DM Sketchpad - July 2010

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DM Sketchpad Volume 2; Issue 1 July 2010 Authors: Mark Gedak, Stefen Styrsky Cartography: Kristian Richards Design/Layout: Mark Gedak Editor: Still just me, I’m sorry about that but that is the way it is. Reviews: Megan Robertson of Rpg Resource (http://www.rpg-resource.org.uk/ ) and Mark Gedak Foreword 2 Armoured Warriors 3 Companions 4 Consulting the GM Oracle 4 Feats 9 Future 10 Gods of the Grand OGL Wiki 12 Lovecraftian 13 Magic Items 15 Monsters 16 NPC Profiles 18 Otyughnomicon 21 Prestige Classes 27 Races 30 Special Substances 31 Spells 32 Super s 36 Templates 37 Treasure 38 Weapons 38 Kristian’s Maps 39 Mark’s Reviews 40 Megan’s Reviews 42 New Purchases 49 OGL 50 Battlemap 54 Some artwork copyright Art of War Games, used with permission. Some artwork copyright Black Hand Source. Some artwork from Image Portfolio (c) Louis Porter Jr. Design, all rights reserved. Some artwork copyright Octavirate Entertainment, used with permission. Concepts from the Consulting the GM Oracle are copyright by Philip Reed and Michael Hammes of the GM Oracle. All written material except the forward, the reviews and the information about the GM Oracle is considered Open Game Content. If you have any questions please email me. 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.

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This is the July 2010 issue of the DM Sketchpad.

Transcript of DM Sketchpad - July 2010

Page 1: DM Sketchpad - July 2010

DM Sketchpad – Volume 2; Issue 1 July 2010

Authors: Mark Gedak, Stefen Styrsky Cartography: Kristian Richards Design/Layout: Mark Gedak Editor: Still just me, I’m sorry about that but that is the way it is. Reviews: Megan Robertson of Rpg Resource (http://www.rpg-resource.org.uk/) and Mark Gedak Foreword 2 Armoured Warriors 3 Companions 4 Consulting the GM Oracle 4 Feats 9 Future 10 Gods of the Grand OGL Wiki 12 Lovecraftian 13 Magic Items 15 Monsters 16 NPC Profiles 18 Otyughnomicon 21 Prestige Classes 27

Races 30 Special Substances 31 Spells 32 Super s 36 Templates 37 Treasure 38 Weapons 38 Kristian’s Maps 39 Mark’s Reviews 40 Megan’s Reviews 42 New Purchases 49 OGL 50 Battlemap 54

Some artwork copyright Art of War Games, used with permission. Some artwork copyright Black Hand Source. Some artwork from Image Portfolio (c) Louis Porter Jr. Design, all rights reserved. Some artwork copyright Octavirate Entertainment, used with permission. Concepts from the Consulting the GM Oracle are copyright by Philip Reed and Michael Hammes of the GM Oracle. All written material except the forward, the reviews and the information about the GM Oracle is considered Open Game Content. If you have any questions please email me. 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.

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Foreword

Welcome back to the DM Sketchpad! It has been a long time since I’ve worked on the DM Sketchpad and even longer since I put a compilation of material together so I appreciate that you are taking the time to read this. I think this is my first foreword as well and I know I usually ask more interesting industry people to write something here but I thought since I better be the one to do the writing this time. Where have you been? That is an excellent question. The answer is really twofold. The first is that work was extremely busy for me from January to June and I didn’t have a lot of time to write anything new for the website. Secondly, what little time I did have was spent in collaboration with Stefen Styrsky, Bret Boyd and K. Alex Carlsson on our upcoming monster book for Pathfinder called Forgotten Foes. How did you get this issue out so fast? When I first started the DM Sketchpad last year, what I would do is write a month’s worth of content and then take a couple of days to compile it together and send it out to subscribers and put it up on Scribd. The idea was that I would also get around to organizing it on the Grand OGL Wiki site. With six or so months of content backlogged on that project I decided to take a different approach this month. Now as I’m writing the DM Sketchpad items (or Stefen is writing them). I upload them directly to the DM Sketchpad Archive (http://grandwiki.wikidot.com/dmsarchive) and add them to the PDF compilation file. I think this should make the transition to PDF smoother and help key the site organized. Old Features/New Features Many of the classic features of the DM Sketchpad have returned. Some of my columns such as the Gods of the Grand OGL Wiki, and The Otyughnomicon has returned. Kristian Richards again provided us with and open game content map and some battlemap tiles. Additionally, there are new features such as Megan Robertson’s roleplaying game reviews, Consulting the GM Oracle, and Stefen’s Lovecraftian sections. If there is a particular section that you love or hate please let me know because it is your input that helps me shape this release each month. I’m trying to write at least two game reviews a month myself. Currently I have Wu Xing – The Ninja Crusade is next on my list. If you have something you want reviewed let me know. OGC from Other Sources Normally I try to restrict the content in this PDF to material that was created new or adapted. However in this issue you will see some OGC from other sources and these are pieces that are necessary for the use of the content we created and I wanted to include them so that you could use them straight away. Thanks for reading and sending feedback.

- Mark Gedak

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Armoured Warriors

Copper Finned Knight CR 4 (1,200 XP) Human fighter 4/sorcerer 1 CG medium humanoid Init +0; Senses Perception -1 AC 19, touch 10, flat-footed 19 (+9 armor) hp 39 (4d10+1d6+10) Fort +6, Ref +1, Will +4; +1 vs. fear Speed 20 ft. Melee mwk greatsword +7 (2d6+5/19-20) Ranged mwk composite longbow +5 (1d8+2/x3) Special Attacks claws (1d4+2, 5 rounds) Spells Known (CL 1st; 35% spell failure) 1st (4/day) – magic missile, mount 0th (at-will) –acid splash, detect magic, light, read magic Str 15, Dex 10, Con 15, Int 12, Wis 8, Cha 14 Base Atk +4; CMB +6, CMD 16 Feats Arcane Strike, Dazzling Display, Eschew Materials, Iron Will, Mounted Combat, Scribe Scroll, Weapon Focus (greatsword), Weapon Specialization (greatsword) Skills Intimidate +10, Knowledge (local) +5, Ride +2, Spellcraft +5, Use Magic Device +6 Languages Common, Draconic SQ armor training 1, bloodline (draconic [copper], +1 acid), bravery +1 Combat Gear 2 scrolls of magic missile, 1 scroll of mount, potion of cure light wounds; Gear full plate, mwk greatsword, mwk composite longbow (+2 Str), 200 gp (in gems and coins) The Copper-Finned Knights are one order of a metallic dragon themed champions. Copper-Fins combine martial process and natural magical skill to bring freedom to the land. They are hard warriors who intimidate and demoralize opponents in an attempt to rally the general populace around them.

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Companions

Imp Diabolist Companions Starting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (perfect); AC +1 natural armor; Attack sting (1d4 plus poison); Ability Scores Str 8, Dex 15, Con 10, Int 13, Wis 12, Cha 14; Special Attacks poison (Frequency 1/round for 5 minutes, Effect 1d2 Dex, Cure 1 save, Con-based DC); Languages Celestial, Draconic, Infernal; Special Qualities spell-like abilities (CL 6th), constant—detect good, detect magic, 1/day—suggestion. 4th-Level Advancement: Ability Scores Str +2, Dex +2; Special Qualities one alternate form (beast shape I, boar, rat, or raven, or beast shape III, young giant spider); spelllike abilities (CL 6th), at will—invisibility (self only), 1/day—suggestion; spell-like ability (CL 12th), 1/week—commune. Pygmy Hippopotamus Companions Starting Statistics: Size Medium; Speed 30 ft.; AC +4 natural; Attack bite (1d6); Ability Scores Str 14, Dex 10, Con 13, Int 2, Wis 10, Cha 4; Special Qualities low-light vision, scent. 7th-Level Advancement: Size Large; AC +4 natural armor; Attack bite (2d6); Ability Scores Str +4, Dex –2, Con +4; Special Attack trample (1d8).

Consulting the GM Oracle

The GM Oracle is a new website by Philip Reed, Michael Hammes and Ronin Arts. The new website (http://www.gmoracle.com/) provides GMs with new ideas every day. Here is how Phil describes the site: From the mad wizards who brought you the DM’s Idea Pipeline, GM Oracle is your daily source for fantasy roleplaying material. Designed primarily for Gamemasters, GM Oracle focuses on new treasures, encounter ideas, dungeon concepts, and anything imaginable that can add depth and history to your campaign.

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Since it was Phil and Michael’s original work that inspired me to creature the DM Sketchpad, I thought I would post statistics here on the DM Sketchpad and on their site to add value both places. Enjoy.

Basuze and Little Gnawer Link: http://www.gmoracle.com/?p=104 Basuze, Goblin Witch CR 6 Male goblin witch 7 (black magic) NE Small humanoid (goblinoid) Init +1; Senses darkvision 60 ft.; Perception +4 AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size) hp 41 (7d6+14) Fort +5, Ref +3, Will +7 Speed 30 ft. Melee mwk quarterstaff +5 (1d4) Ranged dart +5 (1d3) Spell-Like Abilities (CL 6th) 3/day—prestidigitation 1/day—protection from good (dwelling) Spells Known (CL 6th) 4th (3/day) –beast shape II, bleeding wound, divination, modify memory 3rd (4/day) – beast shape I, bestow curse, broken arrow, contagion 2nd (6/day) – augury, blindness/deafness, enthral, inflict moderate wounds, memory of love, touch of idiocy 1st (7/day) – bane, call of the wild, cure light wounds, heartache, inflict light wounds, magic fang, shield, sleep 0th (at-will) – bleed, daze, detect magic, detect poison, finger flame, moment of darkness, muscle spasm, resistance, stabilise Str 10, Dex 12, Con 14, Int 14, Wis 15, Cha 10 Base Atk +3; CMB +2; CMD 13 Feats Alertness, Brew Potion, Improved Familiar, Kiss Spell, Stealthy, Witch’s Gift Skills Craft (doll) +8, Escape Artist +3, Fly +1 (+5 with broom), Knowledge (nature) +8, Knowledge (religion) +11, Sense Motive +13, Stealth +20; Racial Modifier +4 Ride, +4 Stealth Languages Common, Goblin, Gnoll SQ broom (flying), cast circle (+10 ft., retributive circle), familiar (little gnawer), grimoire, tradition (create idol) Combat Gear potion of cure serious wounds, potion of invisibility; Gear amulet of natural armor +1, belt of giant strength +2

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Basuze’s familiar is a dire rat named Little Gnawer. Basuze has partially shaved Gnawer and dressed him so that people with think the dire rat is a savage rat-shaped humanoid but this has been done for effect. Little Gnawer (Familiar) N Small animal Init +3; Senses low-light vision, scent; Perception +4 AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size) hp 20 (7 HD effective) Fort +3, Ref +5, Will +6 Defensive Abilities improved evasion Speed 40 ft., climb 20 ft., swim 20 ft. Melee bite +7 (1d4 plus disease) Special Attacks deliver touch spells, disease Str 10, Dex 17, Con 13, Int 8, Wis 13, Cha 4 Base Atk +0; CMB -1; CMD 12 (16 vs. trip) Feats Skill Focus (Perception) Skills Climb +11, Perception +4, Stealth +16, Swim +10; Racial Modifier uses Dex to modify Climb and Swim SQ empathic link, share spells, speak with master Disease (Ex) Filth Fever: Bite—injury; save Fort DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

The Cavemouth The cavemouth is statistics are based on a monster concept by Phil Reed at the GM Oracle. Link: http://www.gmoracle.com/?cat=9. CAVEMOUTH CR 13 XP 25,600 N Colossal magical beast (earth) Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +20 AC 28, touch 4, flat-footed 26 (+2 Dex, +24 natural, -8 size) hp 189 (14d10+112) Fort +17, Ref +11, Will +7 DR 10/slashing; Immune cold, fire Speed 30 ft., burrow 30 ft.; earth glide Melee bite +29 (4d6+22/19-20 plus grab) Space 30 ft.; Reach 30 ft. Special Attacks swallow whole (4d6+22 bludgeoning, AC 22, hp 18) Str 42, Dex 15, Con 26, Int 10, Wis 16, Cha 8 Base Atk +14; CMB +37 (+41 grab); CMD 48 (can’t be tripped)

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Feats Dodge, Mobility, Improved Critical (bite), Spring Attack, Weapon Focus (bite), Wind Stance Skills Perception +20, Stealth +3 (+11 rocky); Racial Modifiers +8 Stealth in rocky areas Environment any underground Organization solitary Treasure incidental

Frostflower Ring Link: http://www.gmoracle.com/?p=64#comments Frostflower Ring Aura faint abjuration; CL 1st Slot ring; Price 3,000 gp; Weight – An exquisite double-banded platinum ring topped by a platinum frostflower in which is mounted a faceted amethyst. This ring grants the wearer a continuous endure elements effect and allows him to always known the way to the Forgotten Monastery. The gem at its center glows with a soft candle light that can be suppressed by the wearer. Requirements Forge Ring, endure elements, know direction; Cost 1,500 gp

Kal-mok of the Gods Link: http://www.gmoracle.com/?p=50 Kal-mok of the Gods Aura strong evocation; CL 12th Slot none; Price 39,420 gp; Weight 12 lbs. This is a +1 obsidian shock espontoon from the southern jungles. The obsidian used for the head of the weapon increases the critical threat range by 1. Additionally, can use the spell call lightning (1/day) as a standard action and gains resist electricity 10. Prerequisites Craft Magic Arms and Armour, call lightning, keen edge; Cost 19,940 gp

Lost City of Tepas Link: http://www.gmoracle.com/?p=181 Lost City of Tepas NG Small Town Corruption -2; Crime +0; Economy +1; Law +0; Lore +1; Society +1 Qualities holy site, tourist attraction Danger +0; Disadvantages none Government autocracy

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Population 1250 (930 humans, 150 half-orcs, 100 gnolls, 20 suli) Notable Npcs Lord Greyhold, 1st Magistrate of Tepas (NG human male expert 4/rogue 3) Arialis (CG female suli archaeologist rogue 7) Tuwar (N male human former caravan guide bard 1/rogue 2) Base Value 1,000 gp; Purchase Limit 5,000 gp; Spellcasting 6th; Minor Items 3d4; Major Items –

Helm of Bonesight Link: http://www.gmoracle.com/?p=106 Helm of Bonesight Aura faint divination; CL 3rd Slot head; Price 6,000 gp; Weight 3 lbs. This ancient metal helmet is weather beaten and rust. Its surface is decorated with bonelike protrusions and motifs. Rumored to have been created by a necromancer, who often had to round up mindless undead that had wandered off, their helm grants the wearer a continuous detect undead sense at a range of up to 1 mile. Requirements Craft Wondrous Item, Extend Spell, detect undead; Cost 3,000 gp

Golden Dragolion Link: http://www.gmoracle.com/?p=172 Golden Dragolion This creature looks to be a crossbreed from dire lion and a dragon. Golden Dragolion CR 7 (3,200 XP) Half-gold dragon dire lion NG Large dragon Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +11 AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size) hp 84 (8d8+48) Fort +12, Ref +8, Will +3 Immune fire, paralysis, sleep Speed 40 ft., fly 80 ft. (average) Melee bite +16 (1d8+11 plus grab), 2 claws +17 (1d6+11) Space 10 ft.; Reach 5 ft. Special Attacks breath weapon (30 ft. cone, 8d6 fire, DC 17), pounce, rake (2 claws +13, 1d6+7) Str 33, Dex 15, Con 23, Int 4, Wis 12, Cha 12 Base Atk +6; CMB +18 (+22 grapple); CMD 30 (34 vs. trip)

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Feats Improved Initiative, Run, Skill Focus (Perception), Weapon Focus (claw) Skills Acrobatics +11, Fly +9, Perception +11, Stealth +7 (+11 in undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in undergrowth) Languages Draconic Environment warm plains or hills Organization solitary, pair, or pride (3–8) Treasure standard

Though more intelligent, dragolions still tend to be more animal then dragon in their behaviours and

attitude. They do begin to collect and hoard treasure though.

Skeletal Dread

Link: http://www.gmoracle.com/?p=135

Skeletal Dread

A skeletal dread is skeleton that carries a set of skull drums that lie slung in front of him like an undead

marching band member. They inspire fear into opposing armies instead of surging into combat. In

addition to the changes for the skeleton template, make the following adjustments to the base creature.

Attacks: A skeletal dread does not gain a claw attack but instead wields two drum sticks that deal

damage as (1d4) as a medium creature. They do not retain any additional weapon proficiencies.

Special Attacks: While playing on his skull drums, the skeletal dread causes a dirge of doom effect as a

8th level bard. It can maintain this effect indefinitely.

Abilities: a skeletal dread gains a +4 bonus to the base creature’s Charisma and has a minimum score of

14.

Skills: A skeletal dread has a number of ranks in Perform (percussion) equal to its Hit Dice and considers

this skill to be a class skill, even though as a mindless undead it typically lose all its skills.

Feats

Animal Reflexes You are able to move through the environment like an agile animal. Benefit: You may use your Dexterity modifier in place of Strength from Climb and Swim checks.

Industrious You are skilled at making items and holding down a regular job. You have been a part of the workforce a long time and it shows. Benefit: You get a +2 bonus on one Craft and one Profession skill of your choice. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

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Piranha Strike [Combat] You make a combination of quick strikes, sacrificing accuracy for multiple, minor wounds that prove exceptionally deadly. Prerequisites: Weapon Finesse, base attack bonus +1. Benefit: When wielding a light weapon, you can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by –1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.

Future

Soldier Solider are trained professionals who work independently, as part of a mercenary unit or as part of an organized army. They are highly skilled at assessing threats, evaluating options and removing obstacles. Role: Soldiers excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess. Hit Dice: d10 Class Skills: The soldier’s class skills are Climb (Str), Intimidate (Cha), Profession (Wis), Sense Motive (Wis), Swim (Str) plus skills from specialized training. Skill Ranks per Level: 4 + Int modifier

Table: Soldier

Level Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st +1 +2 +0 +0 Bonus feat, proficiency (six), specialized training

2nd +2 +3 +0 +0 Bonus feat, bravery +1

3rd +3 +4 +1 +1 Combat Knack

4th +4 +4 +1 +1 Bonus feat, proficiency (two)

5th +5 +5 +1 +1 Specialization, Toughness

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Proficiency (Ex): Soldiers gain 6 proficiencies to spend on weapon and armour groups. You may select the same weapon twice to gain a +1 bonus to attack and damage or the same armor twice to gain a +1 AC and -1 armor check penalty with that armor type. At 4th and 8th levels soldiers gain an additional two proficiencies. They may select a group a third time at level 4th and a fourth time at 8th if they wish. Specialization (Ex): Every soldier studies a range of combat skills, tactics and strategies. Over time, each soldier gains access to specialized training. At 1st, 5th, and 10th levels, the soldier selects one of the following specialties and adds the two skills to his list of class skills. You may select the same specialty twice, which results in a +2 competence bonus being added to those skills. Areas of Specialization

Specialization Added Skills

Computers Code-Breaking (Int), Computer Use (Int)

Demolitions Craft (explosives) (Int), Demolitions (Int)

Engineering Craft (structural) (Int), Repair (Int)

Mechanical Craft (mechanical) (Int), Security Systems (Int)

Medical Knowledge (biology) (Int), Treat Injury (Wis)

Pilot Navigation (Wis), Pilot (Dex)

Psionic Training Psicraft (Int), Use Psionic Device (Cha)

Reconnaissance Escape Artist (Dex), Stealth (Dex)

Tactician Knowledge (aliens) (Int), Knowledge (tactics) (Int)

Wilderness Acrobatics (Dex), Survival (Wis)

Bonus Feats: At 1st level, and every even level thereafter, a soldier gains a bonus feat in addition to

those gained from normal advancement. These bonus feats must be selected from those listed as

combat feats. If a soldier has the psionic training specialization, the soldier may also select psionic

feats.

Bravery (Ex): Starting at 2nd level, a soldier gains a +1 bonus to Will saves against fear. This bonus

increases by +1 for every four levels beyond 2nd.

Combat Knack (Ex): The soldier may choose one of the following combat knacks at 3rd, 6th and 9th

levels:

Automatic Critical – The soldier can automatically confirm a number of critical hits per day

equal to one-half the soldier level.

Evasion – If the soldier makes a successful Reflex saving throw against an attack that

normally deals half damage on a successful save, he instead takes no damage. Evasion can be

used only if the soldier is wearing armor with an armour check penalty of 3 or less.

First Shot Wins – The soldier gains a +2 bonus to Initiative. This combat knack can be taken

multiple times, its effect stacks.

Quick on His Feet – When wearing armor with an armor check penalty of 3 or less, the

soldier gains a +5 enchancement bonus to his ground speed.

Try Again – A number of times per day equal to one-half the soldier’s level, they may reroll

one saving throw and accept the new result.

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Suck it Up – The soldier can ignore an number of nonlethal points of damage each day equal

to his soldier level.

Toughness: A soldier gains Toughness as a bonus feat

Gods of the Grand OGL Wiki

Below are a handful of Babylonian/Sumerian modeled gods for use in your campaign. Anu God of the heavens, Lawmaker, Father of All Alignment Lawful Neutral Domains Air, Community, Law, Weather Favoured Weapon light mace Anu is one of the principle gods and the father to many of them. He has partially removed himself from the affairs of men and instead rules over the heavens. Still some still keep the faith to Anu and observe a number of demands. The Lawmaker makes the following demands of his faithful:

To sleep under the stars at least once a month, so that Anu is able to measure your character.

To provide leadership to your community through service whether it be on a council, guild, or militia.

To support laws that will strengthen the community over the individual. Enki Lord Destiny, Magic Speaker, Shipbuilder Alignment Chaotic Good Domain Artifice, Magic, Knowledge, Water Enki is a protector of humanity. When the gods decided to kill off humanity as a punishment, he taught one man to build a ship to preserve them during the great deluge. Enki is god who talk man magic and helped civilize them.

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Lord Destiny makes the following demands of his faithful:

Must carry a cubit staff for measuring at all times.

Never own a single animal but instead possess a pair of them (one from each gender).

Upon the age of maturity, always possess at least one magical charm, token or item. Ki Earth mother, Great Provider, Lady of the Foothills Alignment Neutral Good Domains Community, Earth, Good, Protection Ki is the wife of An and mother of Enlil. Her perfect body, is the land upon which all civilizations live. She cares for all life as she does her own godly children. The Great Provider makes the following demands of her faithful:

To provide counsel to those in seeking advice or aid.

To provide shelter to those caught in the storm.

To study the healing arts so that no one need suffer.

Lovecraftian

The Hound The dog’s bones show between hanging strips of fur and skin. It possesses pronounced canine teeth and two leathery bat wings emerge from the shoulders. The Hound CR 9 XP 6,400 CE Medium outsider (chaotic, evil, native) Init +7; Senses darkvision 60 ft., scent, see invisibility; Perception +21 [Defense] AC 23, touch 14, flat-footed 19 (+3 Dex, +1 dodge, +9 natural) hp 102 (12d10+36) Fort +7, Ref +11, Will +10 Defensive Abilities type; DR 10/cold iron or good; Immune death effects, disease, fear, paralysis, poison; Resist acid 10, cold 10, fire 10; SR 20 Weaknesses night bound [Offense] Speed 60 ft., fly 30 ft. (average) Melee bite +18 (2d6+9/19-20 plus grab plus trip) Special Attacks bay, rend (bite, 2d6+9 plus 1d4 bleed), trip (bite) Spell-Like Abilities (CL 12th) Constant – see invisibility At-will – dispel magic, greater teleport (self plus 50 lbs of objects only) [Statistics] Str 22, Dex 17, Con 16, Int 12, Wis 15, Cha 19 Base Atk +12; CMB +18 (+22 with grapple, trip); CMD 32

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Feats Alertness, Combat Reflexes, Dodge, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite) Skills Fly +18, Intimidate +19, Knowledge (arcana) +16, Knowledge (religion) +16, Perception +21, Sense Motive +4, Stealth +18, Survival +19 Languages none [Ecology] Environment any (night) Organization solitary Treasure none [Special Abilities] Bay (Su): The Hound emits a terrifying howl when stalking prey. As a standard action the Hound can howl scaring all creatures that can hear it unless they make a DC 20 Will save. Creatures failing the save are frightened for 2d4+1 rounds. A successful save means the target is shaken for 1 round. A creature that saves successfully against the Hound’s bay is immune to the ability for 24 hours. The save DC is Charisma-based. Nightbound (Ex): The Hound can not move or attack in the presence of daylight. Rend (Ex): The Hound tears great chunks of flesh from opponents it bites. With a successful grapple attempt it can twisting and shake, digging teeth and jaws into a foe. It can perform this action at the same time it attempts a trip. The ghoul cults on the plateau of Leng use as their symbol the image of a winged hound. They carve this image into jade amulets their necromancers employ in abominable rites and practices. However, the hound is more than a symbol. It carries out the will of the cult’s sorcerer leaders and enacts vengeance against those who would harm the cult. Some also claim the ghoul cult’s necromancers become the Hound after their death. The Hound stalks its prey for a day or two before attacking. It relies on the powers of the jade amulet to weaken opponents so they are more susceptible to its bay. If possible it attacks a creature when it is alone, savaging it in the dark. Jade Amulet of Leng Aura moderate conjuration and necromancy; CL 12th Slot neck; Weight ¼ lb. The circular amulet is carved in the shape of dog with bat wings, though it is sometimes mistaken for a sphinx. The amulet grants the wearer the ability to cast control undead once per day. The amulet also conveys a powerful curse that has two effects. Frightening but harmless incidents occur within 60 feet of the amulet. Those in range hear strange noises such as demonic laughter or the scrabbling of claws at a closed door. The noises place creatures on edge, inflicting a -2 penalty to Wisdom-based skills, checks and saves for 24 hours unless the creature succeeds on a DC 20 Will save. Creatures that save against this ability are immune to it for 24 hours. Also, any creature not part of the ghoul cult of Leng that touches, possesses or aids in its theft become the target of the Hound. Destroying or returning the amulet does not halt the Hound’s predation.

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Magic Items

Aardvark Charm Aura: moderate transmutation; CL 9th Slot neck; Price 16,200 gp; Weight ½ lb. This charm is made from the heart, nails, skin and forehead of a freshly killed aardvark. These pieces are pounded to together along with bark from the algolona tree. When enchanted, wrapped in the skin of an aardvark and worn against the chest allows the wearer to pass through walls or rooftops twice per evening as the passwall spell. This charm only functions at night. Requirements: Craft Wondrous Item, password; Cost 8,100 gp

Belt of Many Uses Aura: faint transmutation; CL: 1st Slot: belt; Price: 2,000 gp; Weight: 1 lb. This leather belt is decorated with thick, colored beads forming numerous simple pictograms of stick-figure laborers using dozens of different tools. By an act of will, the belt can be made longer or shorter, round and blunt or edged, and remain flexible or become hard as iron. The combination of these changes allows the belt to function as any of a number of tools or weapons. Changing the belt from one item to another takes a move action, as it may include wrapping the belt around a hand, or folding or stretching it into a specific shape. A belt of many uses can change length, rigidity and sharpness to act as a basket, chain (10 ft.), crowbar, grappling hook (and up to 30 ft. or rope), manacles (masterwork), piton (just one), pole (10 ft.), portable ram, rope (50 ft., silk), blowgun, bolas, club, dagger, gauntlet, spiked chain, punching dagger, spiked gauntlet, javelin, light hammer, light flail, light mace, light pick, nunchaku, spear, short sword, whip, or buckler. Requirements: Craft Wondrous Item, prestidigitation; Cost: 1,000 gp

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Monsters

Aardvark

The aardvark is a burrowing animal native to equatorial climates. This nocturnal mammal is also known as antbear or earth pig. They consume mostly ants and termites. Though they

do not hunt other creatures they will defend themselves with their powerful claws.

AARDVARK CR 1/3 (XP 135)

N Small animal Init +1; Senses low-light vision, scent; Perception +1

AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1

size) hp 4 (1d8)

Fort +2, Ref +3, Will +1

Speed 20 ft., burrow 20 ft.

Melee 2 claws +2 (1d3+1) Special Attacks panic strike (4 claws +2, 1d3+1)

Str 12, Dex 12, Con 11, Int 2, Wis 13, Cha 6

Base Atk +0; CMB +0; CMD 11 (15 vs. trip) Feats Skill Focus (Survival)

Skills Survival +4

Environment warm and temperate plains

Organization solitary or pair Treasure none

Panic Attack (Ex) When an aardvark is reduce to one-quarter its hit points it may roll onto

its back as a free action and make full attack actions with all four claws.

As a Familiar

The aardvark grants a +3 bonus on Survival checks.

Chagrin

As large as a boar this demonic creature appears much like a yellow-skinned hedgehog.

CHAGRIN CR 2 (XP 600)

CE Medium outsider (chaotic, evil, extraplanar) Init +0; Senses darkvision 60 ft., scent; Perception +6

AC 14, touch 10, flat-footed 14 (+4 natural)

hp 13 (2d10+2) Fort +1, Ref +3, Will +4

DR 5/silver; SR 13

Weakness aversion to garlic

Speed 20 ft., burrow 10 ft. Melee bite +3 (1d6+1)

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Ranged 2 spines +2 (1d4+1 plus poison)

Spell-Like Abilities (CL 3rd) At-will—daze, detect snares and pits, invisibility

1/day – darkness, scare

Str 12, Dex 10, Con 13, Int 6, Wis 13, Cha 5 Base Atk +2; CMB +3; CMD 13 (17 vs. trip)

Feats Stealthy Skills Escape Artist +7, Perception 6, Ride +5, Stealth +7

Languages Abyssal

Environment any

Organization solitary or pair Treasure none

Bristling Spines (Ex) When outmatched a chargin will roll in a tight ball leaving all

exposed surfaces covered with poisonous spines. Any opponent that attacks the chagrin with a melee weapon or natural attack must make a Reflex save (DC 11) or suffer spine

damage and be exposed to the spine’s poison. The save DC is Dexterity-based.

Poison (Ex) Spines—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Wis domage; cure 1 save

The chagrin are a harbinger of ill omen and a plague upon nomadic people. Pulled to the

Material Plane by acts of kindness, the chagrin seek to undermine the works of good people from hiding. The chagrin will follow people that do good deeds and from invisibility bring

harm to any people helped.

Chagrin also hate horses. They scare them, urinate on them, tangle their manes and ride

them about the land leaving them tired, terrified and sickened. Some people have found that if the horse is tied to a stake, rubbed with garlic juice and surround by holy symbols

this will prevent the chagrin from disturbing it.

A chagrin can be summoned with a summon monster III spell or called with lesser planar ally or lesser planar binding. They may be selected by a wizard with Improved Familiar at

5th level though few wizard are known to do this.

K’Daai Standing about four feet tall is a thick humanoid figure. His skin radiates heat and his eyes burn with a kindly but powerful blue flame. K’DAAI CR 4 (XP 1,200) NG Medium fey (fire) Init +1; Senses low-light vision; Perception +12 Aura heat (5 ft., 1d4 fire) AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 natural) hp 36 (8d6+8) Fort +3, Ref +7, Will +7 DR 5/cold iron; Immune fire

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Weakness vulnerability to cold Speed 20 ft. Melee mwk warhammer +8 (1d8+3/x3) Spell-Like Abilities (CL 8th) 3/day—burning hands (DC 13), cure light wounds, heat metal (DC 14), lesser restoration Str 14, Dex 12, Con 12, Int 8, Wis 12, Cha 14 Base Atk +3; CMB +5; CMD 16 Feats Master Craftsman (armor), Skill Focus (Craft [armor]), Skill Focus (Craft [Weapon]), Weapon Focus (warhammer) Skills Craft (armor) +15, Craft (weapon) +13, Knowledge (local) +10, Perception +12, Sense Motive +12 Gear mithral shirt Environment cold mountains and plains Organization solitary Treasure standard (mithral shirt, mwk warhammer) K’Daai is the collective name of elemental charged fey that live in the far north. They are master craftsmen and some suggest that they were the first beings to teach man how to forge weapons of iron (but never cold iron). The K’Daai will not craft their masterpieces for pay but will apprentice non-fey races. They are said to be wise in their counsel and have been known to heal the injured. The K’Daai do not actively associate with other fey as they find most of them to flighty.

NPC Profiles

Agarr Snapper Growing up in the southern jungles, Agarr never really fit in with the other members of his tribe. He wanted to travel, to meet others, he wasn’t filled with a voracious appetite or undying hatred like other goblins. On one raid against a colonial settlement, he allowed himself to be captured to escape the endless violence of his tribe. Over time he was accepted by some of the humans who saw that his interest and curiosity was genuine and not just goblin trickery. He came to study the teachings of the Truthtalker and sought to bring peace and compassion to the goblin tribes of the southern jungles. Agarr Snapper CR 6 Jungle Goblin Paladin 7 LG Small humanoid (goblinoid) Init +7; Senses low-light vision; Perception -1 Aura good AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) hp 50 (7d10+7) Fort +7, Ref +6, Will +5 (+4 vs. fear) Immune disease Speed 30 ft., climb 20 ft.

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Melee +1 short sword +11/+6 (1d6+2/19-20) Ranged pistol +11 (1d3/x3) Special Attacks channel energy (4d6, DC 14), smite evil (3/day; +1 attack, +7 damage [+14 evil outsiders, dragons, undead], +1 deflection) Spell-Like Abilities (CL 7th, concentration +8)

At-will—detect good 1/day – summon paladin mount (pygmy hippopotamus) Spells Prepared (4th, concentration +5) 1st – even odds, ray of light Str 14, Dex 16, Con 13, Int 10, Wis 8, Cha 12 Base Atk +7; CMB +8; CMD 21 Feats Extra Lay On Hands, Improved Initiative, Piranha Strike, Weapon Finesse Skills Acrobatics +9, Climb +10, Knowledge (religion) +7, Ride +13; Racial Modifiers Acrobatics is a class skill; Stealth is not a class skill Language Goblin SQ aura of courage, divine grace, lay on hands (6/day, 3d6), mercy (sickened, diseased) Combat Gear potion of cure serious wounds; Other Gear +1 studded leather, belt of many uses, holy symbol, backpack, hippo chow (because they are hungry, hungry). Trundle, Pygmy Hippopotamus N Large animal Init -1; Senses low-light vision, scent; Perception +0 AC 21, touch 9, flat-footed 21 (+12 natural, -1 size) hp 63 (6d8+36) Fort +11, Ref +4, Will +2 (+4 vs. enchantment) Speed 35 ft. Melee bite +10 (2d6+9) Space 10 ft.; Reach 5 ft. Special Attacks trample (1d8) Str 22, Dex 8, Con 22, Int 2, Wis 10, Cha 4 Base Atk +4; CMB +11; CMD 20 (24 vs. trip) Feats Fleet, Run, Weapon Focus (bite) Skills Swim +13 SQ evasion, link, share spells

Melkapek, Disciple of Asmodeus Melkapek, a blue kobold, grew up among the twist horn tribe of Western Argulia. Amongst the green kobolds, his colouration and schemes set him apart from the others. As he rose in power under the Prince of Darkness’s precise tutelage, Melkapek organized the tribe into a feared trafficker of slaves. It is whispered by some that the twist horns even traffic in orc, lizardfolk and hobgoblins. Melkapek, Disciple of Asmodeus Blue kobold cleric 7 (Asmodeus)/diabolist 5

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LE Small humanoid (repitilian) Init +2; Senses darkvision 60 ft.; Perception +5 Aura evil AC 21, touch 14, flat-footed 18 (+6 armor, +3 Dex, +1 natural, +1 small) hp 72 (7d8+5d6+24) Fort +9, Ref +8, Will +12 Resist fire 10 Weakness damned, light sensitivity Speed 30 ft. Melee +1 vibrating light mace +11/+6 (1d4-2 plus 1d6 sonic) Ranged mw heavy crossbow +11 (1d8/x3) Special Attacks channel energy (6/day, DC 13, 4d6 negative), channel hellfire (1/day) Spell-Like Abilities (CL 7th) 6/day—copycat, firebolt (+10 rta, 1d6+3 fire) Spells Known (CL 12th) 6th –fire seeds, planar ally, summon monster VI 5th –dispel good, fire shield, flame strike, unhallow 4th – lesser planar ally, malediction, order’s wrath, wall of fire 3rd – animate dead, bestow curse, fireball, magic circle against good, vision of hell, summon monster III 2nd – align weapon, cure moderate wounds, death knell, eagle’s splendour, invisibility , spiritual weapon 1st – bless, disguise self, divine favour, entropic shield, magic weapon, summon monster I At-will – bleed, detect magic, read magic, stabilize Domains Fire, Trickery Str 6, Dex 16, Con 12, Int 12, Wis 16, Cha 12 Base Atk +7, CMB +4; CMD 17 Feats Augment Summoning, Extra Channel, Greater Spell Penetration, Skill Focus (Bluff), Spell Penetration, Toughness, Weapon Finesse Skills Bluff +20, Craft (trapmaking) +3, Knowledge (planes) +9, Knowledge (religion) +12, Linguistics +5, Perception +5, Profession (slaver) +5, Spellcraft +9, Stealth +15; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (slaver); Stealth is a class skill. Languages Draconic, Infernal SQ heresy+2, infernal bargain, infernal charisma +4, hellish soul Combat Gear potion of cure serious wounds, scroll of plane shift; Gear assorted infernal contracts, +2 chain shirt, binding implements, cloak of resistance +1, headband of charisma +2 Scarvie, Imp Companion LE Tiny outsider (devil, evil, extraplanar, lawful) Init +2; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +1 AC 27, touch 18, flatfooted 21 (+5 Dex, +1 dodge, +9 natural, +2 size) hp 65 (10d10+10) Fort +6, Ref +12, Will +8 Speed 20 ft., fly 50 ft. (perfect) Melee sting +17 (1d4+2 plus poison)

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Space 2 ½ ft.; Reach 0 ft. Special Attacks poison (Frequency 1/round for 5 minutes, Effect 1d2 Dex, Cure 1 save, DC 17) Spell-like abilities (CL 10th) constant—detect good, detect magic 1/week – commune 1/day—identify, suggestion At-will – invisibility (self only), doom Str 14, Dex 21, Con 12, Int 13, Wis 12, Cha 14 Base Atk +10; CMB +10; CMD 26 Feats Ability Focus (poison), Dodge, Great Fortitude, Weapon Finesse, Wind Stance Skills Acrobatics +18, Fly +12, Knowledge (planes)+14, Sense Motive +14, Stealth +13 Languages Celestial, Draconic, Infernal SQ change shape (boar, wolf; beast shape II), devotion, empathic, link, evasion, share spells, telepathy 50 ft.

Otyughnomicon

If you are like me then you love otyughs. The main problem is that otyughs only exist in the low end of the challenge rating spectrum. Now there are some ways around this such as adding templates or class levels but it is also handy to just have some larger tougher otyughs.

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OTYUGH CR 5 XP 1,600 N Large magical beast Init +0; Senses all-around vision, darkvision 60 ft., low-light vision; Perception +16 AC 17, touch 9, flat-footed -- (+8 natural, -1 size) hp 60 (8d10+16) Fort +8, Ref +6, Will +3 Immune disease Speed 30 ft. Melee bite +11 (2d6+4 plus disease), 2 tentacles +7 (1d6+2 plus grab) Space 10 ft.; Reach 10 ft. (15 ft. with tentacle) Special Attacks constrict (tentacle, 1d6+2) Str 18, Dex 10, Con 14, Int 5, Wis 13, Cha 6 Base Atk +8; CMB +13 (+17 grapple); CMD 23 (25 vs. trip) Feats Ability Focus (disease), Improved Natural Attack (bite), Stealthy, Weapon Focus (tentacle) Skills Escape Artist +2, Perception +16, Stealth -2 (+6 in lair); Racial Modifier +8 Stealth in lair Languages Common Disease (Ex) Filth fever: Bite—injury; save Fortitude DC 18; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

OTYUGH CR 7 XP 3,200 N Huge magical beast Init -1; Senses all-around vision, darkvision 60 ft., low-light vision; Perception +16 AC 18, touch 7, flat-footed -- (-1 Dex, +11 natural, -2 size) hp 85 (9d10+36) Fort +10, Ref +7, Will +4 Immune disease Speed 40 ft. Melee bite +15 (2d8+8 plus disease), 2 tentacles +11 (1d8+4 plus grab) Space 15 ft.; Reach 15 ft. (20 ft. with tentacle) Special Attacks constrict (tentacle, 1d8+4) Str 26, Dex 8, Con 18, Int 5, Wis 13, Cha 6 Base Atk +9; CMB +19 (+23 grapple); CMD 28 (30 vs. trip) Feats Ability Focus (disease), Improved Natural Attack (bite), Lightning Reflexes, Stealthy, Weapon Focus (tentacle) Skills Escape Artist +1, Perception +16, Stealth -5 (+3 in lair); Racial Modifier +8 Stealth in lair Languages Common

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Disease (Ex) Filth fever: Bite—injury; save Fortitude DC 20; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

OTYUGH CR 8 XP 4,800 N Huge magical beast Init -1; Senses all-around vision, darkvision 60 ft., low-light vision; Perception +16 AC 18, touch 7, flat-footed -- (-1 Dex, +11 natural, -2 size) hp 95 (10d10+40) Fort +11, Ref +8, Will +4 Immune disease Speed 40 ft. Melee bite +16 (2d8+8 plus disease), 2 tentacles +12 (1d8+4 plus grab) Space 15 ft.; Reach 15 ft. (20 ft. with tentacle) Special Attacks constrict (tentacle, 1d8+4) Str 26, Dex 8, Con 18, Int 5, Wis 13, Cha 6 Base Atk +10; CMB +20 (+24 grapple); CMD 29 (31 vs. trip) Feats Ability Focus (disease), Improved Natural Attack (bite), Lightning Reflexes, Stealthy, Weapon Focus (tentacle) Skills Escape Artist +1, Perception +16, Stealth -4 (+4 in lair); Racial Modifier +8 Stealth in lair Languages Common Disease (Ex) Filth fever: Bite—injury; save Fortitude DC 21; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

OTYUGH CR 9 XP 6,400 N Huge magical beast Init -1; Senses all-around vision, darkvision 60 ft., low-light vision; Perception +16 AC 21, touch 7, flat-footed -- (-1 Dex, +14 natural, -2 size) hp 114 (12d10+48) Fort +12, Ref +9, Will +5 Immune disease Speed 40 ft. Melee bite +18 (2d8+8 plus disease), 2 tentacles +14 (2d6+4 plus grab) Space 15 ft.; Reach 15 ft. (20 ft. with tentacle) Special Attacks constrict (tentacle, 2d6+4) Str 26, Dex 8, Con 18, Int 6, Wis 13, Cha 6 Base Atk +12; CMB +22 (+26 grapple); CMD 31 (33 vs. trip)

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Feats Ability Focus (disease), Improved Natural Attack (bite), Improved Natural Attack (tentacles) Lightning Reflexes, Stealthy, Weapon Focus (tentacle) Skills Escape Artist +1, Perception +16, Stealth -1 (+7 in lair); Racial Modifier +8 Stealth in lair Languages Common Disease (Ex) Filth fever: Bite—injury; save Fortitude DC 22; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

OTYUGH CR 11 XP 12,800 N Gargantuan magical beast Init -1; Senses all-around vision, darkvision 60 ft., low-light vision; Perception +17 AC 24, touch 6, flat-footed -- (-1 Dex, +19 natural, -4 size) hp 149 (13d10+78) Fort +14, Ref +9, Will +5 Immune disease Speed 40 ft. Melee bite +21 (4d6+12/19-20 plus disease), 2 tentacles +17 (2d8+6 plus grab) Space 20 ft.; Reach 20 ft. (25 ft. with tentacle) Special Attacks constrict (tentacle, 2d8+6) Str 34, Dex 8, Con 22, Int 6, Wis 13, Cha 6 Base Atk +13; CMB +29 (+33 grapple); CMD 38 (40 vs. trip) Feats Ability Focus (disease),Improved Critical (bite), Improved Natural Attack (bite), Improved Natural Attack (tentacles) Lightning Reflexes, Stealthy, Weapon Focus (tentacle) Skills Escape Artist +1, Perception +17, Stealth -4 (+4 in lair); Racial Modifier +8 Stealth in lair Languages Common Disease (Ex) Filth fever: Bite—injury; save Fortitude DC 24; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

OTYUGH CR 12 XP 19,200 N Gargantuan magical beast Init -1; Senses all-around vision, darkvision 60 ft., low-light vision; Perception +17 AC 26, touch 6, flat-footed -- (-1 Dex, +21 natural, -4 size) hp 161 (14d10+84) Fort +15, Ref +10, Will +5 Immune disease Speed 40 ft. Melee bite +22 (4d6+12/19-20 plus disease), 2 tentacles +18 (2d8+6 plus grab)

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Space 20 ft.; Reach 20 ft. (25 ft. with tentacle) Special Attacks constrict (tentacle, 2d8+6) Str 34, Dex 8, Con 22, Int 5, Wis 13, Cha 6 Base Atk +14; CMB +30 (+34 grapple); CMD 39 (41 vs. trip) Feats Ability Focus (disease),Improved Critical (bite), Improved Natural Attack (bite), Improved Natural Attack (tentacles) Lightning Reflexes, Stealthy, Weapon Focus (tentacle) Skills Escape Artist +1, Perception +17, Stealth -2 (+6 in lair); Racial Modifier +8 Stealth in lair Languages Common Disease (Ex) Filth fever: Bite—injury; save Fortitude DC 25; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

OTYUGH CR 13 XP 25,600 N Gargantuan magical beast Init -1; Senses all-around vision, darkvision 60 ft., low-light vision; Perception +18 AC 26, touch 6, flat-footed -- (-1 Dex, +21 natural, -4 size) hp 184 (16d10+96) Fort +16, Ref +11, Will +7 Immune disease Speed 40 ft. Melee bite +24 (4d6+12/19-20 plus disease), 2 tentacles +20 (2d8+6 plus grab) Space 20 ft.; Reach 20 ft. (25 ft. with tentacle) Special Attacks constrict (tentacle, 2d8+6), snatch Str 34, Dex 8, Con 22, Int 6, Wis 14, Cha 6 Base Atk +16; CMB +32 (+35 grapple); CMD 41 (43 vs. trip) Feats Ability Focus (disease),Improved Critical (bite), Improved Natural Attack (bite), Improved Natural Attack (tentacles), Lightning Reflexes, Snatch, Stealthy, Weapon Focus (tentacle) Skills Escape Artist +1, Perception +18, Stealth +0 (+8 in lair); Racial Modifier +8 Stealth in lair Languages Common Disease (Ex) Filth fever: Bite—injury; save Fortitude DC 25; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

OTYUGH CR 15 XP 51,200 N Gargantuan magical beast Init -1; Senses all-around vision, darkvision 60 ft., low-light vision; Perception +18 AC 29, touch 6, flat-footed -- (-1 Dex, +24 natural, -4 size) hp 218 (19d10+114)

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Fort +17, Ref +12, Will +8 Immune disease Speed 40 ft. Melee bite +27 (4d6+12/19-20 plus disease), 2 tentacles +23 (2d8+6 plus grab) Space 20 ft.; Reach 20 ft. (25 ft. with tentacle) Special Attacks constrict (tentacle, 2d8+6), snatch Str 34, Dex 8, Con 22, Int 6, Wis 14, Cha 6 Base Atk +19; CMB +35 (+39 grapple); CMD 44 (46 vs. trip) Feats Ability Focus (disease),Improved Critical (bite), Improved Natural Attack (bite), Improved Natural Attack (tentacles), Lightning Reflexes, Snatch, Stealthy, Weapon Focus (tentacle) Skills Escape Artist +1, Perception +18, Stealth +8 (+16 in lair); Racial Modifier +8 Stealth in lair Languages Common Disease (Ex) Filth fever: Bite—injury; save Fortitude DC 25; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

OTYUGH CR 17 XP 102,400 N Colossal magical beast Init -1; Senses all-around vision, darkvision 60 ft., low-light vision; Perception +18 AC 30, touch 1, flat-footed -- (-1 Dex, +29 natural, -8 size) hp 256 (19d10+152) Fort +19, Ref +12, Will +8 Immune disease Speed 40 ft. Melee bite +27 (4d8+16/19-20 plus disease), 2 tentacles +23 (4d6+8 plus grab) Space 20 ft.; Reach 20 ft. (25 ft. with tentacle) Special Attacks constrict (tentacle, 4d6+8), snatch Str 42, Dex 8, Con 26, Int 6, Wis 14, Cha 6 Base Atk +19; CMB +43 (+47 grapple); CMD 52 (54 vs. trip) Feats Ability Focus (disease),Improved Critical (bite), Improved Natural Attack (bite), Improved Natural Attack (tentacles), Lightning Reflexes, Snatch, Stealthy, Weapon Focus (tentacle) Skills Escape Artist +1, Perception +18, Stealth +4 (+12 in lair); Racial Modifier +8 Stealth in lair Languages Common Disease (Ex) Filth fever: Bite—injury; save Fortitude DC 27; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

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Prestige Classes

Diabolist Some face damnation willingly. Seeking to control the awesome might of the infernal legions and twist the very powers of Hell to their whims, these blasphemous spellcasters jeopardize their immortal souls for mastery over devilkind. While those who already worship evil forces might come to control these profane powers through their vile faiths, sinister arcanists too might learn the names, signs, and incantations to bind devils from heretical tomes and communion with the damned. Though some tread the path of the diabolist to enslave the forces of Hell and turn them toward goals other than corruption, only the most stalwart of diabolists can resist the temptations of the Pit. Regardless of whatever grim path leads spellcasters to seek power over the diabolical, their destination is nearly always the same—an eternity of damnation in the depths of Hell. Requirements To qualify to become a diabolist, a character must fulfill all of the following criteria. Alignment: lawful neutral, lawful evil, or neutral evil. Skills: Knowledge (planes) 5 ranks, Knowledge (religion) 3 ranks, Spellcraft 5 ranks. Special: Must have conjured a devil using lesser planar ally or lesser planar binding (or a similar spell) and successfully coaxed the fiend into performing a task lasting longer than 1 day. Language: Infernal. Class Skills The diabolist’s class skills (and the key ability for each) are Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Sense Motive (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are features of the diabolist prestige class. Weapon and Armor Proficiency: Diabolists gain no proficiency with any weapon or armor. Spells per Day: When a new diabolist level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class before she became a diabolist, she must decide to which class she adds each level of diabolist for the purpose of determining spells per day. Damned: When a diabolist is killed, her soul is instantly sent to Hell. Any character attempting to resurrect her must succeed at a caster level check equal to 10 + the diabolist’s level or her spell fails. That character cannot attempt to resurrect the diabolist again until the following day, though other characters can attempt as they please. Imp Companion: A diabolist forms a close bond with a particular imp, similar to a druid’s bond with an animal companion. The imp is loyal to the diabolist (though ultimately loyal to Hell). The imp companion’s abilities, feats, Hit Dice, and skills advance as the diabolist advances in level. If the imp is

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slain or the diabolist releases it from her service, she may gain a new one by performing a ceremony requiring a 24-hour ritual to conjure and bind the new imp to herself. Infernal Charisma: A diabolist gains a +2 bonus on all Charisma checks made when interacting with devils. This bonus increases to +4 at 4th level and to +6 at 7th level. Channel Hellfire: At 2nd level, a diabolist can alter spells that deal energy damage to instead deal hellfire damage. She can do this as a free action a number of times per day equal to her Charisma modifier (minimum 1). Spells altered to use hellfire gain the lawful and evil descriptors. Infernal Bargain: At 2nd level, a diabolist making use of planar ally (or a similar spell) can make an opposed Charisma check against a called (but not summoned) devil. If she succeeds, the devil reduces the price it demands to serve by half. Augment Summoning: At 3rd level, a diabolist gains the Augment Summoning feat even if she does not meet the prerequisites. Heresy: Also at 3rd level, a diabolist gains a +2 bonus on all checks made to research specific devils’ true names or sigils. This bonus increases to +4 at 9th level. Hellish Soul: At 5th level, a diabolist has been deemed useful enough to the cause of Hell to be allowed a brief respite from damnation. If killed by any means outside of the will of Asmodeus, the archdevils, or another inf luential force in Hell, the diabolist can be resurrected as normal. Infernal Transport (Sp): At 6th level, a diabolist can transport herself through Hell in a burst of brimstone. She may use this ability twice per day as per dimension door, or expend both uses to travel as if using teleport. She cannot use this ability to enter or leave areas warded against evil creatures. Hellfire Ray (Sp): At 8th level, a diabolist may use hellfire ray twice per day. Master Conjurer: At 10th level, when a diabolist calls a devil whose name she knows, she may cast the calling spell as a standard action and bargain with it as a move action. She adds half her Bluff, Diplomacy, or Intimidate modifier on the bargaining Charisma check (if any). The Imp Companion A diabolist’s imp increases in power as the diabolist gains levels according to Table 3–8: Animal Companion Base Statistics in the Pathfinder RPG Core Rulebook, with the following changes. Class Level: This is the diabolist’s class level plus her highest caster level. This does not stack with class levels that grant an animal companion. HD: An imp has 10-sided (d10) Hit Dice. BAB: This is the imp’s base attack bonus. Imps do not gain additional attacks using natural weapons for a high base attack bonus. Saving Throws: An imp has good Ref lex and Will saves. Skills: Multiply the listed value by 3 to determine the imp’s skill ranks. If the imp increases its Intelligence to 14 or higher, it gains bonus skill ranks as normal. Imps can have ranks in any skill; its class skills are Acrobatics, Bluff, Craft, Fly, Knowledge (arcana), Knowledge (planes), Perception, Sense Motive, Spellcraft, and Stealth. An imp cannot have more ranks in a skill than it has Hit Dice.

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Feats: An imp may select any feat for which it qualifies. Bonus Tricks: This indicates when an imp gains its choice of another alternate form, spell-like ability, or telepathy. Alternate Form: An imp with this ability may choose one additional Tiny, Small, or Medium animal form as if using beast shape II. Each time the imp selects this ability, it gains a new alternate form. Spell-Like Ability: An imp companion might also choose any one of the following spells to add to its list of at-will spelllike abilities: bleed, deathwatch, detect evil, detect law, doom, ghost sound, mage hand, message, open/close, or prestidigitation. Alternatively, it may choose to add any one of the following spells to its list of 1/day spell-like abilities: curse water, floating disk, grease, hold portal, identify, silent image, unseen servant, or ventriloquism. Telepathy: The imp gains telepathy with a range of 50 feet, allowing it to communicate with any intelligent creature. Link: This is identical to a wizard’s empathic link with his familiar. Share Spells: This works like the wizard’s familiar ability rather than the druid animal companion ability.

Diabolist Hit Dice: d6

Level Base Attack Bonus

Fort Save

Ref Save

Will Save

Special Spells per Day

1st +0 +0 +0 +1 Damned, imp companion, infernal Charisma +2

+1 level of existing spellcasting class

2nd +1 +1 +1 +1 Channel hellfire, infernal bargain

+1 level of existing spellcasting class

3rd +1 +1 +1 +2 Augment summoning, heresy +2

+1 level of existing spellcasting class

4th +2 +1 +1 +2 Infernal Charisma +4 +1 level of existing spellcasting class

5th +2 +2 +2 +3 Hellish soul +1 level of existing spellcasting class

6th +3 +2 +2 +3 Infernal transport +1 level of existing spellcasting class

7th +3 +2 +2 +4 Infernal Charisma +6 +1 level of existing spellcasting class

8th +4 +3 +3 +4 Hellfire ray +1 level of existing spellcasting class

9th +4 +3 +3 +5 Heresy +4 +1 level of existing spellcasting class

10th +5 +3 +3 +5 Master conjurer +1 level of existing spellcasting class

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Races

The Joresti (Future Race) Joresti evolved on the harsh world of Karnis. It is thought that they actually refugees from outside the galaxy that crashed on the frozen world and then adapted to its environment and its environment to them. They are survivors who have used their understanding of the natural world to overcome the hostility it seems to present to all life. They do not live in harmony with nature, but see the natural world as a hostile force that tries to rid the universe of sentient creatures. Physical Description: Joresti are tall and thin, standing just under 7 ft in height. They tend to be hairless with many heat generating nodules covering their bodies. Their movements, while not grace full are not awkward. Their faces are long and drawn into seemingly permanent frown. Theirs are white, yellow or red in colour. Society: Joresti are insular. The live in vast worldship that are pertually cooled for their comfort or deep beneath the surface of frozen worlds. They operate governmentally through an elected senate of scientists and technicians. The pursuit of knowledge is respected in their society above all other pursuits. As a result much of their work is extremely functional but not aesthetically pleasing or ergonomic. Relations: Joresti do not actively associate with others. They don’t have the patience to cooperate with other races unless neccessary, explain their motives the less logical races or reexplain their technology and science again using smaller words and shorter sentences. Still in times of galactic crisis, they arrive without notice, assist without complaint and disappear without taking credit. Most races seem to accept them as those strange beings that get things done. Joresti Racial Traits +2 Constitution, +2 Intelligence, -2 Charisma: Joresti are hardy, having evolved on a very hostile planet but intelligent as they have to modify their environment to adapt. Their cold demeanour makes it difficult for them to relate to other races. Medium: Joresti are Medium creatures and have no bonuses or penalties due to their size. Slow Speed: Joresti have a base speed of 20 ft. Low-Light Vision: Joresti can see twice as far as humans in conditions of dim light. Joresti Science: Joresti receive a +2 racial bonus on Knowledge Knowledge (Biology), Knowledge (Chemistry), Knowledge (Geology), and Knowledge (Physics). Planatary Adaptation: Joresti evolved on a cold world. They have a +4 bonus to Fortitude saves to resist extreme cold and cold resistance 5. Minos No one knows where the minos race came from. Elves and dwarves joke that the minotaur subspecies is the result of minotaurs interbreeding with humans, which all minos, minotaurs and humans find offensive.

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Physical Description: Minos tend to be taller than humans by four to six inches on average. They have powerful horns that black in colour. They pupils tend to be dark red, brown, or black and dominant the entire eye. They have muscular legs and torsos and walk on broad feet. Their skin tone is always in the dark brown, grey and black spectrum though occasionally one is born a tan or even white. Society: Minos live on the fridges of society. In fact many are still tribal and nomadic. Those that have settled tend to live by the strength of their blade and not by their wits. Like half-orcs they often find themselves working as muscles or general labourers. It is not that minos do like the niceties of city living it is just that they have trouble relating to others except in the gladiatorial pits or in darkened alleys. Relations: Minos tend to like dwarves, half-orcs and humans. Minos are certain that elves like to use big words just to confuse them, gnomes are too unpredictable and their humor doesn’t translate well and Halflings are hardly noticed. Minos Racial Traits: +2 Str, +2 Con, -2 Int, -2 Cha: Minos are strong and hardy, carrying more than the average man and resisting many poisons and disease. They are the peak of physical prowess. However, they tend to be poorly educated and ill mannered. Medium: Minos are Medium creatures and have no bonuses or penalties due to their size, except as noted below (see Powerful Build). Normal Speed: Minos have a base speed of 30 feet. Low-Light Vision: Minos can see twice as far as humans in conditions of dim light. Gore: Minos possess large horns that they can use as a primary attack for (1d6) damage as a secondary attack if they wield a manufactured weapon. Natural Cunning: Like minotaurs, the minos are not particularly intelligent but possess a natural cunning that grants them an immunity to maze spells, prevents them from being lost and prevents them from being caught flat-footed. Powerful Build: Though Minos are considered Medium creatures their heavy structure grants them an number of additional benefit. They can a +1 size bonus to CMB and CMD, they are considered Large if a creature tries to snatch or swallow them and they may use Large weapons without penalty.

Special Substances

Antitoxin (Specific): Antitoxin has saved the life of many adventurers. However, not all heroes are fortunate and some need stronger medicine. If you know the type of creature, you could have an alchemist brew the precise antitoxin for that species. This antitoxin will cure the poison outright but is considerable more expensive. Charmbreaker: You can throw a charmbreaker flask as a splash weapon. Treat this as a ranged touch attack with a range increment of 10 feet. A direct hit with a charmbreaker flask causes a creature to make a saving throw to break a charm effect (of 2nd level or less) with a +5 bonus. Any creatures caught in the splash area make a saving throw to break a charm effect with no additional bonus.

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Defoliant Bomb: This solution was created by a gnome adventurer who grew tired of being entangled by druids and rangers. As a move action, a character can trigger this bomb and clear a 10 ft. radius area of all normal plants and areas of entanglement (as per the entangle spell). It also deals 1d4 points of damage to plant creatures in that radius.

Item Cost Weight

Antitoxin [Specific] (vial) 50 gp x CR --

Charmbreaker (flask) 150 gp 1 lb.

Defoliant Bomb (flask) 25 gp 1 lb.

Spells

The first three spells are preview material for Headless Hydra Games’ “Eldritch Secrets” out soon. ALASTRA’S BLESSING School abjuration [good]; Level cleric 3, druid 3, paladin 3 Casting Time 1 standard action Components V, S, DF Range touch Target creature touched Duration 10 min./level; see text Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Your touch fills the subject with a sense of wonder and awe. For a moment, the subject gaze into the heavenly realm of the goddess, Alastra. The subject receives the blessing of Alastra which gives her a +3 resistance bonus on all saves. An aggressive action, such as attacking a creature, effectively ends this spell. ANIMATE MAGESHIP School transmutation; Level sorcerer/wizard 6 Casting Time 10 minutes Components V, S, M (a miniature ship worth 1,000gp) Range close (25 ft. + 5 ft./2 levels) Target one ship Duration 1 day/2 levels (D) Saving Throw none; Spell Resistance yes (harmless, object) While the caster chants, blue light start to form at the hull of the ship and slowly raises it from the water, until it hovers 6 feet in the air. The mageship now sails through the air instead of through the water with the same speed, dependent upon the wind of course. It can rise as high as is humanly possible, but will not protect the people aboard from cold winds or lack of air. At the end of the duration, the mageship gently float towards the ground, instead of just crashing down. During the forced descent, the ship cannot be steered.

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ARM TO PICK School transmutation; Level cleric 1, ranger 1, sorcerer/wizard 1 Casting Time 1 standard action Components V, S, M/DF (a bit of metal) Range personal Target you Duration 1 min./level (D) You transform one of your arms into either a light or heavy pick. You gain a +1 competence bonus to attack and damage and is always considered proficient with the pick. All attempts to disarm the pick fails, but a successful sunder attempt deals 1d8 points of damage to the caster. EVEN ODDS School transmutation; Level cleric 1, paladin 1 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 round/level Saving Throw Will negates; Spell Resistance yes For the spell’s duration, the target creature will use your BAB instead of their own. They still add in their own Strength or Dexterity modifiers, as appropriate, and any other bonuses they receive from feats or magical weapons. This spell can be used to help a weaker ally, or to hurt a stronger enemy. HELLFIRE RAY School evocation [evil]; Level cleric 6, sorcerer/wizard 6 Casting Time 1 standard action Components V, S, DF/F (any unholy symbol or heretical tome) Range close (25 ft. + 5 ft./2 levels) Effect ray Duration instantaneous Saving Throw no (see text); Spell Resistance yes A blast of hellfire blazes from your hands. You must succeed on a ranged touch attack with the ray to deal damage to the target. The ray deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from unholy power and is therefore not subject to being reduced by resistance to fire-based attacks. Any creature killed by this spell must make a Will saving throw; failure means the creature’s soul is damned to Hell as a burst of brimstone appears around its corpse. A non-evil spellcaster attempting to bring the character back from the dead must make a caster level check (DC equal to 10 plus the slain creature’s level) to succeed; failure means the spellcaster cannot try again for 1 day. Evil spellcasters can raise the slain character normally, without a check.

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INFLICT LYCANTHROPY School necromancy; Level cleric 5, sorcerer/wizard 7, witch 5 Casting Time 1 standard action Components V, M (fur or blood from a lycanthrope) Range touch Target creature touched Duration permanent Saving Throw Fortitude negates; Spell Resistance yes You place the curse of lycanthropy on the subject. When casting this spell you must choose whether to inflict them with the wolf version, rat version, bat version or badger version of lycanthropy. They immediately gain the afflicted version of the lycanthrope template and becomes a werecreature at the next full moon. During the first lunar cycle, this spell may be countered with a dispel evil or break enchantment spell. After the first lunar cycle, this may only reversed by a wish or miracle. MALEDICTION School necromancy [evil]; Level cleric 4 Casting Time 1 standard action Components V, S Range touch Target 1 creature touched Duration 1 minute and instantaneous (see text) Saving Throw Will negates; Spell Resistance yes Channeling the blasphemy of the Pit into your hand, you mark your target with a brief but fundamental corruption, causing its soul to be irretrievably damned to Hell should it die within the next minute. Those killed while under the effect of this spell cannot be resurrected by normal means. Only a worshiper of Asmodeus (or of your deity, if you are not a worshiper of the Prince of Darkness) can return a soul damned by malediction to life. Spells like raise dead or resurrection cast by the worshipers of other deities automatically fail, though they do reveal that the target soul has met a perhaps undeserved torment in Hell. The spells miracle or wish return the victim of a malediction to life, regardless of the caster’s deity. A soul may also be freed by the efforts of someone bodily going to Hell, locating the affected soul, and leading it out of the plane, which allows it to go to its intended destination in the afterlife and be raised normally. You can end the effects of your own malediction by casting the spell again and concentrating on a past target. Doing so frees the past target to its rightful place in death; it does not return the target to life. Spells such as break enchantment, dispel magic, and remove curse negate this spell if successfully cast before the target dies.

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RAY OF LIGHT School conjuration (creation); Level cleric 0, paladin 1 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Effect ray Duration instantaneous Saving Throw none; Spell Resistance yes A single ray of bright golden light flies from your fingertips toward a designated target. With a successful ranged touch attack, any creature that is powerless or suffers any other type of penalty in sunlight – living or undead – is shaken for 1 round. VISION OF HELL School illusion (glamer) [evil]; Level bard 3, cleric 3, sorcerer/wizard 3 Casting Time 1 standard action Components V, M (a pinch of brimstone) Range medium (100 ft. + 10 ft./level) Effect one 50-ft.-radius emanation Duration 1 minute/level (D) Saving Throw Will negates; Spell Resistance no You overlay a realistic illusion of a terrifying hellscape upon an area. Structures, equipment, and creatures within the area are not hidden, though environmental features take on an infernal appearance. While you are prepared for these images and are not affected by them, all creatures within the area must make a Will save or become shaken and also take a –2 penalty on saves versus fear effects; the fear and penalty persists as long as the creature remains in the area. Devils and any lawful evil creatures suffer no negative effects from this spell.

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Supers

Expendable Gal XVII (G-13XA) Female human sidekick 1 Medium humanoid (experiment) Init +3; Senses Perception +1 AC 18, touch 15, flat-footed 15 (+3 armor, +3 Dex, +2 class) hp 8 (1d8); pp 7 (1d6+1) Fort +0, Ref +5, Will +1 DR 1; BDR 1 Speed 30 ft. Melee light mace +1 (1d6+1) Ranged stun pistol +3 (1d8[s]) Str 12, Dex 16, Con 10, Int 12, Wis 13, Cha 14 Powers Catfalling (200 ft.), Emotional Adjustment Feats Cooperative Attack, Daring Escape Skills Acrobatics +7, Bluff +7, Climb +5, Defeat Security +7, Escape Artist +7, Stealth +7, Streetwise +6 Languages English; Fame 0; Reputation 0; Resources 5 SQ armor of obscurity Complications amnesia Proficiencies Armor (Light, Component ), Weapons (Edged, Impaling, Stun Pistol, Trauma) Gear grappling hook, light mace, collapsible baton, specta bodysuit Subject G-13XA was rescued from a terrorist research base by the Dusk Guardian. Having no name or memory, the Dusk Guardian (quadrillionaire Robert Driver) took her in as his ward and trained her to fight crime as E-girl. The League of Valour was shocked by the addition of a new E-Girl, they had thought after Robert had lost the sixteenth ward to take up the mantle of E-girl he would have learned by now. Still, dressed in dayglow colours she fights alongside the Dusk Guardian, manipulating emotions and drawing small arms fire. The League of Valour in private refer to E-girl as Expendable Gal.

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Templates

Here are some quickplates for Future Campaigns:

High-g World (CR +1)

Creatures with the high-g world template evolved or grew up under gravitational forces of at

least double that of a terran-like planet.

Quick Rules: +2 on all Strength-based rolls, including melee attacks and melee damage. +2 to

Fort Saves, CMB, CMD; +3 hp/HD

Rebuild Rules: Ability Scores +4 to Str and +6 to Con.

Low-g World (CR -1)

Creatures with the low-g world template evolved or grew up under gravitational forces of at least

one-half that of a terran-like planet.

Quick Rules: +2 to all Dex-based rolls, +2 to Reflex saves, –2 to Str-based rolls and CMD, –1

hp/HD.

Rebuild Rules: Ability Scores –4 Strength, –2 Con, +4 to Dex.

Zero-g (CR +0)

Creatures with the zero-g template live in weightless environments such orbital platforms, sub-c

interstellar transports or in cities floating in the upper atmosphere of Jovian worlds.

Quick Rules: -2 on all Strength-based rolls, bonus to Acrobatics and Fly skill checks equal to

HD.

Rebuild Rules: Creature gains the zero-g subtype; Ability Scores -4 Strength, +4 Dex,

Acrobatics becomes a class skill. If the creature has a swim speed, reduce it by 10 feet. If the

creature has a fly speed, it gains a bonus to its speed of +10 feet.

Subtype

Zero-g: These creatures can move in areas of zero-g without making an Acrobatics check. Zero-

g creatures can only live and function in weightless environments. If a creature with the zero-g

subtype enters a non-weightless area, it falls prone, cannot move, makes attacks with a -10

penalty and takes 1 Con damage per hour.

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Treasure

So you are working on your weekly prep for this week’s new campaign and you have stumbled upon the onerous task of designing the treasure your heroes discover. Below are a dozen treasure bundles to help make your life easier at the first challenge rating. Treasure Bundles (CR 1, Suggested Value 260 gp for normal progression)

Actual Value Description

217 gp Feather token (fan) [200 gp], 15 gp, 20 sp.

285 gp Potion of jump [50 gp], 3 moonstones (65 gp each), 40 gp

315 gp A 3 lb. silver idol of a bat with onyx for eyes [315 gp]

290 gp A trident [15 gp], two golden pearls (70 gp), a carved necklace made from shells and coral (135 gp)

1,750 gp +1 half-plate [1,750 gp]

217 gp A chain shirt [100 gp], dire flail [90 gp], 27 gp

2,305 gp +1 heavy pick [2,305 gp]

2 gp 17 sp, 8 cp

110 gp A silver bracelet (15 gp), a gold necklace (34 gp), 61 gp

108 gp A leatherbound copy of “The Wives’ Game” by Artioli Levesque *60 gp+, a velvet portrait of otyughs playing dead dragons [10 sp], a deck of playing card (featuring ladies of the court in undressed) [4 gp], 43 gp

112 gp 200 ep, 12 gp

175 gp scroll of even odds [25 gp], flask of charmbreaker [150 gp]

Weapons

Pistol: Proficiency Simple Weapon – Ranged; Cost 150 gp Damage (Small): 1d6 (Medium): 2d4 (Large): 2d6; Critical x3 Range Increment 20 ft.; Weight 5 lb. Damage Type Bludgeoning and Piercing A pistol must be manually loaded with black powder, a bullet, and wadding. Loading a pistol is a full-round action that provokes attacks of opportunity. You must use both hands to load a pistol. A pistol can be fired with one hand with no penalty. You can fire a pistol with each hand, but normal two-weapon fighting rules apply.

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Kristian’s OGC Map

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Mark’s Review

API Demon Codex: Lochs API Demon Codex: Lochs is a supplement for Third Eye Games’ supernatural secret agent game Apocalypse Prevention Inc. (API). It retails for $9.99 and clocks in at about 85 virtual pages from Rpgnow. This large book is divided into four chapters and two adventures. The first chapter details the rise can fall of the creatures known to API as Lochs. This chapter details the history of this race and of their home dimension of Domainya. It describes their many bloody conquests, including their eventual defeat, sterilization and exile. This material expands on the details provided in main API book. It also provides a broad overview of the Lochs’ home dimension as well as API’s involvement in the reclamation of that dimension from the Lochs, Scryers and Linx. The second chapter details the Lochs arrival on Earth from Domainya. They integration into our world and into the Apocalypse Prevention Inc. It discusses attempts to remove the effects of the contagion by API scientist as well as exposure to the demons known as carriers. It discusses the uncomfortable topic of crossbreeding humans with loch and the unfortunates deaths that always result from such unions. The undersea bases of API are discussed as well as the role of those stations and their crew in the preservation in human existence. The Lochs uneasy relationships with other undersea races with the Ondines being of particular important because the Lochs hope to conquer these natural residents to ensure their own survival until the contagion and be defeated. The third chapter is probably my favourite chapter because it is focused on organizations related to the Loch and APIs interactions with these organizations. By far this chapter seems to be a “and here are some things you can do with the Lochs as allies and opponents” sort of chapter. It details aquatic alchemists – their distasteful practices and strange magic, Deep Green – a large corporation guilty of polluting the world’s oceans and now focused on ridding the world or the loch menace, lost tribes of loch that were isolated and split from the main group of refugees, the hooks – large lochs with a knack from solving mysteries and uncovering conspiracies, the Hope Foundation that works in relative secrecy to try to find more effective methods of human/loch interbreeding programs, the Red Steps – a subversive group of lochs that are working on killing and making humanity into sausage and jerky, and finally the colony of Superior City – a disputed Ondine/Loch location that is the home of the god Poseidon’s trident. This section of the book is filled with adventure hooks and campaign ideas to keep GMs busy for a long time. I think that Deep Green, the Hope Foundation and Red Steps are my favourites. The four major chapter is the crunchy bit of this supplement. It contains roleplaying advice for players wishing to play loch characters as well as new passions, gifts, drawbacks and equipment for loch and other API employees with a focus on aquatic adventures. There is a host of aquatic alchemy items should an API character possess the necessary gift to craft them and the stomach to complete the rituals

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necessary. Closing out the chapter are a number of aquatic themed antagonists for both the earth dimension and for Domainya. Each of the major races (except lochs) is detailed with origin, appearance, lifestyle, gifts, drawbacks and specific Npc as well. It would have been nice to have sample NPCs for the organizations as well such as Deep Green, Red Steps and the Hope foundation. The book closes with two sample adventures. The first is Deep Run the Tunnels and involves the API agents traveling to the home dimension of the lochs known as domainya in search of a missing agent and potentially a naturally pregnant loch. The second called Jaws Snapping in the Dark has the API agents tracking down and dispatching a number of poorly cloned feral lochs. Both adventures should provide agents with a night or two of investigation and adventure. The Demon Codex: Loch is a excellent book for expanding the player character race options in your home games as well as providing GMs with a wealth of ideas for bringing lochs more prominently into your campaign. Pathfinder Companion: Gnomes of Golarion Gnomes of Golarion is a 32-page book in the Pathfinder Player Companion series. They are designed to focus on player character options for the folks and places of Golarion. Before I get started it is important to admit that I don’t play gnome characters; I play Halflings (who have been shunned and don’t get a book until December of this year. Unlike the soulless elves who got a book back in December of 2008!). Still, all of the ranting aside, having read through all of Gnomes of Golarion I want to play a gnome as my next DNPC or at least afflict my players with a few gnome npcs. This book provides you with an overview the gnomes their physiology, their culture, their settlements. I think my favourite gnome settlement is Gogpdodda which is a floating gyre of flotsam, seaweed and the bodies of dead animals. This floating faux island serves as a home to many gnomes and an adventure spot for others seeking underwater adventures and battles with sahuagin and aquatic otyughs. For those looking for crunchy bits the book details a new faction called the Wonderseekers (who help those that have begun to suffer from the bleaching), new weapons and shields, magical and social feats as well as a couple of npcs. I never really understand the presence of the one or two Npcs in the Pathfinder Player Companion series as they feel to me as being much more a tool of the GM. Still I think there is plenty of information in this book to make it an enjoyable and useful buy for GMs as well. In the social section of the book there are nine feats tied to having a gnomish heritage, the Bluff skill and various class abilities. I think my favourite of these is arcane school spirit which provides a penalty to opponents who listen to you talk about your magic school. I’m not sure why these are gnome prerequisite feats though, it wasn’t my sense that gnomes where particularly focused on deception.

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Megan’s Reviews

Basic Roleplaying: Quick Start Edition As the Introduction states, this is a distillation of the core of Chaosium's Basic Role Playing system, the mechanic that has powered many of the company's best-known games such as Call of Cthulhu and RuneQuest. While the full system fills many pages, it is simple enough for the core to be presented fully-playable here, as an introduction or for use with a setting other than the main game lines. The Introduction continues with an explanation of what role-playing games are all about, particularly useful if you're using this work as an introduction to this type of game as well as to the BRP system. In describing what role-playing consists of, mention is made of the range of genres and settings you can play in... and this core system will enable you to play in any of them, with a suitable selection of character skills. What you need to play, typical lengths of game sessions, dice and the role of the Game Master round out the chapter. Chapter 2: Characters looks at creating a character to play. The central parts remain the same, whatever setting you intend to play him in. Your character needs an identity (things like name and appearance), he'll need basic characteristics (strength, dexterity and so on) and he will know a range of skills. Characteristics are rolled using 3d6, and various other things are derived from the raw scores. Skills are all measured as a percentage chance of success, and each one has a fairly low starting percentage that sometimes is based on one of the characteristics... and then as you decide what the character knows and can do at the outset of the game, you can increase the skills appropriate to his profession and background by spending points. Some equipment and an idea of what he's doing wherever your game begins and he's ready for play. Naturally, for a core set of rules, the range of professions and skills available are quite narrow. Other books provide more, based on the genre and setting involved, and it is always open for players and GMs to come up with their own. The chapter ends with some examples of character creation. Next, Chapter 3: System looks at how you actually use that character's abilities in play to determine his chance of success or failure at, well, whatever it is he is trying to do. Die rolls are used when it matters - for your character or for the plot - what the outcome is, and when the task being undertaken is one that you may not be able to do with any guarantee of success - most characters can walk up the stairs or make a cup of tea without difficulty, but if you are fighting or defusing bombs or driving a chariot in the arena it's a bit more chancy! The basic roll to succeed is a percentage under a relevant skill's chance as written on the character sheet, but other factors such as the difficulty of the task and whether someone is opposing you will affect the number you need. You have a chance to improve any skills that have been used successfully at the end of the game session.

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Chapter 4: Time examines how time passes during the course of a game. Sometimes several days or weeks pass with just a couple of sentences, while upon occasion you need to know what is happening in detail, minute-by-minute - compare a sea voyage with a fight, for example. Different skills use a different amount of time for a single use, from a few seconds to spot something, to minutes to hold a conversation in a foreign language to hours or days spent doing research or painting a picture. Then comes Chapter 5: Combat. This may or may not be a focus of your game, but it's inevitable in most adventures that at some point your character will have to use force to achieve his goals... or to defend himself against someone who wants to stop him at all costs. Naturally, this is one time you need to take the action step-by-step taking turns to ensure that everyone gets a chance to participate. Characters can wield weapons, dodge, move around and undertake other actions as appropriate. Taking damage and healing it are also covered. Next Chapter 6: Spot Rules looks at characters' chances of noticing something - which may be a bit vital like someone sneaking up to attempt to bash your character over the head! Or a vital clue that will make your investigation so much easier. There's also some examples of events in play, combat and otherwise, here. Chapter 7: Adventures presents some brief encounters that serve to demonstrate both the rules in action and the breadth of possibilities available in terms of genre, setting and style. Rescue a messanger and his vital message from the clutches of Cardinal Richeleau as group of Musketeers, trek across a wilderness planet in the far future, loot a golden idol from a jungle temple... or even rob a present-day bank! Each brief encounter (and there are several more as well as those mentioned) gives a situation, a map, sample characters and details of the opposition: plenty to try the system out. There are also a few additional monsters for good measure. This serves as an excellent introduction to this particular game mechanic, indeed to role-playing as a pastime, and lays the groundwork to enable you to decide just what sort of game you would like to play. It's complete and playable as it stands, but if you choose to acquire further material, you will not have to 'unlearn' anything, this core quickstart is true to the full ruleset. Dr. Who: Adventures in Time and Space Childhood revisited yet thoroughly contemporary: back in 1963 a very small Megan watched from behind the sofa (the Daleks terrified me!), and now I revel in the relaunch over the past five years... here in my hands is a box which like the Tardis itself contains far more than you'd think from the outside! Just as the subject matter takes me back to childhood, presentation harks back to early role-playing games: a boxed set, 'all you need to play' even some dice. Purchasers of the PDF version get everything except box and dice, although you'll have to print out cards & counters. The game itself - in both presentation and mechanics - is designed to be accessible to newcomers to role-playing as well as to those who have been playing a long time. While it will, of course, be an advantage to be familiar with the TV show, the general idea of time-travel and adventure is presented clearly enough that the odd player in your group who is not should be able to cope.

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For those in a real rush to play, a 4-page Quickstart manages to explain both the concept of role-playing and the mechanics of this game; while there are character sheets for the Doctor and the Companions who've appeared since the 2005 restart of the show. If you prefer a slower approach there are Player and Gamemaster Guides which go through everything in much more detail, and blank character sheets for you to create your own characters. The game mechanics are straightforward. Each character has Attributes (awareness, coordination, ingenuity, presence, resolve and strength) and Skills, and when a task is to be resolved a target difficulty is set which you try to exceed by rolling a couple of d6 and adding in the most appropriate Attribute and Skill. Players can 'tweak' the outcome by use of Story Points (also used in other ways to influence things to their advantage), which they earn for character achievements and good role-playing. To make life easier, some little cardboard counters are provided to help track Story Points. The Player's Guide looks at role-playing and what this particular game is about before getting to grips with character creation. If you shy away from playing characters from the TV show but are uncertain about one of your own (or are too busy!), an ingenious addition are some 'archetype' characters where the bare bones of statistics are worked out for you for particular roles, and you add name and personality to suit. The text also touches on the thorny problem of deciding who gets to be the Doctor although it gets no further than "It's up to the GM" and a suggestion that players take turns if agreement cannot be reached. Or, of course, you can have a game without the Doctor - perhaps you are part of Torchwood or UNIT instead! Character creation is a point-buy system for Attributes and Skills as well as Traits - features that make your character particular adept at something. There are also disadvantageous Traits, taking one of these gives you a few extra points to put in to whatever you're seeking to improve. Names, backgrounds, possessions - generally what you'd expect to find about your person when you go out in the morning (equipment apart from a few special gadgets rarely feature in Doctor Who) - and you're done. There's a chapter on the rules both here and in the Gamemaster's Guide, which are essentially the same with a few extra game-running hints for the GM. Interestingly, while there are rules for combat and damage, they are de-emphasised: unlike most role-playing games, this one is intended to be combat-light true to the TV show - out-and-out brawls are rare, the Doctor generally uses other methods to solve problems and get things to go his way. Quite a few ideas for alternate tactics to going in guns blazing or fists flying are provided. This book ends with a section on role-playing and improving the game, a common feature of books for GMs but a player-oriented one is more unusual and is good reading even if you are an experienced role-player.

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The Gamemaster's Guide is arranged in a similar way to the Player's one, although from a different perspective. After explaining what sort of characters you should be aiming for, the Attributes, Skills and Traits are gone through from the standpoint of how to adminster their use within the game. The next chapter looks again at the game mechanics, but again from the position of how to use them to good effect rather than how they work. Then comes the challenging bit: how to run a game that involves time travel with all the problems that can involve with the regular flow of events as most of us experience and understand them in the real world. There are also extensive notes on the process of regeneration and the Tardis. This book rounds off with a chapter on some of the 'monsters' and alien races that you might encounter, and chapters on gamemastering and constructing adventures. The final book in the box presents a couple of adventures, written with novice gamers in mind. One is set on Earth and one in space, both quite fun if a little limited. Oddly, there is a slight tendency to treat the Doctor as an NPC whereas the obvious intent of the game is to have him a player-character. There is also a bunch of ideas that you can expand on to create a few adventures of your own: all quite neat and original ideas open-ended enough to prove interesting. Overall, this regeneration presents a game that is pretty true to the spirit of the TV show. It never quite gives a good resolution to the problem of the Doctor being such a dominant character if you choose the 'classic' Doctor and companions grouping, and there are no suggestions for how the Doctor player can work in harmony with the GM to create the right atmosphere and effect... mention is made of his 'super-genius' knowledge of much of the universe, but not of ways in which to make it happen. Neither has any use been made of the rich heritage of the show prior to the 2005 restart, and indeed only ONE Doctor (the 10th regeneration played by David Tennant) is featured. Other than that, it's a promising beginning that ought to empower all role-playing Doctor fans to come out from behind the sofa and take a trip in the Tardis for themselves! Doctor Who: Aliens and Creatures Herewith a collection of aliens and creatures to meet, outwit and... well, do everything apart from hiding from them behind the sofa! For with these materials and the core game, you can recreate stories from the TV show and pursue your own adventures in time and space. Again this a boxed set (with PDF customers getting ALL the components although they'll need to print and cut out counters and cards for full effect), comprising the main book of Aliens and Creatures, an Adventure Book with two full-blown adventures and several adventure seeds, ready-reference 'Creature Cards' and more Gadget Cards and Story Point tokens. The Aliens and Creatures book opens with an introductory chapter 'But they're so... alien!" This explores, in the main, technical issues such as terminology and presentation of information; although there is a note about other sources of Doctor Who information such as novelizations (a statement of intent to stick to creatures that have appeared in post-2005 TV episodes as far as published material for this game is concerned). Such matters dealt with, on to Chapter 2: Category - Non-Human, which contains an alphabetic catalogue of aliens encountered by the Doctor during post-2005 TV adventures, including expanded notes on significant individuals as well as material on the race in general. Naturally

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some of them featured in the earlier series, but all illustrations and examples are post-2005. Plenty of background and history is provided, much of which is useful in formulating your own adventures. This is by far the main part of the book, and it is followed by Chapter 3: Creatures of Metal, Fire and Blood, which explores the possibilities of creating your own aliens within this rule set - whither as adversaries, allied NPCs or as player-characters. A useful feature is the concept of designing your alien according to their purpose and role within the story in which you intend to use them. An Appendix looks at the creation of new worlds on which to have those adventures, along with a few sample worlds built using the semi-random system presented here. The Adventure Book, as mentioned earlier, contains two complete adventures and some further ideas for you to develop into your own storylines. The first - 'The Next World' by Steve Lyons - utilises Cybermen in an innovative way, providing a situation which should prove interesting and entertaining to figure out and resolve. The adventure is well constructed and presented - and, in true Doctor Who style, whatever solution the characters choose has its consequences. The other complete adventure is 'The Rosetta Plague' by Alasdair Stuart, involves a visit to a Torchwood spaceship and the urgent need to solve a problem that has arisen aboard; this indeed is a good adventure for groups who like solving problems even more than defeating foes! At every point there are various options and suggestions for the gamemaster on how to use them to best effect depending on the style of game desired. The adventure seeds are all in similar vein: an intriguing situation with a few options and ideas of how it might be developed. This is a good addition to the game line, and jam-packed with resources that will be useful in planning and playing adventures. The Lonely Coast The Introduction sets the scene: a wild coastal region that lies on the far-flung borders of a powerful kingdom, separated from the comforts of civilisation by wild seas and wilder lands. Definitely a place where adventure might be had, and the Introduction goes on to suggest ways in which this setting might feature in your campaign. Top of the list is the obvious one of being the place in which it's your characters who will be having the adventures, or indeed it could be their homeland. Alternatively, if your characters are at a higher level, perhaps the area's masters, the Lochers, have fallen into disfavour at Court and the characters might be granted the lands in their place... The history of the area comes next, giving a good overview of the forces that have shaped the area as it is today (and with quite a few items that start spawning adventure ideas as you read through!). This moves on to a gazetteer section, mentioning some notable places (and likely travel times between them, a convenience many a DM who finds producing such estimates on demand hard should appreciate). There's a simple and clear map to show you the lay of the land as well.

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If the history and location descriptions have not set your creative juices flowing, several adventure seeds are provided to start you off. There is also a list of rumours, spread them around whilst deciding which are true and what might be going on. Appendix 1 introduces the half-goblin, a new race which will soon become familiar to those who venture into the massive Tangled Wood that covers much of the inland area. Also presented are shadow wolves, with normal wolf cunning enhanced by ancient druidic magics, and three local deities, if you favour a panoply of gods in your world with many lesser ones popular in particular areas (or you may just like these and wish to make them major deities in your world!). Appendix 2: On The Road provides five ready-made encounters to drop into your game: each although simple is well-described and detailed, and has the potential for further development if so desired. A neat and elegant adventure setting, with plenty for the low-level adventurer to see and do, with possibilities for brawling and some intrigue as well. The NPCs all have lives and interests of their own, you can easily imagine the Lonely Coast existing even while the focus of your game is elsewhere, it is a plausible and real place within the context of an alternate reality. Master of the Fallen Fortress It all began with an earthquake and an ancient siege tower that apparently wasn't built to code... a bit crumbled away, providing an opportunity for some neophyte adventurers to go exploring. Needless to say, they weren't the first to take advantage of the crumbled wall. The exploration of the tower - and dealing with an assortment of creatures that have taken up residence there - provides a neat and compact adventure for starting characters, with some interesting leads to future exploits especially if they choose to take up the introduction to the Pathfinder Society that's a likely reward. Every creature encountered has a good reason to be there, giving a pleasant coherence - some came together, others have arrived independently and may have interacted since... and of course, there's what was left behind by the former owner, ages ago! Groups wishing to participate in the Pathfinder Society shared campaign could use this to launch their involvement, as it is authorised for campaign play and the required record sheet is included. The pre-generated characters provided are also interesting, as they are 1st-level examples of the iconic characters from the Advanced Player's Guide - this adventure was released a couple of months prior to this work's publication. Overall a neat adventure that would make a good start to a Pathfinder campaign, particularly if you intend to use Pathfinder Society adventures or indeed wish to participate in the shared campaign.

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Race of the Crystal Fold (AE) As with the two previous adventures in the Rituals of Choice adventure path, the characters are swept up from the outset in events, yet allowed sufficient freedom to do what they please... and still not derail the plot! If they haven't been through preceding events, sufficient background is provided to let them know what's going on, and there is even provision for someone to be moved to give them an item that would otherwise have already been in their possession. Even if they have played both the earlier adventures, even more material is provided as 'hooks' and motivations to bind them even closer to the plotline. As ever, dreams are important: heed their messages and warnings. They're not merely prophetic, however, the opening encounter sweeps the characters up into a dream-state that is real and potentially deadly... and that's just the introduction to get them to accept the quest that is the meat of this adventure! Throughout, too, there are opportunities for astute characters to learn more through the use of knowledge skills and other more arcane ways of accessing lore. Other themes run through the whole adventure, chief of course being that of choice. At just about every turn the characters are presented with choices to make, and for each one there are consequences... not always, naturally, apparent at the time, although there are notes for the DM as to what needs to be remembered or done about the choices made and often exactly which character made them. At a first reading, some of the choices and what you have to record seem a bit arbitrary, but all is made clear and the characters receive their just rewards in due course... or do they? Even just reading this adventure, I'm now sitting on the edge of my seat, wondering what comes next. Those who play it will be begging for more. I would recommend running the previous two adventures first, and planning on continuing as more appear - it isn't really suitable for a one-off game, and your players may lynch you if you do not let them find out what ensues after the genuinely cliff-hanger end...

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New Purchases

Each month I pick up quite a few new and old rpg releases. In the month of July, I picked up a ton of things as I usually do in the summer. This month the products I picked up or received: 4 Winds Fantasy Gaming: Albion Armitage’s Astounding Arsenal. Alluria Publishing: Bestiary of the Bizarre, Clans of the Fey. Art of War Games: Stock Art Series: Aliens, Stock Art Series: Power Armor, Stock Art Series: Robots Christopher West: The Forsaken Lands II Fantastic Gallery: Sisters of Rapture. Fast Forward Entertainment: Catacombs, The Encyclopedia of Demons and Devils V.2 Gun Metal Games: Monstrous Feats Jon Brazer Enterprises: Kobold Ninja Random Lists: Necklaces, Signet Rings, Emblems and Earrings. LPJ Design: Image Portfolio 1.18 Superheroes, Image Portfolio 1.21 Superheroes, Obsidian Twilight Campaign Setting Mongoose Publishing: Signs and Portents #82, SST: Arachnid Empire, SST: Citizen’s Federation, SST: Floorplans, SST: Mobile Infantry Field Manual, SST: Pocket Edition, Wars - Battlefront OtherWorld Creations: Mercenaries: Born in Blood, The Genius Guide to Air Magic, The Genius Guide to Arcane Archetypes , The Genius Guide to the Armiger, The Genius Guide to Mystic Godlings, The Genuis Guide to Feats of Runic Magic, The Genius Guide to the Time Thief. Paizo Publishing: Advanced Player’s Guide, City of Strangers, Curse of the Riven Sky, Hellscapes – Map Pack, Kingmaker Poster Map Folio, Kingmaker – Sound of a Thousand Screams, Kingmaker – War of the River Kings, Orcs of Golarion, Pirate Island Flipmap, Plot Twist Cards, Serpent’s Skull Deck, Serpent’s Skull – Souls for Smuggler’s Shiv. Raging Swan Press: Map Pack I – Deep Caves and Woodland Chasms, Swallowfeld. Rite Publishing: In the Company of Gargoyles, Secrets of Martial Mastery. Third Eye Games: Wu Xing – The Ninja Crusade White Wolf: World of Darkness – Mirrors.

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OPEN GAME LICENSE Version 1.0a

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Open Game License v 1.0a Copyright

2000, Wizards of the Coast, Inc.

Modern System Reference

Document Copyright 2002, Wizards of

the Coast, Inc.; Authors Bill Slavicsek, Jeff

Grubb, Rich Redman, Charles Ryan, based

on material by Jonathan Tweet, Monte

Cook, Skip Williams, Richard Baker, Peter

Adkison, Bruce R. Cordell, John Tynes,

Andy Collins, and JD Wiker.

System Reference Document Copyright

2000, Wizards of the Coast, Inc.; Authors

Jonathan Tweet, Monte Cook, Skip

Williams, based on material by E. Gary

Gygax and Dave Arneson.

Basidirond from the Tome of Horrors, ©

2002, Necromancer Games, Inc.; Author

Scott Greene, based on original material

by Gary Gygax.

Cave Fisher from the Tome of Horrors, ©

2002, Necromancer Games, Inc.; Author

Scott Greene, based on original material

by Lawrence Schick.

Classic Monsters Revisited. Copyright

2008, Paizo Publishing, LLC; Authors:

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Wolfgang Baur, Jason Bulmahn, Joshua J.

Frost, James Jacobs, Nicolas Logue, Mike

McArtor, James L. Sutter, Greg A.

Vaughan, Jeremy Walker.

Crystal Ooze from the Tome of Horrors,

© 2002, Necromancer Games, Inc.;

Author Scott Greene, based on original

material by Gary Gygax.

Dark Creeper from the Tome of Horrors,

© 2002, Necromancer Games, Inc.;

Author Scott Greene, based on original

material by Rik Shepard.

Dark Stalker from the Tome of Horrors,

© 2002, Necromancer Games, Inc.;

Author Scott Greene, based on original

material by Simon Muth.

Dracolisk from the Tome of Horrors, ©

2002, Necromancer Games, Inc.; Author

Scott Greene, based on original material

by Gary Gygax.

Encyclopedia of Demons II, Copyright

2002, Fast Forward Entertainment, Inc.

Fantasy Firearms Copyright 2007, Mark

Cathro & Skortched Urf Studios; Author

Eric Karnes.

Froghemoth from the Tome of Horrors,

© 2002, Necromancer Games, Inc.;

Author Scott Greene, based on original

material by Gary Gygax.

Giant Slug from the Tome of Horrors, ©

2002, Necromancer Games, Inc.; Author

Scott Greene, based on original material

by Gary Gygax.

Ice Golem from the Tome of Horrors, ©

2002, Necromancer Games, Inc.; Author

Scott Greene.

Iron Cobra from the Tome of Horrors, ©

2002, Necromancer Games, Inc.; Author

Scott Greene, based on original material

by Philip Masters.

Marid from the Tome of Horrors III, ©

2005, Necromancer Games, Inc.; Author

Scott Greene.

Mite from the Tome of Horrors, © 2002,

Necromancer Games, Inc.; Author Scott

Greene, based on original material by Ian

Livingstone and Mark Barnes.

Mutants and Masterminds Copyright

2002 , Green Ronin Publishing.

Nabasu Demon from the Tome of

Horrors, © 2002, Necromancer Games,

Inc.; Author Scott Greene, based on

original material by Gary Gygax.

Pathfinder Chronicles: Princes of

Darkness, Book of the Damned, Vol. I.

Copyright 2009, Paizo Publishing, LLC;

Author: F. Wesley Schneider.

Pathfinder Chronicles: Heart of the

Jungle Copyright 2010, Paizo Publishing,

LLC; Authors: Tim Hitchcock, Jason

Nelson, Amber Scott, Chris Self, and Todd

Stewart.

Pathfinder Companion: Qadira:

Gateway to the East Copyright 2009,

Paizo Publishing, LLC; Author: Brian

Cortijo.

Pathfinder Companion: Sargava, the

Lost Colony. Copyright 2010, Paizo

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Jason Nelson, David Noonan, Richard Pett,

Rich Redman, Sean K Reynolds, F. Wesley

Schneider, Amber Scott, Doug Seacat,

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Spire ©2006 Monte J. Cook.

Russet Mold from the Tome of Horrors,

© 2002, Necromancer Games, Inc.;

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Author Scott Greene, based on original

material by Gary Gygax.

Shadow Demon from the Tome of

Horrors, © 2002, Necromancer Games,

Inc.; Author Scott Greene, based on

original material by Neville White.

Swords of Our Fathers Copyright 2003,

The Game Mechanics.

The Book of Arcane Magic. Copyright

2009, 4 Winds Fantasy Gaming; Authors

Connie J. Thomson and Robert W.

Thomson

The Book of Divine Magic. Copyright

2009, 4 Winds Fantasy Gaming; Authors

Connie J. Thomson and Robert W.

Thomson, with Katheryn Bauer and Sean

O’Connor.

The Book of Erotic Fantasy. Copyright

2006, Arthaus, Inc.; Authors: Gwendolyn

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Might Copyright 2008, Monte J. Cook. All

rights reserved.

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Stephens

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Lawinger, and Bill Webb; Based on

original content from TSR.

Ultramodern Firearms d20, Copyright

2002, Charles McManus Ryan.

Unearthed Arcana Copyright 2004,

Wizards of the Coast, Inc; Andy Collins,

Jesse Decker, David Noonan, Rich

Redman.

Vegepygmy from the Tome of Horrors, ©

2002, Necromancer Games, Inc.; Author

Scott Greene, based on original material

by Gary Gygax.

Wood Golem from the Tome of Horrors,

© 2002, Necromancer Games, Inc.;

Authors Scott Greene and Patrick

Lawinger.

Yellow Musk Creeper from the Tome of

Horrors, © 2002, Necromancer Games,

Inc.; Author Scott Greene, based on

original material by Albie Fiore.

Yellow Musk Zombie from the Tome of

Horrors, © 2002, Necromancer Games,

Inc.; Author Scott Greene, based on

original material by Albie Fiore.

Yeti from the Tome of Horrors, © 2002,

Necromancer Games, Inc.; Author Scott

Greene, based on original material by

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resource.org.uk/ copyright 2003-2010,

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ght 2008-2009 Purple Duck Creations;

Authors: Mark Gedak, Alex Schroeder,

Joel Arellano, George Fields, Yair Rezek,

Mike Whalen, Shane O'Connor, Mike

Rickard, John Whamond, Bill Browne, Eric

Williamson, Slatz Grubnik, Charles R.

Wenzler Jr, John Fraser, Jonathon

Thompson, Tom.

DM Sketchpad - July 2010 Copyright

2010. Published by Purple Duck Creations.

Author Mark Gedak, Stefen Styrsky.

Cartography Kristian Richards. Reviews by

Megan Robertson.

Some work based upon concepts created by Philip Reed and Michael Hammes at the GM Oracle (http://www.gmoracle.com/) Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the

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Pathfinder Roleplaying Game Compatibility License.

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