Divergent Paths. Roil Dancer. Roil Dancer. By Forrest Heck

Size: px
Start display at page:

Download "Divergent Paths. Roil Dancer. Roil Dancer. By Forrest Heck"

Transcription

1 Roil Dancer Roil Dancer By Forrest Heck 1

2 Roil Dancer Writer: Forrest Heck Editing: Forrest Heck, Jeremy Smith Interior Design: Forrest Heck Interior Layout: Forrest Heck Illustrator: Jack Holliday Publisher: Jeremy Smith Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as 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 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 for more information on the compatibility license. Divergent Paths is published by Dreamscarred Press under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc Dreamscarred Press 1

3 The Roil Dancer Like a lot of Dreamscarred Press material, this archetype began for personal use; a sort of random extra project written as a break from the official stuff. Something that I could use in my own games, with the possibility (but not quite the intent) of submitting it to Dreamscarred Press to be published later down the line. However, with the Path of War errata project still in the works, this archetype receiving a surprisingly large amount of playtesting from fans of the subsystem and fans of the kineticist, and the simplicity of getting it fully prepared for official use, it was decided that it we'd pick it up. So here's a small mini-release: just one archetype, which kicks off the Divergent Paths line as a teaser of what's to come with Divergent Paths: Medic, Divergent Paths: Fool's Errand, and more. Whether you're a fan of the kineticist or a fan of Path of War, we hope you enjoy. Forrest Heck Creative Director, Dreamscarred Press Roil Dancer (Kineticist Archetype) I m told that proper magecraft is subtle; that an archmage is always planning and predicting, then letting others do his dirty work. I don t get it. What s the point of magic if you can t stab people with it? Theodore Sal, a roil dancer Animus. One of the many types of incredible magic, and also one of the most dangerous. Where mystics temper their animus through meditation and discipline, the martial mages known as roil dancers take the opposite route: if their power is harmful for them to use, they will simply outlast it. Roil dancers train their minds and bodies not to control, but to survive, emphasizing physical fitness and determination above all else as they prepare themselves for the battlefield. The roil dancer is an archetype for the kineticist base class detailed in Pathfinder Roleplaying Game: Occult Adventures, and uses rules and material from Path of War and Path of War: Expanded. Maneuvers: A roil dancer begins his career with knowledge of three martial maneuvers. The disciplines available to him are Elemental Flux, Mithral Current, Solar Wind, and Thrashing Dragon. A roil dancer gains Perform and Spellcraft as class skills. 2

4 Once the roil dancer knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by roil dancers is considered an extraordinary ability unless otherwise noted in it or its discipline s description. A roil dancer s maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. The roil dancer learns additional maneuvers at higher levels, as indicated on Table 1-1: Archetype Maneuver Progression. The maximum level of maneuvers gained through roil dancer levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to his maneuvers known through other methods, such as prestige classes or the Advanced Study feat. A roil dancer must meet a maneuver s prerequisite to learn it. See the Systems and Use chapter in Path of War for more details on how maneuvers are used. Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the roil dancer can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes the restriction on the highest-level maneuvers he knows; the roil dancer need not replace the old maneuver with a maneuver of the same level. He can swap only a single maneuver at any given level. A roil dancer s initiation modifier is Constitution, and each roil dancer level is counted as a full initiator level. Maneuvers Readied: A roil dancer can ready all three of his maneuvers known at 1st level, and as he advances in level and learns more maneuvers, he is able to ready more, but must still choose which maneuvers to ready. A roil dancer must always ready his maximum number of maneuvers readied. He readies his maneuvers by focusing his furious energies for ten minutes. The maneuvers he chooses remain readied until he decides to practice again and change them. The roil dancer does not need to sleep or rest for any long period of time in order to ready his maneuvers; any time he spends ten minutes meditating or practicing, he can change his readied maneuvers. A roil dancer begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (unless he recovers them, as described below). In order for the roil dancer to recover maneuvers, he must use his gather power ability (see below). Alternately, the roil dancer may take a moment to brace himself against his power, recovering a single maneuver as a standard action. Stances Known: A roil dancer begins his career with knowledge of one stance from any discipline open to roil dancer. At 4th, 7th, 11th, and 13th levels, he can select an additional stance to learn. The maximum level of stances gained through roil dancer levels is limited by those listed in Table 1-1: Archetype Maneuver Progression. Unlike maneuvers, stances are not expended and the roil dancer does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description. Unlike with maneuvers, a roil dancer cannot learn a new stance at higher levels in place of one he already knows. This ability replaces the infusions gained at 5th, 9th, 13th, and 17th levels, as well as the utility wild talents gained at 4th, 8th, 12th, 16th, and 20th levels. Animus (Su): A roil dancer s abilities are fueled by an explosive combination of inner strength and psychic might. Within his soul is a reservoir of roiling, turbulent energy, and the passion and danger of combat causes this arcane energy to overflow outwards. This power, called animus, waxes and wanes with a roil dancer s use of his maneuvers in battle. Outside combat, a roil dancer has no animus to spend. When a roil dancer enters combat, he gains an animus pool equal to 1 + his roil dancer initiation modifier (minimum 1) at the start of his first turn, and adds one point of animus to his animus pool at the start of each Table 1-1: Archetype Maneuver Progression Maneuvers Maximum Maneuver Level Known Readied Stances Level Known 1st nd rd th th th th th th th th th th th th th th th th th

5 of his turns thereafter. His animus pool persists for one minute after the last enemy combatant is defeated or the encounter otherwise ends. At the end of any round in which the roil dancer initiates a maneuver, he adds an additional point of animus to his pool. Certain abilities, such as some class features, maneuvers, and feats, require the roil dancer to expend points of animus to use. A roil dancer can spend points of animus to augment maneuvers initiated using his kinetic blade in the following way. If the roil dancer has the ability to augment his maneuvers in other ways, such as from another class feature or the maneuver itself, this cannot be combined with the augments granted by this class feature; he must choose which augmentation type to use when initiating the maneuver. Fight Fire With Fire: When the roil dancer initiates a maneuver using his kinetic blade and would take burn from the blast or the infusions applied, he may spend animus to reduce the amount of burn taken by 1 point of burn per 2 points of animus spent. He can spend as much animus as he wishes when augmenting a maneuver in this way, but this does not allow him to go over the normal maximum amount of burn gained in a round in effect, he shields himself from the burn after choosing to take it. Ignition Surge: When the roil dancer initiates a maneuver that normally allows multiple attacks, he can spend animus to make the additional attacks with his kinetic blade (even though it normally only allows one attack). For every 3 points of animus spent, he can make up to one additional attack with one of his kinetic blades. He can spend as much animus as he wishes when augmenting a maneuver in this way, potentially allowing multiple attacks with multiple kinetic blades if he has a maneuver that allows it. The roil dancer can also accept burn to fuel maneuvers that have an animus augment. Whenever he initiates such a maneuver, he can accept 1 point of burn to augment further. He is treated as having spent 1 additional point of animus, even over the normal maximum augment on his maneuvers. For example, a 7th-level roil dancer could initiate the elemental strike maneuver and spend two points of animus (his normal maximum), then accept a point of burn of burn to further increase his strike s damage and save DC by 1d6 and +1, respectively. He must still follow the normal restrictions on the amount of burn he can accept during a round. Focused Flux (Su): A roil dancer chooses an elemental focus at 1st level like a normal kineticist, but his choice also carries over to his use of the Elemental Flux and Solar Wind disciplines. Regardless of which element is his current active element, any time a maneuver or stance of those disciplines refers to an energy type (such as for dealing damage, granting or ignoring resistances, or even gaining an immunity), it uses one of the following damage types instead, based on the roil dancer s primary elemental focus. The roil dancer can still change his active element, and will still gain any additional non-damage effects of his active element s maneuvers or stances. Aether: The roil dancer rends his foes with telekinetic blades, dealing slashing damage.* Air: The roil dancer fires lightning at his foes, dealing electricity damage. Earth: The roil dancer creates cruel spikes of stone, dealing piercing damage.* Fire: The roil dancer sets his foes ablaze, dealing fire damage. Water: The roil dancer freezes his foes solid, dealing cold damage. Void: The roil dancer crushes his foes with gravity, dealing bludgeoning damage.* Wood: The roil dancer infuses his foes with pure life, dealing positive energy damage. *Bludgeoning, piercing, and slashing damage dealt in this way is treated as magical and affected by damage reduction. If the roil dancer would gain the ability to ignore resistances of that type, he instead ignores an equal amount of damage reduction. If the roil dancer gains a resistance or immunity to one of these damage types from a maneuver or stance, these still function as normal, reducing damage of that type as appropriate. A roil dancer s resistances or immunities to a physical damage type apply to all attacks that deal that damage type, even ones that are also other types of damage. This ability alters elemental focus, but does not cause the roil dancer archetype to be incompatible with other archetypes that alter the elemental focus class feature. Gather Power (Ex): A roil dancer s power comes from within as well as without. Thus, in order to gather power, a roil dancer must spend points of animus. It costs him 1 point of animus to gather power as a move action, and 2 points of animus to gather power as a full-round action. When the roil dancer gathers power as a move action, he can recover a single expended maneuver. When he gathers power as a full-round action, he can recover a number of expended maneuvers equal to his roil dancer initiation modifier (minimum 2) after gathering Positive Energy Damage Positive energy damage, also used in Psionics Augmented: Seventh Path, deals damage by disrupting the target s body with an influx of pure life. Although most positive energy heals living targets, positive energy damage can be likened to a power surge, simultaneously bringing new life to a creature while overloading its ability to function, with the end result of harm. Thus, unlike normal positive energy, it deals damage to all targets equally, regardless of whether or not they are alive. It otherwise functions as normal for energy damage. 4

6 power. A roil dancer with the supercharge class feature recovers one additional maneuver when he gathers power (regardless of the action used). He cannot recover a maneuver he initiated since the end of his last turn with this ability, and still recovers maneuvers even if his gather power is interrupted by an opponent. This ability alters gather power. Kinetic Blademaster (Su): At 1st level, a roil dancer gains kinetic blade as a bonus wild talent. He can use this wild talent as part of initiating martial maneuvers that use weapons (including counters that require him to make an attack roll), and reduces its burn cost by 1 when doing so. If the maneuver allows the roil dancer to make attacks with multiple weapons (including by the Thrashing Dragon Pounce feat or similar effects), he may use the kinetic blade wild talent multiple times to create the appropriate amount of weapons (paying any burn costs as normal, and potentially creating kinetic blades that use different kinetic blasts if he wishes). He is treated as having drawn his kinetic blade during the maneuver for the purposes of Mithral Current maneuvers and similar effects. Full attack maneuvers count as allowing two weapons, allowing the roil dancer to create two kinetic blades. A roil dancer can only use a given kinetic blade for one attack when initiating a maneuver, unless he augments the maneuver with his ignition surge ability. If he initiates a maneuver that allows or requires ranged attacks, the roil dancer can use his kinetic blade to make such attacks as a thrown weapon with a range increment of 30 feet. The roil dancer also gains these benefits and any other benefits from this archetype with the kinetic whip wild talent, if he later gains it. Kinetic Blast (Sp): A roil dancer s kinetic blast deals less damage than other kineticists. At 1st level, it functions as normal, but rather than increasing its damage at every two kineticist levels beyond 1st, it increases at 4th level and every four kineticist levels thereafter. Thus, a simple physical blast s base damage would be 1d6+1 at 1st level, 2d6+2 at 4th level, 3d6+3 at 8th level, and so on. Composite blasts have their damage progression similarly reduced. This ability alters kinetic blast, but does not cause the roil dancer archetype to be incompatible with other archetypes that alter the kinetic blast class feature. Metakinesis (Su): When a roil dancer empowers or maximizes a kinetic blast, the effect only applies to the blast itself; it does not increase or maximize the damage dealt by maneuver or stances. Roil dancers cannot quicken their kinetic blade or kinetic whip wild talents, nor can they use those talents twice with the same action when they reach 17th level. This ability alters metakinesis, but does not cause the roil dancer archetype to be incompatible with other archetypes that alter or replace the metakinesis class feature. New Item This item is uniquely suited to roil dancers and other kineticists who follow a more martial path. FLICKER GAUNTLET PRICE 1,000 GP SLOT hands (see text) CL 6th WEIGHT AURA moderate conjuration This elegant gauntlet made of gleaming metal is far thinner and lighter than it appears; almost like a glove made of flexible metal. As a free action, the wearer can store a single item that weighs up to 20 pounds within the gauntlet; the item must be one that they can hold in one hand. When stored within the gauntlet, the item has a negligible weight and the hand wearing the gauntlet is now considered empty. Spell durations and other effects on the item are not suppressed, and continue to expire. An item can only be stored within the gauntlet for a short time; one minute after using this ability, the item reappears in the wearer's hand (or falls to the ground, if their hand is occupied). At any point before that time, the gauntlet's wearer can retrieve the item with a snap of their fingers (also a free action). If the gauntlet's effect is suppressed or dispelled, the stored item appears instantly. A character can wear a flicker gauntlet on each of their hands; however, while wearing at least one flicker gauntlet, they cannot use other items that also use the hand slot. When a flicker gauntlet is worn by a character with an active element, active energy type, or elemental focus, its surface pulses with waves of colors reminiscent of the wearer's element or elements. CONSTRUCTION REQUIREMENTS Craft Wondrous Item, rope trick New Feats COST 500 GP Some of the following feats have the gather power descriptor. These feats modify the use of the gather power class feature, and only one can be used by a kineticist at once when they gather power. A character that gathers power as a full-round action, then gathers power as a move action will trigger their feat's effects twice (once for the full-round action and once for the move action). Augmented Elements You have the spark of psionic power, allowing you to broaden your elemental abilities. Prerequisites: Kineticist level 1st. Benefit: You learn a simple blast from any element (including your primary element, if there is another blast for you to choose). Unless you later gain access to this blast through another method, you increase its burn cost by 1 whenever you use it. In addition, you gain the psionic subtype, allowing you to take psionic feats, metapsionic feats, and psionic item creation feats. If you do not have your primary element s basic utility 5

7 talent (for example, if you have traded it away with an archetype), you also gain that wild talent. Inner Fire (Psionic) You use psionic power to augment your rampaging elemental abilities. Prerequisites: Gather power class feature. Benefit: You can expend your psionic focus while gathering power to reduce the action needed to alleviate burn. If you take a swift action, you are treated as if you had gathered power as a move action. If you take a move action, you are treated as if you gathered power for a full round. You cannot gather power in another way in the same turn you use this feat. Kinetic Duelist (Combat) You can create a second kinetic blade. Prerequisites: Two-Weapon Fighting, kinetic blade wild talent. Benefit: When you use the kinetic blade wild talent, you may make a second kinetic blade in your off hand. You can only make one attack with this second kinetic blade, regardless of how many off-hand attacks you would normally receive. You pay burn costs for the second kinetic blade as normal, and can make the second kinetic blade using a different kinetic blast than the first, if you wish. If you used gather power to reduce the cost of the first kinetic blade, the reduction from gather power does not apply to the second blade's cost as well. Mind Afire You can fuel your psychic powers with the same mental fortitude that strengthens your body. Prerequisites: Kineticist level 1st, must use an ability score other than Constitution to determine your hit points (such as by possessing the Altered Life feat). Benefit: You can use the ability score you use to determine your hit points instead of your Constitution for determining how much burn you can possess, the save DCs of your kineticist class features, the bonus damage of your kinetic blasts, and any wild talent that uses your Constitution modifier to determine its effect. Ripple in Still Water (Combat) Like a calm river's hidden currents, your stilled mind conceals deadly intent. Prerequisites: Ki pool class feature, kineticist level 1st. Benefits: Your kineticist levels and your levels in the class that granted you the ki pool class feature stack for determining the number of points in your ki pool each day and the base damage of your kinetic blasts. In addition, you do not provoke attacks of opportunity for using your kinetic blast while threatened (neither from it being a spell-like ability nor from it being a ranged attack). Scatter Power (Combat, Gather Power) You create an eruption of gather power that infects those around you. Prerequisites: Gather power class feature, kineticist level 1st. Benefit: When you successfully finish gathering power, you can choose to force the gathered energy into those around you in addition to using it to fuel your own abilities. Each adjacent creature must succeed at a Fortitude save (DC /2 your kineticist level + your Constitution modifier) or gain 1 point of burn, taking 1 point of nonlethal damage per Hit Die they possess, as usual for burn. If you gathered power as a full-round action, you may have this ability affects other creatures within 10 feet of you, instead of adjacent creatures. This feat is a supernatural ability. Solar Flare (Combat, Gather Power) You can gather power, then emit a blinding flash of light. Prerequisites: Gather power class feature, kineticist level 1st. Benefit: When you successfully finish gathering power, you can emit a 20-foot burst of light that forces each creature within its area that can see you to make a Reflex save (DC /2 your kineticist level + your Constitution modifier) or become dazzled for 1 minute. If you gathered power as a full-round action, creatures that fail their saves are instead blinded for 1 round. When you use this feat, you choose the shape of the burst; it may be either a line, a cone, or a sphere around you (its range remains the same regardless). This feat is a supernatural ability. Syphon Vitality (Combat, Gather Power) You can gather power from creatures instead of the environment. Prerequisites: Gather power class feature, kineticist level 1st. Benefit: When you gather power, you can choose to syphon the animating essence of opponents within 10 feet. When you successfully finish doing so, each creature within the area must make a Will save (DC /2 your kineticist level + your Constitution modifier) or become sickened for 1 round. If you gathered power as a full-round action, this sicken effect instead lasts for 1 minute. As this ability works by sapping the energy keeping a creature animate, it can still sicken creatures that are normally immune to being sickened. This feat is a supernatural ability. Altered Life (Heritage) Your unusual nature affects your vitality, bolstering you in ways different from other mortals. Prerequisites: Aberration, fey, ooze, plant, or undead type. Benefit: Choose Wisdom or Charisma. You calculate your bonus hit points per Hit Die based on the chosen ability score instead of your Constitution. 6

8 OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc and is Copyright 2000 Wizards of the Coast, Inc ( Wizards ). All Rights Reserved. 1. Definitions: (a) Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b) Derivative Material means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) Product Identity means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) Trademark means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) Use, Used or Using means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) You or Your means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. 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, 2000, Wizards of the Coast, Inc. System Reference Document. 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder RPG Bestiary, 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player s Guide, 2010, Paizo Publishing, LLC; Author: Jason Bulmahn Pathfinder RPG GameMastery Guide, 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff. Pathfinder Roleplaying Game Occult Adventures 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend. The Book of Experimental Might, 2008, Monte J. Cook. All rights reserved. Tome of Horrors, 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. Unearthed Arcana, 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Decker, David Noonan, Rich Redman The Iconic Bestiary: Classics of Fantasy, 2005, Lions Den Press; Author Ari Marmell Hyperconscious: Explorations in Psionics, 2004, Bruce R Cordell. All rights reserved. If Thoughts Could Kill, , Bruce R. Cordell. All rights reserved. Mindscapes, , Bruce R. Cordell. All rights reserved. Unearthed Arcana, 2004, Wizards of the Coast. Mutants & Masterminds 2002, Green Ronin Publishing. Swords of Our Fathers, Copyright 2003, The Game Mechanics. Modern System Reference Document, 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 Bastards & Bloodlines: A Guidebook to Half-Breeds, 2003, Green Ronin Publishing; Author: Owen K.C. Stephens Bloodforge, 2014, Dreamscarred Press, LLC; Author: Matthew Ryan Medeiros, Jade Ripley, based on material by Owen K.C. Stephens. Psionics Unleashed. Copyright 2010, Dreamscarred Press. Ultimate Psionics. Copyright 2012, Dreamscarred Press Path of War, 2014, Dreamscarred Press. Path of War Expanded, 2016, Dreamscarred Press Divergent Paths: Roil Dancer, 2016, Dreamscarred Press 7

9 More martial support! 3 New Base Classes New Martial Maneuvers New Disciplines Now Available at dreamscarred.com Full-Color $34.99 Black & White $24.99 PDF $

A 5E Primer To. Pistols. One Dwarf Army Games

A 5E Primer To. Pistols. One Dwarf Army Games A 5E Primer To Pistols One Dwarf Army Games WRITTEN BY GEORGIOS CHATZIPETROS ONEDWARFARMY.COM This e-book contains all the open game content from Zane s Guide to Pistols, a sourcebook of modern and magical

More information

Combined Armoured Fighting Vehicle Forces

Combined Armoured Fighting Vehicle Forces Combined Armoured Fighting Vehicle Forces The core Battlefield Evolution: World at War rule-book focuses on Infantry army lists. Armoured Fight-ing Vehicles (AFV) play a supporting role and are limited

More information

Runesmithing Expanded The Animator Archetype Interjection Games

Runesmithing Expanded The Animator Archetype Interjection Games I. G. Ru n e s m i t h i n g Ex p an d e d T h e A n i m at o r A r c h e t y p e B r ad l e y C r o u c h Animator (Runesmith Archetype) Animation (Su): At 1st level, an animator has learned how to charge

More information

THE CLASS HACK For Use With The Black Hack

THE CLASS HACK For Use With The Black Hack L L L THE CLASS HACK L For Use With The Black Hack L 10 OSR First Edition Classes for THE BLACK HACK L - developed by - Mark Craddock With a huge thank you to David Black, Peter Regan, and Tim Baker. Cover

More information

A Baker's Dozen of Witch Hexes

A Baker's Dozen of Witch Hexes A Baker's Dozen of Witch Hexes Azukail Games A Baker's Dozen of Witch Hexes Credits Written by Adrian Kennelly Interior Image: Gary Dupois Cover and page backgrounds by Lord Zseze Works Published by Azukail

More information

Great City original writing, design and development team Lou Agresta, Rone Barton, Tim Hitchcock, John E. Ling, Greg Oppedisano, Brendan Victorson.

Great City original writing, design and development team Lou Agresta, Rone Barton, Tim Hitchcock, John E. Ling, Greg Oppedisano, Brendan Victorson. Great City original writing, design and development team Lou Agresta, Rone Barton, Tim Hitchcock, John E. Ling, Greg Oppedisano, Brendan Victorson. Written by Lou Agresta, Rone Barton, Liz Courts, Tim

More information

DramaSystem Character Creation Cap System by Justin Alexander May 28 th, 2018

DramaSystem Character Creation Cap System by Justin Alexander May 28 th, 2018 DramaSystem Character Creation Cap System by Justin Alexander May 28 th, 2018 Hillfolk includes some brief notes on how to decouple the DramaSystem and use the entire thing as a cap system, using a traditional

More information

Zero Edition Fantasy

Zero Edition Fantasy Zero Edition Fantasy The Samurai Class for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures LEONARU SAMURAI A NEW CHARACTER CLASS PUBLISHED BY Taxidermic Owlbear

More information

Supplemental Lore. Additional Class for Swords & Wizardry. Bard. Bard Class abilities

Supplemental Lore. Additional Class for Swords & Wizardry. Bard. Bard Class abilities Additional Class for Swords & Wizardry Bard Part skald and part minstrel, the Bard is both a master musician as well as a keeper of legends and lore. Bards are knowledgeable in many areas and the ancient

More information

Fire as She Bears. Sample file

Fire as She Bears. Sample file Fire as She Bears Author: Lou Agresta & John Ling Additional Design: James MacKenzie, Ernest Mueller & David Poesner Developers: Lou Agresta, Greg Vaughan Producers: Lou Agresta, Bill Webb Editors: Lou

More information

Supplemental Lore (White Box)

Supplemental Lore (White Box) Illusionist Additional Class for S&W :White Box Illusionists are a magic-user sub-class who specialize in magical illusions. An intelligence and dexterity of 15 are required to qualify for this class.

More information

14: Dragon Disciple. Written By Michael R. Kimmel NEW FEATS

14: Dragon Disciple. Written By Michael R. Kimmel NEW FEATS undefeatable 14: Dragon Disciple LPJ9562 NEW FEATS The following feats are all considered draconic bloodline feats and may be taken as bonus feats whenever you gain a bloodline feat. You must meet the

More information

SO WHAT S FOR SALE, ANYWAY? IV. A Pathfinder Roleplaying Game Compatible GM S RESOURCE by Julian Neale

SO WHAT S FOR SALE, ANYWAY? IV. A Pathfinder Roleplaying Game Compatible GM S RESOURCE by Julian Neale SO WHAT S FOR SALE, ANYWAY? IV APathfinderRoleplayingGameCompatibleGM SRESOURCEbyJulianNeale R AGING S WAN P RESS T HE L ONELY C OAST The furthest flung outpost of a mighty kingdom, turbulent waters and

More information

Elana Yuna Cosplay Gladiator

Elana Yuna Cosplay Gladiator Elana Yuna Cosplay Gladiator d20 3.5e, inspired by the artwork, created April-2009, artwork used without permission. Human Fighter (thug) 6, Rogue (soldier) 4 Chaotic Good Medium Humanoid (human) Background:

More information

THE TEMPLE OF TRAYTH- MODULE A4

THE TEMPLE OF TRAYTH- MODULE A4 PDF SAMPLE THE TEMPLE OF TRAYTH- MODULE A4 PDF SAMPLE This sample includes a variety of pages to better show the overall content of our products. DUNGEON ADVENTURE CREDITS Design and Development: Epic

More information

GRR3102 A CAMPAIGN PLANNER FOR BLUE ROSE THE ROLEPLAYING GAME OF ROMANTIC FANTASY

GRR3102 A CAMPAIGN PLANNER FOR BLUE ROSE THE ROLEPLAYING GAME OF ROMANTIC FANTASY GRR3102 A CAMPAIGN PLANNER FOR BLUE ROSE THE ROLEPLAYING GAME OF ROMANTIC FANTASY CREDITS AND INTRODUCTION Blue Rose Narrator s Journal By Michael Hammes and Philip Reed Proofing by Jeremy Crawford Production

More information

ZERO EDITION FANTASY

ZERO EDITION FANTASY ZERO EDITION FANTASY The Alchemist Class for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures LEONARU ALCHEMIST A NEW CHARACTER CLASS PUBLISHED BY Taxidermic Owlbear

More information

Starting Wealth: 5d6 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less.

Starting Wealth: 5d6 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less. Holy Knight The compassion to pursue good, the will to uphold law, and the power to defeat evil these are the three weapons of the holy knight. Few have the purity and devotion that it takes to walk the

More information

10: ROGUES. Written By Michael R. Kimmel NEW FEATS BITE BACK (COMBAT) APPRENTICE MAGICIAN BREAK AND ENTER BACK-TO-BACK FIGHTING (COMBAT)

10: ROGUES. Written By Michael R. Kimmel NEW FEATS BITE BACK (COMBAT) APPRENTICE MAGICIAN BREAK AND ENTER BACK-TO-BACK FIGHTING (COMBAT) undefeatable 10: ROGUES LPJ9580 NEW FEATS APPRENTICE MAGICIAN You have carefully studied and practiced your magical abilities. Prerequisites: Int 13+, Minor Magic rogue talent Benefit: You may cast each

More information

Throughout All instances of Mezoquan changed to Mezoqua. Page 34 The Vile Rhetoric chaplain class feature should read:

Throughout All instances of Mezoquan changed to Mezoqua. Page 34 The Vile Rhetoric chaplain class feature should read: PURE STEAM TM CAMPAIGN SETTING CORE RULEBOOK FIRST PRINTING Errata Update 1.7 Release Date: 10/2015 UPDATES class chart. In the last sentence of the first paragraph, change each instance of volcanic to

More information

First Edition Barbarian. The Barbarian Character Class for OSR Campaigns

First Edition Barbarian. The Barbarian Character Class for OSR Campaigns First Edition Barbarian The Barbarian Character Class for OSR Campaigns Leonaru 2014 What is a Barbarian? Barbarians are tribal warriors that grew up in places far off form civilisation. Not spoiled by

More information

THE SHADOW CRYPTS- MODULE A5

THE SHADOW CRYPTS- MODULE A5 PDF SAMPLE THE SHADOW CRYPTS- MODULE A5 PDF SAMPLE This sample includes a variety of pages to better show the overall content of our products. DUNGEON ADVENTURE CREDITS Design and Development: Epic Quest

More information

Remedial Tinkering. Rocket's Red Glare. Games

Remedial Tinkering. Rocket's Red Glare. Games 25 Remedial Tinkering Rocket's Red Glare Interjection Games Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderrpg

More information

Perram s Goblins. Introduction. Team Tactics. Treasure and Gold

Perram s Goblins. Introduction. Team Tactics. Treasure and Gold Perram s Goblins Introduction In Know Direction Pathfinder Podcast episode 62 (available at http://www.35privatesanctuary.com/), we discussed how to make low level monsters a higher level challenge. Specifically

More information

Druid. Druid Level Progression. Experience Level Hit Dice (1d6) 200,

Druid. Druid Level Progression. Experience Level Hit Dice (1d6) 200, The following is the Druid class taken from the Cyclopaedic Musings document. Cyclopaedic Musings focuses on bringing later additions to the Classic gaming in line with the rules presented in Labyrinth

More information

BroodoftheSpiderQuen SpiderBloodlines

BroodoftheSpiderQuen SpiderBloodlines BroodoftheSpiderQuen SpiderBloodlines AlexRiggs,JoshuaZaback Designers Alex Riggs, Joshua Zaback Credits Editor Rosa Gibbons Necromancers of the Northwest, LLC 8123 236th St SW, Unit 102 Edmonds, WA, 98026

More information

Mummy s Mask Part 1 The Half Dead City Monster Stat Blocks for PFS

Mummy s Mask Part 1 The Half Dead City Monster Stat Blocks for PFS Mummy s Mask Part 1 The Half Dead City Monster Stat Blocks for PFS Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e),

More information

Pathfinder Roleplaying Game Advanced Player s Guide

Pathfinder Roleplaying Game Advanced Player s Guide Pathfinder Roleplaying Game Advanced Player s Guide First Printing Update 1.0 Release Date: 12/01/10 Updates An alchemist can draw and drink an extract as a standard action. Page 27 in the Alchemy class

More information

RETRIBUTION LOOK-SEE ART

RETRIBUTION LOOK-SEE ART RETRIBUTION LOOK-SEE ART A Pathfinder Roleplaying Game adventure by Creighton Broadhurst for four 1st level PCs In the frozen depths of winter, murderous winds mercilessly batter the crumbling Priory of

More information

13 Arcane Operative Items

13 Arcane Operative Items 13 Arcane Operative Items by Michael Hammes Introduction If I was an operative in a world filled with magic, what kinds of items might my research and development department create? This PDF presents thirteen

More information

Tinkering Inventions for the Tinker Base Class. Games

Tinkering Inventions for the Tinker Base Class. Games 25 Tinkering 201 27 Inventions for the Tinker Base Class Interjection Games Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderrpg

More information

Heroes of High Favor: HALF-ORCS. A d20 Supplement by Benjamin R. Durbin. Sample Pages. Credits

Heroes of High Favor: HALF-ORCS. A d20 Supplement by Benjamin R. Durbin. Sample Pages. Credits Heroes of High Favor: HALF-ORCS A d20 Supplement by Benjamin R. Durbin Sample Pages Open Gaming Content This product is produced under the terms of the Open Gaming License v1.0a and the d20 System License

More information

Wyre of Shadowglade Preview. By Nate Petersen

Wyre of Shadowglade Preview. By Nate Petersen Sa m ple file Wyre of Shadowglade Preview By Nate Petersen 1 Shadowglade: Wyre of Shadowglade Preview Author: Nate Petersen Cover Frame: John C. Walborn Cover Illustration: Anthony Cournoyer Interior Illustration:

More information

Logo and Ampersand TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Logo and Ampersand TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. ATK DAMAGE TYPE / WEIGHT + 0 ++ 7 9 0 DRAGON ANCESTOR DRACONIC RESILIENCE ELEMENTAL AFFINITY DRAGON WINGS DRACONIC PRESENCE AC WEIGHT RESOURCE CURRENT / Logo and Ampersand TM & 0 Wizards of the Coast LLC.

More information

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3 Table of Contents TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3 GAME OVERVIEW 3 Exception Based Game 3 WINNING AND LOSING 3 TAKING TURNS 3-5 Initiative 3 Tiles and Squares 4 Player Turn

More information

Supplemental Classes & Class Abilities

Supplemental Classes & Class Abilities ANCIENT AUGURIES (A MICROLITE74 VERSION 2.0 SUPPLEMENT) - 1 - A number of rules supplements were published for that very first ( 0e ) fantasy roleplaying game published back in 1974. All those supplements

More information

A 5E Primer to Shotguns One Dwarf Army Games

A 5E Primer to Shotguns One Dwarf Army Games Mortars & Miniguns Modern and Magical Weapons for Fifth Edition Games A 5E Primer to Shotguns One Dwarf Army Games WRITTEN BY GEORGIOS CHATZIPETROS ONEDWARFARMY.COM This e-book contains all the open game

More information

Polyhedron. PlAytest 2.0

Polyhedron. PlAytest 2.0 Enemies & NPC Codex PlAytest 2.0 Designed by Dustin Ahonen & BriAn hagen COMPATIBLE WITH D&D FIFTH EDITION, system reference Document 1.5 MAss Effect is the property of Bioware and Electronic Arts Incorporated.

More information

Unconventional Combat

Unconventional Combat Unconventional Combat A digestive guide to close personal fighting Way back in 1982 when I was a wee-little tyke first cutting my teeth on AD&D 1st ed., I played in a regular game with my friends. We had

More information

The World of Aruneus Clerics and Wizards a historical perspective

The World of Aruneus Clerics and Wizards a historical perspective The World of Aruneus Clerics and Wizards a historical perspective By Benjamin Gerber Aruneus is a new world for use with the Pathfinder Role Playing Game. 100 years past, Aruneus experienced an apocalyptic

More information

The Card-Mage A Homebrew D&D 3.5e Base Class, by Tristan Payne.

The Card-Mage A Homebrew D&D 3.5e Base Class, by Tristan Payne. The Card-Mage A Homebrew D&D 3.5e Base Class, by Tristan Payne. NOTE: Class requires player to use a standard 52 deck-of-cards, (+2 Optional Jokers). Recommended Abilities: CHA (Spell-casting modifier),

More information

Sample file ADDITIONAL CREDITS

Sample file ADDITIONAL CREDITS A VARIANT PLAYER S HANDBOOK BY MIKE MEARLS Requires use of the Dungeons & Dragons Third Edition Core Books, published by Wizards of the Coast, Inc. This book utilizes updated material from the v. 3.5 revision.

More information

PATHFINDER ROLEPLAYING GAME ULTIMATE COMBAT

PATHFINDER ROLEPLAYING GAME ULTIMATE COMBAT PATHFINDER ROLEPLAYING GAME ULTIMATE COMBAT FIRST PRINTING Update 1.0 Release Date: 1/22/2014 This document updates the f irst printing of Ultimate Combat to match the second printing. UPDATES Page 22

More information

Adventuring. Action Checks. Player s Handbook. - Chapter 5 -

Adventuring. Action Checks. Player s Handbook. - Chapter 5 - Player s Handbook - Chapter 5 - Adventuring Ree-Gal stopped where he was, ready and alert. All was silent, nothing could be heard over the gentle sound of the falling snow. And there it was again. That

More information

W eklywonders. AlexRiggs,JoshuaZaback

W eklywonders. AlexRiggs,JoshuaZaback W eklywonders AlexRiggs,JoshuaZaback Designers Alex Riggs, Joshua Zaback Credits Editor Rosa Gibbons Necromancers of the Northwest, LLC 8123 236th St SW, Unit 102 Edmonds, WA, 98026 www.necromancers-online.com

More information

Powers and Abilities

Powers and Abilities Powers and Abilities SPEED X FLURRY Give this character a close combat action. It makes two separate close combat attacks as free actions (making two separate attack rolls) against one or two adjacent

More information

Sacred Sites. The Sites. Gabriel s Aerie. Summer s Barrow. Introduction

Sacred Sites. The Sites. Gabriel s Aerie. Summer s Barrow. Introduction Table øf Contents INTRODUCTION Sacred Sites 4 CHAPTER ONE Gabriel s Aerie 7 BY CHRIS JONES CHAPTER TWO Summer s Barrow 36 BY RICK NEAL CHAPTER THREE The Necropolis 61 BY JAMES MALISZEWSKI CHAPTER FOUR

More information

MythicWoodand TaigaGiants

MythicWoodand TaigaGiants mythicmastery MythicWoodand TaigaGiants AlexRiggs,Joshua Designers Alex Riggs, Credits Editor Rosa Gibbons Necromancers of the Northwest, LLC 8123 236th St SW, Unit 102 Edmonds, WA, 98026 www.necromancers-online.com

More information

ILLUSIONIST ILLUSIONIST

ILLUSIONIST ILLUSIONIST L O S T C L A S S E S O F F A N T A S Y Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderrpg for more

More information

Everyman Unchained: Unchained Rage

Everyman Unchained: Unchained Rage Everyman Unchained: Unchained Rage Author: Alexander Augunas Cover Design: Alexander Augunas Cover Art: Jacob Blackmon Interior Art: Jacob Blackmon Designation of Product Identity All company names, logos,

More information

8: DRUIDS. Written By Simon Rocquette And Louis Porter Jr. NEW FEATS ARBOREAL [GENERAL] ATTUNED [DRUID] CARPENTER [METAMAGIC]

8: DRUIDS. Written By Simon Rocquette And Louis Porter Jr. NEW FEATS ARBOREAL [GENERAL] ATTUNED [DRUID] CARPENTER [METAMAGIC] undefeatable 8: DRUIDS LPJ9594 Written By Simon Rocquette And Louis Porter Jr. NEW FEATS ARBOREAL [GENERAL] The character was literally born in the trees and wilderness. As a result, they are highly adept

More information

Q: How do I get a copy of the Game System License? A: You can access the Game System License at

Q: How do I get a copy of the Game System License? A: You can access the Game System License at Dungeons & Dragons 4 th Edition Game System License FAQ February 27, 2009 This FAQ answers questions about the D&D 4E Game System License (GSL), System Reference Document (SRD) and the supporting documents.

More information

Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.

Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc. Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc. Introduction Welcome to Ronin Arts Future: Starship 10 Thomas O Dell, the tenth in a series of PDFs for use

More information

A No Quarter Web Extra By Doug Seacat. Path Exclusivity. Earth Paths

A No Quarter Web Extra By Doug Seacat. Path Exclusivity. Earth Paths Circle Orboros Paths of Power A No Quarter Web Extra By Doug Seacat 2 This article contains additional content for the article The Wilding Way that premiered in No Quarter Magazine #10, p. 64. In order

More information

Sixtacular System Reference Document

Sixtacular System Reference Document Sixtacular System Reference Document OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights

More information

CREDITS: Writing: Stefen Styrsky Editing: Mark Moreland Art: Empty Room Studios Design: David Jarvis RANGERS RENEWED COPYRIGHT NOTICE

CREDITS: Writing: Stefen Styrsky Editing: Mark Moreland Art: Empty Room Studios Design: David Jarvis RANGERS RENEWED COPYRIGHT NOTICE COPYRIGHT NOTICE 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

More information

Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices.

Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices. Errata, Clarifications, and FAQ Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices. Chapter 1: Wizards and Warbands Shooting Stat The

More information

Realms of Adventure. A Fantasy Roleplaying Game. By James Patrick Updike

Realms of Adventure. A Fantasy Roleplaying Game. By James Patrick Updike ple m Sa file Realms of Adventure A Fantasy Roleplaying Game Sa m ple file By James Patrick Updike i Realms of Adventure A Fantasy Roleplaying Game by James Patrick Updike Realms of Adventure 2009 James

More information

Size Descriptors Size is the key descriptor for the powers in this profile, as they are based on a character s size relative to normal human size.

Size Descriptors Size is the key descriptor for the powers in this profile, as they are based on a character s size relative to normal human size. Jonathan Lotzer (order #3664316) 7 Contrary to what they say, size does matter, but not necessarily in the ways you might think! From powerful giants to mighty mites, Size & Mass Powers looks at the very

More information

Psionics augmented: occult

Psionics augmented: occult Kineticists By Forrest Heck 1 Psionics Augmented: occult Kineticists Design Lead: Forrest Heck Additional Design: Kevin Ryan, Doug Haworth, Adam Boucher Editing: Forrest Heck Interior Design: Forrest Heck

More information

Adventures. New Kingdoms

Adventures. New Kingdoms Adventures in the New Kingdoms Role Playing in the fallen empires of the Kale - Book 4 - Blood & Combat version 1.0 (Wild Die 48hr Edition) 2009 Dyson Logos Adventures in the New Kingdoms Book 4 Page 1

More information

Welcome to the first book in the Loot 4 Less

Welcome to the first book in the Loot 4 Less Welcome to the first book in the Loot 4 Less line, where we deal exclusively in items with a cost-to-consumer of 2,500 gp or less. That s right: no epic artifacts, rods of eleventy parts or even typical

More information

Comprehensive Rules Document v1.1

Comprehensive Rules Document v1.1 Comprehensive Rules Document v1.1 Contents 1. Game Concepts 100. General 101. The Golden Rule 102. Players 103. Starting the Game 104. Ending The Game 105. Kairu 106. Cards 107. Characters 108. Abilities

More information

Armor Token Pool. Granted by Armiger class (a la Mellowship Slinky)

Armor Token Pool. Granted by Armiger class (a la Mellowship Slinky) Armor Token Pool Granted by Armiger class (a la Mellowship Slinky) The Armiger gains Armor tokens. An armiger spends these tokens to power Armor abilities and may not possess more than his armiger level

More information

Illustration by Mark Zug

Illustration by Mark Zug ementia invokers are trained by the Cabal to reach into the deepest depths of their psyche and unleash horrific monsters based on their own innermost fears and darkest imagination. These magicians travel

More information

Darker Gifts. Curse of Strahd Expension

Darker Gifts. Curse of Strahd Expension Darker Gifts Curse of Strahd Expension Supplement for players and dungeon masters of the world s most famous RPG containing rules for new dark gifts for the Curse of Strahd storyline. Illustrations by

More information

Gear Krieg. Roleplaying Game Bonus NPCs: Generic Sniper Generic Field Medic Betsudotai Commando NKVD Commissar. By Paul Lippincott

Gear Krieg. Roleplaying Game Bonus NPCs: Generic Sniper Generic Field Medic Betsudotai Commando NKVD Commissar. By Paul Lippincott Gear Krieg Roleplaying Game Bonus NPCs: Generic Sniper Generic Field Medic Betsudotai Commando NKVD Commissar By Paul Lippincott Gear Krieg: Bonus NPCs Page 2 of 6 Generic Sniper These silent, deadly attackers

More information

Wayfarer Cirqueliste (Prestige Class)

Wayfarer Cirqueliste (Prestige Class) Wayfarer Cirqueliste (Prestige Class) Travelers of a thousand lands. Performers of ancient legends and living myths. Those who are above borders. The Wayfarer Cirque has turned its humble beginning as

More information

RAGING SWAN PRESS THE SUNKEN PYRAMID A N A DVENTURE FOR 7 TH-LEVEL C HARACTERS. Sample file

RAGING SWAN PRESS THE SUNKEN PYRAMID A N A DVENTURE FOR 7 TH-LEVEL C HARACTERS. Sample file RAGING SWAN PRESS THE SUNKEN PYRAMID A N A DVENTURE FOR 7 TH-LEVEL C HARACTERS SHADOWED KEEP ON THE BORDERLANDS A N ADVENTURE FOR 1 ST LEVEL CHARACTERS BY C REIGHTON B ROADHURST If you re like me, then

More information

RULE BOOK. Kickstarter Version 1

RULE BOOK. Kickstarter Version 1 RULE BOOK Kickstarter Version 1 1 2 Expansion Components 43 Amber Mine Cards New Mine/Mystic s Hut Tile 24 Spell Cards New General Store Tile 13 New Threat Cards Magic Track Tile 3 Introduction Golden

More information

Everyman Archetypes: Swashbuckler

Everyman Archetypes: Swashbuckler Everyman Archetypes: Swashbuckler Author: Alexander Augunas Cover Design: Alexander Augunas Cover Art: Jacob Blackmon Interior Art: Jacob Blackmon Designation of Product Identity All company names, logos,

More information

Weapons of Power Armor Destruction 5

Weapons of Power Armor Destruction 5 LPJ9881 Requires the use of the d20 Future Roleplaying Game, published by Wizards of the Coast, Inc. POWER ARMOR FLIGHT SYSTEMS Advanced Avionics (PL 6) Aerodynamic styling, improved software and highly

More information

Player s Guides. Powers: Errata and Clarifications... 1 Abilities: Errata and Clarifications... 3 Powers: Reference... 4 Abilities: Reference...

Player s Guides. Powers: Errata and Clarifications... 1 Abilities: Errata and Clarifications... 3 Powers: Reference... 4 Abilities: Reference... Player s Guides 01 Player s Guide to Playing HeroClix 02 Player s Guide to Powers and Abilities Powers: Errata and Clarifications... 1 Abilities: Errata and Clarifications... 3 Powers: Reference... 4 Abilities:

More information

Light Descriptors The following are important descriptors associated with light powers, affecting how they appear and function.

Light Descriptors The following are important descriptors associated with light powers, affecting how they appear and function. Power Profile: Light Powers Shed some light on the world! From dazzling displays to hypnotic patterns and laser beams, Light Powers tap into one of the fundamental energies. Characters can control, manifest,

More information

Bard Card deck BattLe CrIeS * SongS * SPeLLS CLaSS features * talents

Bard Card deck BattLe CrIeS * SongS * SPeLLS CLaSS features * talents Bard Card deck BattLe CrIeS SongS SPeLLS CLaSS features talents Customizable Character Class Deck compatible with 13th Age, and The Archmage Engine Bard Card deck Design by Kazekami kazekami303@gmail.com

More information

AVAILABLE NOW IN THE GREEN RONIN ONLINE STORE

AVAILABLE NOW IN THE GREEN RONIN ONLINE STORE AVAILABLE NOW IN THE GREEN RONIN ONLINE STORE Avian Creature: An Advanced Bestiary Web Enhancement Avian Creature Design: Matthew Sernett Editing: Penny Williams Development: Robert J Schwalb Art Direction

More information

Another boardgame player aid by

Another boardgame player aid by Another boardgame player aid by Download a huge range of popular boardgame rules summaries, reference sheets and player aids at www.headlesshollow.com Universal Head Design That Works www.universalhead.com

More information

Mortars & Miniguns. Modern and Magical Weapons for Fifth Edition Games. A 5E Primer to. Rifles. One Dwarf Army Games

Mortars & Miniguns. Modern and Magical Weapons for Fifth Edition Games. A 5E Primer to. Rifles. One Dwarf Army Games Mortars & Miniguns Modern and Magical Weapons for Fifth Edition Games A 5E Primer to Rifles One Dwarf Army Games WRITTEN BY GEORGIOS CHATZIPETROS ONEDWARFARMY.COM This e-book contains all the open game

More information

Gamma World Character Generation By: Paul S. Williams( ) For Gamma World 3 rd Ed. Master s of the Earth Campaign

Gamma World Character Generation By: Paul S. Williams( ) For Gamma World 3 rd Ed. Master s of the Earth Campaign Gamma World Character Generation By: Paul S. Williams( gammahammer@yahoo.com ) For Gamma World 3 rd Ed. Master s of the Earth Campaign Character Generation Process 1. Step 1: While rolling up your character

More information

Prototype Character Creation

Prototype Character Creation Prototype Character Creation Even for a 1 st -level character, the process of character creation can be an involved one, which requires lots of decisions. While some players, particularly those who have

More information

SorCerer Card deck SPeLLS CLaSS features * talents

SorCerer Card deck SPeLLS CLaSS features * talents SorCerer Card deck SPeLLS CLaSS features talents Customizable Character Class Deck compatible with 13th Age, and The Archmage Engine Sorcerer Card deck Design by Kazekami kazekami303@gmail.com Version

More information

Mechanomancy A Free Preview of New Magic for the D20 System from the pages of The Ascension of the Magdalene

Mechanomancy A Free Preview of New Magic for the D20 System from the pages of The Ascension of the Magdalene Mechanomancy A Free Preview of New Magic for the D20 System from the pages of The Ascension of the Magdalene by Rick Neal Requires the use of the Dungeons & Dragons Player s Handbook, Third Edition, published

More information

The Arena v1.0 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012

The Arena v1.0 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012 The Arena v1.0 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012 Created May 1st, 2012 Final Version - May 1st, 2012 The Arena is an Alternative Ending where the Emperor

More information

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points Primo Victoria A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points The Rules Creating Armies The first step that all players involved in the battle

More information

MythicMastery. AlexRiggs,JoshuaZaback

MythicMastery. AlexRiggs,JoshuaZaback MythicMastery AlexRiggs,JoshuaZaback Designers Credits Editor Rosa Gibbons Necromancers of the Northwest, LLC 8123 236th St SW, Unit 102 Edmonds, WA, 98026 www.necromancers-online.com Product Identity:

More information

Welcome to the fifth book in the Loot 4 Less line,

Welcome to the fifth book in the Loot 4 Less line, Welcome to the fifth book in the Loot 4 Less line, where we deal exclusively in items with a costto-consumer of 2,500 gp or less. That s right: no epic items, gauntlets of infinity, or even moderate magic

More information

A Bad Baby Product, All rights reserved, version 1.0, All comments, suggestions and contacts can be made at

A Bad Baby Product, All rights reserved, version 1.0, All comments, suggestions and contacts can be made at Arcanum, Call to Adventure is the newest expansion for the Arcanum game system. Take the old map tiles and throw them away, we have new, better tiles for you now. A hex shaped tile replaces the old tile

More information

Fully compatible with all the other Arcanum expansion, you will find this just adds more fun and options to the already fun mix.

Fully compatible with all the other Arcanum expansion, you will find this just adds more fun and options to the already fun mix. Arcanum Heroes is the newest expansion for the Arcanum game system. Six new heroes wait for you to play, the vile Dark Mage, the Orc, the Seer and the Halfling are but a few of the new characters you can

More information

Of Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring

Of Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring Of Dungeons Deep! Table of Contents (1) Components (2) Setup (3) Goal (4) Game Play (5) The Dungeon (6) Ending & Scoring (1) Components 32 Hero Cards 16 Henchmen Cards 28 Dungeon Cards 7 Six Sided Dice

More information

AaWBlog Presents: Wonders of NaeraCull - The Stone Sentinels

AaWBlog Presents: Wonders of NaeraCull - The Stone Sentinels Check out the Paizo blog post about Snow White! Introduction NaeraCull Brochure #4 Welcome to the Wonders of NaeraCull! The July 2014 AaWBlog is dedicated to the theme of NaeraCull: the Hungering Jungle.

More information

DRACONIANS IN PATHFINDER

DRACONIANS IN PATHFINDER DRACONIANS IN PATHFINDER DRACONIAN TRAITS Disease Immunity (Ex) All draconians possess immunity to disease. Dragon Sight All draconians possess darkvision 120 ft., low-light vision, blindsense 60 ft.,

More information

Str 9, Dex 15, Con 18, Int 10, Wis 12, Cha 17 Skills: Concentration +8, Escape Artist +4, Hide +4, Jump +1, Spellcraft +7

Str 9, Dex 15, Con 18, Int 10, Wis 12, Cha 17 Skills: Concentration +8, Escape Artist +4, Hide +4, Jump +1, Spellcraft +7 Page 1 of 8 Manrat, Eldritch Draft 0.4pub. Author Patric L. Rogers ( morpheus_unbound@patric.net ). Eldritch manrats are the result of rats eating the flesh of a dead half-god. There are actually two distinct

More information

Set Up. Developed by Alan Emrich and Josh Neiman

Set Up. Developed by Alan Emrich and Josh Neiman From the far reaches of our galaxy, an alien race has come to Planet Earth with the intent to wipe out the entire human race. As cities crumble and fall to the onslaught, a few civilizations bravely gather

More information

Bloat Cave of the Man-Flies

Bloat Cave of the Man-Flies written by Jason Owen Black a 1st to nd level adventure for use with the black hack developed by David Black featuring artwork by Jason Owen Black featuring cartography by Dyson Logos Bloat Cave of the

More information

THE RULES 1 Copyright Summon Entertainment 2016

THE RULES 1 Copyright Summon Entertainment 2016 THE RULES 1 Table of Contents Section 1 - GAME OVERVIEW... 3 Section 2 - GAME COMPONENTS... 4 THE GAME BOARD... 5 GAME COUNTERS... 6 THE DICE... 6 The Hero Dice:... 6 The Monster Dice:... 7 The Encounter

More information

Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.

Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc. Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc. Introduction Welcome to Ronin Arts Future: Starship 1 The Nova Star, the first in a new series of PDFs for use

More information

Divergent Paths. Medic. Roil Dancer. By Anthony S. Altovilla

Divergent Paths. Medic. Roil Dancer. By Anthony S. Altovilla Roil Dancer Medic By Anthony S. Altovilla 1 Medic Writer: Anthony S. Altovilla Editing: Forrest Heck Interior Design: Forrest Heck Interior Layout: Forrest Heck, Jeremy Smith Illustrator: Jesus Garcia

More information

By Night Studios: Basic Combat System Overview

By Night Studios: Basic Combat System Overview By Night Studios: Basic Combat System Overview System Basics: An evolution from the previous rules, there are many aspects of By Nights Studio s system that are at once familiar, and also at the same time

More information

The magicite knight is an archetype of the knight class.

The magicite knight is an archetype of the knight class. Magicite Knight Magicite knights are knights who have learned to utilize materia to their greatest potential. They have formed some sort of link to the magicite within the materia, upgrading the materia

More information

DUNGEONS & DRAGONS ERICK LEE EDWARDS F I F T H E D I T I O N BASED ON THE WORKS OF

DUNGEONS & DRAGONS ERICK LEE EDWARDS F I F T H E D I T I O N BASED ON THE WORKS OF DUNGEONS & DRAGONS FIFTH EDITION by Erick Lee Edwards DUNGEONS & DRAGONS F I F T H E D I T I O N BY ERICK LEE EDWARDS BASED ON THE WORKS OF E. GARY GYGAX, DAVE ARNESON, MONTE COOK, JONATHAN TWEET, SKIP

More information