Pathfinder occult adventures pdf free download
More than of fantasy's fiercest foes burst from the pages of this enormous page compendium of the most popular and commonly encountered creatures in the world of Pathfinder! From familiar enemies like orcs, dragons, and vampires to new horrors like the living-nightmare nilith and the three-headed mutoli, to suitable servants for summoners of every alignment, this must-have companion to the Pathfinder Core Rulebook is crawling with creatures perfect for your Pathfinder adventures!
This comprehensive hardcover reference unveils the magical secrets of the Pathfinder rules like never before. Tons of new tricks and techniques for every spellcasting class in the game fill the book, ranging from arcane secrets uncovered by studious wizards to dazzling ki-tricks performed by canny monks to new mutagens for alchemists, new oracle mysteries, specialized channel energy options for clerics, and more.
Combining arcane spells with practiced martial skill, the magus incorporates elements of the warrior and wizard to walk a path balanced between two deadly efficient extremes. All this, plus more than new spells for all spellcasting classes, an innovative new "words of power" spellcasting system, a complete system for 1-on-1 spell duels, and more.
A good Game Master never has enough monsters, and a good player always has time to kill a few more! The newest hardcover rulebook for the smash hit Pathfinder Roleplaying Game presents more than new creatures for all your fantasy RPG needs. From classic creatures like undead dragons, hippogriffs, and the Jabberwock to denizens of the outer planes like daemons, proteans and the all-new aeons, the Pathfinder RPG Bestiary 2 is packed from cover-to-cover with exciting surprises and fuel for a thousand campaigns!
The Pathfinder RPG Bestiary 2 includes: - More than different monsters including new golems, giants, dragons, planar denizens, and classic creatures from mythology and gaming tradition - An innovative format that gives each creature its own page or two-page spread for complete ecological detail and ease of reference - Dozens of monstrous variants to modify creatures and keep players on their toes - Numerous lists of monsters to aid in navigation, including lists by Challenge Rating, monster type, and habitat - Universal monster rules to simplify special attacks, defenses, and qualities like breath weapons, damage reduction, and regeneration - Suggestions for monstrous cohorts - Plenty of new animal companions and familiars - AND MUCH, MUCH MORE!
Break your chains! Since the system itself was based upon RPG "technology" already more than 10 years old at the time of its creation, "backwards compatibility" often meant sticking with the familiar, even if tradition was filled with cobwebs and decades-old assumptions.
Pathfinder Unchained dares to take a fresh look at the system itself, altering some of the fundamentals of the game and giving fresh optional takes on classic rules. Inside this hardcover collection of alternate rules and options you'll find completely redesigned versions of the barbarian, monk, rogue, and summoner classes.
Delve into a new system for resolving player actions designed to speed play and dispel confusion. Many of the new systems such as the revised classes work seamlessly with the existing Pathfinder rules.
Players will love the book's new resource pool for martial characters, allowing for exciting new tactical options, as well as the robust new system that allows spellcasters to modify their spells with powerful spell components. Traps make your game better and they add a sting of surprise to any encounter.
The Trapsmith sourcebook provides you with original, easy-to-run traps for many Challenge Ratings, and each trap has been maximized for in-game flavor and mechanics by master trap designer Maurice de Mare. All Trapsmith designs come complete with statistics for the Pathfinder Roleplaying Game. This volume includes: traps spanning a wide range of Challenge Ratings, several locks, and many useful rogue items Guidance for creating fun, appropriate traps for your own adventures A complete trap-heavy adventure called "Whispers of Wyrmhood" Put a little fear into your next dungeon crawl with this collection of trigger-ready traps, and revel in the deathtraps of the old-school dungeon!
Discover the untold potential of magic! Secrets of Magic, the newest hardcover rulebook for the Pathfinder Roleplaying Game! Secrets of Magic brings the popular magus and summoner classes into Pathfinder Second Edition, unlocking heroes who combine magical might with martial prowess and offering command of a powerful magical companion creature. The lavishly illustrated, page rulebook contains hundreds of new spells with potent offerings for all spellcasting character classes, magic items for any player character, and lore detailing the fundamental structure and theories of magic.
A special section within the volume--the Book of Unlimited Magic--presents new methods of spellcasting, with elementalism, geomancy, shadow magic, rune magic, and even pervasive magic to give every place and creature in your game a magical spin! There is an unseen world all around you. On the streets and in the halls of power, in your dreams and across the bizarre planes of the multiverse, there are those who walk among us like giants among ants, twisting reality to their wills in their search for ancient knowledge.
Now pull back the curtain of the mundane world and learn the secrets of these occult masters--if you dare! This imaginative tabletop game builds upon over 15 years of system development and an Open Playtest featuring more than 50, gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.
Explore worlds beyond imagining with dream voyage, or defend yourself from mental threats with tower of iron will! In they released a free hardcover book of new spells called Vaginas Are Magic. Better Than Any Man was a free adventure released in meant to introduce people to LotFP 'sblend of old-school fantasy with Cthulhoid monstrosities, and it's really incredibly well done for something that doesn't cost a penny.
If that sounds like something your group would have a good time with, you can grab the PDF of that amusingly offensive adventure for free over here. The Suns of Fortune source book from Fantasy Flight Games covers the Corellian Sector of Star Wars lore and features nine different modular encounters meant to be quickly dropped into a campaign.
One of those modular encounters, Taming the Dragon , was released for free to the public as a PDF and throws your group of rebel scum into an underground illegal swoop race.
For some quick, high-octane fun with all sorts of unexpected dangers, you can't go wrong by throwing this encounter into your Star Wars roleplaying session. If you haven't gotten into full metal fantasy just yet, do yourself a favor and pick up that Iron Kingdoms core rule book or the Unleashed spin-off that focuses on monstrous races.
The production values are off the charts on this one, and the Steamjacks-meet-magic world is a thing of absolute beauty. To get started in this unique world, Fools Rush In has the characters engage in a heist to get back an object of blackmail, culminating with a crazy waterfront brawl. Incredibly friendly to new players, A Star Once Fallen introduces a gaming group to the open-source RPG Open Legend by thrusting the players into a shipwreck scenario on an uncharted island.
Adventure and danger abound as they try to survive between warring tribes and an active volcano. Rules are introduced progressively throughout the adventure, so even if you've never played Open Legend before, a group can easily pick this up and get started without much prep at all.
This two-for-the-price-of-nothing offering from Goodman Games gives you a classic fantasy romp in the Lankhmar setting made famous by Fritz Leiber, as well as a post-apocalyptic adventure embodying the classic tropes of super science and murderous robots.
Both of these modules cleave closely to classic ideas like being captured by a mad wizard or going through a rite of passage in a radioactive wasteland, but they present their familiar concepts with quite a bit of finesse and fun. Occult Rules : This section contains a variety of exciting new subsystems that are part and parcel of an occult game but also fit easily into any game, either on their own or taken all together. Skill Unlocks : Occult skill unlocks build on the idea of skill unlocks for the rogue , adding new and wondrous applications to your favorite skills that are open to occult characters and psychic sensitives alike.
Auras : Those attuned to the occult can learn much about a creature, object, or place from its aura. While magic and alignment auras have been in the game since the start, this section details aura types such as emotion and health, and adds new depth to the metaphysical meaning of auras. Chakras : By studying the esoteric lore of chakras, you can learn a deeper application of ki and use kundalini serpent-fire energy to awaken the chakras within you.
By successively opening your chakras, you become increasingly powerful as battle continues so long as you can survive the strain! Psychic Duels : Enter an inner dueling ground where the only limits to what you can do are your own imagination. When your foe calls forth a thought-form cobra, counter it with a thought-form hydra.
When she threatens you with psychic vines, unleash a storm of inner fire. Such battling is exhausting, and never undertaken lightly for despite the unreality of the mindscape in which you fight, the stakes of such a duel are life and death. Psychic Possession : Possession and body-swapping spells can be crucial to occult adventures, and this short section provides you with everything you need to know to play a body-snatching character with ease. Occult Rituals : Some of the deepest and darkest secrets of the occult, these esoteric rituals are vanishingly rare and challenging to perform, but provide fantastic power to any character who can complete them even those not normally able to cast spells.
Running an Occult Game : This section is your official advisor on how to infuse your game with mystery, secrets, and menace, and is full of useful tips and lore on the esoteric mindset. Elements, themes, and Adventure Seeds : This section is a perfect guide to running occult games for dabblers and adepts alike. It begins with definitions of occult elements—the building blocks of a successful occult game—interweaves those elements into themes, and finally draws from those themes to create a variety of occult adventure seeds ready for your next occult adventure.
Occult Locations : Occult locations often have mysterious elements that can grant those who explore them information or power—at a cost. Conversely, the new loci spirits represent a benevolent option for lingering spiritual energy. Ley lines crisscross the multiverse and lend power to any spellcaster who finds the rare spots where she can tap them.
Esoteric Planes : This section explores the esoteric view of the multiverse held by occult scholars. The occult view of the multiverse is full of mysteries, secrets, and unusual parallelisms. Learn more about some of the odd realms that are paramount in the esoteric view, from the Dimension of Dreams to the Akashic Record and beyond.
Occult Rewards : The only way to fight against some of the harshest and most alien occult threats is armed with objects of occult power. From simple mundane gear that can amplify occult skill unlocks to the mightiest artifacts, occult rewards are strange and exceptional.
As with all things in the world of the occult, what seems too good to be true probably is, and may come at a price you can only begin to comprehend. Running an Occult Game the word —occult— refers to that which is hidden or occluded, and it encompasses a wide range of strange disciplines known to only a few.
Ancient though they may be, the mysteries of the occult remain obscure, protected by hermetic orders or locked within esoteric repositories of knowledge.
In an occult adventure, the characters uncover clues as they search for the meaning behind perplexing events and supernatural phenomena. The tone is usually ominous and laden with secrecy and veiled threats as the characters untangle each portentous thread of occult mystery. Ordinary folk seldom recognize the patterns beneath events; only the truly initiated, undaunted by the risks to mind, body, and soul, dare plumb the depths of the occult in order to protect their world from unseen dangers.
Incorporating occult themes into games where magic is commonplace requires careful consideration. Think of the occult like layers of an onion.
By peeling back these layers one at a time, PCs can be at first perplexed by, then increasingly familiar with, the strange rules that govern this parallel world. But once PCs become comfortable with one occult reality, they discover a new deeper, darker layer. In occult adventures, each new piece of the puzzle opens up more questions than it answers, and the mysteries of the story and plot are carefully nested like so many matryoshka dolls.
In such games, haunts do not hesitate to reveal the causes for their spiritual contamination, and ritually marked corpses are far more than atmospheric window dressing.
The very locations adventurers investigate may themselves be intrinsically linked by mysterious ley lines to other locations with similarly disturbing histories.
As characters in an occult campaign start to discover the hidden strands that connect seemingly unrelated events, they begin to interact with the bizarre, esoteric trappings of occult stories, including the following elements.
Standard adventures present a problem, obstacles in the form of monsters and traps, and a resolution. By comparison, occult adventures are subtler. Strange phenomena, bizarre murders, and eerie occurrences are regular hooks in occult adventures, and the characters must peel away layer after layer to find the truth.
The Mysteries and Investigations rules provide advice for structuring a mystery adventure; occult adventures use a similar structure, intermingled with the atmospheric clues and story trappings of the occult elements detailed in this section. The occult elements in your story might also fade in and out of a campaign with an altogether different main theme, recurring every few adventures as side treks that at first have little to do with one another—or so it would seem. The further the PCs progress in the campaign story, the more clearly they begin to distinguish the patterns underlying all of their adventures.
For example, the PCs might discover that all of the unearthed graves they encountered throughout several adventures were the resting places of an order of scribes who penned a tome foretelling the apocalypse. Piecemeal Mysteries : Mystery adventures can be tricky to write, as the GM cannot always foresee when clues are too obvious or too obscure, and either case may be frustrating for the players. Bringing the occult into the campaign one small piece at a time creates the illusion of unseen forces moving in secret, even if neither the GM nor the players know the nature of the mystery at the beginning of the campaign.
As the campaign progresses and more pieces fall into place, the mystery reveals itself and takes a definite shape. Clues Only for the Initiated : Game Masters often try to conceal vital information in games to preserve mysteries for fateful, well-timed reveals. While such reticence may sometimes be necessary to preserve intrigue and guide PCs, occult games dole out information more readily and more frequently, but in a slightly different manner. Because the most significant clues in an occult mystery may be hard to even recognize as clues, such methods can not only more easily screen the key bits of information that do propel the plot forward, but also create a more mysterious atmosphere.
Instead, they may serve to set up further adventures for the PCs, leaving them with the uneasy sense that strange events driven by bizarre, eldritch motivations are hidden in the world all around them.
For example, while the PCs are on the trail of a murderous demon cult, misinformation might lead them to a secret society involved in unusual initiation rites. At the beginning of your occult campaign, ask each player to come up with a personal mystery for his or her character, such as having witnessed an unusual phenomenon or having experienced an inexplicable event as a teenager.
A PC may have brief flashbacks to her childhood of visits by men in blood-red robes and disturbing animal masks, for example. It may center on a certain location, like a place seen in recurring dreams or the ghost-haunted gardens of some overgrown manor.
It could have to do with a mysterious object, such as a locket that throbs painfully in the hands of a psychometrist or an ancient tome containing twisting, backwards writing in which a new word is scribbled each day. Some hooks may play major roles in the campaign, While others turn out to be minor anecdotes. When running an occult game, consider replacing some of the NPCs who broker information with spirits, daemons , otherworldly entities, and mortals who traffic in the occult, such as a medium who channels spirits from a ramshackle wooden hut at the edge of a misty bog.
Occult adventures emphasize the search for obscure, hidden knowledge beyond the ken of mortal minds. Some buildings may have mysterious symbols hidden in their architecture, or were designed to attract or channel occult power. For instance, adventurers who disturb the cairn of a powerful sorcerer might soon discover that the occult nature of the structure itself kept his soul in check.
And, of course, GMs should design interconnected webs of intrigue that subtly display these patterns, daring PCs to pull the loose threads of reality and unravel all that they know, exposing the terrible secrets that lie beneath. In a campaign steeped in occult lore and practice, spirits and demons might be the major questgivers, regular allies, foils, or adversaries, and their machinations pull the PCs in multiple directions.
They might all seem virtuous, or may all seem reprehensible, but they all want something, and they are willing to use the PCs as pawns to achieve it. An uncooperative angel may give the characters information only grudgingly, Whereas a devil who wants something might be more forthcoming.
The quest for knowledge features prominently in occult adventures. Calamity strikes when mortals rush blindly in, throwing open the doors to powers that they do not yet comprehend. As the characters begin to perceive the occult world that surrounds them, consider the dreadful fates and terrible sacrifices that they might face as they immerse themselves ever deeper into the occult. In the depths of the occult underworld, initiates barter for the true names of demon princes, exchange rare formulae for the creation of artificial life, and broker in corpses that conceal terrible secrets.
Such mystical bargains are rarely fair trades of power, and hermetic orders and cults manipulate these exchanges to devalue the knowledge traded away and inflate the value of the knowledge earned. Strange Rules and Peculiar Patterns the behavior of occult denizens often falls into unusual patterns. As discussed above, these patterns often manifest in architecture, but they also show up as odd coincidences that have significance for occult investigators, such as corpses discovered in symbolic patterns.
Occult creatures themselves are beings of eccentric habits, and PCs may exploit their patterns of behavior to expose or confront them, perhaps discovering the celestial alignments that must happen in order for some diabolical plan to finally come to fruition. But occult knowledge could give investigating player characters unusual opportunities to learn more about their foes.
Perhaps divinations or phrenological readings reveal multiple weaknesses characters could exploit, though not all of them are real, and some may even empower the antagonist. Ultimately, the only way to find out may be to encounter the antagonist directly, but putting the acquired knowledge to the test may be a more dangerous affair than the PCs initially realized. When death is final and unknown, it is as mysterious to living beings as it is terrifying.
Characters accustomed to communicating with spirits, however, know that death is not the end. In fact, characters skilled in the occult might willingly wander the Ethereal Plane to quest, converse, and mingle among the bodiless spirits that reside there. In these games, characters usually have a pretty good idea of what fate awaits them, and what the final reward—or punishment—will be for their actions in life.
In occult adventures where characters can leave their bodies, travel in dreams, and project their forms onto the Astral Plane , the death of the physical body could come to hold less significance.
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