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The Gonzo Book 

When titling this book, we had to find an appropriate phrase, and “gonzo” was the only one that gave us a perfect fit. This book looks at the Pathfinder system as being more malleable in terms of inspiration and tone; that is to say, designers and players can use this book to inject a heavy dose of other genres and aesthetics into what would normally be a traditional (somewhat Tolkien-inspired) fantasy game. That being said, these classes are a bit “out there.”

Over the years we’ve all played or ran (or thought of playing/running) a quirky game that did not quite mesh with the established tropes and deviated from the standard source material. Maybe you played a spelljamming quasi-scifi magic punk game, a dying earth game, a lovecraftian mystery game, an anthropomorphic post apocalypse game, a solo hyborian inspired adventure, or something we have never heard of before. Ever ran ‘80s-ish “heavy metal” inspired dungeon crawl where music is all-powerful while Blue Oyster Cult’s "Veteran of the Psychic Wars" plays in the background? How about a punky post-apocalypse rebellion game? While our games often start out as Lord of the Rings but end up more like Monty Python, why not embrace the comedic aspects? This book includes classes and sources of inspiration for your next Pathfinder game in an attempt to shock the traditional system.

The rule of thumb when using this book is player enjoyment and engagement. The classes and variant rules presented in this book should only be utilized with both GM and player buy-in. If not everyone is onboard with your tongue-in-cheek romp through famous works of fantasy literature, you (as a GM) might want to rethink your approach to the game and the allowed material.

-Little Red Goblin Games


  • Game Mastery
  • Rockstar (Base Class)
  • Toon (Base Class)
  • Craven (Base Class)
  • Punk (Base Class)
  • Mime (Base Class)
  • Living Bomb (Prestige Class)


  • Page Count (Projected): 64 pages 
  • PDF Optimized & Bookmarked 
  • Original Art From: Andrew “Viking Wanderlist, Jack Holiday, Meg Stevens, and Peter Saga 
  • Showcase Designer: Thomas Lee Hornyak Jr (Mime) 
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    Reviews (1)
    Discussions (1)
    Customer avatar
    Jeffery C August 03, 2014 3:38 am UTC
    Maybe I missed something, but why would you use "Solo" over "Rock-Out"? Solo take a full round action vs a standard action, does on average 1 extra point of damage, has the same save, and the same range. Did I just missing something?
    Customer avatar
    Scott G August 03, 2014 5:39 am UTC
    Off the bat solo and rock-out do similar things (this was intentional) but as you gain in rockstar level the class features that affect them cause them to differ in their effect (at 3rd solo is a full round that doesn't provoke does 1 dice size larger). The song mechanic requires you to use both of them for full effect. Later on, as they level, things like crowd pleaser (solo), strumming (rock out), accompaniment (rock out), power solo (solo) help define their differing roles. Solo tends towards higher damage eventually with a larger radius and rock-out can become a swift action little jab. The key is to string them together with you song mechanic for maximum effect. However, you might decide that JUST rocking out is the better option (or just doing solo) and you can build your character in that fashion too.
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    File Last Updated:
    August 02, 2014
    This title was added to our catalog on August 02, 2014.