Dm Sketchpad - September/october 2009

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DM Sketchpad – September/October  2009    Authors: Jason Beardsley, Mark Gedak, Zachary Houghton,   Shane O’Connor, Chris Sakkas, Stephen Styrsky  Editor: Let us be serious for a moment. There is never going to be an editor.  Design/Layout: Mark Gedak  Maps: Tim Green, Kristian Richards    Companies I’m Excited About This Month:    Redbox Hack 2        45  Foreword        2  Scribbler Notes       47  Reviews        4        50  Supers20  4C          6  7  The Noble Wild       52  BBEG          Fighting Mages        9  Tough Chicks with Firearms20    53  Gods of the Grand OGL Wiki    15  Wellsprings        57  20        17  Modern Kristian’s Maps       58  Mutant Future        21    Something Stinks Beneath Lanonshire  Otyughnomicon      22    Crypt of the Sand King  Pathfinder        25  Tim’s Map        63      41  Post‐Apocalypse20  Open Game License      64  Practical Adventuring       42  Extras          72  Puzzles         44        Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from  Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder  Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this  product.   

    Modern20, Post Apocalyptic20 and Supers20 are copyright RpgObjects and no challenge is meant to their  rights is intended. Tough Chicks with Firearms20 is not copyright RpgObjects but if they would like to  develop and copyright that name that would be awesome.    Some artwork copyright Octavirate Entertainment, used with permission.  Mutant FutureTM is copyright 2008, Daniel Proctor and Ryan Denison. Mutant FutureTM and Mutants &  MazesTM are trademarks of Daniel Proctor. These trademarks are used under the Mutant FutureTM  Trademark License 1.1 available at www.goblinoidgames.com. 

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The Continuity of  Community  It’s easy to forget, sometimes, what the most important part of a role-playing game is. We get caught up in things like new crunch, poetic flavor text, or debates over one edition versus another that we lose sight of the most fundamental aspect of RPGs: the people we play them with. Whether you’re LARPing, playing an MMORPG, or sitting around a table rolling dice, it’s the other players that make the game special, far more so than any computer program or rulebook. That’s the main reason why I think the OGL is really something incredible. It took the framework for the most well-known fantasy role-playing game and irrevocably made it possible for anyone to publish their tweaks, fixes, redesigns, or simple additions to the system – and in doing so made everyone able to add something to everyone else’s game. There’s no better example of this than The Grand OGL Wiki. There, dozens of publishers have allowed the Open Game Content of their works to be made freely available to anyone and everyone who wants to add them to their game. And even beyond that, the DM Sketchpad is continuously updated with the submissions of the people who enjoy the site and want to give something back, whether it’s the work of a famous game designer or the new Dungeon Master who has never been published before. The Grand OGL Wiki is grand not because of the sheer volume of Open Game Content that it hosts, but because of the community of gamers who’ve rallied around it, contributing materials and enjoying the fruits of each other’s labors.

Of course, every community has its pillar, and for ours that’s the founder of The Grand OGL Wiki, Mark Gedak. Mark not only started this repository of OGC materials (being the first to create such a thing, after many false starts by other people), but sought permission from publishers to reprint their material, graciously acquiescing to those who didn’t want their work put up on the internet for free, even though he could have legally done so. Pulling the lion’s share of the material by himself, it’s amazing to consider that Mark decided that he still wasn’t doing enough for gamers everywhere, and decided to start up a daily offering of new content to boot. He even takes requests for what people want to see in the DM Sketchpad (so be sure to email him if there’s something you want to see)! Having said that, I found it very apropos that Mark’s most recent addition to the site was to add a “Friends of GOW” page, which gives a shout-out to everyone who has helped pull existing OGC or donated new material of their own. The list of names is impressive, not just for the fact that there are some industry notables there, but also for just how many people want to help make sure other gamers have great content to draw on. I’m proud to have my name there, and hopefully there’ll be more names listed on that page in the future; the most vibrant communities are those that keep a steady stream of new talent coming in. As much as I’d like to end by paraphrasing the Beatles here, I can’t quite say that the OGC that you take is equal to the OGC that you make. However, that ideal still pretty well sums up what The Grand OGL Wiki is all about, and I can’t wait to see what we come up with next. - Shane O’Connor

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Reviews  The following is a review of Remarkable Races: The Boggle (Pathway to Adventure Edition) by Alluria Publishing. This 13 page PDF (10 pages of useable content) retails for $2.50 at Rpgnow right now and details the magically transformed boggle race (formerly goblins). All of the Remarkable Races line were developed for 4th edition Dungeons and Dragons and now appear to be being converted over to the Pathfinder Roleplaying Game. The product provides you with background on the origin of the boggles, their description, their ecology, interaction with other races and religion as one would expect from any race supplement. Unlike other books, it also details how the boggles get along with other members of Alluria’s remarkable races line. At their heart the boggles are civilized tinker goblins with short exciting lives that end in madness. The class abilities do not look overpowering and they look like an easy race to slide into a campaign. There are seven feats which are available to boggles. For the most part these seem okay. I’m concerned with the implications of the Arcane Craft feat which allows a boggle attempt to craft magic items without the prerequisite item creation feats. If I’m reading this write this feat allows you to bypass eight craft feats for a minor complication. There is a PRC in here called “The Demolisher” that seems atypical to the ecology that was established earlier in the book. It explains the reason why this evil, midnight bomber, what bombs at midnight is included but I would have preferred a boggle artificer or boggle technomage instead.

The product closes with a couple pages of mundane equipment like boggle wrenches, turbopters, and mechanical arms. There are also base monster stats for a boggle wizard and a mechnomancer (a boggle/construct hybrid). I expect boggles to appear soon in my campaigns and I’d like to include some boggle NPCs or boggle gear here on the DM Sketchpad but there does not appear to be an OGC declaration so I don’t know if I can call them boggles or what for certain Alluria considers open content.  

    Reviewer’s Note:  Since writing the review  Alluria Publishing has updated their product  identity statement and they open game content  declaration. It is now possible for me add a  Boggle npc later in the document.   

I've had some time in the last month or so to dig my way through Charles Rice's newest product line. There are two releases out in the "World of Arkara" line: the first being "Gazetteer of the Known World" and the second being the "Gazetteer of the Canterbury Isles" which delves deeper into a specific region of the world. These two products are part of a new setting designed

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for the OSRIC ruleset and are available at Rpgnow and RpgObject's store.

The Gazetter of the Known World is the main setting book for the World of Arkara series and provides an overview of the setting including the Gods of Arkara, overview of the continents and islands, character options and flavor, character titles, crime and punishment. One of the things that I typically like about Charles Rice's work is that usually it is very straightforward and well-balanced or crunchy. So it seemed strange to me initially that he was interested in writing a fantasy campaign setting, which I always think need to be a fluffier sort of product. I think I came to this reivew with a bit of bias; I was not really sold on the World of Arkara Gazetteer, but I also was not sold on the Greyhawk Gazetteer when it came out. I think the problem for me is that a world gazetteer of this nature typically needs to touch upon so many things than nothing really gets the depth that it deserves. If you plan to use Arkarra for an OSRIC setting (which I would think would be the reason to by it) then it is absolutely essential to pick up because of the OSRIC rule-specific content added. Such items include the new

and alternate classes like crusader, bounty hunter and anti-paladin. While the description of the lands of Arkara are interesting, they are too short to provide much of a starting point for adventure. The Gods of Arkara are very mechanical, and I sort of wanted more detail on the gods goals or expections of their followers sort of like what One Bad Egg did in their Gods of the Shroud release. There are also a couple editing issues in this product that aren't present in the second product. Hmmm, it seems I mostly beat up on the first book, thankfully it gets better from here on in.

The Gazetter of the Canterbury Isles is the second product in this series and I think it is the one that I prefer the most. I think the writing is stronger in this product because it is more focused on one region of the world. The Canterbury Isles has about fourteen or fifteen locations for adventures to explore. The area of the Canterbury Isles is a powderkeg of racial conflict. Each of the regions has background informations as well as one or two adventure hooks for bringing the characters into this region and how they can help the region's inhabitants. There is also a fully developed city included so that DMs have a location for urban adventures.

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The descriptive section also includes a number of adventure hooks to get your campaign off the ground. In the second half of the book, the major NPCs are detailed with several paragraphs of description, motivation and tactics. Additionally their OSRIC stats are provided but if you aren't using OSRIC and are instead maybe using the Pathfinder Roleplaying Game it wouldn't be a ton of work to translate a Half-Orc Fighter 5/Assassin 5 into say a Half-Orc Fighter 5/Assassin 5, though it may be a bit more work if you want to go to another retro-clone system like Labyrinth Lord. The book closes with two alternate character classes—the guardsman and the cloistered cleric. This book is packed with ideas and is easily adaptable to other DnDish systems. If you are looking for a new setting for the Osric ruleset, these two supplements are a cheap way to get into a new world. If you are looking for a new setting and don't plan to use OSRIC as your rule set, I think you could skip the Gazetteer of the Known World and pick up the Gazetteer of the Canterbury Isles instead. It has lots of ideas and is easily adaptable to any DnDish type ruleset. Reviewer’s Note: Since I reviewed this Charles  Rice has released a short adventure for this  setting called Death From Below and put  together a bundle collecting all three products.   

                                                         

 

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4C Heroes 

she is often unavailable (as she is fighting  crime). 

Stardust Aurelia Perez Adventurer, Substitute Teacher Mele e Intell ect Lifest yle

1 Coordin 3 2 Fortit Brawn  0 ation 0 0  ude  1 Awaren 3 Willpo 2 Dama 0 ess 0 wer  0  ge  1 2 Repute     0 0  

2 0 8 Fort 6 0 une 0    

 

Body Armour (10) Stardust has toughened skin that makes her resistant to some attacks. She is by no means bulletproof though and is careful dodge bullets and other projectiles. Flight (20) Stardust can fly through the air at five sectors per round. She wears black aviator goggles while flying to avoid getting bugs in her eyes.

 

Stardust Background  Aurelia Perez grew up in Rosario, Argentina as  the daughter of a wealthy industrialist. She  wanted for nothing growing up—personal  tutors, gymnastics lessons, dance lessons. When  she turned 16, her powers first manifested. She  was able to move things with her mind, fly short  distances and didn’t seem to get hurt as easily.  She decided that she should try to help others  because she had been blessed so much growing  up and adopted the identity of Stardust to fight  crime and try to make Rosario a better place for  all people to live. Knowing that she would need  a cover for her superhero activities, Aurelia  completed teacher’s college and took casual  work as a substitute teacher. She is well liked in  her work, but is considered a bit flighty because 

Telekinesis (40) Stardust can move up to 10 tons with just the power of her mind. She is able to use this ability in place Coodination to hurl things at opponents. She is trying to focus the telekinesis to enhanced her strength so she can engage more opponents in melee but she is still working on it. Acrobatics Aurelia studied gymnastics and dance growing up and has been able to add this agility to her combat style. She has a score of 40 when it comes to dodging. Diplomacy Aurelia works as an elementary substitute teacher and her time in the classroom has given her a greater ability to work with other co-operatively. Her ability to negotiate with others has a base score of 30.  

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BBEG 

Special Attacks rage (22 rounds; intimidating glare, roused anger, scent, unexpected strike)

Dzon came to the southern wastes by accident. He was originally captured by a southern trader who intended to sell him in the desert slave markets. His captivity was short-lived because on the second week of the journey across the desert, Dzon killed the trader and rallied the other slaves including two gnolls to his will. For fifteen years Dzon and the savage horde disrupted trade throughout the southern desert, destroyed cities and shires of the desertfolk and looted ancient burial chambers and crypts. Dzon’s fortunes shifted when he encountered a strange urn.

Str 18, Dex 10, Con 14, Int 6, Wis 16, Cha 12 Base Atk +9; CMB +13; CMD23 Feats Beastial DefenseMahrog, Club and SpearMahrog, Improved Unarmed Strike (B), Improved Weapon Mastery (B), Power Attack, Weapon Focus (greatclub) SkillsClimb +13(9), Intimidate +10(9), Survival +8(5) Languages Ancient, Common SQ Mahrog traits Gear +1 leather armor, cloak of resistance +1, horn of fog, 2 potions of cure critical wounds, backpack and other gear (500 gp)

 

The Evolution Continues 

Dzon Olkman, Savageman of the Wastes CR 8, 6,400 XP Male mahrog barbarian 9 NE Medium humanoid (human) Init +0; Senses Perception +3  

AC 15, touch 10, flat-footed 15 (+2 natural, +3 armor) hp 91 (9d12+27) Fort +10, Ref +5, Will +7 Defensive Abilities improved uncanny dodge, trap sense +3; DR 1/-

What Dzon first believed was a simple urn was in reality a magical prison. As Dzon cracked the seal on the urn a column of roiling earth spilled out of the arcane prison and took the from a powerful man, standing nine feet tall with reddish brown skin and draped in swirling silks. At first Dzon didn’t know what to think of this strange apparition but sensed about him and otherworldly power. The being spoke directly to Dzon’s mind and identified himself as the Bringer of Curses. Unimpressed Dzon sought to strike the strange man down but was suddenly held by two quakefathers who appeared to save the Dao. Feeling some affection from Dzon, despite his stupidity, the Bringer of Curses forged a covenant with the savage. Within the covenant with the Bringer of Curses, Dzon made the following oath.

 

Spd 40 ft. Melee +1 greatclub +15/+10 (2d8+6) Ranged mwk spear +14 (2d6+4) or javelin of lightning (5d6 electricity, Ref DC 14 half)

I, Dzon Olkman, in accordance with ancient laws, swear service to the Bringer of Curses and Lord of the Earth. I place myself and my power at his disposal, my life laid down to

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+17/+12/+7 (2d8+6) Ranged mwk spear +16 (2d6+4) or javelin of lightning (5d6 electricity, Ref DC 14 half) Special Attacks rage (22 rounds; intimidating glare, roused anger, scent, unexpected strike)

answer his need. From him I take the strength to do the tasks he gives me and the will to do what must be done. At this point Dzon became an aspirant on the path to immortality under the Bringer of Curses’s guidance. Even though he pledge his life and purpose to the Dao, the Dao simply wanted him to continue to spread chaos, fear and death throughout the region. Feeling a still closer natural connection Dzon began to adopt the path of the druid.

 

Str 18, Dex 10, Con 14, Int 6, Wis 17, Cha 12 Base Atk +11; CMB +15; CMD25 Feats Beastial DefenseMahrog, Club and SpearMahrog, Improved Unarmed Strike (B), Improved Weapon Mastery (B), Power Attack, Weapon Focus (greatclub) SkillsChannel +12(6), Climb +13(9), Intimidate +10(9), Survival +8(5) Languages Ancient, Common, Draconic SQ Mahrog traits, nature bond (earth domain), water retention, water sense, wild empathy +4 Gear +1 light fortification leather armor, cloak of resistance +2, horn of fog, 2 potions of cure critical wounds, backpack and other gear (500 gp)

PFRPG Note: As an aspirant both Channel and Infuse (immortal skills) are considered class skills for Dzon. Advancement along the path to immortality is tracked by victories. Dzon Olkman, Savageman of the Wastes CR 8 6,400 XP Male mahrog barbarian 9/desert druid 3 (1 victory) NE Medium humanoid (human) Init +0; Senses Perception +3

   

AC 15, touch 10, flat-footed 15 (+2 natural, +3 armor) hp 110 (9d12+27 plus 3d8+6) Fort +14, Ref +6, Will +11 (+1 bonus to resist heat) Defensive Abilities improved uncanny dodge, trap sense +3; DR 1/Spell-like Abilties acid dart +11 rta (1d6+2 acid, 5/day) Druid’s Spells Prepared (CL 3rd) 2nd- bear’s endurance, soften earth and stoneD, summon swarm 1st – endure elements, magic stoneD, produce flame, speak with animals 0th - blowing dustBoDM, know direction, light, resistance

Immortal Powers Dzon has one victory in the domain of elemental earth. As such he has an Aura of 1. This makes him a very weak fledgling immortal. To further complicate things he has not learned to channel the aura into specific gifts but instead infuses his own power into the earth around him. At present he can reaffirm the faith of stone Infuse  Uses check  (DC) 1/day 10 

heal a creature with the earth  subtype 2d8 hit points and  increase its Strength by +4 for  10 rounds 

21 

heal a creature with the earth  subtype 3d8 hit points and  increase its Strength by +6 for  10 rounds 

 

Spd 40 ft. Melee +1 mighty cleaving greatclub

Effect 

 

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31 

heal a creature with the earth  subtype 4d8 hit points, increase  its Strength by +8 and its size  category for 10 rounds  

Water Retention Dzon has adapted to the harsh nature of the desert. He adds his druid level to his Constitution score to determine how long he can go without water and may make a Fortitude save instead of a Constitution check to ward off the effects of thirst. Water Sense Dzon is able to automatically sense water within 100 ft of his location. Additionally as a full round action he may make a Perception check (DC 20) to instinctively know in which direction the nearest water lies.

Fighting Mages  The Great Maw  Rapacious even for an otyugh, the Great  Maw’s appetite spawns from the very  power embodied in the sin of gluttony.  Years ago it even dared feast on another of  its kind. The act imbued it with powers  based on the consumption of other otyugh.  Unfortunately, the Great Maw can only be  sated by eating otyugh flesh, but can eat  anything. It is always hungry and always  eating. All living creatures are threatened  when it is present.  Legends say years ago when the Great Maw  was younger and smaller it cut a deal with a  city’s mayor to keep the sewers free of  other otyugh and nastier things. Once it  grew too large for the confines of the sewer  it moved into the swampy countryside  where it now preys on lone villagers,  passing caravans and the herds of the area’s  cattle farmers. It is rumored it also  maintains a pen of young otyugh that are  eaten to quell its incessant hunger.  The Great Maw prepares for combat by  casting false life, chill touch, mage armor,  protection from energy (fire), and extended  haste on itself. (These are reflected in its  stats.) It then uses enervation or ray of  enfeeblement to weaken opponents so  they are easy to swallow, and sprints into  combat. When chill touch is used up, it  either casts vampiric touch for the extra hit  points or quickened burning hands. It  attempts to bite and consume as many  opponents at one time as possible. 

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Spells Known (CL 15th)  1st (7/day)— burning hands, chill touch (B)  (DC 13), expeditious retreat, mage armor,  ray of enfeeblement (DC 13), true strike  2nd (7/day) – blindness (DC 14), bull’s  strength, false life (B), ghoul touch (DC 14),  resist energy, summon swarm  3rd (6/day) – haste, protection from energy,  ray of exhaustion (DC 15), stinking cloud  (DC 15), vampiric touch  4th (6/day) – black tentacles, charm  monster (DC 16), contagion (DC 16),  enervation (B), extended haste, solid fog  5th (6/day) – blight, cone of cold (DC 17),  hold monster (DC 17), magic jar (B) (DC 17),  passwall, quickened burning hands 

The last adventurer it consumed carried a  +2 ring of protection and a +4 amulet of  mighty fists. Both are lodged in its gullet,  but still provide the Great Maw with  bonuses.  Its bite attack is very dangerous. Not only  does it have a x3 critical multiplier, but it  gets a +4 to confirm critical hits, deals an  extra 2d6 bleed damage and is almost  assured of swallowing the opponent. It’s  hunger is so great it fights to the death.  THE GREAT MAW CR 17 (102,400 XP)  NE Huge advanced ravenous otyugh  sorcerer 15 (aberration)  Init +6; Senses low‐light vision, darvkision  60 ft., scent; Perception +14  DEFENSE 

STATISTICS     

AC 32, touch 12, flat‐footed 30; (‐2 size, +4  armor, +2 deflection, +1 Dex, +1 dodge, +16  natural)  hp 287 (10d8+70+15d6+105+15); fast  healing 10  Fort +16, Ref +12, Will +14 (+4 vs. poison)  Immune fire (protection from energy)  DR 5/—  OFFENSE 

   

Spd 50 ft., sprint  Melee 2 tentacles +25 (1d8+11 plus 1d6  plus 1 Str) plus grab and constrict and bite  (magic) +24 (3d8+11/19‐20x3 plus 2d6  bleed) plus disease and swallow (or bite +17  [2d8+7/19‐20 plus 2d6 bleed] plus disease  and swallow)  Space 15 ft.; Reach 15 ft. (25 ft. with  tentacle)  Special Attacks bite, constrict 1d8+11,  disease (filth fever, DC 13), hungry, swallow  (2d8+7 plus 1d8 acid) 

   

Str 25, Dex 12, Con 22, Int 8, Wis 7, Cha 15  Base Atk +14; CMB +23; CMD 37  Feats Alertness, Bleeding Critical (bite),  Blind‐fight, Critical Focus, Extend Spell,  Great Fortitude, Greater Grapple, Improved  Critical (bite), Improved Initiative, Improved  Natural Attack (bite), Lightning Reflexes,  Quicken Spell, Skill Focus (Diplomacy),  Toughness, Weapon Focus (tentacle)  Skills Acrobatics +5, Climb +11, Bluff +8,  Diplomacy +6, Intimidate +23, Jump +11,  Knowledge (arcana) +3, Perception +14,  Stealth ‐2, Survival +6, Use Magic Device +8  Languages Common  SQ sorcerer bloodline (gluttony), bloated  resilience, corpulent fortitude, sprint  Other Gear +4 amulet of might fists, +2 ring  of protection  SPECIAL ABILITIES  Ageless (Ex) The Great Maw does not age.  Bite (Ex) For 5 rounds per day the Great  Maw can make a bite attack at its full base  attack bonus. This bite is considered magic 

   

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for the purposes of overcoming damage  reduction and its critical multiplier is x3.  These rounds do not need to be  consecutive.  Cannibalistic Healing (Ex) So long as the  Great Maw has fed upon the flesh of other  otyugh within the last 24 hours, it has fast  healing 10. Feeding on an otyugh that was  killed within the last hour heals all ability  damage and ability drain the Great Maw  has taken.  Favored Prey (Ex) The Great Maw gains a  +2 bonus on damage rolls against  aberrations and +2 bonus on Bluff,  Perception, Sense Motive and Survival  checks when using these skills against  aberrations. Against otyugh, each of the  bonuses increases to +4.  Hungry (Ex) Other otyugh take a ‐2 penalty  on saving throws against the Great Maw’s  spells and special attacks.  Ravenous Body (Su) The Great Maw can eat  other food, but only the flesh of its own  kind satiates its hunger.  Sprint (Ex) Once per hour, the Great Maw  can move at ten times its normal speed  when it makes a charge.  Swallow (Ex) On a successful bite attack the  Great Maw can start a grapple as a free  action without provoking an attack of  opportunity. If the grapple is successful it  swallows the target. A swallowed creature  takes 2d8 + Strength modifier bludgeoning  damage plus 1d8 acid damage per round. A  swallowed creature can cut its way out by  using a light slashing or piercing weapon to  deal 20 points of damage to the Great  Maw’s lining (AC 15). Once the creature  exits, muscular action closes the hole;  another swallowed opponent must cut its  way out. The Great Maw can hold in its  stomach one Huge creature, two Large  creature, four Medium creatures or eight  Small creatures at one time. 

SERAFINA AND ZZYK   

  SERAFINA CR 5 (1,600 XP)  CE Medium female human aristocrat 1 /  sorcerer 1/ barbarian 4 (humanoid)  Init +8; Senses Perception +7  ‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐  AC 20, touch 15, flat‐footed 15; uncanny  dodge  (+4 armor, +4 Dex, +2 deflection, +1 dodge,  +1 natural, ‐2 rage)  hp 56 (1d6+3 plus 1d8+3 plus 4d12+12)  Fort +7, Ref +5, Will +6  ‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐  Spd 40 ft.  Melee +1 rapier +9 (1d6+4/19‐20)  Spells Known (CL 1st)  1st (4/day)—charm person (DC 13), true  strike  0 – arcane mark, bleed, daze, resistance  ‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐  Str 16 (12), Dex 18, Con 17 (13), Int 10, Wis  8, Cha 14  Base Atk +4; CMB +5; CMD 16  Feats Improved Initiative, Quick Draw, Skill  Focus (Intimidate), Weapon Finesse  Skills Bluff +11, Diplomacy+8, Intimidate  +14, Knowledge (nobility) +7, Perception +7,  Ride +11, Stealth +11  Languages Common  SQ bloodline arcana, fast movement,  guarded stance, hoard spell, intimidating  glare, rage (11 rounds/day), sorcerer 

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bloodline (greed), trap sense +1  Combat Gear potion of cure light wounds  Other Gear +1 rapier, +2 ring of protection,  +1 amulet of natural armor  ‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐  Bloodline Arcana (Su) Whenever Serafina  casts a spell with the range of “personal,”  she gains a +2 bonus to Strength,  Constitution or Dexterity for a number of  rounds equal to the spell’s level.  Hoard Spell (Sp) When Serafina casts a spell  she can immediately decide she wants to  hoard it and gain the use of the spell one  additional time that same day. Serafina  must decide this before the spell’s effects  are resolved. This ability can be used once  per day.  Skills Serafina’s status as a cosmopolitan  aristocrat allows her to replace the  barbarian’s Knowledge (nature) class skill  with Knowledge (nobility). 

  ZZYK CR 5 (1,600 XP)  Advanced arusties sorcerer (infernal) 4  LE Small Outsider (devil, evil, Extraplanar,  lawful)  Init +2; Senses darkvision 60 ft.; Perception  +4  ‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐  AC 20, touch 14, flat‐footed 17; (+4 armor,  +2 Dex, +1 dodge, +2 natural, +1 size)  hp 45 (2d10+1 plus 4d6+4)  Fort +3, Ref +7, Will +7 (+2 vs. poison)  Immune fire  ‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐  Spd 30 ft.  Melee 2 slams +6 (1d3) or +1 dagger +7  (1d3+1)  Special Attacks corrupting touch (7/day)  Spell‐Like Abilities (CL 1st)  At willgiggle (DC 14)  1/dayfriendly face (DC 15), hot foot  Sorcerer Spells Known (CL 4th) 

2nd (4/day) – daze monster (DC 18)  1st (7/day)— charm person (DC 17), mage  armor, magic missile, protection from good  0—acid splash, dancing lights, daze (DC 16),  ghost sound, prestidigitation, resistance  ‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐  Str 10, Dex 15, Con 12, Int 13, Wis 14, Cha  18  Base Atk +4; CMB +2; CMD 15  Feats Dodge, Stealthy, Weapon Finesse  Skills Acrobatics +7, Appraise +6, Bluff +9,  Disguise +9, Escape Artist +9, Perform  (Dance) +8, Stealth +13  Languages Common, Infernal, telepathy  100 ft.  SQ bloodline (infernal), bloodline arcana,  infernal resistances  Combat Gear +1 dagger, wand of false life  (10 charges)  ‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐  Draw Essence (Su) Once per day, an  arusities can draw the essence from one  evil, living creature. This deals 1d3 Charisma  damage.  Inert (Ex) An arusities can become inert and  appear as a simple doll. When inert, she  does not radiate an aura of evil and an  observer must succeed on a DC 20  Perception check to notice that the doll‐like  demon is actually alive.  Serafina was born to immense wealth, but  no matter how much her parents spoiled  her it was never enough. Her childish greed  attracted the attention of Zzyx, who  realized Serafina would be a perfect tool to  inflict evil and pain on the world. Under  Zzyk’s encouragement, Serafina murdered  her parents to inherit their estate. She now  uses charm, beauty and fear (as well as  Zzyk’s aid) to acquire more and more, be it  gold jewelry, slaves or lovers. 

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Most people assume Serafina is simply a  spoiled young woman with an eccentric  attachment to a creepy, childhood doll. The  two are almost never apart. Serafina even  demands her servants set a place for Zzyk at  the dinner table. 

Zapacinth‐Den 

However, when Serafina does not get what  she wants, she flies into a murderous rage  and attempts to kill those who thwart her  desires. Zzyk also demands an offering  every now and then for its help. This usually  means a blood sacrifice. Although Serafina  has a few hired thugs carry out the deed,  she’s not above watching the event or even  delivering the final coup de grace.  Serafina prepares for combat by casting  true strike on herself. She does this just  before combat to bump up her Dexterity by  2 points (as per her bloodline arcane). Once  Zzyk casts mage armor on her she goes into  a rage and attacks. Both rage and mage  armor are reflected in her stats.  For its part Zzyk tries to remain  inconspicuous and away from melee.  Zzyk hangs back and covers Serafina with daze  monster and magic missile. When in melee  Serafina uses intimidating glare to demoralize  any opponents not affected by Zzyk.         

  Zapacinth‐Den is a graduate of a secret  assassin school known as the Grey Knives.  The organization professes no loyalty to any  organization or creed, and works for  whomever can meet their price.  Zapacinth‐Den uses his ability to change his  appearance to infiltrate areas where his  mark might take refuge. If he can’t bluff his  way in, he uses charm person to get past  guards. He observes the victim for 3 rounds,  casts silent true strike and then makes a  death attack. 

   

When not imitating another person,  Zapacinth‐Den appears as a human male of  moderate handsomeness and a non‐

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threatening mien. The only remarkable  characteristic he projects is a general air of  politeness and cultivation.  If he believes he might engage in extended  melee combat, Zapacinth‐Den prepares by  casting bull’s strength and haste on himself.  (These spells are not included in his stats.  Important things to remember: he gains a  +3 to hit and a +2 on damage with melee  attacks, an extra attack, a +1 to AC, and  gains 30 ft. of movement.)  ZAPACINTH‐DEN CR 10  Male doppelganger rogue 1 diviner 5  assassin 2  NE Medium aberration  Init +9; Senses darkvision 60 ft., Perception  +12, forewarned  Language Common, Draconic    AC 22, touch 15, flat‐footed 18; uncanny  dodge  (+3 Dex, +4 natural, +3 armor, +1 deflection,  +1 dodge)  hp 66 (12 HD)  Fort +9 Ref +9 Will +11 (+1 vs. poison)    Spd 30 ft.  Melee +2 keen assassin’s dagger +12/+7  (1d4+5/18‐20 plus poison) or slam (1d6+3)  Ranged +1 dagger +11 (1d4+4/19‐20)  Special Attacks death attack (DC 18), sneak  attack +2d6, deathblade poison (DC 20, 1d3  Con)  Base Atk +6; CMB +8; CMD 21  Combat Gear potion of cure moderate  wounds, potion of invisibility, 5 doses of  deathblade  Wizard Spells Prepared (CL 5th, +9 ranged  touch)  0 – acid splash, detect magic, resistance,  touch of fatigue  1st — charm person (DC 16), detect secret 

doors, jump, mount, obscuring mist, true  strike  2nd – bull’s strength, see invisibility, silent  true strike, spider climb  3rd – arcane sight,  clairaudience/clairvoyance, haste  Abilities Str 16, Dex 16, Con 12, Int 21, Wis  12, Cha 14  SQ arcane bond (dagger), change shape,  detect thoughts (DC 14), diviner’s fortune,  forewarned  Feats Dodge, Great Fortitude, Improved  Initiative, Silent Spell (true strike), Spell  Focus (divination), Skill Focus (Stealth),  Weapon Focus (dagger)  Skills Acrobatics +11, Bluff +5, Climb +11,  Craft (poison making) +9, Disable Device  +15, Disguise +17, Escape Artist +14, Fly  +11, Knowledge (arcana) +13, Knowledge  (nobility) +12, Knowledge (religion) +12,  Linguistics +9, Perception +12, Stealth +17,  Survival +8, Swim +10, Use Magic Device  +14  Possessions combat gear, +2 assassin’s  dagger, +1 dagger, +3 bracers of defense,  +1 amulet of natural armor, +1 ring of  protection, +1 cloak of resistance, 4 doses  of king’s sleep                     

 

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Gods of the Grand  OGL Wiki  Kalaridendal The Mistress of Madness, The Progenitor of Nightmares Goddess of madness, monsters, and nightmares Alignment CE; Domains Chaos, Evil, Madness, Strength, Trickery Favored Weapon Falchion The Mistress of Madness makes the following demands of her followers: 

 

To expose oneself knowingly to mindfire once in their lifetime so that they can experience the gift of madness. To provide a blood sacrifice to Kalaridendal each day. To destroy one thing of beauty each week.

The Shaper of Energies makes the following demands of his followers:  



Fill your life with the joy of magic. Add to the understanding of magic by creating a new spell, new magic item or construct. Spend one hour in contemplation of etheric forms, cosmological alignments or theorectical models each week.

Ieonus Secret-Keeper, Vault-Breaker God of greed, secrets, poison, and murder Alignment NE; Domains Charm, Death, Evil, Knowledge, Trickery Favored Weapon Short sword The Secret-Keeper makes the following demands of his followers: 

 

Remember that anyone that is willing to pay you for a dangerous task will have more money hidden away. Know that when you take a life, you take nothing of value. Share only falsehoods with others, never true secrets.

Sharia The Weaver of Destiny, The Life-Giver, The Life-Taker Goddess of fate, death, prophecy, and birth Alignment N; Domains Death, Healing, Knowledge, Repose, Water Favored Weapon Dagger Relius The Shaper of Energies, The Master of Forms God of magic Alignment N; Domains Destruction, Knowledge, Magic, Protection, Rune Favored Weapon Quarterstaff

The Weaver of Destiny makes the following demands of her followers: 

Make choices in life freely for all paths will lead to your chosen destiny.

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Water is the giver of all life, cleanse your body and soul in water at least twice a week. All things die, when your time comes face your fate with courage and dignity.

Gloriana The Glory of Heaven, The Redemptive Light Goddess of the sun, redemption, honesty, and healing Alignment NG; Domains Fire, Glory, Good, Healing, Sun Favored Weapon Scimitar The Glory of Heaven makes the following demands of her followers:   

Wake with the sun for my light will guide you to redemption. Be honest in your word and deed for deception leads to darkness. Light a lantern or fire to burn through the night and protect those you love from the corruption of darkness.

Terisal The Youthful Muse, The Fair Maiden Goddess of beauty, art, love, and music Alignment: NG Domains: Air, Charm, Good, Luck, Protection Favored Weapon: Glaive The Youthful Muse makes the following demands of her followers: 





to support the local arts through  financial means or the creation of new  beauty.  to grant protection to those persecuted  by others because of their forbidden  love.  to pilgrimage to the Lover’s Valley at  the age of 17 to learn clues to  whereabouts of their soulmate. 

Kolock The Bulwark, The Careful Planner God of the forge, protection, strategy Alignment: LG Domains: Artifice, Earth, Good, Law, Protection Favored Weapon: Warhammer The Careful Planner makes the following demands of his followers: 





a forge is only as strong as its  community, serve your local militia in  times of need.  construct one suit of masterwork  armor, a masterwork shield, a  steamwork or iron golem sometime in  your lifetime.  in times of war, take time to consider  alternatives and select the most  effective strategy that leads to the  cleanest victory. 

Salurna The Lich Queen, The Corpulent Plague Goddess of gluttony, disease, and undeath Alignment: NE Domains: Death, Evil, Magic, Strength, War Favored Weapon: Scythe The Lich Queen makes the following demands of her followers:   

to never produce medicine or succour  to those that suffer.  to never share a meal with those that  suffer from hunger.  to desecrate the bodies of their  enemies so that their souls may not find  rest and instead come into the lich  queen’s service. 

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Modern20 

Logarin The Flagellant, The Bringer of Loss God of envy, pain, darkness, and loss Alignment: LE Domains: Darkness, Death, Destruction, Evil, Law Favored Weapon: Spiked chain

1st Level Characters

The Flagellant makes the following demands of his followers: 





to shun the light of Gloriana, hold  yourself or your motives to the  darkness.  to experience yourself or provide the  embrace of pain to others at least once  a day.  to spread rumors of excess amongst  those who struggle for the little they  have. 

                 

Abigal “Trixie” Wurthers (Star 1): HD 1d8+1; HP 9; Init +2; Spd 30 ft; Defense 14, flatfooted 12 (+2 Dex, +2 Cha, +0 Class); BAB +0; Atk +1 melee (1d4+1, knife), or +2 ranged (2d4+4, Walther PPK); SQ friends in high places; AL none; SV Fort +1, Ref +3, Will +1, Rec +0; Rep +5; Str 12, Dex 14, Con 13, Int 10, Wis 8, Cha 15. Background: Dilettante Occupation: Dancer (Acrobatics (Tumble), Athletics (Endurance), Firearms (Called Shot), Professional Reputation) Hobby: Firearms Skills: Academics (Literature) +4(4),

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Acrobatics +8(6), Art (Dance) +8(6), Athletics +7(6), Business +6(4), Firearms +6(4), Influence +6(4), Perception +2(3), Weapons +2(1) Feats: Acrobatic Defense, Banter, Cat’s Landing, Fascinate Access/Contacts/Followers: Carry Concealed Weapon, Favors 2, Follower (1st level Brainiac) Wealth: 19 Possessions: Costumes (Various – Cowgirl, Nurse, Schoolgirl), Cell Phone, Digital Camera, Knife, Pepper Spray, Walther PPK Character Disadvantages: None Background: “Trixie” grew up having everything she could have ever asked for except the attention of her parents. In her late teens she ran away from home and began dancing and hooking. Now in her early 20’s she has quite a following and travels the circuits as a feature dancer. She has become fond of Chet and thinks of him as a protective older brother. Arthur (her Brainic follower) is currently trying to build a website up for fans to create another revenue stream. Quote: “I’ll have my website up soon for members.”

Chet (Tank 1): HD 1d12+4; hp 16; Init +0; Spd 30 ft.; Def 10, flatfooted 10(); BAB +0; Atk +2 melee (1d6+2, unarmed), +0 ranged (1d4+1, taser); SQ Resilience ;AL none; SV Fort +4, Ref +1, Will +1, Rec +4; Rep +0; Str 14, Dex 10, Con 15, Int 8, Wis 12, Cha 11 Background Blue Collar (Perception, Unarmed, Vehicles) Occupation Bouncer (Professional Salary, Unarmed (Joint Lock) Hobby Art (Stand-up) SkillsArt (Stand-up) +4(4), Athletics +6(4), Perception +7(6), Streetwise +5(4), Unarmed +8(6), Vehicles +4(4), Weapons +8(6) Feats Combat Martial Arts, Diehard, Diesel I, Whatever doesn’t kill you Access/Contacts/Followers None Wealth 12 Possession wallet, binaca, handcuffs (ziptie), cell phone, walkie-talkie, Chet could have gone professional is his knee wouldn’t have quit on him. He had scouts from three different teams checking him out, or at least that is what he tells people. Now in his late 30’s, he works security for a couple of the scuzzier bars and for the peeler’s over on 19th street. Though he missed out on pro-football, he’s thinks of himself as a minor celebrity in town and uses that confidence to try to cuddle up to the sweet young things or the dancers that go or work at the clubs. He currently has a crush on Trixie.

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SV Fort NA, Ref +2, Will +3, Rec NA; Str 19, Dex 12, Con 0, Int 8, Wis 14, Cha 16 Background Athlete (Unarmed [fast punch], Influence [inspire ferocity], Professional Salary) Hobby Business Skills Athletics +11(7), Business +6(7), Computers +6(7), Perception +4(2), Unarmed +11(7), Vehicles +8(7) Feats Attack Focus I (unarmed), Cleave I, Dedicated, Defensive Driving, Investment Portfolio, Melee Smash, Natural Weapons (fangs), Talented (Athletics, Unarmed), Undead Physiology Access/Contacts/Followers 2 points Wealth 16   Quote “Hey, baby, want to stop for a bite?”

The Newlydeads  Jackie Frost and Pauline Hudson were set to be married on October 11th, 2009. They have eloped to Las Vegas to escape the bickering of their parents and planned to be wed in a quiet little chapel at the edge of town. Jackie was a former track star who went into the business administration and Pauline was his high school sweetheart turned spokes model. They were ambushed by a vampire gang and killed. The next night they arose as vampires still dressed for their wedding. They operate out of Vegas, killing young couples and living the high life. Pauline is convinced that being undead will not hurt her career as a spokes model and wants to resume her career. Jackie is live of the blood and money of others but will follow Pauline anywhere. Jackie, Vampire (Powerhouse 4th): HD 4d10+12; HP 36; Init +1; Spd 30 ft.; Defense 14, flat-footed 13 (+1 Dex, +3 class); BAB +4; Atk +9 melee (1d6+4, fangs); SQ blood drain, DR 8/wood or silver, immune to poison and disease, melee master, sunlight vulnerability; AL Pauline;

Pauline, Vampire (Star 4th): HD 4d8+16; HP 37; Init +2; Spd 30 ft.; Defense 19, flatfooted 13 (+2 Dex, +3 class, +4 Banter); BAB +3; Atk +4 melee (1d4+1, fangs), +6 ranged (2d6+6, glock 20); SQ blood drain, DR 8/wood or silver, friends in high places, immune to poison and disease, sunlight vulnerability; AL Jackie; SV Fort NA, Ref +4, Will +7, Rec NA; Str 12, Dex 14, Con 0, Int 10, Wis 16, Cha 19 Background Celebrity (Art [chameleon], Professional Salary, Psionics [precognition]) Hobby Unarmed Skills Acrobatics +9(7), Art [acting] +11(7), Art [modelling] +11(7), Firearms +6(4), Influence +11(7), Leadership +11(7), Psionics +10(7), Unarmed +5(4) Feats Attractive, Banter, Dedicated, Fascinate, Natural Weapons (fangs), Precise Shot, Speed Dial, Undead Physiology, Voice of Command I Access/Contacts/Followers 4 points Wealth14 Quote “Jackie baby, tear him apart will ya. I don’t like how he’s looking at me.”

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Becoming a Vampire in Modern20 

New Occupation: Bouncer 

There are currently no horror rules for Modern20. In their stead, I’m using a hybrid of the Modern SRD with some of the rules from Fantasci: Creature Creator. This is what I’m using for a “vampire template”

You make your living providing security for dance clubs or strip joints. Professional Skills Influence, Streetwise, Unarmed Improved Feats Body Block: You may designate two opponent each round to effect with this feat.; Diesel: +1 additional hp per level; Improved Grab: You gain a +2 bonus to grapple opponents; Strength Training: +2 Strength

Ability Scores Str +4, Dex +2, Con 0, Wis +2, Cha +4; Vampires are stronger, faster, more observant and charming than regular humans. Vampires use Cha to determine bonus hit points instead of Constitution. Feats Vampires gain the following bonus feats: Natural Weapons (fangs, Piercing), Undead Physiology (DR is negated by wood and silver). SQ blood drain (any damage done by fangs heals vampire), sunlight vulnerability (1d6 damage/round). All other typical vampire abilities must be taken as feats as the character continues to gain experience. True Death When reduced to 0 hit points a vampire explodes into fiery ash. A bodies is never left behind. What about professions, hobbies and  occupations?  When creating monsters for the Modern20 system you may forgo these three parts of character design. Since the newlydeads were human until their wedding night I’ve decided to build them with backgrounds and hobbies but not occupations.

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Mutant Future   Land of the Primechs! In a distant future, the world has been devastated by nuclear and biological war. Society has fallen and the free non-mutant humans struggle to survive in a harsh new world. In the settlement of Costa Flux, the humans were at constant risk from the deadly slagons that tracked through the nearby desert. To better combat the slagon, the humans created a number of robotic gorillas to help depend the settlement. These Primechs found the humans that created them to be inferior and secret increased their own numbers and enslaved the humans. Primechs Hit Dice 50 hp Mutations Energy ray plus 2 beneficial, any category A primech might have been mistaken for a gorilla or great ape if such things still existed. Flat, black, metal skin covers their muscular bodies. Their eyes glow red, purple, or yellow depending on their mood. The typically they have enhanced strength (+1 Str) over that of normal humans but tend to be typical with respect to other attributes. Primechs also have a climb speed of 60 feet. All primechs have a base hp total of 50. Primechs eat food which is converted into energy through some transmagniphonicreverso process that was only fully understood by their designer. Primechs are affected by radiation as if it is 2 class levels lower (minimum of class 1) than its rating, and they never receive mutations as a result of radiation exposure. They are resistant to heat and acid, and gain a +1 to all saving throws for heat or acid

based attacks. All primechs are immune to the effects of poison including paralytic poisons. They are immune to any stun effects. Other ideas for the Land of the Primechs settings Monsters: Slagons Race: Disruptor Elves – they have electrically charged bodies that can temporarily disrupt the operation of primechs and other mechanical life. They are actively hunted by the primechs because they have such potential to free the humans. Race: Caravan Greys – Three colony ships of Grey crashed into the great desert. The greys armed with vibrokatannas and acidhurlers travel the desert in caravans. They have become nomadic and travel from settlement to settlement selling advanced technology. Crater mages – a mystical sect of humans who have learned to tap the geothermal power of the planet to fuel the mystical abilities of their furnace cannons.

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Slagon

Otyughnomicon 

This strange hybrid between a slug and a dragon slowly oozes across the landscape, leaving a burning, sticky residue on the ground (1d6 burn damage for every round exposed to this residue—it eats through clothes and leather in a single round). Its scaly, greenish skin provides strong protection right up to the eyestalks. Salt causes 4d6 damage per round to the Slagon, as it penetrates the scaly skin and causes it to bubble, crack, and melt. They grow up to 20' in length, and up to 20' high (counting eyestalks). No. Encountered: 1d2 (1d2) Alignment: Chaotic Movement: 45' (15') Armor Class: 3 Hit Dice: 9 Attacks: 3 (bite, trample, fire breath) Damage: 1d10, 1d20, 4d6 Save: L5 Morale: 10 (4 if threatened with salt) Hoard: XV Mutations: Shriek

Base Otyugh The otyugh race was originally created by a wizard to be an efficient means of disposing chemical and experimental waste. The original otyugh escaped, reproduced and flourished in the filth of human society. Otyugh (Revised) CR 4 (1,200 XP) N Large magical beast Init +4; Senses Darkvision 30 ft., low-light vision, scent; Perception +11 AC 17, touch 9, flat-footed — (‐1 size, +8 natural) hp 39 (6d10+6) Fort +6, Ref +5,Will +3 ----------------------------------------------------Spd 20 ft. Melee 2 tentacles +7 (1d6+2, grab), bite +7 (1d8+1, disease) Space 10 ft.;Reach 5 ft. (10 ft. with tentacles) Special Attacks constrict (1d6+2), disease (filth fever, save Fort DC 14, onset 1d3

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days, frequency 1/day, 1d3 Dex and 1d3 Con, cure 2 saves) ----------------------------------------------------Str 15, Dex 10, Con 13,Int 8,Wis 12,Cha 6 Base Atk +6; CMB +9; CMD 19 Feats Improve Initiative, Skill Focus (Perception), Skill Focus (Stealth) Skills Perception +11(3), Stealth +2/+10 in lair (3) Language Common SQ all-around vision, natural coloration All-Around Vision (Ex) An otyugh’s flexible eyestalk allows it to rapidly look in all directions. An otyugh is never flat‐footed and never flanked. It has a +4 racial bonus on Perception skill checks. Natural Colouration (Ex) Due to its natural colouration, an otyugh receives a +8 racial bonus to Stealth checks in its lair. Typical Encounters: EL 4 – Lone Otyugh EL 6 – Pair of Otyugh EL 8 – Cluster of four Otyughs

Devourer in the Kingdom of  Scalding Darkness  Deep within the eternal prison of the Burning King, a hapless otyugh wandered about searching for food. On his journey he ate many wonderful things like thoqqua and minor xorn and he grew fat and tall. One day he stumbled upon a large stone door bound with silver chains. Hearing the sounds of angry thrashing behind the door, he broke the silver chains and swung open the door looking for his next meal. His first life was ended in an instance as the binding was broken and the Burning King (Dread Wraith Efreeti) emerged and torn the otyugh’s soul from his body. The otyugh rose as a shadowy dread wraith moments later. This minor creature was beneath the Burning King’s contempt and released it. Evermore

the Devourer wanders than halls of the Burning King’s kingdom looking for a fleshy meal. Dread Wraith Sovereign Otyugh (Revised) CR 10 (9,600 XP) LE Huge undead (augmented magical beast, incorporeal) Init +13; Senses Darkvision 30 ft., lifesense 60 ft., low-light vision, scent; Perception +13 Aura unnatural 100 ft., unnatural chill (2d6 cold, 30 ft. plus Fort save DC 21 or paralyzed for 1 minute)  

AC 22, touch 22, flat-footed — (-2 size, +5 deflection, +9 Dex) hp 138 (12d12+60) Fort +8, Ref +17, Will +11 Immune cold, fire; SR 24; Channel Resistance+4 Vulnerability sunlight powerlessness  

Spd fly 40 ft. (perfect) Melee 2 incorporeal slams +19 (2d8 plus 1d8 Con drain, Fort DC 21), incorporeal bite +19 (4d6 plus 1d8 Con drain, Fort DC 21) Space 15 ft.; Reach 10 ft. (15 ft. with tentacles) Special Attacks command wraiths 60 ft., create spawn (dread wraith)  

Str —, Dex 28, Con —, Int 14, Wis 20, Cha 20 Base Atk +12; CMB -Na-; CMD 29 Feats AlertnessB, Blind-Fight, Catch OffGuard, Improved Initiative, Iron Will, Skill Focus (Perception), Skill Focus (Stealth) SkillsFly +13(0), Perception +19 (6), Sense Motive +7(0), Stealth +9/+17 in lair (6) Language Common SQ all-around vision, natural colouration  

All-Around Vision (Ex) A dread wraith sovereign otyugh’s flexible eyestalk allows it to rapidly look in all directions. An otyugh is never flat‐footed and never flanked. It has

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a +4 racial bonus on Perception skill checks. Natural Colouration (Ex) Due to its natural colouration, a dread wraith sovereign otyugh receives a +8 racial bonus to Stealth checks in its lair and in shadowy areas. Constrict and Disease  As an incorporeal undead the otyugh loses the ability to grapple and constrict and probably doesn’t carry any disease. This really diminishes the otyughness of this template version. Perhaps a supernatural disease such as soul rot or ghost ache would be appropriate?

Prismatic Otyugh The prismatic otyugh is a mutated version of the standard otyugh that has been hit two many times by prismatic spells such as colour spray. Now transformed it radiates an ever-shifting pattern of rainbow light from its body (and loses its natural colouration bonus and gains a penalty instead) as well as being able to channel a few prismatic effects. Prismatic Otyugh (Revised) CR 4 (1,200 XP) CN Large magical beast Init +4; Senses Darkvision 30 ft., low-light vision, scent; Perception +11 AC 17, touch 9, flat-footed — (‐1 size, +8 natural) hp 39 (6d10+6) Fort +6, Ref +5,Will +3 Immune light-based dazing and dazzling effects plus varies (see prismatic body) ---------------------------------------------------Spd 20 ft. Melee 2 tentacles +7 (1d6+2, grab), bite +7 (1d8+1, disease) Space 10 ft.;Reach 5 ft. (10 ft. with tentacles) Special Attacks constrict (1d6+2), disease

(filth fever, save Fort DC 14, onset 1d3 days, frequency 1/day, 1d3 Dex and 1d3 Con, cure 2 saves) Spell-Like Abilities (CL 6th, DC 10 + spell level) 1/day - hypnotic pattern 2/day - colour spray 3/day - dancing lights At-will - flare ---------------------------------------------------Str 15, Dex 10, Con 13,Int 8,Wis 12,Cha 10 Base Atk +6; CMB +9; CMD 19 Feats Improve Initiative, Skill Focus (Perception), Skill Focus (Stealth) Skills Perception +11(3), Stealth -9 (3) Language Common SQ all-around vision, prismatic body All-Around Vision (Ex) A prismatic otyugh’s flexible eyestalk allows it to rapidly look in all directions. An otyugh is never flat‐footed and never flanked. It has a +4 racial bonus on Perception skill checks. Prismatic Body (Su) A prismatic otyugh’s body glows with light equivalent to a candle. Each round the colour changes. The otyugh can choose a colour by making a successful concentration check. While illuminated the prismatic otyugh has some immunity based on colour. Red is fire, orange is acid, yellow is electricity, green is poison, blue is mindaffecting, indigo is cold and violet is sonic. Typical Encounters: EL 4 – Lone Prismatic Otyugh EL 6 – Pair of Prismatic Otyugh EL 8 – Cluster of four Prismatic Otyughs

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Pathfinder 

+2 Appraise nonmagical gem and metal goods SQ discerning eye +2, weapon familiarity Languages Common, Dwarven, Giant Gear 9 gp worth of additional equipment

1st Level Heroes

 

Discerning Eye This ability to can used to determine the quality of magical armour or weapons with a check against DC 25. Kuriski can also evaluate normal weapons, armour and steeds by interacting with them for a couple of minutes.

The Cavalier  Kuriski Swiftaxe was the third daughter of Kelin Swiftaxe and a bit of a disappointment. She never excelled at weaponsmithing like her brothers, nor was pious enough to enter into the holy service of Kolock the Careful Planner (see Gods of the Grand OGL Wiki). Still was honest, fair minded and loyal to her family and clan. When the hill giants of the Talith-Cor laid siege to her clanhold, Kuriska took up arms under the banner of the Knights of the Bulwark.

What I’m adjusting from the 3.X to the  Pathfinder ruleset:  Hmm, it looks like I don’t need to change anything. The cavalier uses a d12 Hit Dice in the source material and traditionally the cavalier has used a d12 as well. So even though to be consistent with the PSD it should be reduced to a d10, I think it is important to respect the legacy of the game we play and leave it at a d12.

Armiger Swiftaxe CR ½ Female dwarf cavalier 1 LN Medium humanoid (dwarf) Init +0; Senses darvision 60 ft., Perception +X (+2 bonus unusual stonework)  

AC 18, touch 10, flat-footed 18 (+6 chainmail, +2 heavy steel shield, +4 vs. giants) hp (1d12+3) Fort +5, Ref +0, Will +2 (+2 bonus to poison, spells, spell-like abilities)  

Spd 20 ft. Melee dwarven waraxe +4 (1d10+1, x3) Ranged shortspear +1 (1d6+1) Special Attacks +1 to hit orcs and goblins,  

Str 15, Dex 10, Con 16, Int 12, Wis 10, Cha 12 Base Atk +1; CMB +3; CMD 13 (17 bull rush, trip) Feats Power Attack, Weapon Focus (dwarven waraxe)b Skills Diplomacy +5 (1), Perform (oratory) +5(1), Sense Motive +4 (1); Racial Bonus

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way. Using the staff for this purpose does not increase the casting time of the spell.

Magic Items

 

Requirements Craft Staff, dispel magic, resist energy, shield; Cost 7,900 gp, 584 XP Staff of the Master (Conjuration) Aura Faint conjuration; CL 5th Slot —; Price 15,200 gp  

Often given as gifts to apprentices upon reaching the rank of master, these staves come in eight different varieties, one each for every school of magic. This particular staff is for the school of conjuration. Aside from acting as a +1/+1 quarterstaff , this the following spells:   

Staff of the Master (Abjuration) Aura Faint abjuration; CL 5th Slot —; Price 15,200 gp  

Often given as gifts to apprentices upon reaching the rank of master, these staves come in eight different varieties, one each for every school of magic. This particular staff is for the school of abjuration. Aside from acting as a +1/+1 quarterstaff , this the following spells:   

shield (1 charge)  resist energy (1 charge)  dispel magic (2 charges) 

In addition, this staff can be used to cast spells using any metamagic feats known by the wielder, without increasing the spell’s level. This consumes a number of charges equal to the number of spell levels increased by the feat. No more than one feat can be applied to a spell cast by the wielder in this

summon monster I (1 charge)  glitterdust (1 charge)  stinking cloud (2 charges) 

In addition, this staff can be used to cast spells using any metamagic feats known by the wielder, without increasing the spell’s level. This consumes a number of charges equal to the number of spell levels increased by the feat. No more than one feat can be applied to a spell cast by the wielder in this way. Using the staff for this purpose does not increase the casting time of the spell.  

Requirements Craft Staff, glitterdust, stinking cloud, summon monster I; Cost 7,900 gp, 584 XP Staff of the Master (Divination) Aura Faint divination; CL 5th Slot —; Price 15,200 gp  

Often given as gifts to apprentices upon reaching the rank of master, these staves come in eight different varieties, one each for every school of magic. This particular staff is for the school of divination. Aside from acting as a +1/+1 quarterstaff , this the following spells: 

identify (1 charge) 

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detect thoughts (1 charge)  arcane sight (2 charges) 

Staff of the Master (Evocation) Aura Faint evocation; CL 5th Slot —; Price 15,200 gp

In addition, this staff can be used to cast spells using any metamagic feats known by the wielder, without increasing the spell’s level. This consumes a number of charges equal to the number of spell levels increased by the feat. No more than one feat can be applied to a spell cast by the wielder in this way. Using the staff for this purpose does not increase the casting time of the spell.

 

Often given as gifts to apprentices upon reaching the rank of master, these staves come in eight different varieties, one each for every school of magic. This particular staff is for the school of evocation. Aside from acting as a +1/+1 quarterstaff , this the following spells:  

Requirements Craft Staff, arcane sight, detect thoughts, identify; Cost 7,900 gp, 584 XP Staff of the Master (Enchantment) Aura Faint enchantment; CL 5th Slot —; Price 15,200 gp  

Often given as gifts to apprentices upon reaching the rank of master, these staves come in eight different varieties, one each for every school of magic. This particular staff is for the school of enchantment. Aside from acting as a +1/+1 quarterstaff , this the following spells:   

magic missile (1 charge)  flaming sphere (1 charge)  lightning bolt (2 charges) 

In addition, this staff can be used to cast spells using any metamagic feats known by the wielder, without increasing the spell’s level. This consumes a number of charges equal to the number of spell levels increased by the feat. No more than one feat can be applied to a spell cast by the wielder in this way. Using the staff for this purpose does not increase the casting time of the spell.  

Requirements Craft Staff, flaming sphere, lightning bolt, magic missile; Cost 7,900 gp, 584 XP

charm person (1 charge)  hideous laughter (1 charge)  rage (2 charges) 

Staff of the Master (Illusion) Aura Faint illusion; CL 5th Slot —; Price 15,200 gp

In addition, this staff can be used to cast spells using any metamagic feats known by the wielder, without increasing the spell’s level. This consumes a number of charges equal to the number of spell levels increased by the feat. No more than one feat can be applied to a spell cast by the wielder in this way. Using the staff for this purpose does not increase the casting time of the spell.

 

Often given as gifts to apprentices upon reaching the rank of master, these staves come in eight different varieties, one each for every school of magic. This particular staff is for the school of illusion. Aside from acting as a +1/+1 quarterstaff , this the following spells:  

Requirements Craft Staff, charm person, hideous laughter, rage; Cost 7,900 gp, 584 XP

  

  

colour spray (1 charge)  blur (1 charge)  major image (2 charges) 

In addition, this staff can be used to cast spells using any metamagic feats known by the wielder, without increasing the spell’s level. This consumes a number of charges equal to the number of spell levels increased

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by the feat. No more than one feat can be applied to a spell cast by the wielder in this way. Using the staff for this purpose does not increase the casting time of the spell.

Monsters Devil, Arusities  

Requirements Craft Staff, blur, colour spray, major image; Cost 7,900 gp, 584 XP Staff of the Master (Transmutation) Aura Faint transmutation; CL 5th Slot —; Price 15,200 gp  

Often given as gifts to apprentices upon reaching the rank of master, these staves come in eight different varieties, one each for every school of magic. This particular staff is for the school of illusion. Aside from acting as a +1/+1 quarterstaff , this the following spells:   

A flawless face that looks and feels like porcelain is decorated with two black buttons for eyes and dark read lips. Her raven hair is tied up in braids at the side of her head and the top of her head is decorated with a simply red ribbon. She wears a simple school girls outfit

enlarge person (1 charge)  spider climb (1 charge)  beast shape I (2 charges) 

Devil, Arusities CR 1 (400 XP) LE Small Outsider (devil, evil, Extraplanar, lawful) Init +2; Senses darkvision 60 ft., see in darkness; Perception +2

In addition, this staff can be used to cast spells using any metamagic feats known by the wielder, without increasing the spell’s level. This consumes a number of charges equal to the number of spell levels increased by the feat. No more than one feat can be applied to a spell cast by the wielder in this way. Using the staff for this purpose does not increase the casting time of the spell.  

Requirements Craft Staff, beast shape I, enlarge person, spider climb; Cost 7,900 gp, 584 XP

AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size) hp 11 (1d10+1) Fort +3, Ref +4, Will +4 Immune fire Spd 30 feet. Melee 2 slams +1 (1d3) Special Attacks draw essence Spell-like Abilities (CL 1st) BoAM At-will - giggle (W DC 13) 1/day - friendly face(W DC 14,h), hot foot Str 10, Dex 15, Con 12, Int 13, Wis 14, Cha 17 Base Atk +1; CMB +0; CMD 12 Feats Stealthy Skills Acrobatics +6, Appraise +5, Bluff +7, Disguise +7, Escape Artist +8, Perform

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(dance) +7, Stealth +12 LanguagesCommon, Infernal, telepathy 100 ft. SQ inert Environment Hell, Urban Organization solitary Treasure standard Draw Essence (Su) Once per day, an arusities can draw the essence from one evil, living creature. This deals 1d3 Charisma damage. Inert (Ex) An arusities can become inert and appear as a simple doll. When inert, she does not radiate an aura of evil and an observer must succeed on a DC 20 Perception check to notice that the doll-like demon is actually alive. Ecology Arusities or “doll devils” as some have named them are native to the fiery pits of Hell. They look like porcelain dolls and although most are female some male arusities have been reported. They never speak directly but prefer to communicate through telepathy. They are immune to the fires of hell and can see clearly in the darkest of night. Habitat and Society Arusities are corruptors of children. They play with children and counsel them to commit acts of selfishness and deceit. Over time the doll demon encourages child to act in a more and more selfish way until the children are firmly on the path of evil. Once they corrupt a child, they draw essence from the child until such time that the child slips into coma or death. As the child passes, the arusities gobbles up the escaping soul and shifts automatically back to hell.

Summoning Arusities It is not magic ritual or spell that summons the arusities from the pits of Hell but desire. Specially, an arusities is drawn to the Material plane by the desires of a child who wants for nothing, yet still want’s more. This young greed pulls the arusities into the life of selfish children. Devil, Aurokari Jason writes…These are the Aurokari, a breed of 'Enforcer Devils', hell's sergeants. Discipline is something they strive for in all their recruits, as well as themselves. Smart, tactical, brutal war-machines. They prefer to charge into combat from a distance, to take advantage of their incredible charge ability. They mercilessly beat down their opponents, and use their fear aura ability to potentially scare as many foes they can. After charging into combat, they attempt to disarm their enemies of their weapons, and should they have no weapons, they attempt to trip their foe. Appearance: Aurokari have large opal coloured ram-like horns protruding from their heads and large black scale-like plates covering their spine and chest. Dark cloven hooves, brutish faces, and blood red skin compliment the inhumanity these creatures are known for. Aurokar CR 8 LE large outsider (devil, evil, extraplanar, lawful) Init +5; Senses Perception +15; See in Darkness Aura Fear 5' AC 23, touch 13, flat-footed 19 (dex +4, natural +10, size -1) CMD 27 (29 vs disarm or trip) hp 95 (9d10+45) Fort +12, Ref +7, Will +10

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Immune Fire, Poison Resist Acid 10, Cold 10 Speed 40 ft CMB +16 (+18 when disarming or tripping) Melee heavy flail +16/+11 (1d10+13/19-20) or Melee gore +16 (1d8+7) Special Attacks Powerful Charge +16 (4d6+10) Spell-like Abilities (caster level 10) At will – fly, haste, stoneskin, teleport (self and 50lbs only)

the Aurokar can attack multiple times during a charge, this only applies to the first attack. Mineral Dragon, Charoite  This dragons scales are a mix of iridescent purples, whites and pink. Its body is long and back with spines.

Str 25 (+7), Dex 19 (+4), Con 21 (+5), Int 14 (+2), Wis 16 (+3), Cha 18 (+4) Base Atk +9 Special Qualities incredible charge Feats Power Attack, Weapon Focus (heavy flail), Combat Expertise, Improved Trip, Improved Disarm Skills acrobatics +16, bluff +16, climb +19, diplomacy +16, intimidate +16, knowledge (any one) +14, perception +15, sense motive +15; Languages Celestial, Draconic, Infernal, Common; Telepathy See in Darkness (Su) Some devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell Fear Aura (Su) Aurokari can radiate a 5foot-radius fear aura as a free action. Affected creatures must succeed on a DC 18 Will save or be affected as though by a fear spell (caster level 5th). A creature that successfully saves cannot be affected again by the same bone devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based Powerful Charge (Ex) When an Aurokar charges, its gore attack deals 4d6+10 points of damage Incredible Charge (Ex) When an Aurokar charges, it gains +1 to it's damage roll for each 10 feet it travels beyond the first 10. If

 

Charoite Dragon NE dragon (earth, psionic)  

CR 4; Size Small; Hit Dice 5d12 Speed 40 ft., burrow 20 ft. Natural Armour +4; Breath Weapon line, 2d6 piercing Str 14, Dex 18, Con 12, Int 10, Wis 11, Cha 12  

Environment temperate desert Organization solitary Treasure triple  

Call Earth Brothers (Su) A great wyrm charoite dragon can call upon the earth to aid him in times of need. A great wyrm can summon two xorn a round as a standard

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action. It can control up to six xorn a day for a period of one hour. Earth Discorporation (Ex) An old or older charoite dragon is very difficult to kill if they are in contact with the ground. If reduced to 0 hp while in contact with the ground, they may make a Will save (DC 5 + damage dealt). If successful, the charoite dragon crumbles into dust, sand and rock. One day late this earth reconstitutes itself into the charoite dragon. Earth Glide (Ex) A burrowing charoite dragon can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water and it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing charoite dragon flings the dragon back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Elude Touch (Ex) A very young charoite dragon’s intuition supersedes his intellect, alerting him to danger from touch attacks (including rays). He gains a bonus to Armour class equal to his Charisma modifier. Psi-like Abilities (PS) A charoite dragon gains the following psi-like abilities, usable at-will upon reaching the listed age category. Young-burst; Juvenile-trick shot; Adult-dimension swap; Old-temporal dissociation; Ancient-baleful teleport; Great Wyrm-teleport trigger. Volatile Mind (Ex) As a charoite dragon enters the adult age category, his mind becomes so powerful that it begins to interfere with telepathy powers. When any telepathy power of 5th level or higher is targeted on the charoite dragon, the manifester must pay the additional cost indicated.

Age  Category

Special Abilities 

Manifester  Level

Wyrmling

Earth glide, immunity  to fire  

Very  Young

Elude touch 

Young

Burst



Juvenile 

Frightful presence,  trick shotUP

1st 

Young  Adult

DR 5/psionics, power  3rd  resistance

Adult 

Dimension swap,  volatile mind (1 pp) 

5th 

Mature  Adult

DR 10/psionics 

7th 

Old 

Earthen  discorporation,  Temportal  DissociationUP 

9th 

Very Old

DR 15/psionics 

11th

Ancient 

Baleful Teleport,  volatile mind (3 pp) 

13th 

Wyrm

DR 20/psionics 

15th

Great  Wyrm

Call earth brothers,  Teleport Trigger 

17th 

 

Crazdack, Juvenile Charoite Dragon CR 9, XP 6,400 NE Large dragon (earth, psionic) Init +3; Senses dragon senses; Perception +20 Aura Frightful presence (120 ft., DC 17)  

AC 27, touch 14, flat-footed 24 (+3 Dex, +13 natural, +2 Cha, -1 size) hp 115 (11d12 + 44) Fort +11, Ref +10, Will +9 Immune fire, paralysis, sleep  

Spd 40 ft., burrow 20 ft., fly 200 ft. (poor) [earth glide] Melee bite +19 (2d6+7), 2 claws +18 (1d8+7), 2 wings +13 (1d6+3), tail +13

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Evil Clown 

(1d8+10) Space 10 ft.; Reach 5 ft. (10 ft. with bite) Special Attacks breath weapon (80 ft., DC 19, 8d6 piercing [spray of silica]), evil attack Psi-like Abilities (ML 11th) At-will - burst, trick shot Powers Known (ML 1st; 5 PP; as wilder) 1st — deceleration  

Str 24, Dex 16, Con 18, Int 14, Wis 15, Cha 14 Base Atk +11; CMB +18; CMD +33 Feats Alertness, Aligned Attack, Lunge, Psionic Aptitude, Psionic Talent, Weapon Focus (bite) Skills Autohypnosis +16 [11], Fly +11 [11], Intimidate +16 [11], Knowledge (psionics) +16 [11], Perception +20 [11], Psicraft +20 [11], Sense Motive +20 [11], Use Psionic Devices +20 [11] Languages Common, Draconic, Terran SQ earth glide, elude touch A Word About Mineral Dragons  There are six breeds of mineral dragons. Each breed is neutral in either their legal or moral alignment and all are psionic in the abilities unlike the chromatics and metallics which are magical. Psionics A mineral dragon knows and manifests psionic powers as a wilder of the level indicated in its specific description unless otherwise noted. Its caster level depends on its age, as shown for each type. Charoite Half‐dragons are immune to fire  and exhale a line 60 ft. long of piercing  crystals once per day that deals 1d6 points  of damage per racial Hit Dice.         

Evil Clown CR 6 XP 2,400 NE Medium Outsider (Extraplanar, Evil) Init +4; Senses darkvision 60 ft.; Perception +10 -----------------------------------------------AC 20, touch 15, flat-footed 15 (+4 Dex, +1 Dodge, +5 natural); Mobility hp 66 (7d10+28 HD) Fort +9, Ref +6, Will +6 DR 10/cold iron or good; Immune fear, poison; Resist acid 15, fire 15; SR 17 -----------------------------------------------Speed 40 ft. Melee 2 claws +10 (1d4+3), bite +10 (1d6+3) Spell-Like Abilities (CL 7th) At will – dancing lights, detect thoughts (DC 16), ghost sound (DC 14), prestidigitation, scare (DC 16), shrink item (DC 17) 3/day – hideous laughter (DC 16), major image (DC 17) 1/day – summon (level 3, 1 clown 40%), undetectable alignment (DC 16) ------------------------------------------------Str 16, Dex 18, Con 19, Int 14, Wis 13, Cha 19 Base Atk +7; CMB +10; CMD 24 Feats Combat Reflexes, Dodge, Mobility, Spring Attack Skills Acrobatics +20 (+24 when jumping), Bluff +13, Disguise +13, Escape Artist +9, Perception +10, Perform (any two) +13, Sleight of Hand +13, Stealth +20, Use Magic Device +9; Racial Modifiers +8 Acrobatics, +8 Stealth Languages Abyssal, Common, Infernal, any two others SQ collapsible, teleport ---------------------------------------------------Environment any land, underground, or evil-aligned plane Organization Solitary, crew (3–6) or circus

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(6-24 plus 1 leader of 4th level per 4 clowns, 3-12 freaks (malformed half-fiendish humanoids of various types), 2-12 curiosities (fiendish or half-fiendish magical beasts or aberrations of various sizes and kinds), 6-24 fiendish animals (usually bears, elephants, horses and lions) one rakshasa barker per 6 freaks or curiosities and 1 ringmaster (typically a 5th level or greater clown, though other high-level fiends can serve this function as well) Treasure clown equipment --------------------------------------------------Clown Equipment: The average clown carries a number of items on its person at all times which it can seemingly produce from nowhere thanks to its shrink item ability. Any given clown will carry at least 2d4 of these objects and will acquire any similar object if the opportunity presents itself. Typical items include: Oversized mallets (treat as a medium-sized warhammer), acidfilled seltzer bottles, (ranged touch attack, 1d6 points of acid damage, 5 ft. range increment, 3 shots per flask), juggling implements (lit torches, daggers, clubs, full bottles of alchemist’s fire), caltrops, marbles (thrown, they cover a 10 ft. square area, those running through the marbles may fall as though a grease spell (Caster level 1st) were cast on the area in question), dead chickens (used primarily to horrify victims or as makeshift clubs (1d4-1 damage)), an undersized tricycle (a clown can ride the tricycle to gain a +10 speed bonus), flowers, hands (both false and those taken from previous victims), ventriloquist dummies (5% chance per that such is also imbued with evil, treat as a small animated object), and so forth. Collapsible (Su): A clown can squeeze into any container of tiny or larger size, regardless of the size of the opening or the container in question in 1 round. Moreover, the space taken up by the clown does not prevent another clown from squeezing into

the same container. Theoretically, an infinite number of clowns could crawl into a single container regardless of the container’s size. Only one clown can exit such a container at a time and exiting the container, like entering it, is a full-round action. A clown is powerless to free himself from a container locked from the outside. For some unknown reason a clown cannot use this ability to squeeze through narrow openings in doors or other barriers. Teleport (Su): A clown can teleport to any location it has seen within 1 mile as a standard action. It can only do so as long as no living creature is viewing it or the location it teleports to. If the location it is attempting to move to is observed it will appear in the nearest unoccupied, unobserved space. A clown can utilize this ability so long as it has complete cover. A clown prefers to prey on weak, innocent victims but will not hesitate to deal with more powerful beings if they threaten its plans. They use the common belief that they are human performers to confuse and misdirect opponents before beginning a campaign of terror and confusion designed to instill panic in its prey. A clown will often stalk its enemies noticeably, using its ability to teleport to keep one step ahead of them at all times. They give chase on foot only to terrify their victims. A clown may torment a single party for days or even weeks, picking off the weak and slowly moving up to stronger members. Those that speak delight in taunting and tormenting their prey verbally as well as physically. When its prey’s fear is at its height, the clown moves in for the kill, using hideous laughter to incapacitate its enemies. Those performers who dress as clowns unknowingly invite the creatures to steal them away and replace them in the night.

P a g e  | 34    I want more clowns! 

The actually is not much of a problem. If you are looking for more evil clowns there is always the Club, Coin, Cup, Joker and Sword Facada, Red Jester, Factured Jester PRC, Demon Jester and Iain Fyffe’s Jester Core Class. I think the Book of Hell had Devil Clowns in it as well but we haven’t got that uploaded yet. Squawler On the ceiling of the cave scuttles a strange creature. It is yellowish in colour, has multiple limbs which climb to the rocks and its featureless body is pocked with multiple holes that pass through it. His entire body, except fanged mouth looks like a tightly woven net… Squawler CR 1 (400 XP) N Small Aberration (psionic) Init +2; Senses darkvision 60 ft., low-light vision; Perception +5 AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural) hp 11 (2d8+2) Fort +1, Ref +3, Will +3 Spd 20 ft, climb 20 ft. Melee bite +3 (1d4-1) Psi-Like Abilities (ML 2nd, +3 rta) 3/day - control object, energy ray (sonic only, 2d6-2) At-will - control sound Str 8, Dex 15, Con 12, Int 10, Wis 12, Cha 13 Base Atk +0; CMB -2; CMD 10 Feats Weapon Finesse Skills Climb +11, Knowledge (dungeoneering) +4, Perception +5, Stealth +10; Racial Penalty -4 to Stealth in winds of Strong level or greater.

Environment underground Organization solitary, pair or shriek (4-12)

Ecology The shrill scream that can be heard in distant tunnels or the shift of unstable rocks is not a trick of wind or illusion for the eye. Many times they observations are the direct result of a passing squawler. These bizarre aberrations move about the caverns beneath the world content to live in the darkness in peace playing with the motion and power of sound that they mentally control and that whistles through their perforated bodies. Habitat and Society If squawlers have ever built cities none have been found. They are territorial creatures though and often make the boundaries of their territory with as series of carefully stacked rocks or string of coins laid on the ground. If they find creatures in their territory they will try to scare them with control sound and control object. They only attack with their bite or energy ray if attacked first.

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NPCs and Opponents Hammer Spanner Hammer was once the 3rd vice underengineer in charge of workings and gears within the 14th platform of the great whirling machine that clomps and thumps along the valley of elven pleasures. He was firted recently after it was discovered that he was secretly destroying the inventions of the 2nd vice underengineer in charge of workings and gears within the 14th platform of the geat whirling machine that clomps and thumps along the valley of elven pleasures—plus he cheats at cards. Hammer has always enjoyed destroying things, it could be that part of his brain wasn’t properly transformed or perhaps he has always been touched by boggle madness but regardless the reason he enjoys wrecking stuff. He has recently become fascinated by bombs, which can’t be a good thing for the 14th platform of the great whirling machine that clomps and thumps along the valley of elven pleasures that fired him. Hammer Spanner CR 6 (XP 2,400 XP) Male boggle wizard 6/demolisher 1 N Small humanoid (goblinoid) Init +2; Senses Darkvision 60 ft.; Perception +7 AC 15, touch 14, flat-footed 12 (+2 Dex, +1 size, +1 dodge, +1 armor) hp 42 (6d6+12 plus 1d8+2) Fort +5, Ref +6, Will +7 Defensive abilities dodge catastrophe (+1 Ref, see Boggle supplement) Spd 30 ft. Melee +1 boggle wrench +4 (1d6+1) Ranged +1 boggle crossbow +6 (1d4+1, 1920) or boggle bomb +5 (2d4 fire) Special Attacks force missile (1d4+3) 7/day Spells (CL 6th)

3rd - fireball, lightning bolt, vampiric touch 2nd - acid arrow, flaming sphere, shatter (x2) 1st - burning hands, mage armor, shocking grasp, summon monster I 0th – acid splash, light, ray of frost Str 10, Dex 14, Con 14, Int 18, Wis 13, Cha 6 Base Atk +3; CMB +2; CMD 14 Feats Arcane Ruin, Craft Magical Arms and Armor, Dodge, Improved Sunder, Monkey Wrench, Scribe Scroll Skills Craft (alchemy) +14(7), Craft (weapons) +14(7), Disable Device +12(7), Fly +12(7), Perception +7(3)Spellcraft +14(7), Use Magical Device +6(6) Languages Common, Draconic, Dwarven, Goblin SQ arcane bond (boggle wrench), intense spells (+3 damage), school specialization (evocation; opposed abjuration, transmutation) Gear 2 doses of silversheen, bracers of armor +1, cloak of resistance +1, spellbook, spell component pouch, wand of magic missiles (CL1st) 

Skills were advanced from 1st level. At 4th level Hammer’s Int moved from 17 to 18 increasing the number of skill ranks he receives per level.

Hey Stupid! Rogue is a better fit! The demolisher PRC is a natural fit for the rogue class but I’m not much of a max/min’er so I went wizard.

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Psionic Races

Blue Blues are a subrace of goblins with an innate knack for psionics. They are typically more intelligent and far more civilized as well. A blue is often smaller than an average goblin, standing just about 3 feet tall and weighing about 40 pounds. Blues have noticeably blue-tinged skin, and their eyes are less dull than those of a common goblin. Otherwise, they resemble their kin. They generally dress in short leather robes, dyed black. -2 Strength, +2 Dexterity, +2 Intelligence: Blue are physically weak but agile and smarter than other average humanoids. Small: Blue are Small creatures and gain a +1 size bonus to AC, a +1 size bonus to attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defens, and a +4 bonus to Stealth checks. Normal Speed: Blue have a base speed of 20 feet.

Darkvision: Blue can see in the dark up to 60 feet. Naturally Psionic: Blue gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Psi-Like Abilities: 1/day—mind thrust; Manifester level is equal to ½ Hit Dice (minimum 1st) and the psi-like ability augments automatically. The save DC is Charisma-based. Saddle-born: Blue gain a +4 racial bonus to Ride checks. Additionally, at 1st level a Blue may sacrifice one class ability to instead gain an wolf animal companion (see Druid entry in Chapter 3 of the Pathfinder Roleplaying Game).

Dromites Dromites are strange bug-like humanoids that live underground. The majority of dromites are sexless with only the queen of a hive and her consorts having gender. Each dromite belongs to one of six castes – Entropy, Frost, Crackle, Flame, Stalwart and Rumble. Dromites stand about 3 feet tall and usually weigh slightly more than 30 pounds. They have iridescent compound eyes. Dromites wear heavy boots and light clothing, and are sometimes content with just a sturdy harness. +2 Constitution, +2 Charisma, -2 Strength: Dromites have a natural charisma from pheromones they subconsciously release into the air. They tend to be weaker than the average humanoid and but more resilent. Monstrous Humanoid: Dromites are not subject to spells, psionics or other effects that affect humanoids.

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Small: Dromites are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus to attacks, a -1 penalty on their Combat Maneuver Bonus and Combat Maneuver Defense, and +4 size bonus on Stealth checks. Slow Speed Dromites have a base speed of 20 feet. Darkvision: Dromites can see in the dark up to a 60 ft. Chitin A dromite’s skin is hardened, almost like an exoskeleton, and grants a +3 natural armor bonus and a resistance 5 to acid, cold, electricity, fire, force, or sonic. Naturally Psionic Dromites gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Psi-Like Ability 1/day—energy ray; This deals the same type of damage as their resistance due to their chitin. Dromites are able to use acid or force with this power unlike other manifesters. Manifester level is equal to ½ Hit Dice (minimum 1st) and the psi-like ability augments automatically. The save DC is Charisma-based. Scent: Dromites gain the scent special ability and Blind-Fight as a bonus feat due to their antennae. Compound Eyes: Dromite’s specialized eyes and sensory organs give them a +2 racial bonus to Perception checks. Automatic Languages: Common, Dromite (pheromone-based); Bonus Languages: Dwarven, Gnome, Goblin, Terran

Duergar Sometimes called gray dwarves, these evil beings dwell in the underground. Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, even allying with other underground creatures from time to time. +2 Constitution, +2 Wisdom, -2 Charisma: Duergar are tough and observant but even more gruff than regular dwarves. Medium: Duegar are Medium creatures and have no bonuses or penalties due to size. Slow and Steady: Duergars have a base speed of 20 feet, but their speed is never modified by armour or encumbrance. Darkvision: Duergar can see in the dark up to 120 feet. Immunity: Duergar are immune to paralysis, phantasms, and poison. Spell-Hardy: Duergar receive a +2 racial bonus on saving throws against spells and spell-like abilities Stability: Duergar receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt when standing on ground. Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Duergar can also make a Perception check in intuit depth beneath the earth. Psi-Like Abilities: 1/day—expansion, invisibility. These abilities only affect the duergar and what he carries. Manifester level is equal to ½ Hit Dice (minimum 1st) and the psi-like ability augments automatically. The save DC is Charismabased.

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Naturally Psionic Duergar gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Hatred: Duergar receive a +1 bonus on attack rolls against drow and drow-like creatures due to special training against these hated foes. Sneaky: Duergar are skilled at moving undetected and gain a +4 racial bonus to Stealth. Light Sensitivity: Duergar are dazzled in sunlight or within the radius of a daylight spell. Automatic Languages: Common, Dwarven, Undercommon; Bonus Languages: Aklo, Draconic, Giant, Goblin, Terran

Elans Elan are not a true race but a reborn race. When a host is found to be psionically gifted they undergo a specialised ritual that rebuilds them as elan. Typically, humans make up the majority of former races though some elans speak of past lives as elves, dwarves or halflings. Elans typically stand just under 6 feet tall and weigh in the neighborhood of 180 pounds, with men sometimes taller and heavier than women, but not always. +2 to one ability: Elan are a race transformed and gain a +2 bonus to one ability to represent their varied nature. Aberration: Elans are not subject to spells, psionics or other effects that affect humanoids. Medium: Elan are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Elans have a base speed of

30 feet. Naturally Psionic Elans gains 2 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Resistance: Elans can use psionics energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of his next round. Resilience: When an elan takes damage, he can spend power points to reduce the severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point spent. Repletion: An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours. Automatic Languages: Common; Bonus Languages: Any (other than secret languages)

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Half-Giants From the harsh deserts a rare half-breed race of fire giant and human was born out of the foul magics of arcane kings. They lived in slavery for decades upon decades before throwing of the shackles of their oppressors and searching for a destiny of their own. Half-giants typically stand from 7 feet to nearly 8 feet tall and weigh from 250 to 400 pounds, with men noticeably taller and heavier than women. +2 Strength, -2 Dexterity, +2 Charisma: Half-giants are strong with a powerful personalitty, but not too nimble. Medium: Half-giants are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-giants have a base speed of 30 ft. Low-Light Vision: Half-giants can see twice as far humans in conditions of dim light. See Chapter 7 of the Pathfinder Roleplaying Game. Fire Acclimated: Half-giants receive a +2 racial bonus on saving throws against all fire spells, powers and effects. Half-giants are accustomed to enduring high temperatures. Giant Blood: Half-giants count as both humans and giants for any effect relating to race. Powerful Build: The physical stature of half-giants lets them function in many ways as if they were of Large size. Half-giants add a +1 racial bonus to their Combat Maneuver Bonus and Combat Maneuver Defense. They are also considered Large if a creature attempts to use swallow whole on them. Naturally Psionic: Half-giants gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionics class. Psi-Like Ability: 1/day—stomp; Manifester

level is equal to ½ Hit Dice (minimum 1st) and the psi-like ability augments automatically. The save DC is Charismabased. Automatic Languages: Common, Giant; Bonus Languages: Draconic, Dwarven, Gnoll, Ignan

Maenads Maenads are an emotional race that appear very much like humans or elves. They eyes flicker with an inner fire and their skin has a radiant sheen as if they were part crystalline. Maenads typically stand more than 6 feet tall and weigh about 200 pounds; males are the same height as and only marginally heavier than maenad females. Maenads have no facial or body hair, and they prefer heavier clothing and armor if possible. +2 to One Ability Score: Maenad characters get a +2 nonus to one ability score of their choice at creation to represent their varied natures. Medium: Maenads are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Maenads have a base speed of 30 feet. Naturally Psionic: Maenads gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionics class. Psi-Like Ability: 1/day—energy ray. A maenad can deal only sonic damage with this ability. It is accompanied by a tremendous scream of rage. Manifester level is equal to ½ Hit Dice (minimum 1st) and the psi-like ability augments automatically. The save DC is Charisma-based. Outburst: Once per day, for up to 4 rounds, a maenad can subjugate her mentality to

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gain a boost of raw physical power. When she does so, she takes a -2 penalty to Intelligence and Wisdom but gains a +2 bonus to Strength. Automatic Languages: Common, Maenad; Bonus Languages: Aqua, Draconic, Dwarven, Elven, Goblin, Terran.

Razilisk Razilisk are a race of amphibious reptilians that trade with coastal communities. Tall as a man, they have sleek bodies that easily move through the waves. There scales are usually blue-green or green in colour. Razilisks rarely venture far from seas, lakes and rivers but some adventurous ones are known to travel the dry lands. +2 Constitution, -2 Intelligence, +2 Wisdom: Razilisk are hardy creatures who are keen observers that seem to have a hard time learning new concepts and ideas. Medium: Razilisks are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Razilisks have a base speed of 30 feet and a swim speed of 30 ft. Low-Light Vision:Razilisks can see twice as far humans in conditions of dim light. See Chapter 7 of the Pathfinder Roleplaying Game. Amphibious: Razilisks do not need to hold their breath underwater and can pull oxygen through as set of gills. Body Readers: Razilisks are very good at reading body language and gain a +2 racial bonus to Sense Motive skill checks. Naturally Psionic: Razilisks gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionics class. Psi-Like Abilities: 1/day—deceleration; Manifester level is equal to ½ Hit Dice

(minimum 1st) and the psi-like ability augments automatically. The save DC is Charisma-based. Automatic Languages: Common, Razilisk; Bonus Languages: Aquan, Elven, Sahuagin, Sylvan

Xephs Xephs are dark-skinned humanoids that at one time may have shared ancestry with humans. A great catastrophe separated the xeph from the rest of humanity during the great human expansion and exposure a harsh and dangerous environment altered the path of the xeph’s life from that of humanity. +2 Dexterity, +2 Wisdom, -2 Strength: Xeph are agile and observant but their light frames do not allow for extensive muscle mass. Medium: Xeph are Medium creatures and have no bonuses or penalties due to their size. Normal Speed:Xeph have a base speed of 30 feet. Darkvision: Xeph can see in the dark up to 60 feet. Hardened to Magic and Psionics: Xeph have a +1 racial bonus on saving throws against powers, spells and similar effects. Naturally Psionic: Xephs gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionics class. Burst: Three times per day as a swift action, a xeph can put on a burst of speed to increase his speed by 10 feet, plus 10 feet per four character levels beyond 1st. A burst of speed lasts 3 rounds. Automatic Languages: Common, Xeph; Bonus Languages: Draconic, Elven, Gnoll, Goblin, Halfling, Sylvan

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Spells

Gene-Freaks

Watchful Windflower School conjuration (creation); Level druid 1 Casting Time 1 standard action Components V, S, DF Range 0 ft. Effect unattended, one watchful windflower Duration 1 day/level (D) Saving Throw none; Spell Resistance no

Brutish Gene-Freak (Powerhouse 3) HD 3d10+6; HP 27; Init +3; Spd 30 ft.; Defense 13, flat-footed 12 (+1 Dex, +2 class); BAB +3; Atk +6 melee (1d6+4, spanner); SQ melee master; AL none; SV Fort +5, Ref +2, Will +1; Rec +4; Rep +1; Str 15, Dex 12, Con 14, Int 8, Wis 10, Cha 8 Background Isolated Community Occupation Scavenger (Crime (Security Systems), Weapons (Aggressive Stance)) Hobby Crime Skills Athletics +8(6), Crime +5(4), Outdoorsman +6(2), Perception +8(8), Stealth +13(8), Weapons +8(6), Unarmed +8(6) Feats Armed Defense (Def 16 vs. melee), Attack Focus I (spanner), Cleave I, Sunday Punch, Talented (Outdoorsman and Stealth), Uncanny Dodge I Access/Contacts/Followers Biometric Access to Security Doors in Elysium Base Wealth 12 Character Disadvantages Hideous Appearance (DSR 1) Background Brutish Gene-Freaks are the lowest of all gene-freaks that roam the ruined halls of Elysium. Buried deep beneath the ground these scavengers violently attack people that they do not recognize and survive by scavenging and preying on weaker creatures. Quote What's this? A new one to play with, it’s been so long since I've had any fun

Watchful Windflower creates an observant 1 HD plant creature of the same name. This non-motile plant acts as a sentry for the druid. As long as the druid is on the same plane as the watchful windflower, he is able to make Perception checks at the location of this plant while the spell is active. The plant is Diminuitive and has a Stealth skill of +12 and has AC 10 and 3 hp. It has no attacks or defences.

Post‐Apocalyspe20 

Gunfire Gene-Freak (Speedfreak 5) HD 4d8+4; HP 25; Init +9; Spd 30 ft.; Defense 18, flat-footed 15 (+3 Dex, +5 class); BAB +3; Atk +4 melee (1d8+1, unarmed), +9 ranged (2d8+4, colt python); SQ need for speed; AL Kierin; SV Fort +4, Ref +7, Will +3, Rec +2; Rep +2; Str 12, Dex 16, Con 12, Int 10, Wis 14, Cha 8

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Background Isolated Community Occupation Lawman (Crime (Disguise), Firearms (Called Shot) ) Hobby Crime Skills Atheltics +9(8), Crime +7(4), Firearms +13(10), Influence +7(8), Legal +2(2), Perception +12(10), Streetwise +6(4), Unarmed +9(8) Feats Attack Focus (colt python), Blur, Elusive Target, Evasion, Improved Initiative, Marksman (pistol), Quick Draw, Rapid Dominance Access/Contacts/Followers Confidential Access Base Wealth 13 Character Disadvantages Aural Control (DSR 2), Hideous Appearance (DSR 1) Background Gunfire Gene-freaks possess more intelligence than the lowly brutish. As such, they are more useful to Kierin — the creator of Elysium. As his unofficial lawmen, Gunfires control the halls and protect key locations in Elysium so the more insane gene-freaks don't cause to much damage and jeopardize the safety of the gunfires themselves or Kierin. Quote Halt, Who goes there?

Practical  Adventuring   As adventurers grow in skill and fame, they tend to acquire an ever-growing collection of paraphernalia. While they usually focus mostly on their “golf bags” of magic items or cache of gold pieces and gems, it’s inevitable that a lot of other junk gets picked up and then promptly forgotten. That is, until there comes a time when they can’t use their usual items, due to them being stolen, sundered, or simply not on hand at the moment. In such instances, the canny adventurer has nothing to fall back on but his wits and a collection of “junk” that just might make the difference between life and death. Five such items are presented below. Ten-foot pole A classic adventuring tool, the ten-foot pole is usually used to measure distances and prod objects without getting near them. When using the ten-foot pole to press things perpendicular to the pole's orientation (e.g. pressing its end against the floor while holding it horizontally), the pole can exert a maximum of 10% of the wielder's total weight (e.g. a 200 lbs. man using the pole to test for pressure plate traps can press the pole against the ground with a maximum of 20 lbs. worth of weight in an attempt to trigger traps). A ten-foot pole can be used for combat, but is not balanced correctly, and counts as an improvised two-handed weapon (thus imparting a -4 nonproficiency penalty to attack rolls), and cannot be used to attack adjacent creatures. It is otherwise the same as a quarterstaff (including being usable as a special monk weapon), save that it cannot be wielded in one hand. A ten-foot pole weights 8 lbs., has 5 hardness and 10 hit points, and costs 2 sp.

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Flour

Glass shards

Usually used in cooking, flour has often been put to other uses by enterprising adventurers, to the point where it is now on the standard list of adventuring equipment. Sold in 1-pound bags for 1 cp each, a bag of flour can be spread over a 10 foot square area; doing so makes the area count as very soft ground for the purposes of following tracks (see the Track feat). Enterprising adventurers may also use a bag of flour in response to invisible creatures, either by dumping it into an adjacent square (treat this as a melee attack against the square, which has AC 5; success automatically affects any creatures there) or by throwing it as a splash weapon. A creature hit by the bag of flour or its splash effect takes no damage, but invisible creatures are outlined, causing them to have concealment, rather than total concealment. Flour may be washed off as a full-round action (that provokes an attack of opportunity) with a gallon of water or some other liquid.

Glass shards can be used as makeshift caltrops; in this case, they function only against creatures which are barefoot (or in slippers or similar light footwear) and have a natural armor bonus of +1 or less. A character may make a DC 12 Listen check to hear someone stepping on glass shards. A typical broken bottle provides enough glass shards to cover one 5 foot square.

Marbles Small iron balls, a bag of marbles weighs 2 lbs. and costs 2 gp. Marbles may be spread over a 5 foot square to attempt to cause someone to fall. Anyone moving through a space with marbles must make a DC 15 Balance check, or fall prone; falling this way also ends a creature's move for their turn. A character that is running when moving through a square with marbles takes a -4 penalty to this check. Standing back up in a space with marbles requires a successful DC 15 Balance check, or the character remains prone. A character may move safely through a square with marbles, but doing so requires them to move at half movement.

Iron Spikes Iron spikes are typically driven into the ground in front of a door to keep it in an open or closed position. Doing so is a fullround action that provokes an attack of opportunity. A "spiked door" cannot be opened or closed normally, though it may still be broken down or destroyed. Spiking a door defeats an open/close spell, but not a knock or arcane lock spell, which uproot the iron spike as part of their effects. Removing an iron spike takes 1 full round, and provokes an attack of opportunity. Iron spikes may be used as improvised light weapons, doing 1d4 damage. An iron spike weighs 1 lb., has 10 hardness and 30 hit points, and costs 5 sp.

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Puzzles  In September, Greywulf posted an article about Suduko dungeons and I wondered if its possible to pull up some logic puzzles and adapt them to puzzles for adventurers to solve in the dungeon. On the Road Four merchant wagons (coloured blue, green, red and white respectively) left Highport to deliver supplies to the surrounding villages (Browton, Ferian, Heathford and Wavefront). The merchant wagons are being driven by Broden, Cyric, Danval and Matthias. The owner of the merchant company has found out that the medicinal supplies carried by Matthias has been poisoned by a local assassin's guide. That wagon must be stopped from reaching its destination, unfortunately the assassins stole the shipping manifest this morning after the wagons left so the owner has no idea who went where. Diplomacy checks (DC 15) around the shipping station reveals the following clues: 

 





Broden's red wagon took him in a direction at right angles to the road to Browton. The white wagon did not go to Wavefront. The green wagon, which headed south with its load was not driven by Matthias. Danval delivered his load already to Heathford, which is in the direction directly opposite to the way that the blue wagon traveled. Cyric drove north with his fullyladen wagon.



Ferian is not the village due east of Highport.

At the Theatre Last year, during the local three day theater festival, one of the performances (a comedy) was disrupted by a drunken couple. This year the festival director wants to ban that couple from attending the festival but he's having trouble remembering who disrupted the performance and what night it was on. He's got a list of six suspects (Adom, Christoff, Daniel, Jacqueline, Karia, and Sophina) and remembers that three were three types of performances (Tragedy, History and Comedy) across three nights. He's lost the schedule but thinks the performers could help provide information. To ban them he needs to know who disrupted the play and on what night. Diplomacy checks (DC 15) with actors involved in last years productions can reveal the following things: 

 



Adom took his girlfriend out some time after another couple when to see the history. Jacqueline went to the festival on the first night. Christoff and Karia had a night at the festival later in the week than the pair who went to see the comedy. Sophina did not go out in the third evening.

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Redbox Hack 2  A new class for Eric Provost’s Redbox Hack 2. Check it out for free download on the blog or read it in wiki form. The Grim is Chris’s second attempt at creating an interesting warrior class for RBH 2. He’s a stern and battered mercenary who has seen too many battles and ambushes to hold much hope for mankind. Please download a nicely-formatted PDF of the class.

The Grim 

This allows you to Show Off out of combat, keeping the awesome points until you next enter combat. Whether you Showing Off was successful or unsuccessful, you cannot use Battle Stories again until after the next combat. Trophy 

When you face and triumph over a danger, you may keep a trophy to remind you of it. You may carry up to three trophies. When you choose, you may discard the trophy to get a +2 bonus to your next roll. The Smell of Magic 

You are either still serving or recently retired from the mercenary company the Grim Patrol. During your time with them you have looted haunted temples, slaughtered knights and orcs, seduced barmaids and learned the world is a grimy and unpleasant place.

Though never formally educated, you have over the years become accustomed to sorcery and strange sights. You have experience with magical beasts, eldritch phenomenon and magic items – experience which tells you to avoid these things like the plague. When magic is being done, you can smell and taste it on the air.

Limitation: Embittered

Lusty Lover 

You are a simple soul who wants to settle down in the countryside with a homely, loving wife. You prefer simple plans to complicated ones and pragmatism to enthusiasm and are reluctant to get caught up in grand projects or righteous quests.

If you are a man, women are drawn to your lattice of scars, broken nose and eyepatch. If a woman, men are equally engrossed by your peg-leg, scarred lip and missing ear. Members of the opposite sex will be happy to ignore the incriminating blood on your hands, let you into the wine cellar or serve as your henchmen when you next dungeoncrawl.

Talents Rain of Blows 

Once in a combat, you can make an attack against every creature in one arena. Battle Stories 

You can regal your traveling companions with stories of past victories and defeats.

Tactics 

If you were an officer in the Grim Patrol, you are well acquainted with warcraft. If you were a soldier, you know the best tactic is to do whatever your officer wouldn’t have done. You can Show Off by giving orders. The awesome points you get can be spent to

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swap the positions of two characters (allies or enemies) in adjacent arenas, to allow one ally late in the initiative order to act at the same time as another ally or to allow an ally to reroll his or her latest roll.

The Haunt 

Redbox Hack 2 

Limitation: Heart of Gold 

Eric Provost wanted to hack the Redbox version of Dungeons & Dragons into a game he felt more comfortable running and planning. Over the course of two editions and considerable fan insight, the result was an indie game which bore only a passing resemblance to D&D. It preserves races-asclasses, the ‘kill things and grow rich’ attitude and the balance between exploration and mayhem that made redbox D&D such a success three decades ago.

Despite your heretical activities and your macabre appearance, you are a kindly soul. When confronted by injustice or hurt, like a lost child or a wounded animal, you must assist them.

Check it out for free download on the blog or read it in wiki form. A new class for Eric Provost’s Redbox Hack 2. The warrior of Redbox Hack 2 is a disappointment. Its companion, the stealthy longrunner, is a fresh take on the scoundrel archetype – skipping across the seas, drawing doorways with chalk and with a contact in every city. The warrior is just a warrior, what we have come to expect from thirty years of fantasy heartbreakers. I’ve attempted to fix this by writing up a set of new warrior-like classes. Each – hopefully – has a compelling hook in the setting and out-of-combat powers that create and solve problems. The Haunt is my first attempt. He’s a dabbler in ghosts and spectres, someone who dwells in dark fens and swamps. Please download a nicely-formatted PDF of the class.

You are a swamp dweller, a vagrant or a tramp who can speak with and summon the spirits of the dead and the damned.

Talents 

Jack O’Lantern With a wicker basket, you have no need for light from a Jack O’Lantern. Instead, the pumpkin-headed and candle-eyed scarecrow is a sentry, spy and messenger who communicates with you by whispering messages on the wind. Some Jack O’Lanterns are granted movement by their creator; they have an unfortunate habit of becoming distracted by beautiful maidens, frightening travelers and hunting for buried treasure. A Jack O’Lantern whose Haunt has died may sometimes pull itself up from the ground and bestow movement upon itself as it hops down the road.

Wicker Basket You can trap the souls of the dying in a wicker basket you carry on your belt or at the end of a walking stick. Only three souls will remain in the basket at one time and they sometimes fight or connive depending on their personalities. They will answer questions if threatened by cats – which all ghosts hate – or the smell of burning witchwood. If the wicker basket is shaped as a lantern, they souls release witchlight which reveals that which is hidden

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The Gravedigger’s Pet You summon a child who died before his or her time to walk as a ghost by your side. The child has no material form, but may choose to Assist you in combat (essentially a free action rolling your Stubbornness rather than your Alertness). It is your responsibility to care for the child and bring him or her to peace.

Hunter’s Look An animal that or person who meets your gaze cannot move or look away until you close or the gaze is broken.

Sandman’s Burden You bring with you a feeling of somnolence and languidness that lures others into a false sense of security. Where it is obvious from the fiction that you have surprised your foes, you automatically win Initiative. If it is not obvious, you still get a +5 bonus to your Alertness roll to determine initiative. Out of combat, you can sprinkle sand into a creature's eyes to put it into a deep sleep.

Strike the Shadow If your opponent casts a shadow, you can scuff it with your boot or pull parts of it away. Your attack treats your enemy as unarmoured but you must attack unarmed. Out of combat, you can read people based on the body language of their shadow, a being that cannot lie.    

Scribbler Notes:  Reinventing the  Wheel  When Reality Deviants Publications was writing Planetouched Feats V.1 - Secrets of the Inner Planes, we quickly ran into a wall. Checking the system reference document we found no listings for the outer planes. This was very frustrating from a design standpoint. Many of the names for the traditional outer planes come from mytical or literature sources but the essence of those planes as we knew them is not open content. Looking around for other sources, only a handful of companies have released planar material but many have obfuscated or crippled declarations preventing others from sharing the material or building on the existing concepts. After much debate and deliberation, we decided we wanted to try to reinvent the wheel. Reinventing the Wheel is intended to be a series of pdf supplements each detailing one of the major alignment based outer planes. Initially, we have decided to focus on the outer planes as no open game content can be found for it in the system reference document. In planning for this series we decided to set-up the cosmology with thirteen major planes for the alignments with a couple other planes that hopefully will fill a creative niche if not alignment. In Development: (Absolute Law) The Clockwork Perfection of Regulus (Absolute Chaos) The Everchanging Realms of Archanus (Absolute Evil) The Eternal Pit of Hell (Absolute Good) The Radiant Glory of

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Heaven (Absolute Neutral) Concordent Opposition (Lawful Evil) The Torturous Prison of Tartarus (Chaotic Evil) The Depravity of the Abyss (Lawful Good) The Celestial Paradise of XXXX (Chaotic Good) Asgard (Neutral Good) Elysium (Neutral Evil) Pandamonium (Lawful Neutral) The Order of the Hive (Chaotic Neutral) Giant lands

The Catalysitic Chambers of Vanadis: 3rd Layer The Power Plants of Kadmeia: 4th Layer The Pounding Pipeworks of Ferros: 5th Layer The Fiery Furnaces of Cuprum: 6th Layer The Deadly Dungeons of Plumbum: 7th Layer

Introduction to Regulus

Brilliant silvery spires stab into the artificially lighted skyline…

Tick, tick, tick… the regular rhythm of this plane can really get to you after a time… The Clockwork Perfection of Regulus sits as a shining example in a multiverse filled with chaos. Seemingly infinite in size the landscape extends outward to eternity in all directions, in an endless maze of cogs, gears, springs, levers, and grates. The entire landscape of Regulus is composed of metal and metal alloys, with the type and proportion of metal changing you tour any of its layers.

Organization of Regulus Regulus is an artificial plane of existence that was first formed millennia ago to suit the needs and vision of the Soul of the Machine. Regulus is organized into eight layers shaped like large cogs, each rotates a central shaft of platinum known as the primary axle. Each cog is composed primarily of a single metal with other metals alloys complementing and The Principal Axle of Platina: 0th Layer The Steadfast Spires of Titanos: 1st Layer The Heavenly Halls of Argentium: 2nd Layer

The Steadfast Spires of Titanos: 1st Layer

The topmost layer of Regulus, towers above all the other layers that lie further along the central spire. Many believe that the Soul of the Machines’ inner chambers are located at this end of the spire and as such Titanos is thought to be the closest thing Regulus has to a perfect world. Inevitables walk the landscape of Titanos overseeing the perfection and maintenance of order. From Titanos, there are shuttle tubes that can take travelers up to Huge size to any of the other layers. The layer of Titanos is the only layer with a known portal to the principal axle where the Soul of the Machine resides. The inevitables of Regulus as tasked with the lawful administration of justice across the entire plane. From the Halls of Justice, the inevitables hold court for all those accused of crimes within the plane. Having little understand of inferior non-mechanical existances, typical humanoid crimes of rape, murder or theft often result in fines or community service while the more serious crimes of property destruction, sabotage and littering are capital offenses. Those convicted of capital offenses are often recycled (see Recycling Plant p.XX).

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The Heavy Hopes of Plumbum: 7th Layer Heavy grey walls stretch endlessly in this maze of interlocking hallways and airlocks… This layer of Regulus is the slowest turning of all its cogs.

The Crumblining Columns of Technetos: 8th Layer Adjusted Planar Traits: Silvery-grey columns spring from this cog layer at unnatural angles. Much of the ground is littered with debris. Broken and rusted metal fill the landscape for as far as the eye can see… The bulk of the eight layer of Regulus is composed of a silvery-grey metal call technetium. This layer is the least stable and orderly of all the layers of Regulus. The reguluns active on this layer of the plane, are most occupied with simply holding the layer together and attempting to secure it to Plumbum with reinforced columns. Walking through Technetos is a hazardous affair as sharp, broken and rusty debris cover what is considered the floor (see Technetos Floor in the Hazards section). Being the final cog layer on the principle axis, Technetos is layer that most closely nears the outer edge of Archanus, the everchanging realms. The proximity of Chaos to this layer has a disruptive influence on both the landscape of Technetos and its inhabitants. This phenomena of chaotic disruption is known to the inhabitants of the realm as chasorot.

Chaosrot weakens the metal of the plane, slowly picking away at the metal’s essence until it is converted completely into chaos energy. This conversion of technetium into chaos energy forces the regulun works to replace each and every piece of the layer once every 61 days. The reguluns do not fair any better, the chaosrot weakens their orderly resolve and provokes a madness within them. This madness leads them to rampage through the plane destroying all they come across (see Chaosrot template). «Begin Box» Where does chaosrot stem from? Eritarin Versai, planar scholar, suggested in his Treatise on a Clockwork Multiverse, that the layer of Technetos in its eternal rotation around the principle axle becomes coterminus at several points with the Everchanging Realms of Archanus, once every 61 days for 61 seconds. Other planar scholars dispute this suggestion because that pure elemental chaos is unlikely to act on such a regular schedule. «End Box» Technetos Dwarves (Fix) There are psionic dwarves who were drawn from the material plane long ago by the Soul of the Machine to construct a perfect world. From their guildhouse on the layer of Technetos they make raids into the Celestial Order of the Hive for materials to maintain the plane of Regulus.

Locations in Regulus Guild of metal smiths, Philosopher Stone Society, Inevitable Halls, The Manufacturing Plant

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Highways and Byways

Supers20 

Connections to The Celestial Paradise of XXXXX. The Torturous Prison of Tarterus, and The Order of the Hive. Astral, Ethereal and Shadow

Hero Profile 

Hazards of Regulus Steam Vents, Crushed by Machinery, Radiation, Rust (collapsing floors), Falling items, Shrapnel storms, oil slicks and gas vents.

Denizens of Regulus P&P Automations, Dreadnaught P&P Automations, Spiked Demolisher P&P Automation, Vemonhacter P&P Champion of Law CW1 Dreadgem CW3 Emu-lok Template CotP Inevitable, Jarut SRD Inevitable, Kolyarut SRD Inevitable, Zelekhut SRD Inevitable, Jarut PenB Zenzoga

 

Stardust Background 

Adventure Seeds Gear Loose – An inevitable has contracted a magical disease specific to inevitables has altered his alignment to CE. Now the Clockwork Perfection of Regulus is threatened from within as a series of inevitables are found murdered and the plane is being sabotaged from within.

Question Is there anything of value there? Should I develop this of tear it into tiny bits and throw the damn thing away.

Aurelia Perez grew up in Rosario, Argentina as  the daughter of a wealthy industrialist. She  wanted for nothing growing up—personal  tutors, gymnastics lessons, dance lessons. When  she turned 16, her powers first manifested. She  was able to move things with her mind, fly short  distances and didn’t seem to get hurt as easily.  She decided that she should try to help others  because she had been blessed so much growing  up and adopted the identity of Stardust to fight  crime and try to make Rosario a better place for  all people to live. Knowing that she would need  a cover for her superhero activities, Aurelia  completed teacher’s college and took casual  work as a substitute teacher. She is well liked in  her work, but is considered a bit flighty because 

P a g e  | 51    she is often unavailable (as she is fighting  crime).   Stardust (Empath 8) HD 8d8+16; HP 55; Init +8;  Spd 30 ft; Defense 24, flatfooted 20 (+4 Dex, +6  Class, +4 Wis); BAB +6; Atk +12 melee (1d4,  unarmed), or ranged (5d4, telekinetic thrust, DC  20 Fort ½); SQ resolute; AL none; SV Fort +8, Ref  +10, Will +8, Rec +10; Rep +4; Str 10, Dex 18,  Con 15, Int 11, Wis 19, Cha 14  Background Academic (Professional Reputation,  Professional Salary)  Hobby Unarmed  Skills Academics [Early Education] +4(4),  Acrobatics +15 (11), Art [Dance] +6(4), Athletics  +11 (11), Influence +13 (11), Legal +2,  Perception +15 (11), Power Control +13(11),  Streetwise +15 (11), Unarmed +4 (4)  Feats Armor, Contemplative Master, Flight,  Immunity (Concussion), Quick Change, Quick  Wit, Poise, Power Level (x3, PL 5), Telekinesis  Access/Contacts/Followers Confidential Access,  Police Powers (local), (7 unspent)  Wealth 14  Quote “It would be best for you to stand down,  before I knock you down!”   

 

Villain Profile  Echelon‐X  David Wallis was an employee at the signals intelligence project where he was employed as data processer. He was based out of the unconfirmed facility at Canadian Forces Station Leitrim, Ontario. In 2007, terrorist agents of "Les Habitantes” detonated a dirty bomb at the site. The radiation caused an electrical cascade through the equipment that Wallis was using. The resulting electrical explosion erased David’s personality and memories like a degaussed video tape and infused him with new powers over electricity. Recovered by agents of “Les Habitantes”, David was rechristened as Echelon-X, a super-powered agent of terror. Echelon-X (Brainiac 10)HD 10d8+10; HP 60; Init +1; Defense 17, flat-footed 16 (+1 Dex, +6); BAB +7; Atk +6 melee (10d4, electrical touch), or +8 ranged (8d4 electricity, energy blast); SQ thinker; AL none; SV Fort +4, Ref +6, Will +9, Rec +4; Str 8, Dex 12, Con 13, Int 15/23, Wis 14, Cha 10 Background Academic Occupation Superterrorist (blast, desolidification) Hobby Crime Skills Academics (Cryptography) +19(13), Academics (Canadian Culture) +19(13), Art (digital art) +12(12), Computers +19(13), Crime +21 (15), Engineering +19(13), Influence +13(13), Leadership +15 (15), Power Control +14(13), Psionics +15(13), Weapons +14 (15) Feats Blast (Electricity, Line), Brains over Brawn, Control Electricity (Electrical Empathy, Wire Rider), Desolidification   (Ghost in the Machine), Enemy (Alpha Squadron), Intimidating Presence, Power Level +8(5), Smart Defense, Superhuman Intelligence

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Access/Contacts/Followers 5 points unspent Wealth 19 Possessions Medium reflective cloth armor (DR 6) Occupation: Super Terrorist  You are the super‐powered agent of a terrorist  organization.  Professional Skills Crime, Leadership, Weapons  Improved Feats Attack Focus: +2 to attack rolls;  Dead Aim: you are not flat‐footed when you use  this feat, Enemy (rival agency): +3 damage;  Intimidating Presence: this bonus is increased  by +3.     

The Noble Wild  Shane sent me an email that said: I don't know if you're familiar with The Noble Wild, by Skirmisher Publishing. It's a sourcebook for playing a sentient animal PC in 3.5, and I really get a kick out of it. I was recently talking to a friend of mine about playing an animal PC, and he mused about the idea of playing a talking penguin; a species that isn't in The Noble Wild. Of course, I couldn't stand for that.

Noble Penguin  Best known for their cheerful disposition, noble penguins thrive in one of the bleakest environments in the world. Perhaps because living in such stark conditions requires an optimistic mindset for survival, noble penguins always find the bright side in any situation. This makes them among the most gregarious noble animals, able to get along with virtually anyone. In the choice between serving or challenging humanoids, noble penguins near-universally choose to serve. Or rather, they would, but they rarely find themselves in a position to do so, simply because most humanoids don’t live in the climes that penguins call home. For those who brave the cold though, there is no truer friend than a noble penguin. Noble Animal Species Traits      

  

 

+2 Charisma; penguins are very  outgoing and friendly.  Small.  Base Speed: 20 ft., Swim: 40 ft.  Natural Weapons: bite (1d3).  Low‐Light Vision (Ex).  Retain Warmth (Ex): Noble penguins  naturally resist frigid temperatures,  taking no damage or penalties from  non‐magical cold (such as arctic  environments). They gain a +1 bonus on  saves vs. magical cold.  +8 racial bonus to Swim checks.  Avian.  Automatic Languages: High Fauna and  Raptor. Bonus Languages: Bat,  Crocodilian, Herdspeak, Songbird,  Ursine, Whale.  Favored Class: Bard.  Social Group: Colony. 

I wonder if the Noble Wild would work with the  Tower's Exceptional Animals Class 

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Tough Chicks With  Firearms20 

Characters

Adventure Hooks The Pirate Queen’s Booty In the Gulf of Mexico a pirate queen roams the sea capturing any craft that draws to sail upon her waters. Many thought the pirate queen to be a myth but lately she’s making raids against rail-lines near the sea. A rich and powerful railroad baroness wants the pirate queen’s booty in a sling or to be sent to Diana Jones’s locker. The railroad baroness is bound to pay famously for riding the sea of the pirate queen plus the pirate queen’s booty is bound to be filled with treasure. Curse of the Dip Ones Pretty girls have been disappearing up and down the Souris River. The women tribes of the Canadian wilderness have lost many of their young. Some of the hunters and medicine woman speak of Wendigo and other evil demons but recently a young woman escaped the monster and was covered with a vile ichor. Dip Ones have slithered their way into the Souris River and they must be exterminated. Do the Dip Ones have some greater plan or they simply collecting new sacrifices.

 

Stefi was raised on the Standing Rock Reserve in what was once southern Manitoba. Before the “incident” that wiped out most of the male population, Stefi hoped to be a dentist or a hairdresser. After the incident, she saw the suffering in her community and apprenticed to become a medicine woman. In the wilds of southern Manitoba, Stefi provides spiritual and medical aid to the surviving members of her tribe. Stefi Thunderwolf (Empath 5): HD 5d8; HP 22; Init -1; Spd 30 ft; Defense 12, touch 12, flat-footed 12 (-1 Dex, +3 class); BAB +3; Atk +5 melee (1d6+3, hatchet); SQ resolute; AL Standing Rock Reserve; SV Fort +4, Ref +3,Will +6, Rec +3; Rep +4, Str 12, Dex 8, Con 10, Int 14, Wis 15, Cha 13

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Background Reserve Occupation Medicine Woman (Magic [four spells]) Hobby Weapons Skills Academics (First Nations Culture) +10 [8], Academics (Literature) +10 [8], Art (dance)+9 [8], Athletics +10 [8], Business +9 [8], Influence +15[10], Magic +11 [10], Medicine+12 [10], Perception +10 [8], Speak Language [4, Cree, Saulteaux, Mischif, French], Weapons +9 [8] Feats Animal Empathy, Attractive (x2), Career Advancement (x2), Contemplative Master, Look Good In UniformTCWF, Pray Like HellTCWF Access/Contacts/Followers Two first level followers (apprentice medicine women) Wealth 7 Spells bless, cure light wounds, sanctuary, shield of faith Possessions hatchet, cell phone, 10,557 friends on Twitter, ceremonial head dress, medicine pouch

New Backgrounds Bookworm You spent a lot of time surrounded by books. Their stark pages filled your head with ideas, concepts and occasionally carnal impulses. Skills (choose three of the following): Academics, Art, Chemistry, Computers, Read/Write Language and Speak Language Base Wealth: 6 Minx You have always been a tough girl who never took shit from anyone. Your attitude has probably got you in trouble with the law in the past. Skills (choose three of the following): Athletics, Crime, Firearms, Leadership, Outdoorsman, Streetwise, Unarmed and Weapons. Base Wealth: 4

Naughty Schoolgirl You are a recent graduate of high school, college, graduate school or a private institution. Behind the uniform, lollipop and sweet, innocent attitude lurks a precocious being capable of anything with the knowledge to get away with it. Skills (choose three of the following): Academics, Art, Computers, Influence, Stealth and Streetwise. Base Wealth: 4 Reserve You grew up on a reserve in rural Canada Skills (Four of the following):Academics (First Nations Culture), Art, Athletics, Outdoorsman, Speak Language Base Wealth 0

New Feats Hard Drinking Tank It will take a lot more than liquour or poison to put you down. Effect You gain a +4 bonus on Fortitude saves vs. alcohol or other poisons. Look Good in Uniform Empath Uniforms almost always look good anyway but something about you in uniform is even more spectacular. Effect: When you are wearing your work uniform your Charisma modifier +1 for all skill checks.

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Me, Me, Me Star You are totally selfish and self-absorbed. No, this is not necessarily a bad thing. Effect: You gain a +2 bonus on any skill check or save that would help you resist doing anything to help anyone else or do anything against your own self interest. Pray Like Hell Empath This is the ability to call upon divine intervention even when taking a shitkicking. Effect By taking a full-round action to pray for assistance, you gain bonus to attacks equal to one-half your empath level for a number of rounds equal to your Wisdom modifier. Swearing General You have a knack for stinging bouts of profanity. Effect You gain a +4 bonus on Bluff and Intimidate Influence skill uses when you have the time to unleash a blue streak of profanity. This ability can grant a bonus of +6 or +8 if the abuse is particularly inventive, ongoing or awesome.

New Occupations Beautician In a world filled with infinitely more woman then men, the beautician is a respected and important profession. Only the beautician can help a lady look her best or at least not mundane. Professional Skills Art (cosmetics), Chemistry, Influence Improved Feats Awareness: your Will save is considered +2 for the purpose of this feat; Improvise: you gain a +2 attack bonus with improvised weapons; Me, Me, Me: you get a +4 bonus to use this feat; Weapon Finesse:

you may add 1 ½ times your strength bonus to weapons utilizing this feat. Dominatrix Dominatrix are professionals skilled in the distribution of pain, humiliation and bondage. Professional Skills: Acrobatics, Influence, Perception Improved Feats: Banter: your Charisma modifier is increased by +1 for the purpose of this fear; Empathy: your Perception is as +4 higher for purposes of this feat; Fire Inside: the damage bonus is +4 and lasts 2 minutes; Intimidating Presence: your Constitution bonus is +4 higher for the purpose of this feat. Hard-Boiled Detective Hard-boiled detectives are gumshoes, flatfoots and tough characters from the bygone era of film noir. Professional Skills: Firearms, Influence, Legal Improved Feats: Awareness: your Will save is considered +2 higher for purposes of this feat; Hard Drinking: the bonus for this feat is +6; Point Blank Shot: +2 attack rolls; /Swearing//: the bonus granted by this feat is increased by +2. Hellooo Nurse Helloo nurses are health-care professionals who where tight white uniforms, stockings and high heels. They have the cure for what ails you. Professional Skills: Academics (Life Sciences), Influence, Medicine Improved Feats: Book Learning: +2 Intelligence; Empathy: your Perception is as +4 higher for purposes of this feat; Healer: +3 points of healing; Look Good In Uniform: the Charisma modifier is increased +1.

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Medicine Woman On your reserve you are treated with reverence and respect for embracing the traditional teachings lost to many of today’s young First Nations. Professional Skills Influence, Magic, Medicine Improved Feats Animal Empathy: you gain a +4 bonus to influence animals; Awareness: your Will save is increased by +2 for this feat; Expert in Your Field (Magic): your Reputation modifier is treated as +2 higher for purposes of this feat; Healer: you heal an additional +4 points of damage. Renegade Nun Biker nuns travel the broken world on a holy mission to rid the landscape of the foulness of demonic invasion. Professional Skills: Academics (Religion), Firearms, Vehicles Improved Feats: Look Good In Uniform: the Charisma modifier is increased +1; Move-by Attack: when conducting a moveby attack from a motocycle, you gain a +2 bonus to your attack roll; Point Blank Shot: +2 attack rolls; Pray Like Hell: your Empath level is considered 4 level higher for the purpose of this feat. Saucy Wench With the fall of civilization, many women who once were part of world’s navies have turned to a life of piracy on the open sea. Professional Skills: Athletics, Crime, Outdoorswoman Improved Feats: Acrobatic Defense: your Acrobatics skill is treated as +2 higher for the purposes of this feat; Acrobatic Feint: the DC of the Acrobatics check is decreased to Acrobatics or Reflex +5 ; Defensive Roll when an opponent strikes you, she thinks the blow lands full force and believes she is inflicting much greater damage than she really is, and after a successful hit, you may “play dead”, requiring a Perception check of

20 + your Reputation for her to realize you are not dead or unconscious ; Improved Grab: the DC of the free grapple check granted by this skill is your opponent’s Unarmed or Acrobatics +5. Witch From goth chicks to druidic naturists, with the apocalypse witch’s found their magical powers greatly magnified. Professional Skills: Academics (Mysticism), Art (Oratory), Magic Improved Feats: Animal Empathy: you can use this feat with magical beasts as well as animals ;Career Advancement: +2 perks;Brains over Brawn: your bonus is +3 on attack rolls against dullards ; Linguist: you gain a +5 bonus on the Academics check to understand unknown languages.

New Races A Word about Races The only major changes to using races in conjunction with backgrounds are that a character that chooses to select a race does not choose a background. If a character wishes to choose a background, then he does not choose a race. Races are defined by: ability adjustments, racial traits and racial feats. Ability adjustments are bonuses and penalties to ability scores. Racial traits are any other miscellaneous bonus. This might be a small bonus to movement rate, a skill bonus or ranks in a skill. Racial feats are feats that a character can take no matter his class. For example a character of the Powerhouse class could select a racial feat found on the Brainiac list.

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You must meet all other requirements for a racial feat. For example, if the prerequisite for a feat was Powerhouse 4th level, you could take the feat provided you had four character levels in any combination of classes.

Wellsprings  The Fairy Fingers  

Bat-Winged Bimbos

 

Bat-winged bimbos are former succubi who have been cast from being too disruptive or lazy. Many travel to big cities hoping to be stars. They are succubi without a plan or a clue. Ability Adjustments: -2 Int, +2 Cha Racial Traits: 



Demonic Nature: 4 ranks in Power Control and 4 ranks in one other skill (Art, Influence, Speak Languages) Demonic Power: Bat-winged bimbos have an increased number of racial feats.

Racial Feats: Ability Drain, Claws, Control Fire, Flight (Winged, PL +1), Power Level, Super Human Charisma.

The Fairy Fingers Maximum Victories 5, Limited Primal Power Magic Effects Portal to Many Worlds, Whispered Dreams (5 miles) In the time before the history of man, and even before the time of elves, the fairy kingdoms covered much of the world. In that time, Caliarn, was the greatest of all fey with magical powers that are said to have rival that of the gods who shaped the world. Caliarn was respectful of the gods and their works but when he began to teach others the magic he had learn the gods cursed him, turning his body to stone and sinking it beneath the earth. He fought back, crawling his way to the surface but never manage to break more than a few fingers free of his earthen prison. The so-called fairy chimneys are the fingers of this cursed ancient fey. The Fairy Fingers rise from the ground like a ring of stone towers that rise 60 ft. into the air. The towers rise and fall slowly changing in height by three to five feet a day and can

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shift laterally up to five feet as the imprisoned fey struggles toward freedom. So powerful is the gods’ curse that the land around the Fairy Fingers never appears rippled or disturbed and if not for careful observation their movement may not have been noticed at all. On the fourth day or the fourth month, all magic of enchanment, illusion or transmutation schools is extended when cast from within the Fairy Fingers. Effects Caliarn’s magic still resonates strongly with this site. Animals and magical beasts within 5 miles of this wellspring are able to cast on 0th level spell at-will of the enchantment, illusion or transmutation school. If gain the ability to speak Sylvan while in this radius and if they possess an Intelligence bonus they may possess one additional cantrip per point of intelligence bonus. Additionally hidden amongst the many fingers is a simple wooden door that can lead a traveller to the Plane of Dreams or the Vault of Stars or the Questing Grounds.

Kristian’s Maps 

Something Stinks Beneath Lanonshire Room 1: The Side Tunnel (EL 1, 400 XP) The grey stone of the sewer is slick with water and the growth of slime molds. From the west wall, a corroded copper pipe vomits run off, kitchen waste and effluent from a society that abhors all that it flushes away. To the north, two tunnels stretch outward toward dual pools. To the east the sewer line runs down the middle of the room like a hallway of shame. After forty of so feat the tunnel turns north. This area is not regularly used by the ratters. Like much of the sewer it is infested with vermin and if the party stays in this are more than a single round they are liable to be attack by three dire rats (hp 5, see below). The dire rats collect no treasure but there is a 10% that a small piece of jewelery worth 50 gp could have fallen into the sewer

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system. If a character is injured and goes about searching the sewer water for treasure he is likely to be infected by filth fever. DIRE RAT (3) CR 1/3 N Small Animal 135 XP Init +3; Senses low-light vision, scent; Perception +4 AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size) hp 5 (1d8+1) Fort +3, Ref +5, Will +1 Spd 40 ft., climb 20 ft., swim 20 ft. Melee bite +1 (1d4 plus disease) Abilities Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 4 Base Atk +0; CMB -1; CMD 12(16 vs. trip) Feats Skill Focus (Perception) Skills Climb +11, Stealth +11, Swim +11 Disease (Su): Filth Fever:Bite—injury, save Fort DC 11, onset 1d3 days; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive days. The save DC is Constitution-based. Room 2: Early Warning (EL 2, 600 XP) The ratters are aware that curious adventurers often cause problems in areas that are not their concern so they have place a trap to discourage adventurers from coming further into the tunnels at this location. On the south side of the hallway is a canvas bag. The bag is a magical trap that ensnares its victims and thrusts him into mortal combat. Bag of Endless Battles CR 2 Type magic; Perception 26; Disable Device 26 Trigger touch; Reset automatic (one day) Effect spell effect (entangle (fabric –based)

DC 11 and summon monster I (dire rat, 3 rounds)). If the character fails the save vs. entangle they are trapped alone in the bag for 3 rounds to fight the dire rat, but if they make the save the dire rat instead spills out of the bag. At the bottom of the bag is a silvered dagger (lost by an unlucky adventurer). Room 3 - The Long Tunnel (EL 3 or 0, 800 XP) The sewer tunnel turns sharply north at the corner here. Around the corner the sewer water flows stretches sixty feet forward through a large well lit area. The running water is accompanied by the hiss of air being forced through pipes. The walkway on either side of the sewer groove is slick with moisture and moss and along the walls are a number of alcoves that are filled with skeletons. The skeletons are all that remains for ratters that have fallen in their war against the surface dwellers. These skeletons are just placed to frighten of investigators who may fear the undead. However if the characters triggered the alarm in area two then a pair of ghost ratters will be hidden within two of the alcoves (DM's choice) and with seek to surprise and kill or drive off adventurers who may ruin the grand plan. Treasure In general the characters will be able to locate 2d12 silver pieces or a ring worth (25 gold) among the skeletal remains. If the ghost ratters are present they will have small purses on them that carry silvered weapons, a potion of cure light wounds, two thunderstones, and a collection of gold. Ratters, Ghost CR 1 (400 XP) LE Medium Monstrous Humanoid Init +2; Senses darkvision 60 ft.; Perception +0

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AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural) hp 17 (2d10+6) Fort +3, Ref +5, Will +3 Speed 30 ft., climb 15 ft. Melee bite +3 (1d3+2), 2 claws +3 (1d4+1) or silvered scimitar +3 (1d6+1 plus paralysis, 19-20), claw +3 (1d4+1) Ranged javelin +3 (1d6+2) Str 14, Dex 15, Con 16, Int 10, Wis 10, Cha 8 Base Atk +1; CMB +13; CMD 15 Feats Run Skills Acrobatics +6, Climb +14, Intimidate +3, Stealth +6 SQ Skeletal Ambush Gear potion of cure light wounds, thunderstones (2), 45 gp Skeletal Ambush (Ex) Ghost ratters can move freely among animated skeletons. Fighting amidst skeletons they gain a +2 circumstance bonus to attack rolls on the first round of combat. Ghost ratters are ratters whose outer-skin and innards are transparent except for their bones. They appear to be animated skeletons and use this perception to catch adventurers off guard. Like most ratters they carry silvered weapons, ever wary of the possible infiltration of their band by wererats. What is the difference! I've seen this come up lately in discussions. What makes a humanoid a monstrous humanoid instead of a regular humanoid. For me the answer simply comes down to racial abilities. If your creation has a natural armor bonus or natural attacks (claw, bite) then I place them as a monstrous humanoid. They are more monster than man. So

Lizardmen in my mind are monstrous humanoids, as are dromites and ratters. Room 4 - Flushing Tanks (EL 4, 1,200 XP) Ahead of you sits a long oval tank. The liquid is blackish and filled with effluent. The surface undulates gentle as if something great thing stills the fluid below the surface. There appears to be no way across the tank besides jumping the 10 ft. across and only then is there a 5 ft. landing before a second tank cuts acros your passage. Ahead of the two tanks you can just make out a large lighted-room. Beneath the surface of this flushing tank is a very satisfied amphibious otyugh. Rarely does the otyugh need anything beyond what naturally flushings into his tanks (they are connected beneath the surface and can move back and forth between them as he pleases). If someone seems particularly tasty (as someone dripping blood into the water) he may make a pass at grabbing them. Treasure At the bottom of the amphibious otyugh's flushing tank is a mithral shirt from an devoured elf (mmmmmm, elf). Amphibious Otyugh (Revised) CR 4 (1,200 XP) N Large magical beast Init +3; Senses Darkvision 30 ft., low-light vision, scent; Perception +11 AC 15, touch 9, flat-footed — (-1 size, +6 natural) hp 45 (6d10+12) Fort +7, Ref +4,Will +3; (-2 Fort save penalty vs. gases, contact and inhaled poisons) Spd 10 ft., swim 30 ft. Melee 2 tentacles +7 (1d6+2, grab), bite +7 (1d8+1, disease)

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Space 10 ft.;Reach 5 ft. (10 ft. with tentacles) Special Attacks constrict (1d6+2), disease (filth fever, save Fort DC 14, onset 1d3 days, frequency 1/day, 1d3 Dex and 1d3 Con, cure 2 saves)

Crypt of the Sand King (10th level)

Str 15, Dex 8, Con 15,Int 8,Wis 12,Cha 6 Base Atk +6; CMB +9; CMD 19 Feats Improve Initiative, Skill Focus (Perception), Skill Focus (Stealth) Skills Perception +11(3), Stealth +1/+9 in lair (3), Swim +10 Language Aquan, Common SQ all-around vision, amphibious, natural coloration All-Around Vision (Ex) An otyugh’s flexible eyestalk allows it to rapidly look in all directions. An otyugh is never flat‐footed and never flanked. It has a +4 racial bonus on Perception skill checks. Natural Colouration (Ex) Due to its natural colouration, an otyugh receives a +8 racial bonus to Stealth checks in its lair.

The Sand King was once a primitive human called Dzon Olkman. This savage barbarian terrorized the southern wastes and would have been only remembered as a local warlord until he freed the Bringer of Curses. Upon forging a covenant with this dread power Dzon began along the path of immortality. His ascension would have been assured had Dzon not grown greedy for power and struck a deal with Salurna, the Lich Queen. Determined to punish his supplicant the Bringer of Curses weaked Dzon’s body and allowed his opponents to kill him. They took his body and sealed it in a crypt filled with guardians and traps. Salurna whispered to the men still loyal to Dzon, telling them that the Sand King had been reborn but was trapped. They tried to free him but have always been repulsed by the guardians of the tomb. So they came up with a new plan. Con some tomb raiders or adventurers to set him free. They will attempt to do this by:

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A) Spreading rumours of great magical treasures hidden within the crypt

Room 2: The Chamber of Second  Thoughts (CR 10, 19,200 XP) 

Or

This large room is cut with deep lines that criss-cross and slither through the ceiling, floor and roof. The chamber is lit by four glowing yellow lights that float, rotate and spin about the room. The lines on the walls, ceiling and floor appear to be some sort of script but what was once pristine white marble is stained with blood

B) Spin a tale of the evil Sand King rising from the dead and opening a portal to the Negative plane to pull undead legions from the Boneyard. Room 1: Guardians of Stone (EL 9) The entrance to the crypt is overgrown by bunches of creosote bush that struggle to conceal and clog the entrance to this mound. Sand from the desert pools inward onto the red and orange stone floor, and the hallway is unadorned except for two large columns along the west well. These towering supports are made from white and green stone and are beautifully sculpted to have the impression of a muscular, bald, and tall humanoid with two pairs of shining, whitefeathered wings embossed within it and wielding longswords. This room is the first line of defence to prevent intruders from waking the Sand King and bringing his evil back into the world. The two statues are large caryatid columns (CR 7 each) carved to appear as planetars (Knowledge (planes) DC 17 to recognize the form). The caryatid columns are instructed to attack anyone that enters the room that is not carrying the Mark of a Southern Defender and to prevent strangers from entering room 2. The caryatid columns have no treasure but one the base of the second statue is a square block covered in celestial script. This block is one of the four blocks necessary to open room 6. There is one exit south that leads outside and one west that leads to the chamber of second thoughts.

The chamber of second thoughts is a large elaborate trap. The walls are covered with a celestial script that warms of the dangers of the Sand King reawakening as well as a command word to disable the mechanical trap. The walls, floor and ceiling is crisscross with many deep groves through with the blades of the trap can spring. In the center of the room is a locked chest (DC 30). Inside the chest is sandstone block with a celestial script upon its surface. This is one of the four stones needed to unlock room 6. The remaining stones are in rooms 1, 3 and 5. The trap is a Chamber of Blades as described in  the Pathfinder Roleplaying Game, except that it  can be disabled by a verbal command word and  it has an automatic reset that takes 3 rounds. It  is identical in all other ways.                           

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Tim’s Map  Tim Green creates his own maps for his online and home games. Below is a map he sent over for readers to share. This map is only for home-use it is not considered open game content.

                                                                                       

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Open Game  License  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,

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11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Modern20, Copyright 2007, RPGObjects; Author Charles Rice Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;

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Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 1 on 1 Adventures #5: Vale of the Sepulcher, Copyright 2006, Expeditious Retreat Press; Author Suzi Yee. 1 on 1 Adventures #6: Shroud of Olindor Copyright 2006, Expeditious Retreat Press; Author Matthew J. Hanson 1 on 1 Adventures #7: Eyes of the Dragon Copyright 2007, Expeditious Retreat Press; Author Matthew Carson 1 on 1 Adventures #6: Blood Brothers, Copyright 2007, Expeditious Retreat Press; Author Suzi Yee 1 on 1 Adventures #9: Legacy of Darkness, Copyright 2007, Expeditious Retreat Press; Author Creighton Broadhurst 1 on 1 Adventures #10: Vengeance of Olindor, Copyright 2008, Expeditious Retreat Press; Author Matthew J. Hanson A Magical Medieval Society: Western Europe, © 2003, Expeditious Retreat Press; Authors Suzi Yee and Joseph Browning. A DM’s Directory of Demiplanes, Copyright 2004 Philip Reed and Michael Hammes. Published by Ronin Arts, www.roninarts.com. Aasimar & Tiefling: A Guidebook to the Planetouched, Copyright 2004, Green Ronin Publishing; Author Robert J. Schwalb. Advanced Bestiary, Copyright 2004, Green Ronin Publishing, LLC; Author Matthew Sernett. Advanced Player’s Guide, Copyright 2004, White Wolf Publishing, Inc. Advanced Player’s Manual, © 2005, Green Ronin Publishing: Author Skip Williams. Algernon Files, © 2004, Blackwyrm Games; Authors Aaron Sullivan and Dave Mattingly. Armies of the Abyss, © 2002, Green Ronin Publishing; Authors Erik Mona and Chris

Pramas. Art of the Duel. Copyright 2008, Sinister Adventures; Author: Craig Shackleton. Assassin's Handbook Copyright 2002, Green Ronin Publishing; Authors David "Zeb" Cook and Wolfgang Baur. Avatar's Handbook, Copyright 2003, Green Ronin Publishing; Author Jesse Decker. Bastards & Bloodlines, © 2003, Green Ronin Publishing, Author Owen K.C. Stephens Book of Fiends, Copyright 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb. Book of the Righteous, © 2002, Aaron Loeb. Borrowed Time, Copyright 2006, Golden Elm Media; Authors Bruce Baugh and David Bolack Blue Rose, Copyright 2005, Green Ronin Publishing; Authors Jeremy Crawford, Dawn Elliot, Steve Kenson, Alejandro Melchoir, and John Snead. Blue Rose Companion, © 2005, Green Ronin Publishing; Editor Jeremy Crawford. Caliphate Nights, Copyright 2006, Paradigm Concepts; Author Aaron InfanteLevy Caryatid Column from the Tome of Horrors, Copyright 2002, Necormancer Games, Inc.; Author Scott Greene, based on original material by Jean Wells. Challenging Challenge Ratings: Immortal’s Handbook, © 2003, Craig Cochrane. Character Portraits: Fantasy Heroes copyright 2003, Mongoose Publishing Class options Volume1: Sorcerer Bloodlines, Copyright 2009, Reality Deviant Publications, author Stefen Styrsky Conan The Roleplaying Game, © 2003 Conan Properties International LCC; Authorized Publisher Mongoose Publishing Ltd; Author Ian Sturrock. CORE Explanatory Notice, © 2003,

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Benjamin R. Durbin Creatures of Freeport, © 2004, Green Ronin Publishing, LLC; Authors Graeme Davis and Keith Baker. Crime and Punishment, © 2003, Author Keith Baker Crooks!, © 2003, Green Ronin Publishing; Authors Sean Glenn, Kyle Hunter, and Erik Mona. Cry Havoc, © 2003, Skip Williams. All rights reserved. Darwin’s World Copyright 2002, RPGObjects; Authors Dominic Covey and Chris Davis. Darwin’s World 2nd Edition, © 2003, RPG Objects; Authors Dominic Covey and Chris Davis. Design Parameters: Immortal’s Handbook, © 2003, Craig Cochrane. Fading Suns d20 ©2001 Holistic Design, Inc. Fantasci20, Copyright 2008, RPGObjects; Author Charles Rice Future: Heroes — Cyborgs, Copyright 2004, Philip Reed. Published by Ronin Arts. Future Player’s Companion: Tomorrow’s Foundation, Copyright 2005 The Game Mechanics, Inc.; Authors: Gary Astleford, Rodney Thompson, & JD Wiker. Future Player’s Companion: Tomorrow’s Hero, Copyright 2005 The Game Mechanics, Inc.; Authors: Gary Astleford, Neil Spicer, Rodney Thompson, & JD Wiker. Future Player’s Companion: Tomorrow’s Evolution, Copyright 2005 The Game Mechanics, Inc.; Authors: Gary Astleford, Neil Spicer, & Rodney Thompson. Future Player’s Companion (Print), Copyright 2005 The Game Mechanics, Inc.; Authors: Gary Astleford, Neil Spicer, Rodney Thompson, & JD Wiker. Galactic Races, © 2001, Fantasy Flight Games. GameMastery Module W1: Conquest of Bloodsworn Vale, Copyright 2007 Paizo

Publishing, LLC. Author: Jason Bulmahn. Gimmick’s Guide to Gadgets, © 2005, Green Ronin Publishing; Author Mike Mearls. Grim Tales, © 2004, Benjamin R. Durbin, published by Bad Axe Games, LCC. Grim Tales, Cyberware game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC. Grim Tales, Firearms game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC. Grim Tales, Horror game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC. Grim Tales, Spellcasting game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC. Grim Tales, Vehicle game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC. Hammer and Helm, Copyright 2002, Green Ronin Publishing; Author Rodney Thompson. Hot Pursuit, © 2005, Corey Reid, published by Adamant Entertainment, Inc. Hyperconscious: Explorations in Psionics Copyright 2004 Bruce R Cordell. All rights reserved. Immortals Handbook, © 2003, Craig Cochrane. Interface Zero, Copyright 2008, Reality Deviant Publications, Authors Matt Conklin, Hal Maclean, Patrick Smith, David Jarvis Interface Zero, Modern20 edition, Copyright 2009 reality deviant publications, Authors Charles Rice, Matt Conklin, Hal Maclean, Patrick Smith, David Jarvis Lava Children from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jim Donohoe. Labyrinth LordTM Copyright 2007, Daniel Proctor. Author Daniel Proctor. Legions of Hell, © 2001, Green Ronin Publishing; Author Chris Pramas.

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Lethal Lexicon, Copyright 2007, Octavirate Entertainment. Lux Aeternum, Copyright 2006, BlackWyrm Games; Author Ryan Wolfe, with Dave Mattingly, Aaron Sullivan, and Derrick Thomas. Martial Arts20 Copyright 2007, RPGObjects; Author Charles Rice. Mecha vs. Kaiju, Copyright 2006, Big Finger Games; Author Johnathan Wright Minions v3.5 Copyright 2003, Bastion Press, Inc Mobat from the Tome of Horrors. Copyright 2002, Necromancer Games, Inc. Author Scott Greene and Clark Peterson, based on original material by Gary Gygax. Modern Player’s Companion, © 2003, The Game Mechanics, Inc; Author: Stan! Moloch from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Monster Geographica: Hill & Mountain Copyright 2005, Expedtious Retreat Press Monster Geographica: Underground, Copyright 2004, Expeditious Retreat Press Monster’s Handbook, © 2002, Fantasy Flight Publishing, Inc. Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All rights reserved. Monte Cook’s: Arcana Unearthed, © 2003, Monte J. Cook. All rights reserved. Mutant FutureTM Copyright 2008, Daniel Proctor and Ryan Denison. Authors Daniel Proctor and Ryan Denison. Mutants and Masterminds Copyright 2002, Green Ronin Publishing. Mutants & Masterminds, Second Edition, © 2005, Green Ronin Publishing; Author Steve Kenson. Mutants & Masterminds Annual #1, © 2004, Green Ronin Publishing, LLC; Editor Erik Mona. Mythic Heroes, © 2005, Benjamin R.

Durbin, published by Bad Axe Games, LLC. OGL Horror, © 2003, Mongoose Publishing Limited. One on One Adventures #1: Gambler’s Quest, Copyright 2004, Expeditious Retreat Press, Author William L. Christensen One on One Adventures #2: The Star of Olindor, Copyright 2005, Expeditious Retreat Press, Author Mathew J. Hanson One on One Adventures #3: The Forbidden Hills, Copyright 2006, Expeditious Retreat Press, Author: Suzi Yee One on One Adventures #4: The Sixth Cavalier, Copyright 2006, Expeditious Retreat Press, Author Peter Weekes One on One Adventures #6.66: The Pleasure Prison of the B’thuvian Demon Whore, Copyright 2006, Expeditious Retreat Press, Author Joseph Browning One on One Adventures Compendium, Copyright 2009 Expeditious Retreat Press Open game content from The Book of Immortals copyright 2004, Mongoose Publishing. Open game content from The Quintessential Druid copyright 2002, Mongoose Publishing. Out for Blood, Copyright 2003, Bastion Press; Author E.W. Morton Possessors: Children of the Outer Gods, © 2003, Philip Reed and Christopher Shy, www.philipjreed.com and www.studioronin.com. Post-Apocalypse20, Copyright 2007, RPGObjects; Author Charles Rice Relics and Rituals: Excalibur,© 2004, White Wolf Publishing, Inc. Remarkable Races. Copyright 2009, Alluria Publishing; Author: J. Matthew Kubisz Rokugan, © 2001 AEG Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax Sea of Blood ©2001 Mongoose Publishing

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Shaman's Handbook, Copyright 2002, Green Ronin Publishing; Author Steve Kenson. Silver Age Sentinels d20, © 2002, Guardians of Order, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble. Skull & Bones ©2003, Green Ronin, Green Ronin Publishing, Authors Ian Sturrock, T.S. Luikart, and Gareth-Michael Skarka. Spycraft © 2002, Alderac Entertainment Group. Spycraft Espionage Handbook, © 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson. Spycraft Faceman/Snoop Class Guide, © 2003, Alderac Entertainment Group, Inc.; Authors Alexander Flagg, Clayton A. Oliver. Spycraft Fixer/Pointman Class Guide, © 2003, Alderac Entertainment Group, Inc.; Authors Scott Gearin. Spycraft Mastermind Guide, © 2004, Alderac Entertainment Group, Inc.; Steve Crow, Alexander Flagg, B. D. Flory, Clayton A. Oliver. Spycraft Modern Arms Guide, © 2002, Alderac Entertainment Group, Inc.; Authors Chad Brunner, Tim D’Allard, Rob Drake, Michael Fish, Scott Gearin, Owen Hershey, Patrick Kapera, Michael Petrovich, Jim Wardrip, Stephen Wilcoxon. Spycraft Soldier/Wheelman Class Guide, © 2003, Alderac Entertainment Group, Inc.; Authors Chad Brunner, Shawn Carman, B. D. Flory, Scott Gearin, Patrick Kapera. Spycraft U.S. Militaries Guide, © 2004, Alderac Entertainment Group, Inc.; Authors Dave McAlister, Clayton A. Oliver, Patrick Kapera. Spycraft, © 2005, Alderac Entertainment Group. Supers20 Copyright 2007, RPGObjects; Author Charles Rice. Swords of Our Fathers Copyright 2003, The Game Mechanics.

Tagar’s Tomes of Troubles: Traps, Copyright 2005, Dog Soul Publishing, Sean C. Frolich and Deborah Balsam. Tales of the Caliphate Nights, © 2006, Paradigm Concepts, Inc., Author Aaron Infante-Levy Technothrillers, a True20 Espionage Roleplaying Toolkit, Copyright 2008 Reality Deviant Publications, Authors Michael Daumen, Patrick Smith. The Avatar’s Handbook, © 2003, Green Ronin Publishing; Authors Jesse Decker and Chris Tomasson. The Book of Arcane Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert W. Thomson The Book of Erotic Fantasy. Copyright 2006, Arthaus, Inc.; Authors: Gwendolyn F.M. Kestrel and Duncan Scott The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert W. Thomson, with Katheryn Bauer and Sean O’Connor. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb. The Cavalier's Handbook, Copyright 2004, Green Ronin Publishing; Author Robert J. Schwalb. The Heartlands: Land of Reverie, Copyright 2007, Expeditious Retreat Press; Author Joseph Miller. The Mastermind’s Manual, © 2006, Green Ronin Publishing; Author Steve Kenson. The Mother of All Treasure Tables Copyright 2006, Necromancer Games, Inc.; Designed by Daniel Brakhage, Vicki Potter and the Tabletop Adventures crew including Christopher A. Field, K. H. Keeler, Rodney Lucas, John Walsh, Steve Honeywell, Martin Ralya, Deborah Balsam and Darren Pearce; Tabletop Adventures can be found at

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www.tabletopadventures.com. The Noble Wild Copyright 2008 by Lee Garvin and Skirmisher Publishing LLC. The Pathfinder Chronicles Campaign Setting Copyright 2008, Paizo Publishing; Author: Stan!, Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, David Schwartz, Leandra Christine Schneider, F. Wesley Schneider, Amber E. Scott, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, JD Wiker. The Psychic’s Handbook, Copyright 2004, Green Ronin Publishing; Author Steve Kenson. The Quintessential Fighter, © 2001 Mongoose Publishing The Psychic’s Handbook, Copyright 2004, Green Ronin Publishing; Author Steve Kenson. The Seven Saxons, by Benjamin R. Durbin and Ryan Smalley, © 2005, Bad Axe Games, LLC. The Unholy Warrior’s Handbook, © 2003, Green Ronin Publishing; Author Robert J. Schwalb. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author Scott Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferson, Jim Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb and Monte Cook.

Tome of Horrors Revised. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing; Author Steve Kenson. True20 Bestiary, © 2006, Green Ronin Publishing; Author Matthew E. Kaiser. True20 Companion, Copyright 2007, Green Ronin Publishing, LLC; Authors Erica Balsley (Horror Adventures), Dave Jarvis (Modern Adventures), Matthew Kaiser (Fantasy and Space Adventures), Steve Kenson (Role Creation), Sean-Preston (Horror Adventures) Ultimate Equipment Guide, Copyright 2002, Mongoose Publishing. True20 Cybernetics, Copyright 2006, Green Ronin Publishing; Author Philip Reed. True20 Expert’s Handbook, Copyright 2007, Green Ronin Publishing, LLC; Author Joseph Miller. Undead Ooze from Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Sword & Sorcery Studios. Unholy Warrior's Handbook, Copyright 2003, Green Ronin Publishing; Author Robert J. Schwalb. Ultramodern Firearms, © 2002, Green Ronin Publishing; Author Charles McManus Ryan. Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman. Untapped Potential: New Horizons in Psionics Copyright 2006 Brian Dupuis, Greg Jacob, Jeremy Smith, Michel FialloPerez, Will Elyea

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Wrath & Rage, © 2002, Green Ronin Publishing, Author Jim Bishop Witch's Handbook, Copyright 2002, Green Ronin Publishing; Author Steve Kenson. DM Sketchpad – Sept/Oct 2009; Copyright  2009, Published by Purple Duck Creations.  Authors: Jason Beardsley, Mark Gedak, Zachary  Houghton, Shane O’Connor, Chris Sakkas,  Stephen Styrsky. 

The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2009 Purple Duck Creations; Authors: Mark Gedak, Alex Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike Whalen, Shane O'Connor, Mike Rickard, John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr, John Fraser. All text except the reviews and forward is considered open game content.

 

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