.
12. Inability to Comply: If it is impossible for A Dozen Gems and Jewels Copyright 2005
Michael Hammes, published by Ronin Arts
You to comply with any of the terms of this
www.roninarts.com.
License with respect to some or all of the
A Dozen War Trophies Copyright © 2004
Open Game Content due to statute, judicial Michael Hammes. Published by Ronin Arts,
order, or governmental regulation then You www.roninarts.com.
may not Use any Open Game Material so A Magical Medieval Society: Western Europe
affected. Copyright 2003, Expeditious Retreat Press;
13. Termination: This License will terminate authors Suzi Yee and Joseph Browning.
automatically if You fail to comply with all A Magical Society: Guide to Monster Statistics,
terms herein and fail to cure such breach © 2005 Expeditious Retreat Press, Author:
within 30 days of becoming aware of the Joseph Browning
breach. All sublicenses shall survive the Aasimar & Tiefling: A Guidebook to the
Planetouched, © 2005 Green Ronin Publishing,
termination of this License.
LLC, Author: Robert J. Schwalb
14. Reformation: If any provision of this
Accidents of Birth: Deformities and Deformity
License is held to be unenforceable, such Feats, Copyright 2006, Louis Porter Jr. Design,
provision shall be reformed only to the Inc.
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Publishing, LLC, Author: Matthew Sernett
15. COPYRIGHT NOTICE Advanced Gamemaster’s Guide, Copyright
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Open Game License v 1.0, Copyright 2000, Owen K.C. Stephens.
Wizards of the Coast, Inc. Advanced Player’s Manual, Copyright 2004,
System Reference Document Copyright Green Ronin Publishing, LLC; Author Skip
2000‐2003, Wizards of the Coast, Inc.; Williams.
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Handbook, by Michael Mearls, Copyright 2004
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Goodman Games Copyright 2003 Scott Thomas Lynch
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The Compendium can be found on the legal “Zeb” Cook and Wolfgang Baur.
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Copyright 2009, Paizo Publishing, LLC; Author Greene
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Copyright 2003, Philip Reed and Christopher Tales of Freeport, Copyright 2003, Green Ronin
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Plot & Poison: A Guidebook to Drow, © 2002 Cyberpunk Combat Options Copyright 2005,
Green Ronin Publishing; Author: Matthew Adamant Entertainment.: Author: Malcolm
Sernett. Sheppard
Ptolus: Monte Cook’s City by the Spire ©2006 Temporary Enchantments Copyright 2006,
Monte J. Cook. Adamant Entertainment.: Author: Barak
Random Fantasy Adventure Generator, Blackburn
Copyright 2007, Adamant Entertainment. Terror in Freeport Revised, Copyright 2001–
Author: Gareth‐Michael Skarka 2004, Green Ronin Publishing, LLC; Author
Relics & Rituals, © 2000 Clark Peterson. Robert J. Toth.
Rise of Runelords Player's Guide. Copyright Testament: Roleplaying in the Biblical Era
2007 Paizo Publishing LLC. Author F. Wesley copyright 2003, Green Ronin Publishing; Author
Schneider. Scott Bennie
Rokugan, © 2001 Alderac Entertainment The Assassin’s Handbook, Copyright 2002,
Group, Inc. Green Ronin Publishing; Authors Wolfgang
Salon du Masque, Copyright 2002, Green Ronin Bauer and David “Zeb” Cook
The Book of Arcane Magic. Copyright 2009, 4 The Shaman’s Handbook, © 2002 Green Ronin
Winds Fantasy Gaming; Authors: Connie J. Publishing; Author; Steve Kenson.
Thomson and Robert W. Thomson. The templates: Breath Weapon, Dragon‐
The Book of Eldritch Might Copyright 2001–3 blooded, Gigantic, Half‐Template, Humanoid,
Monte J. Cook. All rights reserved. and Miniature; domains Construct, Dread,
The Book of Experimental Might. Copyright Gloom; spells bestial aspect, bestial aspect
2008, Monte J. Cook. All rights reserved. other, create undead (revised), create greater
The Book of the Righteous, Copyright 2002, undead (revised), fabricate spirit, fabricate
Aaron Loeb greater spirit, greater bestial aspect, greater
The Cavalier’s Handbook, Copyright 2004, bestial aspect other, nimbus of fear, small
Green Ronin Publishing; Author Robert J. miracle, and voidburst; characters: Kaavaak
Schwalb and Sven Varian; creatures: Elder Deer and
The Codex Compendium, Copyright 2002, Truagekin; items: Kaavaak’s Crown Ruby; and
Paradigm Concepts, Inc. rules: Variant Half‐Dragons and Vorthr are all
The Complete Book of Eldritch Might Copyright OGC and © 2003 Chris S. Sims.
2004–2006 Monte J. Cook. All rights reserved. The Tomb of Abysthor Copyright 2001,
The Devil Player’s Guide Copyright 2003, Fast Necromancer Games, Inc., Authors Clark
For¬ward Entertainment, Inc. Peter¬son and Bill Webb
The Divine and the Defeated, © 2001 White The Unholy Warrior’s Handbook, Copyright
Wolf Publishing, Inc. 2003, Green Ronin Publishing, LLC; Author
The Freeport Trilogy, Copyright 2005, Green Robert J. Schwalb.
Ronin Publishing, LLC; Authors Chris Pramas, The Wise and the Wicked, © 2001 White Wolf
William Simoni, and Robert J. Toth. Publishing, Inc.
The Lore of the Gods: The Asgardians, The Village of Briarton Copyright 2003 by Gold
copyright 2002, Bastion Press Rush Games; Authors Patrick Sweeney,
The Lore of the Gods: The Olympians, copyright Christina Stiles; Editing and Addi¬tional material
2002, Bastion Press by Spike Y. Jones
The Noble’s Handbook, Copyright 2003, Green The Witch’s Handbook, Copyright 2002, Green
Ronin Publishing, LLC; Author Rodney Ronin Publishing; Author Steve Kenson
Thompson. Thee Compleat Librum ov Gar’Udok’s
The Pathfinder Chronicles Campaign Setting Necromantic Artes, © 2002 Ambient Inc.;
Copyright 2008, Paizo Publishing; Author: Stan!, Authors: M. Jason Parent, Denise Robinson,
Keith Baker, Wolfgang Baur, Clinton J. Boomer, Chester Douglas II.
Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Thessalmonster from from the Tome of
Stephen S. Greer, Jeff Grubb, James Jacobs, Horrors, Copyright 2002, Necromancer Games,
Michael Kortes, Tito Leati, Mike McArtor, Rob Inc.; Author Scott Greene, based on original
McCreary, Erik Mona, Jason Eric Nelson, Jeff material by Gary Gygax and Wizards of the
Quick, Sean K Reynolds, David Schwartz, Coast.
Leandra Christine Schneider, F. Wesley Tome of Horrors. Copyright 2002, Necromancer
Schneider, Amber E. Scott, Owen K.C. Stephens, Games, Inc.; Authors: Scott Greene, with Clark
Todd Stewart, James L. Sutter, Greg A. Vaughan, Peterson, Erica Balsley, Kevin Baase, Casey
Jeremy Walker, JD Wiker. Christofferson, Lance Hawvermale, Travis
The Primal Codex, © 2001 Netherland Games Hawvermale, Patrick Lawinger, and Bill Webb;
Inc. Based on original content from TSR.
The Psychic’s Handbook, Copyright 2004, Green Tome of Horrors Revised. Copyright 2002,
Ronin Publishing, LLC; Author Steve Kenson Necromancer Games, Inc.; Authors: Scott
The Quintessential Rogue, Copyright 2002, Greene, with Clark Peterson, Erica Balsley, Kevin
Mongoose Publishing Baase, Casey Christofferson, Lance Hawvermale,
Travis Hawvermale, Patrick Lawinger, and Bill Group;
Webb; Based on original content from TSR. Way of the Witch, Copyright 2002, Citizen
Tome of Horrors II Copyright 2004, Games; Authors Janet Pack, Jean Rabe, Megan
Necromancer Games, Inc.; Author Scott Greene; Robertson, and Christina Stiles;
Additional Authors: Erica Balsley, Kevin Baase, Waysides: Book of Taverns Copyright 2003,
Casey Christofferson, Jim Collura, Meghan Eden Studios, Inc.;
Greene, Lance Hawvermale, Travis Hawvermale, Weird Wars, Weird War Two, Copyright 2001,
Bill Kenower, Patrick Lawinger, Nathan Paul, Pinnacle Entertainment Group, Inc.;
Clark Peterson, Bill Webb and Monte Cook. Wild Spellcraft, Copyright 2002, Natural 20
Tome of Horrors III Copyright 2005 Press;
Necromancer Games, Inc.; Author: Scott Witch’s Handbook, Copyright 2002, Green
Greene, with Casey Christofferson, Erica Balsley, Ronin Publishing; Author Steve Kenson
Kevin Baase, Lance Hawvermale, Travis Wrath & Rage: A Guidebook to Orcs and Half‐
Hawvermale, Ian S. Johnston, Patrick Lawringer, orcs, Copy¬right 2002, Green Ronin Publishing;
Nathan Paul, Clark Peterson, Greg Ragland, Author Jim Bishop;
Robert Schwalb and Bill Webb. WW16001: The Giant’s Skull ©2001, Fiery
Tome of Secrets, Copyright 2009, Adamant Dragon Productions, Inc. www.fierydragon.com.
Entertainment, Inc. Authors: Walt Ciechanowski Author James Bell.
and Gareth‐Michael Skarka. DM Sketchpad ‐ July 2009; Copyright 2009,
Torn Asunder: Critical Hits, Copyright 2003, Published by Purple Duck Creations. Authors:
Bastion Press, Inc. Mark Gedak. Cartography: Kristian Richards.
Tournaments, Fairs, and Taverns, Copyright
2002, Natural 20 Press The Grand OGL Wiki,
Traps & Treachery Copyright 2001, Fantasy http://grandwiki.wikidot.com Copyright
Flight Publishing, Inc. 2008‐2009 Purple Duck Creations; Authors:
Treasures of Freeport Copyright © 2004 Mark Gedak, Alex Schroeder, Joel Arellano,
Michael Hammes, published by Ronin Arts.
George Fields, Yair Rezek, Mike Whalen,
True20 Adventure Roleplaying, Copyright 2005,
Green Ronin Publishing; Author Steve Kenson.
Shane O'Connor, Mike Rickard, John
Ultramodern Firearms d20, Copyright 2002, Whamond, Bill Browne, Eric Williamson,
Charles McManus Ryan. Slatz Grubnik, Charles R. Wenzler Jr, John
Uncommon Character Copyright 2003, Trident Fraser.
Inc., d/b/a/ Atlas Games
Undead, © 2001 Alderac Entertainment Group, Pathfinder is a registered trademark of Paizo
Inc.; Authors: Noah Dudley, Andrew Getting, Publishing, LLC, and the Pathfinder Roleplaying
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Villains, Copyright 2002, Bastion Press, Inc. for more information on the compatibility
Vitality and Wound Points, A d20 System license.
Conversion Guide, Copyright 2000 by Bradley D
Thompson
Voyages of Discovery, Copyright 2009,
RPGObjects; Author Charles Rice
War, Copyright 2002, Alderac Entertainment
4 WINDS FANTASY GAMING PROUDLY PRESENTS:
The Book of Arcane Magic: A Sourcebook for Bards, Sorcerers & Wizards
(a Pathfinder Roleplaying Game compatitible product) is the first print release from
4 Winds Fantasy Gaming.
68 pages, soft-cover, $15.95 USD, available from Lulu.com and Indie Press Revolution.
$10.95 PDF version available at DriveThruRPG.com, Paizo.com, or IPR.