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Mythic Mastery - Mythic Aliens - The Zeknari

Mythic Mastery - Mythic Aliens - The Zeknari


Close Encounters of the Mythic Kind! Whether you’re encountering them on a distant planet in a far-off nebula, or they’ve come to you, and are abducting innocent villagers for nefarious purposes, there’s nothing quite like a strange, alien race to help breathe some life into your galaxy—and your game. Some Pathfinder products have even explored the...   [click here for more]
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Mythic Mastery - Mythic Cloud and Storm Giants

Mythic Mastery - Mythic Cloud and Storm Giants


Titanic Rulers of the Skies! Storm and cloud giants are the stuff of legends. Far more sophisticated than their brutish and earth-bound kin, these majestic giants are most at home far above the clouds, where they are rumored to live in giant castles and golden cities miraculously suspended in the air. As legendary as these sky titans are, however, there are a few among them that are...   [click here for more]
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Mythic Mastery - Mythic Desert and Ocean Giants

Mythic Mastery - Mythic Desert and Ocean Giants


Masters of Dune and Wave! It is said that the desert and the ocean have much in common, with the rolling dunes of sand often being compared to the rolling waves of the sea. Both are inhospitable places where food and water are scarce. Both are often home to valuable trade routes, and connect important mercantile cities. Both feature vast expanses of empty wasteland, dotted with hidden...   [click here for more]
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Mythic Mastery - Mythic Erinyes and Horned Devils

Mythic Mastery - Mythic Erinyes and Horned Devils


The Worst Hell Has To Offer! The erinyes and the horned devil are perhaps the most terrifying and iconic devils, representing both the fallen angel, in the form of the cruel and torturous erinyes, and the classic devilish imagery of a bat-winged, horned, oversized muscular humanoid, in the form of the chained devil. Despite this, neither of these two great infernal warriors received...   [click here for more]
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Mythic Mastery - Mythic Frost and Stone Giants

Mythic Mastery - Mythic Frost and Stone Giants


Fearsome Raiders and Stalwart Sentinels! In many ways, frost giants and stone giants have little in common. The former are known for their love of warfare and raiding, and live primitive nomadic lives in the frozen wastes, while the latter are a reclusive and relatively peaceful race, in general, who do what they can to live quiet agrarian lives, despite their intimidating size and...   [click here for more]
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Mythic Mastery - Mythic Marid

Mythic Mastery - Mythic Marid


Queens of the Ocean! There can be no doubt that the marids are a powerful and fearsome race. The most individually powerful of genie kind, they are undisputed masters of the Elemental Plane of Water, forcing all beneath the waves to bow to their capricious whims. Their underwater kingdoms are said to be beautiful beyond comparison, rivaled only by the grace and beauty of the marids...   [click here for more]
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Mythic Mastery - Mythic Mummies

Mythic Mastery - Mythic Mummies


Beware the Wrath of the Mummy! Perhaps one of the first things that one thinks of when considering Egyptian settings is the mummy, one of the most iconic undead creatures in all of fantasy media. These bandage-wrapped guardians are often portrayed as being imbued with great power by their transformation. But in the Pathfinder Roleplaying Game, their low CR and simple stat-block...   [click here for more]
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Mythic Mastery - Mythic Nabasu and Shadow Demons

Mythic Mastery - Mythic Nabasu and Shadow Demons


Life Eaters and Body Snatchers! Any demon can kill you, but some can do so much more, and anyone who knows much about demons will tell you that there are some fates worse than death. The fearsome, gargoyle-like nabasu is well known for its tendency to devour mortals’ life essences and transform them into ghoulish servitors, while the dreaded shadow demon can take control of...   [click here for more]
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Mythic Mastery - Mythic Robots

Mythic Mastery - Mythic Robots


Battle the Ultimate Weapons! Robots have long been a staple of science fiction, from hapless and harmless helper droids to incredibly deadly weapons of war. They have also been a part of the Pathfinder Roleplaying Game for some time, and even have their own subtype, as well as rules for force fields, lasers, and plasma weapons. But Pathfinder robots have never been mythic…until...   [click here for more]
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Mythic Mastery - Mythic Robots 2

Mythic Mastery - Mythic Robots 2


Battle the Ultimate Weapons! Robots have long been a staple of science fiction, from hapless and harmless helper droids to incredibly deadly weapons of war. They have also been a part of the Pathfinder Roleplaying Game for some time, and even have their own subtype, as well as rules for force fields, lasers, and plasma weapons. But Pathfinder robots have never been mythic…until...   [click here for more]
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Mythic Mastery - Mythic Sci-Fi Relics

Mythic Mastery - Mythic Sci-Fi Relics


Mythic Items of the Future! For some, science fiction and fantasy were never meant to mix, but ray guns, aliens, and crashed space ships have been a part of fantasy roleplaying games ever since 1980 and the famous Expedition to the Barrier Peaks. Many Pathfinder products have embraced the science fiction genre, and as a result there are lots of GMs who may find themselves...   [click here for more]
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Mythic Mastery - Mythic Spells of the Nile

Mythic Mastery - Mythic Spells of the Nile


Master the Magic of the Nile! The magic of the Old Kingdom is potent, but it is also hidden, and in many places has been all but forgotten. This book contains 5 new Egyptian-themed spells for players of a variety of classes, as well as mythic versions of those spells. The dreaded and powerful sandstorm can create searing winds that will slowly sear everything...   [click here for more]
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Mythic Mastery - Mythic Traps

Mythic Mastery - Mythic Traps


Devious Dangers Around Every Corner! Traps have long had room for improvement. What should be an exciting encounter that leaves players on the edge of their seats holding their breath and wondering if they’ll make it out alive instead winds up reduced to a few cursory rolls, and players either shrugging off the damage or feeling that they are being punished for not being paranoid...   [click here for more]
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Mythic Mastery - Mythic Traps 2

Mythic Mastery - Mythic Traps 2


More Deadly Dangers and Complex Contraptions! Traps have long had room for improvement. What should be an exciting encounter that leaves players on the edge of their seats holding their breath and wondering if they’ll make it out alive instead winds up reduced to a few cursory rolls, and players either shrugging off the damage or feeling that they are being punished for not...   [click here for more]
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Mythic Mastery - Mythic Wondrous Items Volume I

Mythic Mastery - Mythic Wondrous Items Volume I


So you’ve picked out your mythic path, chosen your path abilities, learned a few mythic spells, and given yourself a mythic feat or two, but there’s one key aspect of character customization that you’re missing: magic items. Adventurers are only as good as the tools that they use, and why should mythic characters have to settle for the same every-day magic items that lesser...   [click here for more]
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Mythic Mastery - Mythic Wood and Taiga Giants

Mythic Mastery - Mythic Wood and Taiga Giants


Larger Than Life Foes! This book presents game statistics for the mythic wood giant and mythic taiga giant, both of which have unique abilities never seen elsewhere, and are suitable for use as foes in both mythic and non-mythic games. Mythic taiga giants (CR 15) can conjure up the ghosts of his ancestors to fight on his behalf, and harness the mystical power of the aurora. Meanwhile,...   [click here for more]
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Mythic Mastery - The Path of Villainy

Mythic Mastery - The Path of Villainy


Become a Master of Evil! While it’s true that anyone can be evil, to truly be a master of all things nefarious and wicked requires dedication, and this is even more true at the highest echelons of power. Nothing stops mythic characters of the archmage, champion, or trickster paths from being evil and villainous, but the worst of the worst deserve a dedicated path that provides...   [click here for more]
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Mythic Mastery - The Vordis Scourge, Volume I

Mythic Mastery - The Vordis Scourge, Volume I


A Terrifying Merger of Cold Steel and Undead Flesh! The vordis are a group of construct-like creatures that are part machine and part undead, preserved flesh. The vordis come in many shapes and sizes, and indeed, they are in many ways more of a culture or an organization than they are a race. Their numbers grow by harvesting the flesh of living creatures, which they incorporate into...   [click here for more]
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Mythic Mastery - The Vordis Scourge, Volume II

Mythic Mastery - The Vordis Scourge, Volume II


A Terrifying Merger of Cold Steel and Undead Flesh! The vordis are a group of construct-like creatures that are part machine and part undead, preserved flesh. The vordis come in many shapes and sizes, and indeed, they are in many ways more of a culture or an organization than they are a race. Their numbers grow by harvesting the flesh of living creatures, which they incorporate into...   [click here for more]
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Mythic Mastery - The Vordis Scourge, Volume III

Mythic Mastery - The Vordis Scourge, Volume III


A Terrifying Merger of Cold Steel and Undead Flesh! The vordis are a group of construct-like creatures that are part machine and part undead, preserved flesh. The vordis come in many shapes and sizes, and indeed, they are in many ways more of a culture or an organization than they are a race. Their numbers grow by harvesting the flesh of living creatures, which they incorporate into...   [click here for more]
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Mythic Mastery: Mythic Curses II

Mythic Mastery: Mythic Curses II


The Dreaded Curses Return! In folklore and fantasy media, curses are powerful supernatural forces that are not to be trifled with, which can take on lives of their own, and respond to the actions of the poor wretches unfortunate enough to have been accursed. These curses are mysterious and terrifying, punishing transgressors for their misdeeds and reacting to the events that happen...   [click here for more]
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New Beginnings - Alternate Character Creation Methods

New Beginnings - Alternate Character Creation Methods


Start Your Campaign Off Right! Character creation is the very foundation of the game, not just because it’s the very first thing you do when you sit down to play, but also because the way that you make your character also helps to set the tone for the entire game. You’re probably familiar with the long (and passionate) debates that can arise between die-rolling and point-buy...   [click here for more]
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Ongoing Investigations: Character Options for Investigators

Ongoing Investigations: Character Options for Investigators


The Game is Afoot! Do you love the investigator class from Paizo’s Advanced Class Guide, but find yourself wishing that there were a few more options available for investigator characters? Perhaps you’d have liked to have seen some archetypes that were tailor-made for popular character types from mystery novels, movies, and television, such as corrupt detectives,...   [click here for more]
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Otherworldly Invocations

Otherworldly Invocations


Patrons Like You’ve Never Seen Them Before Wizards get their magic from studying tomes. Sorcerers inherit their magic from their parents. Clerics get their magic from their god. Druids get their magic from nature. And witches get their magic from an eldritch pact made with a supernatural patron…at least in theory. But the mechanics behind the witch’s patron class...   [click here for more]
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Princes of the Plains - Halfling Archetypes

Princes of the Plains - Halfling Archetypes


Score One For the Little Guy! Down to earth in more ways than one, halflings are a practical and quiet sort of folk, who still sometimes possess a strong mischievous streak. Though they’re known best for their small stature, their bravery and courage in the face of adversity is the subject of many a legend, as is their incredible luck. Of course, when...   [click here for more]
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Regents of the Roads - Gnomish Archetypes

Regents of the Roads - Gnomish Archetypes


It’s Time to Go Roaming! Gnomes are an unusual race, who don’t quite seem to belong anywhere. Some are great illusionists with a close connection to the fey, others are mad tinkerers and alchemists, prone to explosions and mishaps, and still others are slaves to an intense wanderlust and known for the vibrant colors of their skin and hair. Though they never quite fit...   [click here for more]
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Scions of Sin - Tiefling Archetypes

Scions of Sin - Tiefling Archetypes


Come to the Dark Side! Everyone’s favorite downtrodden anti-heroes and over-the-top villains, tieflings carry within them the touch of the lower planes. Whether it’s a subtle hint of brimstone, glowing red eyes, or full-on red skin and goat hooves, no one expects a tiefling to be a nice guy. Unfortunately, while this can make for a fun character flavorfully, the mechanics...   [click here for more]
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Scions of the Vampire: Blood, Shadow, and Smoke

Scions of the Vampire: Blood, Shadow, and Smoke


It Takes More Than Fangs to Be A Vampire! For years, the legend of the vampire has captivated the minds of mortals, and these dark stalkers of the night have become permanent fixtures of fantasy media and roleplaying games alike. But while vampires in novels, movies, and television each provide their own unique twist or spin on the vampire myth, creating innumerable different interpretations...   [click here for more]
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Scourge: The Deluxe Guide to Disease and Poison

Scourge: The Deluxe Guide to Disease and Poison


Poisons and diseases have been a part of the 3.5 OGL and the Pathfinder Roleplaying Game since the beginning, but for many, they have never quite measured up. Any poison that didn’t do Constitution damage was a nuisance, not a threat, and poisons and diseases alike were treated as something for the cleric to wave away between combats with a convenient spell or two. Add...   [click here for more]
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Side Paths - Silver Rebels 1 - Kennels of the Red Fang

Side Paths - Silver Rebels 1 - Kennels of the Red Fang


It’s a Dog Eat Dog World! Adventure paths offer fantastic stories and sweeping campaign arcs that take characters on a ride from very low levels all the way up to the highest reaches of the game, and they can be incredibly fun and rewarding to play. But even though there’s a lot packed into an adventure path, sometimes you find yourself wishing for more, whether there’s...   [click here for more]
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Side Paths - Silver Rebels 2 - Trials of the Drowned

Side Paths - Silver Rebels 2 - Trials of the Drowned


Descend Into The Watery Depths Adventure paths offer fantastic stories and sweeping campaign arcs that take characters on a ride from very low levels all the way up to the highest reaches of the game, and they can be incredibly fun and rewarding to play. But even though there’s a lot packed into an adventure path, sometimes you find yourself wishing for more, whether there’s...   [click here for more]
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The Book of Forbidden Magic

The Book of Forbidden Magic


Forbidden Spells of Incredible Power! Everyone knows that there are some spells that are too dangerous, too wild, or just plain too powerful for any ambitious mage to cast. These rare, exotic, and above all forbidden spells are few and far between, but the immense opportunity that they provide to those who find a way to claim them is well worth the risks. And the risks are many: not...   [click here for more]
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The Deluxe Guide to Fiend Summoning and Faustian Bargains

The Deluxe Guide to Fiend Summoning and Faustian Bargains


Master the Power of Fiends For centuries, the idea of summoning otherworldly creatures and binding them to our will, or using them to perform powerful magic, has fascinated people of every culture. From fantasy games and movies, to famous plays, like Goethe’s Faust, and even documents such as the infamous Key of Solomon said to provide instructions on the real...   [click here for more]
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The Ebon Vault: Fantastic Footgear

The Ebon Vault: Fantastic Footgear


Accessorize Your Magic Few adventurers worry about whether or not their choice of boots match their armor, or whether or not a given magic item is currently “buy one get one free,” but that doesn’t mean that it isn’t important to choose your magic gear with care. As much as shoe shopping might seem anathema to hardened veterans of deep, dark dungeons, the fact...   [click here for more]
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The Ebon Vault: Impenetrable Shields

The Ebon Vault: Impenetrable Shields


Shield Yourself! Shields are an invaluable tool for fantasy warriors. Not only are they good for deflecting incoming blows, they also double as handy weapons in a pinch, and, if decked out in your personal heraldry, can serve as a sort of badge and nameplate all rolled up into one. The Pathfinder Roleplaying Game Core Rulebook does little to differentiate shields from armor,...   [click here for more]
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The Traveler's Guide to the Elemental Plane of Fire

The Traveler's Guide to the Elemental Plane of Fire


Can You Take the Heat? The Furnace. The Crematorium. Inferno. These are among the names that have been ascribed to the Elemental Plane of Fire, one of the most exotic, dangerous, and misunderstood of all the planes of existence. Home to the fabled City of Brass, the trading hub of the planes and the seat of power of the mighty efreet, the Elemental Plane of Fire also houses the ashen wastes,...   [click here for more]
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Trilogy of Blood

Trilogy of Blood


A Tale of Revenge and Blood! The Trilogy of Blood is a trio of adventures designed for vampiric PCs of 5th level, using the rules for vampire player characters from the free Liber Vampyr: Secrets of the Blood, although the adventures are suitable for any evil characters of roughly 5th level. Originally developed to be run at Paizocon, these adventures put the PCs...   [click here for more]
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Unfamiliar Faces: New Medium Spirits

Unfamiliar Faces: New Medium Spirits


You can never have too many friends! The public playtest of Pathfinder Roleplaying Game: Occult Adventures featured a medium with access to a wide number of very unique spirits, each with a specific name and personality, as well as granting access to various powers and abilities. For the final version of the book, however, the medium’s selection of spirits was scaled...   [click here for more]
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Weekly Wonders - Abyssal Hordes

Weekly Wonders - Abyssal Hordes


Why Settle For Standard Demons? Mortals come in a wide variety of shapes and sizes, so why shouldn’t demons? With dozens of alternate racial traits for every PC race, why does every single quasit have the same suite of spell-like abilities? If elves, dwarves, and humans can have class levels, why can’t dretches, glabrezu, and balors? This book presents a variety of unique demons,...   [click here for more]
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Weekly Wonders - Archetypes of War Volume I - Footsoldiers

Weekly Wonders - Archetypes of War Volume I - Footsoldiers


Every Day is a Good Day to Die There is battle, and then there is warfare. Many adventurers are familiar with wading into combat against monsters and small groups of enemies, but this is nothing next to the glory and chaos and carnage that is true war. More than simply a change in scale, the difference between war and other combat can be profound. In a war, the characters are...   [click here for more]
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Weekly Wonders - Archetypes of War Volume II - Ranged Assault

Weekly Wonders - Archetypes of War Volume II - Ranged Assault


Fire at Will! There is battle, and then there is warfare. Many adventurers are familiar with wading into combat against monsters and small groups of enemies, but this is nothing next to the glory and chaos and carnage that is true war. More than simply a change in scale, the difference between war and other combat can be profound. In a war, the characters are part of something...   [click here for more]
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Weekly Wonders - Archetypes of War Volume III - The Cavalry

Weekly Wonders - Archetypes of War Volume III - The Cavalry


Here We Come to Save the Day! There is battle, and then there is warfare. Many adventurers are familiar with wading into combat against monsters and small groups of enemies, but this is nothing next to the glory and chaos and carnage that is true war. More than simply a change in scale, the difference between war and other combat can be profound. In a war, the characters are part...   [click here for more]
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Weekly Wonders - Archetypes of War Volume IV - Support

Weekly Wonders - Archetypes of War Volume IV - Support


Everybody Loves the Healer There is battle, and then there is warfare. Many adventurers are familiar with wading into combat against monsters and small groups of enemies, but this is nothing next to the glory and chaos and carnage that is true war. More than simply a change in scale, the difference between war and other combat can be profound. In a war, the characters are part of something larger...   [click here for more]
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Weekly Wonders - Archetypes of War Volume V - Scouts and Spies

Weekly Wonders - Archetypes of War Volume V - Scouts and Spies


Knowing is Half the Battle There is battle, and then there is warfare. Many adventurers are familiar with wading into combat against monsters and small groups of enemies, but this is nothing next to the glory and chaos and carnage that is true war. More than simply a change in scale, the difference between war and other combat can be profound. In a war, the characters are part of something larger...   [click here for more]
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Weekly Wonders - Archetypes of War Volume VI - Siege Warfare

Weekly Wonders - Archetypes of War Volume VI - Siege Warfare


And The Walls Come Tumbling Down There is battle, and then there is warfare. Many adventurers are familiar with wading into combat against monsters and small groups of enemies, but this is nothing next to the glory and chaos and carnage that is true war. More than simply a change in scale, the difference between war and other combat can be profound. In a war, the characters are part of something...   [click here for more]
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Weekly Wonders - Archetypes of War Volume VII - Commanders

Weekly Wonders - Archetypes of War Volume VII - Commanders


Once More into the Breach! There is battle, and then there is warfare. Many adventurers are familiar with wading into combat against monsters and small groups of enemies, but this is nothing next to the glory and chaos and carnage that is true war. More than simply a change in scale, the difference between war and other combat can be profound. In a war, the characters are part of something larger...   [click here for more]
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Weekly Wonders - Cavalier Archetypes

Weekly Wonders - Cavalier Archetypes


Dark and Stormy Knights! Few classes capture the imagery of the valorous and courageous knight as well as the cavalier, with its chivalrous orders, its rallying banner, and its trusty steed. But more player options are always a good thing, and with so much focus directed towards new cavalier orders, there are relatively few cavalier archetypes available to players, making the...   [click here for more]
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Weekly Wonders - Cinematic Dinosaurs Volume I

Weekly Wonders - Cinematic Dinosaurs Volume I


Dinosaurs As They Were Always Meant to Be! Dinosaurs occupy a special place in our imagination. On the one hand, they are awe-inspiring creatures of myth and fantasy, terrible draconic creatures which no human has ever lain eyes upon, stars of novels, television, and movies. On the other hand, they were real, mundane animals, not so different from the animals we know in modern day...   [click here for more]
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Weekly Wonders - Cinematic Dinosaurs Volume II

Weekly Wonders - Cinematic Dinosaurs Volume II


Dinosaurs As They Were Always Meant to Be! Dinosaurs occupy a special place in our imagination. On the one hand, they are awe-inspiring creatures of myth and fantasy, terrible draconic creatures which no human has ever lain eyes upon, stars of novels, television, and movies. On the other hand, they were real, mundane animals, not so different from the animals we know in modern day...   [click here for more]
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Weekly Wonders - Coin Magic

Weekly Wonders - Coin Magic


Cash In on the Mysterious Magic of Currency! Coins have a special sort of magic all their own. They are the scales by which the value of all things are measured, and yet they, themselves, have value only because society accepts that they do. The images and words stamped on coins can tell us a great deal about where and when they came from, and they capture and preserve the images...   [click here for more]
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