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  • 7,4 MB
  • 18 cze 14 22:30
Alchemy Like You’ve Never Seen It Before!

While alchemy has long been a major staple of the fantasy genre, it has never been a particularly powerful or even relevant ability in 3.5 or the Pathfinder Roleplaying Game. The items that can be created with Craft (alchemy) tend not to be worth the effort once one gets past the first few levels of the game (and even before that their value is questionable). The alchemist class has almost nothing to do with Craft (alchemy), and its extracts don’t feel alchemical so much as they do like spellcasting by another name. For years, players who wanted a character who toiled away crafting mad concoctions and brewing strange potions had to accept that such activities would never be of any real use in the game.

A Necromancer’s Grimoire: The Wonders of Alchemy aims to change all that, by providing a huge assortment of new things to make with Craft (alchemy), and introducing a new approach to the skill that greatly increases its relevance. This book introduces two new kinds of alchemical substances: infusions, which are alchemical concoctions that permanently alter the physical makeup of those who use them, and serums, which are potent alchemical substances that can be pumped directly into a subject’s blood, and whose effects can be stacked for greater efficacy, but which carry a risk of negative side-effects if too high a dose is taken. Beyond that, the book contains 50 new alchemical wondrous items (mainly in the form of elixirs, oils, and tonics, but with a few others as well), which can be crafted either through the normal process for wondrous items, or through a new application of the Craft (alchemy) skill.

So, whether you’ve always wished that your alchemy was a little more magical, or if you just want over 100 new poisons, wondrous items, serums, and infusions, this is the book for you. From the creators of Advanced Arcana and Secrets of the Witch, this book will ensure you never look at a potion shop the same ever again.
  • 4,8 MB
  • 18 cze 14 22:29
A Necromancer's Grimoire: The Book of Purifying Flames provides rules for the exciting magic of the pure flame, a magical, holy and righteous fire which burns only the wicked and evil. The righteous and pure of heart can pass through such flames without fear, and, in fact, more potent pure flames even heal or bulster such holy and upstanding warriors of virtue.

In addition to 25 feats and nearly 20 spells which allow characters to harness the power of pure flames, this tome also includes the Knight of the Pure Flame prestige class, which gives non-spellcasting characters a chance to harness the power of holy fire in new and exciting ways.
  • 8,2 MB
  • 18 cze 14 21:59
Put the fear of Magic back into your players!

Rite Publishing proudly presents 101 Malevolent Magical Items GMs can use to liven up their games. These cursed and malevolent items include armors, weapons, rings, staves, rods, wands, scrolls, potions and an assortment of other wondrously cursed objects. Also included are ten legendary items of dark power, suitable as the impetus of a heroic quest or the beginning of a characters tragic personal journey. Ranging in lethality from darkly humorous all the way up to quite deadly, with 101 new items there's a little something for gaming style. We all know that the games we remember best are the ones that challenged us the most. Malevolent magic is one way to create stories your players will be talking about for years to come.

Whether you want to challenge your player's assumptions about magic, provide a memorable plot hook, or merely desire to increase the danger in your game, we encourage you to give 101 Malevolent Magical Items a try today.
  • 6,2 MB
  • 18 cze 14 21:58
"These dead men tell a tale..."



Ghost ships and abandoned coastal villages fill a bard’s songbook, bringing tales of reaving pirates, brutal slavers, plagues and pure mystery. The flotsam and jetsam of those lost and broken lives leaves its psychic imprint on the surrounding world, creating the terrible haunts found on empty ships and deserted piers.



Do your Pathfinder Roleplaying Game heroes have the stomach to delve into these forlorn locales? Can they unravel the key to ending the Star-Cursed Sky and return safely to port? Will they learn what must be done to stop the Deep Ones’ Rise while fending off a ghostly boarding? Do they have what it takes to bring about the destruction of the Bloody Tide?



Additionally, these 30 haunts weave through the tale of Greycliff’s corruption and the rise of Bellfall, telling of the Fog Reavers’ savagery and their final fate—providing the bare, scavenger-gnawed bones of dark maritime adventure with challenges for parties from levels 1st to 12th. Bring the terror of the past to the present of your Pathfinder Roleplaying Game with #30 Haunts for Ships and Shores!
  • 5,6 MB
  • 18 cze 14 21:58
The darkness isn’t so empty anymore…

What lurks in abandoned houses and forlorn ruins? It’s no random encounter. The monsters refuse to lair there, because there are haunts!

Exploring the realms of the Pathfinder Roleplaying Game, here are 30 Haunts to harass, frighten and antagonize adventurers. Choose from a selection ranging from the Lonely House to the Mumbling Malediction; these unquiet spirits provide interesting encounters of CR 1 to 15. There are bleeding walls, wells that lure the unsuspecting, doors that lock themselves and fires that start without a single spark. These ghostly locales and the special conditions necessary to resolve them bring the terror to your game like nothing else.

There’s no need to settle for simple ghouls and wights. Why not show those treasure-seeking explorers just what the unfinished business of the dead looks like? Give them phantasms vomiting black bile, chains that threaten to strangle the air from their lungs, or jealous armor desperate for revenge. Give them anything but what they were expecting—give them #30 Haunts for Houses!
  • 3,3 MB
  • 18 cze 14 21:56
Where magic and science collide!

Within #30 Alchemical Gadgets are mysterious fluids and uncanny gizmos than a tinkering fanatic can shake a telescoping grasping hand at!

Wearable lenses to deduce the nature of a violent event? You can find those down past the Firefly boxes but if you are the Glasswood Portholes then you have gone way too far.

If you are in a hurry to exfiltrate a elevated plane then you are likely to want the Snapwing Cloak—mind you that the plane is not too high, else you void the dependability of a of a positive result. They are easy to find, just listen for the hum of the Sonic Lockpicks and look slightly to the left of the noise.

If you have a devilish mind, an impish nature, or you are not someone to puck around, then I am sure that we have an item of interest for you!

Enjoy #30 Alchemical Gadgets today!
  • 1,4 MB
  • 18 cze 14 21:55
Somethings are not always what they seem

...is it a knickknack, or something not so mundane?

Why's that candle so special? How come that piece of chalk is kept separate from the others? There's something uncanny about that lantern, and what is it about that odd whistle?

There are always the iconic magic items, be they swords, armors, cloaks, rings, or other traditional things. But these are those other items, those simpler things, that just a potent, yet lesser thought about. Crafters of powerful items are individuals, first and foremost, and we all have our quirks and curiosities.

#30 Not So Mundane Items allows for memorable moments, unique items, that fill not only a need as treasure, but also one of the shared experience or story. Infuse your play with something just a bit different.
  • 0,9 MB
  • 18 cze 14 21:55
Replace your organs and other parts with those crafted by the fleshgrafters. Take your skin and arms replace them a trolls, Exchange your eyes for that of an anti-paladin so you can sense good, or exchange your mouth for a leech maw!

Brought you by the critically acclaimed author of #30 Intelligent Magic Items and #30 Haunts for Ships and Shore, T.H. Gulliver brings you a host of disturbing new options and horrific rewards.

Make the appointment for your procedure today!
  • 316 KB
  • 18 cze 14 21:53
Got 99 problems? Make sure that coming up with a cantrip for tonight's game isn't one!

100 Pathfinder Cantrips is a finely crafted list of mostly historically accurate and verisimilitudinous cantrips collected by our semi-professional 0-level wizards. Official Pathfinder Role Playing Game Compatable product!

Cantrips. Child’s tricks. Presiditiontions. The least powerful spells imaginable. That means you’d better bring a lot of them. Lee’s Lists presents 100 Cantrips. Gathered from the mind of wizards both sane and mad, powerful and important, one hundred fully Pathfinder compatible trinkets, charms, and minor curses, stretching all of the schools of magic from abjuration to transmutation. Containing spells for your war mage,combat relevant without being overpowered, for the wandering hedge wizard trying to bring a little bit of magical convenience to a hostile world, or the court magus intent on impressing the foppish nobility. Marvel at the usefulness of Grant’s Fishing Hole Assessor, a divination spell providing the answer to question if a fish hole will result in a good day fishing (Note, this has nothing to do with the presence of fish). Melt your very tiny foes with Acid Puddle. Take your rivals down a peg and embarrass them with Word Substitution. Show the world you don’t need spells you have to plumb ancient tombs of power for, your a wizard that gets by on his wits and his plumb.

Each spell is fully stated out, with keywords and material components included. All spells have been thoroughly reviewed and vetted for power-level, balance, and role playing possibility and uniqueness. Some spells are castable by antipaladins, bards, druids, inquistors, magus, paladins, summoners and witches, and all spells are castable by the sorcerer and wizard.

A sample of what you might find:

2. Gnat’s Reflex
School abjuration; Level bard 0, cleric/oracle 0, druid 0,
inquisitor 0, paladin1, sorcerer/wizard 0, summoner 0,
witch 0
CASTING
Casting Time 1 standard action
Components V, S, M/DF (a gnat)
EFFECT
Range personal
Target you
Duration 1 round/level
You imbue yourself with magical energy that protects you from harm, granting you a +2 resistance bonus on Reflex saves.

28. Jerim’s Fools Gift
School conjuration (creation); Level bard 0, sorcerer/
wizard 0, summoner 0, witch 0;
CASTING
Casting Time 1 round
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
Conjure into a being a small but fancy looking broach or piece of jewlery. Almost any inspection finds it to be costume jewelry, on top of being a conjuration that only last seconds. Still, it might be possible to fool someone from far away if they are distracted.

Ninety-seven more await within. Join the blind mage Renay as she navigates the world (literally), Ulta, the overly zealous, Grant, the rough and tumble frontiersman, and someone named Jerim whom I can’t seem to remember much about. You won’t find a better, larger collection even if you memorize locate object, and if you get 100 Cantrips, you won’t need to.
  • 2,0 MB
  • 14 lut 14 3:01
We are a people of laughter and good cheer.
True, our humor is not always understood by others, we find the sound of breaking bones to be hilarious, but we amuse ourselves first and others second. We love loud jokes, large meals and a good wrestling match. There are many stories told of us, that we eat children, or delight in drowning swimmers. Certainly, we have had our share of villains, but, taken as a whole, we are no more wicked than any other race. Most of us want nothing more than to humble the proud and make the wise man feel foolish. We like to think we are well suited to these tasks. And let us not forget, not only did we break the first bone, but we afterward showed the man how to set it.

This book is compatible with the Pathfinder Roleplaying Game and contains background on the kappa race, information for using kappa as a PC race (including alternate racial traits), 3 class archetypes, the bone breakrer paragon racial class, new feats and equipment. Though it is designed for inclusion in the land of Kaidan, a Japanese-based fantasy setting, it is written to be readily used in any campaign.
  • 2,6 MB
  • 14 lut 14 3:01
We are children of the wind and the mountain.

We are tengu. Our way is the way of the sword, the path of the warrior. The highest challenge for a tengu is that which tests both heart and soul, mind and body. We seek enlightenment at the edge of good steel. When each movement flows seamlessly into the next, a perfect dance of flesh and wind and flashing blade, we find peace. Listen and I will teach you wisdom, I will tell you of the tengu...


In The Company Of Tengu is a player character race designed for use with the Pathfinder Roleplaying Game. Within you will find:

* Detailed in character first person description giving you new insights into roleplaying the children of the wind and the mountain.
* Three new racial archetypes for the Cavalier (Tenguhatamoto; Order of the Boar), Fighter (Tengubushi) and Paladin (Tenguyamabushi) that help immerse you in the eastern style of Kaidan
* New Racial Paragon Class 1-20th level (Hishoken) allowing you to explore the soul of flight.
* 10 New Tengu Related Feats so that you can make each Tengu a unique and individual character.
  • 3,7 MB
  • 14 lut 14 3:01
We are the children of mountain and wood.

We are shapechangers, walking where we will, dwelling at once in two worlds. We are the hengeyokai.

Ours are the gifts of men and ours are the gifts of the wild. Who has been blessed as we have? And yet, is it not our very gifts which so cause the simple to turn on us? It was not always thus. Once we were honored by men. Now we dwell apart from them, feared and fearing. Yet we continue in the old ways, the right ways. Listen now and I will teach you better who we are...
  • 10,5 MB
  • 14 lut 14 2:54
The sourcebook contains new races, residences in the Great City, taxation, religion, azindralean tongs, organizations, new core classes, new prestige classes, professions, feats, spells, Great City specific equipment, gaslight technology, weather and climate, calendar and days of the week, constellations and Auspicious signs and more.

The Great City is rife with excitement, intrigue and adventure; dare your characters make it their home?

The Great City Player’s Guide provides a wealth of information for Players and Game Masters alike concerning all things urban, at least in the Great City. That’s not to say you can’t use the material within in other settings; you can! The mechanical elements herein are 100% compatible with the Pathfinder Roleplaying Game Core Rulebook and still play fine with the old d20 SRD. It’s just that we tried very hard to make sure the book captured the flavor we’ve been working on for the Great City. For those of you familiar with our product line, you’ll be pleased of how much setting material we incorporated into this book. Things like how the constellations might affect you, new Pathfinder traits you can gain for being a member of one of the city’s numerous organizations or tongs. New core classes like the ghostblade and the guttermage, and even a barrister NPC class for those PCs needing good legal representation.

This time out, I’ve called upon a greater variety of writers as well. Sure, I tried to use the old favorites who designed the original Great City and Great City Adventure Arcs. Yet I was also fortunate enough to be able to incorporate a few other very talented writers as well. This, of course, is what happens in every great city: change and progress. I hope you find it as fantastic and enjoyable as I did to read their interpretations and fresh ideas on what might be going on in the Great City. (Foreword by Tim Hitchcock)

* The Great City Player's Guide features (among the other things): Five Base classes: Cultkiller, Ghostblade, Guttermage, Neopagan and Urbanist.
* Seven Prestige Classes: Crossroad Guardian, Insurrectionist, Moon Warrior (Warrior of the Silver Lady), Numismatist, Rooftop Runner, Sewer Runner, and Shadow Mage of the Gray Consortium.
  • 1,8 MB
  • 13 lut 14 23:21
“You kill those who stand between you and your goals. You strive to pull down the mighty, and usurp their power. You plunder ancient tombs and spend your coin on the pleasures of the flesh. Tell me, Pathfinder: will you be able to stand against the Monsters of Sin? Or have you already fallen to them?”

Lust is desire gone out of control, a corrupting force that destroys yourself and others. Lust is a tough opponent: it has billions of advertising dollars behind it, it looks super-hot in a leather jacket, and its hair smells nice. Now Monsters of Sin: Lust is available for the Pathfinder Roleplaying Game and you can pick it up (so to speak) in the Kobold Store now.

Here’s what Monsters of Sin: Lust has in store for the unwary…

* The Inbred Orc, victim of passions run amok
* The inoffensive, innocent, and just-a-bit-curious Truffle
* The Loverlorn, a jilted bride who gets her revenge over and over again
* The voracious Embodiment of Lust itself, the ultimate lover, who boils the blood of the suitors it toys with
* Detail on Lust within the Midgard Campaign Setting
* Rules for incorporating Lust into your NPCs and monsters

Whether you’re running a Campaign of Sin, or just want to add a little greed to your game, Monsters of Sin: Lust offers intriguing possibilities!
  • 27,5 MB
  • 20 mar 13 13:29
The Reign of Winter Adventure Path begins with an exciting new adventure from RPG Superstar winner Neil Spicer! Every 100 years, the Witch Queen Baba Yaga returns to the nation of Irrisen to place a new daughter on the throne, but this time, something has gone wrong. Far to the south, winter cloaks the forest near the village of Heldren with summer snows. The heroes venture into the wood and discover a magical portal to the frozen land of Irrisen, whose supernatural winter will soon engulf all of Golarion unless they can discover the fate of the otherworldly witch Baba Yaga—a quest that will take them through snowbound Irrisen to even stranger lands beyond.

“The Snows of Summer” is a Pathfinder Roleplaying Game adventure for 1st-level characters. This volume kicks off the new Reign of Winter Adventure Path, and includes a gazetteer of the villages of Heldren and Waldsby, details on the cultural and magical legacies of Irrisen, and several new monsters in the Pathfinder Bestiary. Author Kevin Andrew Murphy launches a new Pathfinder Journal novella in this exciting volume of the Pathfinder Adventure Path!

* This volume of Pathfinder Adventure Path launches the Reign of Winter Adventure Path and includes: “The Snows of Summer,” a Pathfinder RPG adventure for 1st-level characters, by Neil Spicer.
* A gazetteer of two villages—one in Taldor and the other in wintry Irrisen—to help flesh out the characters’ environs, by Rob McCreary.
* A look into Irrisen’s legacies and mysteries GMs can use for this campaign, written and compiled by Rob McCreary.
* An alchemist’s journey to Irrisen’s capital of Whitethrone in the Pathfinder’s Journal, by Kevin Andrew Murphy.
* Four new monsters, by Neil Spicer and James Wilber.
  • 21,4 MB
  • 20 mar 13 5:44
Levels 4 through 6

PCs find that the temple of Iseleine, perched high atop a pillar standing in the middle of a lush, garden-fi lled pit, is in dire danger from a force strategically destroying the garden below. What’s worse is the fact that the temple’s high priestess viciously killed her husband… then threw herself from the high pillar. On her was the oil of Iseleine needed to bless the scepter.
  • 0,8 MB
  • 4 paź 12 18:14
Rakshasa are powerful outsiders native to the material plane. They possess great magic, guile and shapechanging abilities. In this third Legendary Race release by Stefen Styrsky, he provides information on:

* their physiology and society
* their magical powers
* a 10 level racial class
* a half-rakshasa player character race (with alternate traits and favored class bonuses)
* four eastern archetypes (adept of the perfect form, akarupe monk, beast lord and memory thief)
* a legendary khopesh
* four additional rakshasa related monsters
* and additional material drawn from other Pathfinder Roleplaying Game and compatible sources to flesh out the options contained within.
  • 14,3 MB
  • 20 wrz 12 21:01
Pathfinder Adventure Path #58: Island of Empty Eyes (Skull & Shackles 4 of 6) (PFRPG)

Chapter 4: "Island of Empty Eyes"
by Neil Spicer

Having won the Free Captains’ Regatta, the adventurers must now claim their prize—the uninhabited Island of Empty Eyes. Yet exploring strange ruins and fighting the isle’s monstrous denizens won’t be enough. Once they’ve got things well in hand, the adventurers must host a feast for the Shackles' infamous Pirate Council, only to have a dangerous situation turn even worse when a mysterious saboteur threatens to disrupt the party. Can the adventurers tame their island and protect their influential guests? Or will they lose the respect of the pirate lords and fade into obscurity?

* This volume of Pathfinder Adventure Path includes: “Island of Empty Eyes,” a Pathfinder RPG adventure for 9th-level characters, by Neil Spicer.
* Pirate legends and mysteries of the Shackles, by Jack Graham.
* Details on the cyclopes who once ruled the Shackles, by Gareth Hanrahan.
* Island harpies in the Pathfinder’s Journal, by Robin D. Laws.
* Five new monsters, by Alex Greenshields, Michael Kenway, Mark Moreland, and Tork Shaw.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.
  • 14,4 MB
  • 20 wrz 12 3:54
Chapter 1: "Shards of Sin"
by Greg A. Vaughan

The Shattered Star Adventure Path begins with a thrilling new adventure from fan-favorite author Greg A. Vaughan! In Varisia’s bustling frontier city of Magnimar, the Pathfinder Society’s newest lodge recruits a team of rookie Pathfinders to track down rogue agent Natalya Vancaskerkin—who also happens to be one of the Varisian criminals known as the Sczarni. Yet when these heroes track down the missing woman, they find far more than a Pathfinder on the run, becoming embroiled in a swiftly expanding hunt for a fragmented artifact from the ancient empire of Thassilon—a quest that will take them to some of the most dangerous corners of Varisia.

* This volume of Pathfinder Adventure Path launches the Shattered Star Adventure Path and includes: “Shards of Sin,” a Pathfinder RPG adventure for 1st-level characters, by Greg A. Vaughan.
* An exploration of the ancient Sihedron artifact and its ties to powerful Thassilonian magic, as well as details on the mysterious skymetals that fall to Golarion, by James Jacobs.
* Forays into the even seedier underbelly of Riddleport in the Pathfinder’s Journal, by Bill Ward.
* Five new monsters, by Benjamin Bruck, Craig Campbell, Adam Daigle, Amanda Hamon, and James Wilbur.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.
  • 8,2 MB
  • 20 wrz 12 3:54
Known as the City of Monuments for its jaw-dropping skyline of ancient ruins, magnificent towers, and stunning sculptures, Magnimar embodies the spirit of the frontier realm of Varisia more than any other city. But life in the City of Monuments can be an adventure all its own. With strange monsters lurking amid the city’s ancient foundations, bands of thieves battling for control over the city’s alleys, and the decadent attitudes of its oldest families, Magnimar lies at a crossroads. Will it succeed despite the obstacles thrown in its path, or is the City of Monuments doomed to crumble under the pressure of its own runaway success?

Magnimar, City of Monuments provides a detailed guide to one of the most popular cities in the Pathfinder campaign setting, the perfect base between adventures or setting of an entire urban campaign. Inside this book you’ll find:

* An expansive gazetteer of Magnimar’s nine districts, from the marble-lined streets of the Alabaster District to the blood-drenched alleys of Underbridge.
* Notes on the plans and plots of dozens of Magnimar’s most famous and infamous movers and shakers, from heads of government to criminal masterminds.
* Revelations about the city’s deadliest mysteries, insights into the cults that plot amid its shadows, reports on the monsters that hunt beneath its streets, and other secrets.
* Allies and enemies for all sorts of adventures, including healers and hell-raisers suitable for any type of campaign.
* Stat blocks for a wide variety of Magnimar’s denizens, whether they be citizens, angelic guardians, or gigantic monsters that haunt the city’s fears and legends.
* Dozens of connections to adventures set within Varisia, such as the Rise of the Runelords and Shattered Star Adventure Paths.

Magnimar, City of Monuments is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game.
  • 382 KB
  • 12 wrz 12 18:28
Undefeatable 13, which focuses on Assassins, has 25 feats including Assassin’s Hex, Eye for Death, Hidden Death, Murderous Necromancy, Seething Stalker and Unseen Deathbringer that are perfect to be used in any game setting. This 6-page PDF is just the sort of thing needed for GMs to add depth to any great Pathfinder Roleplaying Game session. Written by Michael R. Kimmel.

Undefeatable is the new supplement line for fans of the Pathfinder Roleplaying Game who are looking to add more interesting and different feats to their gaming sessions.
  • 0,6 MB
  • 12 wrz 12 18:28
Undefeatable 6, which focuses on Rangers, has over 30 feats including Archer’s Coup De Grace, Critical Aim, Enchant Arrow, Killing Shot, Ranged Trip and Swords as a Shield that are perfect for use in any game setting.

This 6-page PDF is just the sort of thing needed for GMs to add depth to any great Pathfinder Roleplaying Game session. Written by Simon Rocquette and Louis Porter Jr.

Undefeatable is the new supplement line for fans of The Pathfinder Roleplaying Game who are looking to add more interesting and different feats to their gaming sessions.
  • 402 KB
  • 12 wrz 12 18:28
Undefeatable is the new supplement line for fans of The Pathfinder Roleplaying Game who are looking to add more interesting a different feats to their gaming sessions. Undefeatable 3 which focuses on Arcane Trickster has over 30 feats including Arcane Silence, Gnomish Tricks, Incomprehensible Caster, Point-Blank Spells and Sneaky Familiar that are perfect to be used in any game setting. This 5 page PDF is just the sort of thing needed for GMs to add depth to any great Pathfinder Roleplaying Game gaming session. Written by Michael R. Kimmel.
  • 1,1 MB
  • 12 wrz 12 18:28
This release introduces the Shadow Assassin, a new core class designed for use with the PFRPG. It is a stealth-oriented class, with an emphasis on fighting effectively with light or exotic weapons, powers designed to strike down a single foe, and mystic control of shadows that greatly increases the character's power in dim lighting and total darkness.

More than just killers, shadow assassins are masters of secret combat techniques focused on light and exotic weapons, tactics designed to single out and slay a single foe in direct confrontation, and of course a mystic connection to and manipulation of shadow. Traditionally trained in clans with histories going back centuries, shadow assassins may try to conceal their existence from the common population, or may be legendary enforces of specific religions or rulers. Shadow assassins must train for years in the same kinds of conditions monks and wizards do, and for most their path is a lifelong dedication to mastering the darkness and overcoming any lone target.
  • 3,1 MB
  • 12 wrz 12 18:28
Heroes need the right tools to get the job done. Adventure Gear 2 adds a host of new items to their arsenal, from climber’s gear to a portable ram. This 54-card set allows heroes to keep track of their equipment in style and is completely compatible with all of our other GameMastery Item Card sets. Each of these full-color cards features a beautiful portrait of the item on one side with space on the back to keep notes.

GameMastery Item Cards are compatible with any fantasy roleplaying game.
  • 2,6 MB
  • 11 wrz 12 2:26
Need a challenge besides another combat to throw at your PCs. How about a chase through a crowded urban landscape, a delve into the great library in search of lost secrets or a days long trek through an ancient forest. Skill Encounters gives you the tools you'll need to create and run compelling non-combat encounters that will test your PCs skill, wit and imagination.

Included you'll find the basic rules for running and creating your own Skill Encounters along with 5 complete ready to run encounters any campaign can use including:

* Chase
* Gathering Information
* Haggling
* Research
* Wilderness Travel


Level up your game tonight with an encounter that will test you PCs talent, guile and skill. Your PCs will never forget it.
  • 6,7 MB
  • 8 wrz 12 19:50
Divine your future! Lose your shirt! All in one box!

In the Pathfinder Chronicles campaign setting, the Harrow™ deck has long been a sacred tool of Varisian fortunetellers. In skilled hands, the Harrow deck can predict crop results, divine the gender of your unborn child, or give hints about your immediate future. In unskilled hands, the Harrow deck is a sacrilegious gambling game—a cutthroat diversion for ruffians in every port to lose their hard-earned fortunes.

Harrow will be featured throughout the second Pathfinder Adventure Path, Curse of the Crimson Throne. At least once in each installment, players may divine their futures with the Harrow deck, and Pathfinder #7 contains an in-depth article about the history of Harrow and its in-game use.

Harrow is also a standalone card game designed by Jason Bulmahn, Mike Selinker, and Teeuwynn Woodruff for use inside or outside the Pathfinder Chronicles campaign setting. Harrow is lavishly illustrated by Kyle Hunter, the artist behind Downer: Wandering Monster and Downer: Fool's Errand, the Paizo Comics compilations of Kyle's original Downer comics from Dungeon magazine.

* Harrow contains: One 54-card deck illustrated by Kyle Hunter
* Five chronicle cards to aid in divination
* One rulebook with divination rules and card game rules
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Zigchom

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zapraszam po gry i filmy
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Witaj anms2a! Jeśli szukasz dobrego filmu lub książki na weekend to serdecznie zapraszam. Najnowsze filmy, gry, dobra muzyka i ebooki. Pozdrawiam MaxFILM_2015. ( HASŁO DO WSZYSTKICH FOLDERÓW TO "184")
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