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

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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 scent he caught just moments ago. The scent of creatures alien to this part of the world. Whatever they were, they were neither simbarah, nor the cursed hundanan that lived to the south. Action Checks There are many different types of actions that a character can attempt as they take part in a story. The basics (found at the beginning of this book) covers how a character completes an action by making action checks. This section provides a few example action checks and the attributes most likely to be used. Alchemy (INT): Identify and make special alchemical items. Appraise (INT): Estimate the value of an item. Arcane Magic (INT): Casting an arcane spell. Balance (DEX): Move across narrow or uneven surfaces without falling. Bluff (CHA): Successfully lie or fool another into thinking what you wish. Climb (STR): Scale vertical surfaces or slopes. A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper. Diplomacy (CHA): Influence the thoughts and attitudes of others to gets the desired result. Disguise (CHA): Used by an individual to alter their appearance and/or mannerisms to appear to be someone they are not. Divine Magic (WIS): Casting a divine spell Gather Information (CHA): Pick up rumours, news and a general understanding of the local customs and traditions. Heal (WIS): Apply first aid and treat the effects of poison and disease. Intimidate (CHA): Used to force a change in the behaviour of another by force of personality. Knowledge (INT): Recall facts or information related to a discipline the character has trained in. Lift (STR): Lifting or pushing a heavy object. Listen (WIS): Detect sounds that would otherwise be missed or identify the source of sounds that are detected. Melee Attack (STR): Attacking with a melee weapon. Perform (CHA): Entertain others by acting, singing, playing a musical instrument, storytelling or even acting like a clown. Ranged Attack (DEX): Attacking with a ranged weapon. Ride (DEX): Successfully ride and steer a mount. Rope Use (DEX): Do something with a rope. This can be to bind another individual, tie a firm knot, tie a trick knot, tie a rope around themselves one handed, or even splice two ropes together. Saving Throw (Varies): Avoiding the harmful effects of a hazard. Sense Motive (WIS): Use of intuition to determine the true motive of another individual. Spot (WIS): Detect characters or creatures who are hiding or are difficult to see. Spot is also used to detect someone in disguise. Swim (STR): Swim across a body of water, or try to avoid drowning. Swing (STR): Use hand holds to swing along whist hanging above the ground. Handle Animal (CHA): Domesticate wild animals and train domesticated animals. 50

Chapter 5: Adventuring Saving Throws GAME SYSTEM There will be times when a character encounters a hazard that puts their life at risk. These could be a falling block of stone, a poisonous dart, or a magical attack aimed at them. When encountered, the character may be allowed an action check to avoid the effects of the hazard. These action checks are called saving throws. Types of Saving Throws There are six basic types of saving throw, one for each attribute. Which attribute the saving throw uses depends on the nature of the hazard: STR: Constriction, Paralysis DEX: Breath Weapon, Energy Beam, Falling, Trap CON: Disease, Energy Drain, Poison, Toxic Gas INT: Illusions & Phantasms WIS: Confusion, Petrification, Polymorph CHA: Death Attack, Charm, Fear Sometimes a saving throw will reduce the damage the hazard inflicts by half. Where this happens the saving throw entry will have (½) listed after it. A creature can voluntarily fail a saving throw to accept the effect of a Risking Life & Limb At some point or another characters will find themselves in life threatening situations: The monstrous beast that lairs in the caverns the player characters have entered looks at them, thinking they are it s next meal. In the city a gang of thugs that has just jumped out of the shadows hold their weapons menacingly seeking to rob the player characters of their possessions. High in the mountains a character swings from the tattered remains of a rope bridge that once spanned the gorge they are trying to cross. These are a few examples of the different dangerous situations a character may find themselves in. After all, what would an adventure be without some risk or danger. Injury & Death Injury and death are two hazards that a hero always faces when embarking upon an adventure. How much punishment a character can suffer is dependent on their hit points and vitality. The more hit points and/or vitality a character has the more physical damage they can suffer before they die from their wounds. Each time a character suffers an injury they temporarily loose a number of hit points. How many depends on the type and severity of the injury. The Effects of Damage When a character suffers from injury or wounds, damage is taken from their hit points first and their vitality second. If damage suffered is enough to wipe out more than the character s remaining hit points all additional damage carries over to their vitality. A character s hit points can never go into a negative value. Fatigue: A character with 0 hit points is fatigued and suffers a -2 penalty to all action checks. A character recovers from this state when they are on 1 or more hit points. A character on 0 hit points who continues to suffer injury takes damage to their vitality. At this point they are taking actual physical wounds and run a very real risk of dying. A character s vitality can be reduced to negative numbers. If a character ever finds their vitality reduced to 0 or lower, they are knocked unconscious and are on the verge of dying: Knocked Unconscious: If their vitality is exactly 0, then the character is knocked unconscious. On Death s Door: If their vitality is below 0, but not sever enough to kill them outright (see Death below), the character is still alive but only a step away from death. Unless the character is given first aid treatment, they will die within 3d+2 minutes from bleeding. Death: A character who is reduced to a negative number of vitality equal to or greater than their CON is dead. The amount of physical injury they have suffered is too much for their body to survive, and they die straight away. Example: a character with a CON of 12, who is reduced to 0 vitality is unconscious but in no serious threat of death. If the character was reduced to -1 vitality they are dying but still have a chance of recovering if they receive first aid. If they were reduced to -12 vitality 51

Player s Handbook or worse they are dead. Damage Types RULE SYSTEM There are four types of damage a character can suffer from. These are listed below: Standard Damage: Standard damage is the type of damage most attacks and hazards cause. This is applied first to a characters hit points, and then to their vitality. Non-Lethal Damage: Non-lethal damage is only ever applied to a character s hit points, never deducted from their vitality. If a character is on 0 hit points and they suffer non-lethal damage, they do not lose any vitality, they are knocked unconscious. Penetrating Damage: Penetrating damage is dealt directly to a creatures vitality regardless of how many hit points they still have. Creatures without a vitality score are immune to this type of damage. Attribute Strain: Some attacks and hazards, be they magical attacks, poisons or diseases, do not effect a character s hit points and vitality. Instead they effect their attribute scores. This is applied as attribute strain. For every 3 points of attribute strain a character suffers from (rounded up), they suffer a -1 penalty to all action checks using that attribute. If one of a character s attributes suffers more strain than the attribute score, the character either dies (if it is Constitution strain) or falls unconscious (if it is one of their other attributes). Attribute strain recovers at a rate of 1d3 points each day, at the same time First Aid First aid is used to try and save a dying character. If a character has less than 0 vitality, another character can attempt a (WIS-12) to stabilise them. The injured character regains no vitality, but they do not suffer the risk of automatically dying within the next 9 to 20 minutes. They may now heal at the normal rate. Knocked Unconscious If a character is knocked unconscious they remain unconscious for 5d minutes. When the character recovers and comes around they are able to move and act as normal, though they may still suffer the effect of fatigue if they are still on 0 hit points. Blindness Sometimes a character will find that their eyes have been targeted by an attack. It could be a venomous attack from a spitting cobra or the effects of a spell. Regardless of how blindness is inflicted, its effects are generally the same. A character can be partially or fully blinded: Partially Blinded: The character has suffered serious damage to their sight and is only able to distinguish general shapes and colours. Their sight is blurry at best. A character in this state suffers a -2 penalty to all dice rolls to hit when attacking, and suffers a -2 penalty to their AR. Fully Blinded: The character is completely blind and suffers a -4 penalty to all dice rolls to hit when attacking, and suffers a -4 penalty to their AR. Non-magical blindness heals naturally if the eyes are given proper treatment and the damage is temporary. If this is the case (the Game Master has final say on this) the characters sight recovers naturally over a period of 1d months if partially blind, or 2d months if fully blind. Permanent blindness can only be reversed through the use of magic. Magical blindness can only be healed through the intervention of magic, or the magical effect used to cause the blindness comes to a natural end. Disease Another hazard and danger, diseases generally inflict hit point damage and/or impose penalties to certain action checks. Though some rare flesh eating illnesses cause vitality damage instead. The exact effects of the disease vary depending upon the disease in question. The exact time to recover fully from the effects of the disease depends entirely upon the disease itself. Magical intervention is always preferred to natural healing as spells and magic items can heal and restore the character to full health instantaneously. Treat Disease: To treat a disease means to tend a diseased character. Every time the diseased character makes a (CON-CL) to recover or resist the disease, the character attempting to treat them makes a (WIS- CL). The diseased character uses the character s result in place of his or her CON action check to recover if the result of character s WIS action check is higher. 52

Chapter 5: Adventuring Healing A character can recover from injury by one of three methods. All three of these methods result in the injured character recovering a number of hit points and vitality. No matter which method is used. A character can never recover more than their total hit points/vitality. Natural Healing The rate that a character heals depends on what type of damage they are recovering from: Hit Points: All living creatures heal at a natural rate of 1 hit point per level per day. A 1st level character will recover 1 hit point per day, a 12th level character will recover 12 hit points per day. Vitality: Living creatures recover vitality at a rate of 1 point per day. Both types of damage can recover at the same time when healing naturally. To keep things simple lost hit points and vitality are always recovered at midnight. Long Term Care Providing long-term care means treating a wounded person for a day or more. This require a (WIS-10) and if successful the patient recovers hit points and vitality damage at twice the normal rate. Giving Long Term Care: A character giving long term care can tend up to six patients at a time. For this to work the character doing this needs a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Magical Healing The fastest and most effective means of recovering from damage is through the use of spells or magic items. Which type of damage and how much is healed depends on the spell or magic item used. Healing Wounds: If a spell heals wounds, all healing is applied to vitality before they are applied to hit points. If the magic used to heal the character s vitality heals more than the damage suffered, all additional healing caries over and is applied to their hit points. 53

Player s Handbook Combat Almost every story has some scope for combat. In a world filled with monsters being able to protect yourself is an essential survival trait. Fortunately, the characters have a reasonable chance of surviving a fight... that is to say better than the average person. When Combat Begins When the characters find themselves in a situation where they have to fight their way out, the Game Master first describes the scene, giving details of the surrounding area and where everyone is in relation to each other. This is important as these facts will determine what a character can do as the fight breaks out. Surprise Before anything can happen though, the Game Master may require that any of the participants check to see if they were caught unawares when the scene started. This involves one or more of the participants making a surprise check. If this check fails, then the participant starts the combat unaware of their opponents and is surprised. Making a Surprise Check: A surprise check is made by rolling a (WIS-10). If any of the participants is aware of their opponents at the start of the scene, then they are not required to make an action check. These participants are ready to act and are not surprised. They effectively passed the action check automatically. It is quite possible for some of the participants to require an action check to determine if they are surprised, where as others do not. Exactly who (if anyone) needs to make a surprise roll depends upon how the combat scene starts and where the participants are and what they are doing. The Effects of Surprise: If a participant is surprised, then for the first round of combat they are unable to take an action, and the opponent attacking them gains a +3 bonus to all attacks made against their DR. Initiative Once the scene is set, all participants need to roll for initiative. Initiative (or initiative rank) is the order in which each participant acts within the combat scene. Rolling Initiative: To determine their initiative rank each participant rolls 3d and adds their DEX modifier. The Game Master notes down these results. These results form the initiative sequence which dictates the order that everyone acts, with the highest value going first. In the event of a tie, a second initiative roll is made between those who are tied to determine the order they act within their initiative rank. It is important to note that even though some players can roll the same initiative rank, there are no simultaneous actions. All the effects of an individual s action are fully resolved before the next individual acts. The Game Master usually rolls a single initiative regardless of the number of participants they are controlling. This is to help speed up the game and stop it degenerating into loads of dice rolls before combat starts. Unlike player characters, the Game Master does not need to re-roll initiative between the individuals under their control if they tie with each other. The Game Master is just advised to use commonsense and put them in which ever order that makes sense. Once initiative is determined and noted by the Game Master, the combat scene is ready to begin. The Combat Round A combat scene is broken down into a series of rounds. Each round represents about 6 seconds in the game world. Each round a character can complete 2 or more actions. These include: 1 major action 1 minor action 1 or 2 free actions When a character s turn comes up in the initiative sequence that character performs his entire round s worth of actions. If the character has multiple attacks, then they make all these attacks at this time. If an effect, such as a spell, spans multiple rounds, the effects ends just before the same initiative rank it began on. The First Combat Round: In the first round of any combat all participants are flatfooted and lose any adjustments they get to their DR. All attacks made against an opponent in the first round of combat is made against a TN of 10 instead of their DR (see single attack below). Standard actions a character is likely to perform in within a round of combat include the following. 54

Chapter 5: Adventuring Single Attack (Major Action) Attacking an opponent in combat is a major action and involves the character trying to hit an opponent with a weapon or an unarmed strike. A major action allows a character to make a single attack against an opponent. Using a melee weapon: Attacking an opponent with a melee weapon requires a (STR-DR). Using a Ranged weapon: Attack an opponent with a ranged weapon requires a (DEX-DR). Unarmed Strike: An unarmed strike requires the attacker to make a (STR-DR) if their opponent is trying to defend themselves. A medium-sized character deals 1d3 points of non-lethal damage with an unarmed strike, which may be a punch, kick, head butt, or other type of attack. A Small character deals 1d2 points of non-lethal damage. Seekers do more damage than this because they have learnt how to increase the damage of their strikes through channelling their ki. Flatfooted Opponents: All attacks made against an opponent whilst they are flatfooted are made against a TN of 10 instead of their DR. Combatants are flatfooted on the first round of combat, and each subsequent round they are not trying to defend themselves. Using an Off-Hand: If a character uses a weapon in their off-hand they suffer a -2 penalty to their attack rolls to hit with that weapon. Shield Bash (Minor Action) An opponent can be bashed with a shield, using it as an off-hand weapon. This is a minor action, and the attacking character suffers a -2 penalty to the action check to make the attack. If used this way, the shield is a martial bludgeoning weapon, and the character looses the DR modifier the shield gives until their initiative rank in the next round. The amount of damage a shield does depends on the size of the character: Coup de Grace (Major Action) A character can use a melee weapon to deliver a coup de grace to a helpless foe. A character can also use a bow or crossbow, provided the character is adjacent to the target. The attacker automatically hits and scores double damage. If the target survives the damage, the target must make a (CON-10) or die. A character can t deliver a coup de grace against an opponent that is immune to sneak attacks, such as a construct. Multiple Attacks (Major + Minor Action) If a character is able to make multiple attacks, they may combine both their major and minor actions to make multiple attacks against their opponent. All attacks are made at the same time, and are made against the DR of the opponent or a TN of 10 if they are flatfooted (see standard attack above). Multiple Weapons: If a character decides to use two weapons, one in each hand, suffer a -2 penalty with their standard weapon and a -4 penalty with the weapon in their off-hand. Tactical Movement (Minor Action) As a minor action a character can choose to move a set number of feet equal to their speed. (For example, a character with a speed of 30, may move up to 30 feet in a single round). A character may move, then use their major action, or use their major action then move. They may not split their move in half and perform a major action in the middle of two half move actions. Full Movement (Major + Minor Action) A character may use their major action to move again if they are using their minor action to make a tactical move. This results in the character moving twice as far as they would normally in a round, sacrificing a major action to do so. Table 5-1 - Shield Damage Character Size Small Shield Large Shield Small 1d2 1d3 Medium 1d2+2 1d3+2 Large 1d2+4 1d3+4 55

Player s Handbook 56

Chapter 5: Adventuring 5-foot Step (Free Action) If a character does not move - they use their minor action to do something other than move, they may take a single 5-foot step. This is often used by characters who wish to press forward with an attack (perhaps trying to force their opponent backwards), or by character wishing to make a fighting retreat (retreating backwards without showing their back to their opponent). A 5-foot step can be made either before or after the character acts, but must be made during their initiative rank. Using a Device or Class Ability (Major Action) Instead of attacking, a character may choose to use a device or item of equipment - or attempt to use a class ability such as casting a spell, turning an undead creature, or picking a lock. Common sense must be used when determining what a character can accomplish in a single round of combat. Examples of each condition are given below: Ideal: Road travel, clear wide trails, clear weather, light rain. Poor: Desert, hills, wooded areas, moderate undergrowth, steep slope, mud, strong winds, heavy rain, light snow, darkness, or fog. Very Poor: Thick undergrowth, swamps, mountains, heavy snow, ice, or blinded. These distances assume that a character is travelling outdoors in the wilderness. If the character is exploring a location such as the back-streets of a city or a dungeon the distance travelled is in feet as opposed to yards. Example: A character with a speed of 30 travelling in ideal conditions can move 300 yards in a single minute when travelling across the wilderness. However, when travelling in ideal conditions through a city or dungeon complex they move 300 feet each minute. Communicate (Free Action) A character may shout a warning, or give a brief set of orders (no more than 2 or 3 words) as a free action. This may only be attempted once in a round of combat. Getting About It is inevitable that at some point the characters will need to travel. Getting from A to B is based upon the movement rate of the character. All the character races in Chapter 3 have a base speed rating (Spd) of 30. This represents the standard speed for an unencumbered character. So long as the character is not carrying anything, or is only carrying a light load, their speed rating stays at 30. If they become encumbered this drops to either 20 or 10 depending on their current load. This can even drop down to 0 if a character is carrying too much and is overloaded. How many yards a character can move each minute is determined by their speed rating and the conditions they are facing as they are travel (see Table 5-2). If the character is facing multiple conditions always use the worst condition to calculate the distance travelled. Table 5-2 - Distance Travelled Each Minute Travel Condition Spd 30 Spd 20 Spd 10 Ideal 300 yds. 200 yds. 100 yds. Poor 250 yds. 150 yds. 50 yds. Very Poor 200 yds. 100 yds. 25 yds. Pace How far a character moves each minute assumes that a character is moving at a standard pace. Characters may move at a faster rate than this by hustling, running, or sprinting: Walk: A walk represents unhurried but purposeful movement at 300 yards per minute for an unencumbered human. Hustle: A hustle is a movement at about double the normal pace. An unencumbered character can hustle 600 yards per minute. A character can hustle for a number of minutes equal to double their CON. After this they are required to make a (CON-10) for every additional minute they wish to hustle. Failure means they are winded and can move no faster than a normal walk for 10 minutes. Run: Moving three times your character s move rate is a running pace. An unencumbered character can move 900 yards in single minute. Characters carrying a heavy load cannot run. A character can run for a number of minutes equal to their CON. After this they are required to make a (CON-15) for every additional minute they wish to run. Failure means they are winded and can move no faster than a normal walk for 15 minutes. 57

Player s Handbook Dwarves & Kithkiri GAME SYSTEM Dwarf and Kithkiri characters have a shorter build than Elves and Humans. This means that they are unable to reach the top speeds that humans and elves can reach. This is reflected in the game by their inability to move at a sprint pace. Dwarves however do have an added benefit. The amount of time that a dwarf character can hustle or jog Sprint: Moving four times your character s move rate is a sprint pace. An unencumbered character can move 1,200 yards in single minute. Characters carrying a medium or heavy load cannot sprint. A character can sprint for a number of minutes equal to half their CON (rounded up). After this they are required to make a (CON-20) for every additional minute they wish to sprint. Failure means they are winded and can move no faster than a normal walk for 20 minutes. Table 5-3 - Pace Pace Duration * Save TN Winded for... Hustle CON x 2 10...10 minutes Run CON x 1 15...15 minutes Sprint CON x ½ 20...20 minutes * Duration is the number of minutes the pace can be maintained before a saving throw is required Movement in Combat In combat a character may move a number of feet each round based on their speed rating (see Table 5-4). Table 5-4 - Distance Each Combat Round Travel Condition Spd 30 Spd 20 Spd 10 Ideal 30 ft. 20 ft. 10 ft. Poor 25 ft. 15 ft. 5 ft. Very Poor 20 ft. 10 ft. 5 ft. 58

Chapter 5: Adventuring A Day s Travel In a day of normal walking, a character walks for about 8 to 10 hours. The character spends the rest of daylight time making and breaking camp, resting, and eating. Table 5-5 shows how far a character can travel in a single day. A character must rest 1 day for every 5 days of travel. Table 5-5 - Walking (one Day) Travel Condition Spd 30 Spd 20 Spd 10 Ideal 24 miles 16 miles 8 miles Poor 20 miles 14 miles 7 miles Very Poor 10 miles 7 miles 2 miles Forced March Table 5-5 assumes that the character is taking sufficient time to rest and take breaks to eat food. However, a character may engage in a forced march, pushing themselves without taking breaks. Table 5-6 shows how far a character making a forced march can travel in a single day. A character who travels at forced march must rest for 24 hours after a day s forced march. Table 5-6 - Forced March (One Day) Travel Condition Spd 30 Spd 20 Spd 10 Ideal 36 miles 25 miles 12 miles Poor 30 miles 20 miles 10 miles Very Poor 15 miles 15 miles 5 miles Pace Mounts can hustle, run and sprint for longer periods than characters. The duration is extended by 2 minutes instead of 1 minute for each successful saving throw. Table 5-7 Pace of Mounts Pace Duration * Save TN Winded for... Hustle CON x 10 10...10 minutes Run CON x 2 15...15 minutes Sprint CON x 1 20...20 minutes * Duration is the number of minutes the pace can be maintained before a saving throw is required Mounts & Forced March Mounts follow similar rules as characters when being pushed into a forced march. Mounts will travel twice as far as characters when in ideal travel conditions, but only travel the standard distance for a forced march if in poor or very poor conditions. Load Mounts can carry double the amount for each load based on their STR. Likewise a mount can drag or pull double the standard amount. Water Transport Instead of choosing to ride a mount, a character may choose to use a form of water transport. The different types of transport available are listed in Table 5-8 Mounted Movement When travelling great distances or needing to move very fast, characters may choose to use a mount. Mounts follow the same basic rules as characters regarding their base speed and the loads they are carrying. Speed Mounts such as horses and telekren are built for speed and have a standard speed rating of 60, travelling double the speed of characters. This however only extends to ideal travel conditions. If a mount is travelling in poor or very poor travel conditions they must slow down to the same speed as characters or else run the risk or slipping or tripping. Table 5-8 Speed of Water Transport Transport Barge Galley Keelboat Longship Raft Rowboat Sailing Ship Warship Max Speed 1½ miles per hour 4 miles per hour 1 mile per hour 3 miles per hour 1 mile per hour 1½ miles per hour 2 miles per hour 2½ miles per hour Rafts, barges, and keelboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 mph) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, so add an additional 42 miles to the daily distance travelled. 59

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Appendix: Legal 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, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Wyverns & Warlocks Game Master s Primer. Copyright 2014. Andrew J Sneath. All rights reserved. Wyverns & Warlocks and Laughing Bard Games (and all associated logos) are trademarks owned by Andrew J Sneath. Pathfinder Roleplaying Game Reference Document. 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC. Pathfinder Roleplaying Game Core Rulebook. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 2. 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 3. 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. Monte Cook s Arcana Unearthed. 2003, Monte J. Cook. Monte Cook s Arcana Evolved. 2005, Monte J. Cook. Product Identity: All material within the book not included within the Tome of Horrors, Tome of Horrors II, Tome of Horrors III, or the System Reference Documents is Product Identity, and protected by this license. Product Identity also includes all artwork, logos, and the Wyverns & Warlocks(TM) brand name. END OF LICENSE 141