WKLF 6XFFXEXV - The Eye...Constant—Unlike a normal succubus, the mythic succubus concerns herself...

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Transcript of WKLF 6XFFXEXV - The Eye...Constant—Unlike a normal succubus, the mythic succubus concerns herself...

  • Mythic Mastery

    Alex Riggs, Joshua Zaback

    The Mythic Succubus

  • Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc) dialogue, plot, storylines, location, characters and trade dress.

    Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights or privileges to any art presented herein.

    Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form without written permission.

    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.

    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 Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.

    DesignersAlex Riggs, Joshua Zaback

    EditorRosa Gibbons

    Credits

    Necromancers of the Northwest, LLC8123 236th St SW, Unit 102Edmonds, WA, 98026www.necromancers-online.com

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    Mythic Succubus Naked and stunning, the pale-skinned woman before you wears a look that screams of every perverse and lustful desire of mankind, and her wicked smile promises the fulfillment of every fantasy and more. Her eyes sparkle like gemstones, a deep red of a thousand differing hues framed by perfectly curling long eyelashes. Her hair flows down past her shoulders in shimmering waves black as midnight, shimmering with a brilliant sheen like a black diamond of the finest luster. Her exotic form is the height of beauty, with an exceptionally generous helping of comely curves impossibly balanced against lean dancer’s muscles. Her perfect lissome legs end in cloven hooves and a spaded, fire-red tail wraps itself illicitly around her gorgeous form. A pair of wicked horns atop her head leaves no doubt at all as to this woman’s terrible demonic nature.

    MYTHIC SUCCUBUS CR 10 / MR3XP 9,600CE Medium outsider (chaotic, demon, evil, extraplanar, mythic) Init +3; Senses darkvision 60 ft., detect good; Perception +21DEFENSE

    AC 23, touch 13, flat-footed 20 (+3 Dex, +10 natural)hp 114 (8d10+70)Fort +7, Ref +9, Will +10DR 10/cold iron or good and epic; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 21OFFENSE

    Speed 30 ft.; fly 50 ft. (average)Melee 2 claws +11 (1d6+1)Special Attack mythic energy drain, mythic power (3/day, surge +1d6), mythic profane gift, mythic spell-like abilities, passion-born servants, wicked giftSpell-Like Abilities (CL 12th) Constant—detect good, tongues At will—charm monster (DC 23), detect thoughts (DC 21), ethereal jaunt (self plus 50 lbs. of objects only), greater teleport (self plus 50 lbs. of objects only), suggestion (DC 22), vampiric touch 1/day—dominate person (DC 24), summon (level 3, 1 babau 50%)STATISTICS

    Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 29Base Atk +8; CMB +11 CMD 22Feats Agile Maneuvers, Combat Reflexes, Extra Mythic Power, Iron Will, Potent Surge, Weapon FinesseSkills Bluff +28, Diplomacy +20, Disguise +20, Escape Artist +11, Fly +14, Intimidate +17, Knowledge (local) +15, Perception +21, Sense Motive +13, Stealth +14; Racial Modifiers +8 Bluff, +8 PerceptionLanguages Abyssal, Celestial, Draconic; telepathy 100 ft.; tonguesSQ Change shape (alter self, Small or Medium humanoid)ECOLOGY

    Environment any (abyss)Organization solitary Treasure standard SPECIAL ABILITIES

    Mythic Energy Drain (Su): A mythic succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the mythic succubus can use this ability. The mythic succubus’s kiss bestows 1d4 negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the mythic succubus. The victim must succeed on a DC 23 Will save to negate the suggestion. The DC is 23 for the Fortitude save to remove a negative level. These save DCs are Charisma-based. Additionally, the mythic succubus regains a number of hit points equal to 5 times the number of negative levels her victim gains whenever she uses this ability. Finally, any time a character dies as a result of her mythic energy drain ability, she regains one use of mythic power.

    Mythic Profane Gift (Su): Once per day as a full-round action, a mythic succubus may grant a profane gift to a willing humanoid creature by touching him for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the mythic succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The mythic succubus can also choose to remove it as a free action (causing 2d6 Charisma drain to the victim, no save).

    Additionally, a mythic succubus may expend one use of mythic power whenever she uses this ability. If she does, the profane bonus increases by an amount equal to her mythic rank (typically +3). A character benefiting from her mythic profane gift cannot refuse to engage in an act of passion with the mythic succubus unless magically compelled to do so.

    Passion-Born Servants (Su): The victims of a mythic succubus’s energy drain ability are exposed to her loathsome corruption, and their bodies can become hosts for wicked spirits of lust and loathing, allowing her to enslave them as her servants. Whenever a mythic succubus inflicts a number of negative levels on a humanoid creature with her energy drain ability equal to or in excess of that creature’s Hit Dice, she may choose to expend a use of mythic power. If she does, instead of dying, the creature is transformed into a lust spawn. Treat the creature as a non-mythic succubus, with the following exceptions: A lust spawn does not gain the extraplanar subtype, and lacks a succubus’s damage reduction, immunities, resistances, and spell resistance. The lust spawn also lacks all of the succubus’s spell-like abilities other than charm monster, detect thoughts, and suggestion, and a lust spawn does not gain the succubus’s profane gift or change shape special abilities. Finally, a lust spawn does not gain wings, and cannot fly.

    A mythic succubus can control a number of these lust spawn equal to her mythic rank at any given time, in a manner similar to the way that a vampire can control vampire spawn. If she creates more lust spawn than this, then she must choose one of the lust spawn to release, and that lust spawn becomes free-willed. Negative levels inflicted by lust spawn, as well as by other succubi and mythic succubi, count as negative levels inflicted by the mythic succubus for the purposes of activating this ability.

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    Wicked Gift (Su): A mythic succubus has the ability to offer mortals who embrace her in an act of passion a potent gift which corrupts their soul but fills them with dark power. Whenever the mythic succubus engages in an act of passion with a willing creature, she can choose to impart some of her energy into them, instead of draining it from them with her energy drain ability. This requires that the mythic succubus expend one use of mythic power, and forces her victim to succeed on a Will save (DC 23) or have his alignment shift one step closer to chaotic evil (if there are multiple ways to accomplish this, such as a lawful good character becoming lawful neutral or neutral good, the mythic succubus chooses which). Regardless of whether or not the target succeeds on his saving throw, he gains a +2 bonus to all of his ability scores for 24 hours. These bonuses stack with those granted by the mythic succubus’s mythic profane gift special ability.

    Ecology The mythic succubus is a temptress of carnal pleasure with no equal or peer. More than a simple creature driven by a desire to sow chaos and feed her infinite passions, a mythic succubus is truly a devoted servant of the pleasures of evil. She feeds her own boundless lust in order to sow ruin in the mortal world. She also swells the ranks of the abyss with every kill, and she actively consorts with mortals, filling them with dark gifts and profane blessings in order to pervert them into slaves and servants of their desires, for no reason other than that it satisfies her to destroy others.

    Unlike a normal succubus, the mythic succubus concerns herself primarily with the temptation of mortals and the corruption of all that is good and pure into a selfish and rotting, decaying shell of its former self. To this end, she offers her mythic power in order to empower mortals willing to forsake everything they hold dear for a chance to sate their desires. Even mythic succubi are mercurial creatures possessed by their habits, however, and they turn on their paramours as often for boredom or whimsy as for reasons of necessity, cruelty, or plan.

    In addition to being empowered to offer gifts that most demons would envy, and being possessed of a greater amount of the succubus’ natural charms, a mythic succubus possesses unique powers which allow her to utterly destroy those who give in to her. In addition to being able to sustain herself and heal her wounds while feeding on mortals, she can transform those she slays into demonic servants. She rarely uses these powers, however, preferring to leave drained and corrupted mortals in the world to wreak havoc and destroy themselves and their families while she moves on. Thus, she is most likely to kill only when the need presents itself or when she finds herself in a dangerous situation.

    Mythic Incubus Standing before you is a winged humanoid with a body of the purest black. His features are handsome and his smile is easy, though his eyes gleam with intense malice and an almost eager hatred. His dress is impeccable and he wears a wicked-looking scimitar at its side. He speaks softly at first, but quickly his voice rises to a high murderous screech as he screams out his desires to kill and maim while laughing heartily.

    MYTHIC INCUBUS CR 8/MR 3XP 4,800CE Medium outsider (chaotic, demon, evil, extraplanar, mythic) Init +2; Senses darkvision 60 ft.; Perception +13DEFENSE

    AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)hp 106 (8d10+62)Fort +10, Ref +6, Will +8DR 10/cold iron or good and epic; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 21OFFENSE

    Speed 30 ft., fly 50 ft. (average) Melee masterwork scimitar +15/+10 (1d6+6/18-20 x2) or 2 slams (1d4+6) Special Attacks mythic pain redoubled, mythic power (3/day, surge +1d6), mythic spell-like ability, seed of evil, voice of temptationSpell-Like Abilities (CL 8th) Constant—tongues At will—charm person (DC 16), detect thoughts (DC 17), greater teleport (self plus 50 lbs. of objects only), suggestion (DC 18) 1/day—crushing despair (DC 19), summon (level 3, 2 schirs 40%)STATISTICS

    Str 22, Dex 15, Con 18, Int 16, Wis 15, Cha 21Base Atk +8; CMB +14 CMD 26Feats Flyby Attack, Lightning ReflexesM, Power AttackM, Vital StrikeSkills Bluff +16, Diplomacy +16, Escape Artist +6, Fly +13, Intimidate +16, Knowledge (planes) +14, Perception +13, Sense Motive +13, Spellcraft +14, Stealth +11; Racial Modifiers +8 Intimidate, +8 PerceptionLanguages Abyssal, Celestial, Draconic; telepathy 100 ft.; tonguesSQ change shape (alter self, Small or Medium humanoid)

    ECOLOGY

    Environment any (abyss)Organization solitary Treasure standard SPECIAL ABILITIES

    Mythic Pain Redoubled (Su): When a mythic incubus confirms a critical hit with a melee weapon or a natural weapon, that attack deals an additional 2d6 points of nonlethal damage and the target must succeed on a Fortitude save (DC 19) or be wracked by pain, becoming sickened for 1d6 rounds. Multiple uses of this ability extend the duration. The save DC is Charisma-based.

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    Additionally, whenever he confirms a critical hit with a melee weapon or a natural weapon, he can expend a use of mythic power. If he does, he can increase the amount of damage dealt by this ability by an additional 2d6, and if the target fails his Fortitude save he will be nauseated for 1 round and sickened for 1d6 rounds thereafter, instead of being sickened for 1d6 rounds.

    Seed of Evil (Sp): As a standard action, a mythic incubus can attempt to sow a seed of evil in a living creature. In order to use this ability, the incubus must expend one use of mythic power, and make a successful melee touch attack. If the attack hits, the target must succeed on a Fortitude save (DC 22), or have a seed of festering corruption and evil take root within his body. If this occurs, the target immediately suffers 1d4 points of Constitution damage and 1d4 points of Charisma damage. The target must make a new Fortitude save each day, or else suffer 1d4 additional points of Constitution and Charisma damage. If the target’s Constitution is reduced to 0 as a result of this ability, he dies, and a non-mythic incubus emerges fully-formed from his corpse, whereas if the target’s Charisma is reduced to 0 as a result of this ability, he dies, and a non-mythic babau demon emerges from his corpse, instead.

    This infection is neither a disease nor a curse, and in some ways is both. It can be removed by a remove curse and a remove disease spell cast in conjunction, or by any effect that can duplicate both of those spells. Alternatively, if a creature succeeds on its saving throw to resist the effect for three consecutive days, it is cured.

    The Fortitude save is Charisma-based, and contains a racial bonus equal to the mythic incubus’s mythic rank.

    Ecology Like the mythic succubus, the mythic incubus is less concerned with sating its own desires and more apt to be true servants of evil. Where the mythic succubus takes her nature as a temptress to its full heights, mythic incubui drift further from their natures and become more impish. Engines of disaster and chaos, the mythic incubus lives to sow pain and fear in the world.

    A true fiend, the mythic incubus is suffering and malice incarnate, causing woe and pain in such scope and scale as to be considered pointless by even the worst of mortal villains. They act completely without rationale and have no focused goals beyond causing the worst hurt possible. While many scholars consider these horrible creatures to be mindless or insane, driven beyond all capacity for rational behavior, in truth the mythic incubus is an intelligent and deceptively methodical foe. Denying even such a primal cause as madness or mania for their intense cruelty, the mythic incubus stalks victims for days or weeks, using his simple magic to infiltrate mortal society, often at the highest levels, and conducting long and elaborate confidence games in order to get close to his victims, gaining their trust and ingraining himself in their lives. Once he is close to his victims, he quickly and viciously destroys their lives, often in violent fashion, inflicting not only the obvious pains but also humiliating and betraying his victims. Once

    his victims are absolutely and utterly crushed, the mythic incubus will slowly torture them to death. Despite their cruel and violent natures, mythic incubi also have the capacity to sow evil in the world in both a literal and figurative fashion. Why they do this is a matter of some debate among scholars, with some championing the idea that the mythic incubus uses intense cruelty as a mask for some greater sinister purpose. Other demonologists hold firm to the idea that the mythic incubus’s only drive is to cause pain and suffering, and that it sows evil in the world to do just that.

    Universal Monster Abilities The monsters presented in this book use some of the new mythic universal monster abilities presented in Mythic Mastery: The Mythic Glabrezu. They are reprinted here for your convenience.

    Mythic Spell-Like Abilities (Sp): Whenever the mythic creature uses one of his spell-like abilities, he may expend one use of mythic power in order to treat that spell-like ability as the mythic version of that spell. Additionally, whenever he uses one of his spell-like abilities, he may expend one use of his mythic power as part of using that spell-like ability in order to increase the saving throw DC of that spell-like ability by +2.

    Voice of Temptation (Sp): Many mythic demons can shake the will of mortals and force them to do evil. As a full-round action, the mythic demon can expend one daily use of mythic power in order to force the target to succeed on a Will save (DC 10 + 1/2 the mythic demon’s Hit Dice + the mythic demon’s Charisma modifier) or be forced to follow the mythic demon’s instructions, which can be anything that the mythic demon can express in 100 words or less. The character must follow the command to the best of his ability for a number of rounds equal to the mythic demon’s Charisma modifier, or until the task is completed, whichever comes first. A creature must be an outsider with the evil subtype to select this mythic ability.

    Summoning Rituals While most demons can be summoned with a simple planar binding spell, mythic demons are exceptional and require an alternative means of summoning. That said, in some ways summoning a mythic demon is far easier than casting planar binding, in that it doesn’t require any special skills or talent in magic, merely a desire to summon the creature and the ability to acquire certain objects and perform a special ritual. The ritual of summoning a mythic demon is always complex, obscure, and unique to the type of demon being summoned; for instance, the ritual for summoning a mythic hezrou won’t allow a prospective summoner to summon a mythic succubus.

    In addition to being divorced from actual spellcasting, summoning a mythic demon in this fashion is incredibly dangerous and may offer the summoner little in the way of protection against the creature he summoned.

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    Of course, certain measures can be taken to help ensure the safety of the summoner, such as a magic circle against evil spell, or even thick walls or iron bars between the summoner and the summoned creature.

    Performing a ritual of this type requires great skill to do correctly, and the results can be disastrous for those who are unprepared. In order to perform a ritual, it must first be researched; this requires a successful Knowledge check. The exact type of skill check and the DC associated with that check are described in the ritual. Attempting to learn a ritual in this fashion can be attempted once, and if the check is a failure, the check cannot be attempted again until the character gains an additional rank in the appropriate Knowledge skill.

    Once the ritual is learned, the would-be summoner must perform certain steps and acquire certain items in order to perform the ritual, culminating in one or more skill checks in order to determine if the creature is summoned. If it is, then the summoner must make one or more additional skill checks, as outlined in the ritual’s description, in order to safely bind the summoned creature and prevent it from escaping or attacking him. Success or failure on this check can have additional consequences, outlined in the ritual’s description. Finally, if the summoner successfully binds the summoned creature, he can attempt one or more additional skill checks in order to gain command over the summoned creature. The exact nature of this control varies from one ritual to another.

    Many mythic demons have more than one ritual which can be used to summon them. The rituals presented below are just two ways of summoning mythic succubi and mythic incubi.

    Reading a Ritual

    These rituals are all formatted the same way, as described below.

    Ritual Name: This is the name of the ritual. The same ritual is often called by different names, and these names can change when being used in the game.

    Research: This lists the appropriate skill or skills required to learn the ritual, and the DCs that must be achieved in order to do so.

    Material Components: If a ritual requires components that are costly or difficult to acquire, they will be listed here. Components not listed here are assumed to be acquirable with one hour of shopping in any settlement with a gp limit of 100 gp or more, and cost a total of 25 gp.

    Description: A brief, flavorful description of how to perform the ritual

    Time: The amount of time required to perform the ritual

    Summoning: This lists the required skill check and the DC to successfully summon the creature. It also lists the type of creature that is summoned by the ritual, as well as any consequences of failing to summon the creature.

    Binding: This lists the required skill check and DC to gain some measure of control over the summoned creature, and prevent it from escaping or attacking the summoner immediately. This section will contain any special information about how the summoned creature acts if the binding fails, and what the summoner can do if it succeeds.

    Command: This lists the required skill check and DC for the summoner to gain greater control over the summoned creature. The exact nature of this control, as well as how long it lasts, is described here.

    Rituals for Summoning Mythic Succubi or Incubi

    Trial of the Night Lady

    Research: The summoner must succeed on a Knowledge (local) check (DC 23) or a Knowledge (planes) check (DC 23) to learn this ritual. Doing so generally requires at least 5 hours of research.

    Material Components: Three red roses, six black candles, 500 gp worth of rare incense.

    Description: In order to summon the mythical Night Lady (sometimes referred to as the Queen of Passion), the summoner must prove his worthiness, as well as the power of his lust, by performing a ritual over the course of three nights. On each of these nights, he must lay with a woman that he had not met when he awoke that morning. After the act of passion, he must leave without awakening his paramour, and in a scandalous fashion (such as through a window or out the back door), leaving only a single red rose, which he must first use to prick each of his fingers. If he does so, then on the fourth night he must light six black candles in a circle and burn rare incense while invoking the Night Lady to appear. If she was pleased by his performance, she will do so, seeming to fade into reality in the middle of the circle.

    Time: This ritual must be performed over the course of three nights, and the final invocation requires 1 hour to perform, and must be performed after sunset.

    Summoning: Each night of the ritual requires that the summoner succeed on a Bluff check (DC 15) or a Diplomacy check (DC 15), and requires that there be a suitable number of candidates available. The final invocation requires no special check, but the total result of the three prior Bluff and/or Diplomacy checks must be at least 50. Success on this check indicates that a single mythic succubus is summoned. A mythic succubus summoned in this way always returns whence it came at the next dawn.

    Binding: The summoner must succeed on a Knowledge (planes) check (DC 20) or a Knowledge (religion) check (DC 20) to prevent the mythic succubus from harming him. Failure on this check means that the mythic succubus attempts to seduce the summoner, and then use her mythic energy drain ability to either kill him or turn him into a lust spawn. If the summoner succeeds on the check, however, he cannot be harmed by the mythic succubus for 24 hours, and can safely engage in acts of passion with her, and bargain with her in order to gain the benefits of her mythic profane gift or wicked gift abilities, or for other services.

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    Command: The summoner must succeed on both a Knowledge (planes) check (DC 25) and his choice of a Bluff or Diplomacy check (DC 25) in order to command the summoned mythic succubus. If he succeeds on both checks, the summoner may force the mythic succubus to grant him the benefits of her mythic profane gift or wicked gift abilities, and may also direct her to seduce or otherwise prey on an individual of his choosing. This control is not absolute, and the mythic succubus has some leeway as to how she pursues any victims that the summoner dictates. This control only lasts until the next dawn, when the mythic succubus leaves.

    Rite of Profane Birth

    Research: The summoner must succeed on both a Knowledge (planes) check (DC 25) and a Knowledge (religion) check (DC 25) to learn this ritual. Doing so generally requires at least 3 days of research.

    Material Components: A jeweled, obsidian dagger of exacting specifications, which costs at least 3,000 gp, the corpse of a female humanoid, the corpse of a male humanoid.

    Description: This ritual creates a doorway for an incubus to enter the world through a profane mockery of the miracle of birth. The summoner must use the obsidian dagger to cut the tongue from the male corpse, and must then cut open the belly of the female corpse and place the tongue inside it before sewing it back up. The rest of the male body must be ground into meal, and divided into seven equal portions. Each night for seven nights, the summoner must place one of the seven portions in the female corpse’s mouth and close it while whispering a special incantation. If done correctly, then when the summoner returns the next night, the meal will be gone from the corpse’s mouth, and its belly will have swollen visibly. On the eighth night, the summoner must cut open the belly, from which a fully-formed mythic incubus will spring.

    Time: This ritual must be performed over the course of eight nights, and requires two hours of time for each of those

    nights. A summoner cannot perform this ritual more than once.

    Summoning: The summoner must succeed on a Heal check (DC 15) and a Knowledge (religion) check (DC 15) for each of the first seven nights of the ritual. Failure on any of these checks causes the ritual to fail completely. On the eighth night, he must succeed on a Knowledge (arcana) or Knowledge (planes) check (DC 20), or else the creature that is summoned is not a mythic incubus, but another horrible monster (of the GM’s discretion) which cannot be bound or commanded in any way, and attempts to devour the summoner immediately. Success on the final check indicates that a single mythic incubus is summoned. A mythic incubus summoned in this way remains indefinitely.

    Binding: The summoner must succeed on a Knowledge (religion) check (DC 20) to prevent the mythic incubus from harming him. Failure on this check means that the mythic incubus immediately attempts to slay the summoner. Success indicates that the mythic incubus is unable to directly harm the summoner for 18 days after he was summoned, but can otherwise act as it pleases (including harming the summoner after the 18 days have passed). Any hostile action from the summoner towards the mythic incubus automatically ends this binding effect.

    Command: The summoner cannot directly control a mythic incubus summoned in this way, but can attempt to gain a certain amount of influence over it when it is first summoned. If the mythic incubus is successfully bound, the summoner can attempt a single Diplomacy or Intimidate check (DC 25). Success on this check indicates that the mythic incubus’s attitude towards the summoner is indefinitely changed to “helpful,” and that the mythic incubus regards the summoner as a worthy father figure, and views him with respect. Failure on this check causes the mythic incubus’s attitude towards the summoner to turn to hostile, and virtually ensures that the mythic incubus will slay the summoner as soon as it is able.

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Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered

    Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Mythic Adventures Copyright 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese. Pathfinder Roleplaying Game Bestiary 3 Copyright 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Mythic Mastery: The Mythic Glabrezu Copyright 2013, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback Mythic Mastery: Missing Mythic Magic Volume I Copyright 2013, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback Mythic Mastery: Mythic Heritages: Demonic Copyright 2013, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback Mythic Mastery: Mythic Archery Copyright 2013, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback Mythic Mastery: The Mythic Succubus Copyright 2013, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback

    END OF LICENSE

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