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  • 7,5 MB
  • 6 wrz 12 3:01
The village of Swallowfeld stands hard against the turbulent waters of the Lonely Coast and the forbidding depths of a trackless, primeval forest. A hard, frontier place hemmed in by danger without and threatened by a lurking darkness within the village is in dire need of doughty protectors.

Swallowfeld presents detailed information on village life including:



Ten locations


Twelve NPCs of note

Swallowfeld is the perfect base for a new campaign, from which neophyte adventurers can explore the surrounding area, or can be used as a waystop on the road to adventure.
  • 0,9 MB
  • 6 wrz 12 1:59
The Drow return in this supplement from Solace Games.

Inside you will find:

- 7 new gods with favored weapons and cleric domains.

- 6 new races including 4 alternate drow and 2 slave races.

- 3 new classes including the Corsair, the Merchant and the evil Slaver.

- Over 40 new feats.

- 19 new traits.

- 5 new drow weapons, 5 new armors and 3 drow ships.

- 47 new spells to use or throw against your players.

This book includes tons of new options for players or for you to throw at your players.

This book is intended to be used with the Dark Solace Campaign Setting but can be used with any Pathfinder campaign.
  • 5,2 MB
  • 6 wrz 12 1:59
Aragorn Didn’t Cast Spells

Just because some designer thought rangers should be spell-slingers doesn’t make it right! With the Expanded Spell-Less Ranger, you can now play an authentic ranger without spells, but with great new abilities.

Welcome to the Expanded Spell-Less Ranger, a base class for the Pathfinder RPG that was first presented in Kobold Quarterly #11 and which reviewers called a “must-read” at RPG Geek.

The removal of spells makes this a true ranger-type, but the new powers and expanded abilities mean that the Spell-Less Ranger can hold his own in a fight. With new animal companion options and Ranger Talents, this class covers the hunter’s bond, fast movement, expanded tracking, hunting, additional favored enemies, trap handling, and much more, all in keeping with the ranger you know from Lord of the Rings.

The Expanded Spell-less Ranger includes much new material beyond the original magazine version, such as two new archetypes for the companion-bound ranger and the dual-style ranger, plus new feats specific to this Ranger that make them masters of their terrain. Includes a full 20-level character progression plus tracking sheets for favored terrain, enemies, and companions--and also includes data files for Hero Labs software at no extra charge.
  • 5,6 MB
  • 6 wrz 12 0:29
Journey with us on the Way of the Yakuza!

Organizations initially created for the protection of their communities, the Yakuza have evolved into a unique culture fiercely loyal to their traditions. Easily identified by their colorful tattoos, Yakuza brethren are a hard, violent lot given to drink, gambling and lechery. They practice extortion, engage in smuggling, sell powerful narcotics, and regularly force women into prostitution. Yet, despite their numerous faults, they view themselves as folk heroes, warriors fighting for the common man against the dangers of the world.

Way of the Yakuza presents a wealth of information for players and Game Masters alike. This 36 page PDF contains an extensive overview of the Yakuza culture, Yakuza character options (including archetypes, traits, feats, spells, enchanted tattoos and more), and a new method for creating unique Yakuza-gang stat blocks. Additionally, for GM's looking for a quick adventure, there is even a Yakuza controlled mountain village, complete with map and adventure seeds. Whether you want a Yakuza centric campaign, or just want to add flavor to your setting, this book has something for you.
  • 3,5 MB
  • 6 wrz 12 0:29
"Winter is not coming, it is here!"

Trekking along the high mountain trail five lonely travelers find themselves in grave danger. Caught in a fierce and unseasonal snowstorm, they must take shelter in Miyamakoori Monastery, a shrine of the yamabushi, located within a crevice near the
summit of a mountain. The yamabushi shrine offers the only refuge for travelers along the highland trail. On this night, however, a powerful spirit of Jigoku, and her demonic entourage, has come to settle an old agreement between the abbot and herself. As a cold and unspeakable darkness falls upon the monastery, the travelers must use all the resources at their disposal to survive...

Frozen Wind is a One-Shot Adventure for five characters at 5th level designed for use with the Pathfinder Roleplaying Game.
  • 1,6 MB
  • 5 wrz 12 22:03
Welcome to Faeries of the Fringe, the tenth in our Mythic Menagerie line of monster books. Each volume in this line presents a small set of monsters tied to a single theme, but spread over a range of CRs. For Faeries of the Fringe that theme is fey folk who dwell off the mainstream (and are often tied to niche environments the way more common fey are tied to trees and forests). As an added bonus, author Sam Hing has put together an awesome set of fey-related magic items, spells, and feats to round out your wicked wise women.

While fey are classically considered to be most dryads and fauns, perhaps knights of some otherworldly Fairy Court, there are many cases of spirits tied to specific locations or ideas from mythology that could be considered to be “fey” in rules terms. This product looks at both some examples of such creatures in mythology and some niches common to fantasy roleplaying game campaigns, and posits what kinds of faeries would be attached to them. The end result is a whole new set of foes ranging in power from CR 2 (the glade maiden) to CR 10 (the river mother), ready to force the PCs to fight, flee, or negotiate.

So stay out of the fairy-rings, put some milk out on the sill, and keep your cold iron handy. The charnel-kin are stirring, the nightswans are counting their tribute, and the river mothers are always on the lookout for new husbands.
  • 7,6 MB
  • 5 wrz 12 22:03
The furthest flung outpost of a mighty kingdom, turbulent waters and forbidding, trackless forests separate the folk of the Lonely Coast from the gaudy lights of civilisation. Pirates and slavers ply the southern storm-tossed waters while goblins and other foul things creep through the gloom of the Tangled Wood that seemingly chokes the forgotten holds and sacred places of the Old People. Deep within the forest, a narrow, rock-choked defile piled deep with shadow cuts through a nameless range of rugged, tree-shrouded hills birthing dark, fearsome legends of terrifying monsters and glittering, doom-laden treasures. The perils of the Lonely Coast are legion and thus there is always a need for those with stout hearts and skill with blade and spell or for those merely hungry for glory to defend humanity's most tenuous enclave.

The Lonely Coast is:

§ Designed for GM's with little prep time.

§ A perfect locale for a borderland-style campaign.

§ Easy to insert into a GM's campaign.

§ Suitable for use as the demesne of a high-level character.

§ The default setting for Retribution, Swallowfeld and Road of the Dead.
  • 2,9 MB
  • 5 wrz 12 20:13
The very archetype of the mystic spy or assassin: A shadowy figure as much a master of the dark arts as an outlaw. From the Hashsh’shin to the Sicarii, the black-clad assassin clans of Japanese lore to the fanciful depictions of Wuxia films, the ninja is an icon of fantasy and pop culture—ironic, for a creature that lives by secrecy and a mastery of deception and disguise.

Ultimate Options: Power of the Ninja presents 50 new tricks and master tricks for the ninja, along with 8 new ninja-related feats and four variant ninja classes, and is 20 pages long! With this broad set of new resources you can expand the role of ninja-style assassins in your campaign, or leave behind the Asian-themed trappings to integrate the stealthy, deceptive mystic spy concept in a manner that best suits your campaign setting.

The Ultimate Options series of products focuses on topics introduced in the Ultimate Magic book forPathfinder, expanding options for players using that book.
  • 0,7 MB
  • 5 wrz 12 20:13
Wizards are portrayed, both in descriptive materials within the game rules, and in most fantasy fiction, as scholars and learned masters of mystic powers who have access to lore and magic tricks second to none. However, in most campaigns there is nothing a wizard can do that a sorcerer cannot. The wizard does gain considerable versatility, in the form of an unlimited number of spells known, but as a practical matter a wizard can only cast spells he thinks to prepare in advance, and the most useful spells (those a wizard is most likely to prepare) are also those a sorcerer is most likely to select as spells known.

The Advanced Players Guide actually amplified this conceptual problem somewhat, for while it provided new options for wizards, it also created two whole new arcane classes—the alchemist and the witch – both of which have considerable powers a wizard cannot duplicate. The “masters of arcane lore” remained a viable class as far as power balance was concerned, but many wizard players felt there was no sign of their character’s presumed devotion to a lifelong study of magic.

Then Ultimate Magic introduced arcane discoveries—special powers a wizard (and only a wizard) could take in place of his bonus feats at 5th, 10th, 15th and 20th level. Here, at long last, were the rules to allow wizards to do things with magic no other class could manage. It was an amazing idea... but as a result of the number of amazing ideas in Ultimate Magic, there was room for only ten arcane discoveries. To expand on these great opportunities for wizards to meet their full, scholarly potential, Ultimate Options: New Arcane Discoveries presents 30 new arcane discoveries, along with two archetypes of alternate class abilities, to allow different kinds of wizards to play with the new possibilities arcane discoveries represent.
  • 1,3 MB
  • 5 wrz 12 20:13
The ranger has a strong tradition in fantasy fiction and mythology. In myths and legends, rangers borrow from ancient sources such as the Greek and Roman goddess of Artemis and Diana. Medieval and later tales included the vigilante and guerilla freedom-fighter Robin Hood, the Huntsman of Grimm’s Snow White fairy tale, and even Jack the Giant-Killer. In modern fantasy fiction, the ranger borrows from a wide range of royal-blooded striders, dark elven renegades, and bowler-wearing steampunk bounty hunters. Even real-world modern rangers influence the class, including park rangers, the Texas Rangers, and US Army Rangers.

Despite these extremely varied sources, the ranger of the core rules is surprisingly lacking in customization. While numerous archetypes have been published to somewhat expand a ranger’s options, outside of those the ranger only gets to decide what his areas of specialization are – what kinds of combat feats, what types of terrain, and what favored enemies he is best at defeating. None of these choices have the impact on play style or character focus that a cleric’s choice of domains does, or a sorcerer’s choice of bloodline. Further, a ranger’s customization is often strongly suggested by a campaign’s setting (a game set in the desert near a gnoll empire makes it unlikely a ranger will choose to be at his best against giants in a forest).

But where are the rangers who love plants, but hate (and don’t get along with) animals? How does a player build a ranger focused more on nature magic than combat? Many players aren’t as concerned about their rangers being particularly combat effective (though it’s always helpful), as much as making them feel like something more than a fighter with a few multiclass levels of druid. To help in that regard, Ranger Options: Knacks of Nature presents a number of new ranger-specific abilities (knacks) that can be taken in place of traditional ranger class features to customize, expand, and enhance the way a ranger can be played.
  • 9,1 MB
  • 5 wrz 12 15:17
The magus class represents a trope common in fantasy fiction—the warrior-mage able to swing swords and cast spells with equal skill. From classic sword-and-sorcery wielders such as Michael Moorcock's Elric of Melniboné, to the protagonists of more modern fantasy tales such as Garion from David Edding's Belgariad series or Rand al'Thor from Robert Jordan's Wheel of Time series, the warrior-mages are a common archetype often more easily found in fiction than the sage spellcasters with little combat skill. Even Gandalf, perhaps the prototypical adventuring mage, carried the sword Glamdring and knew how to use it to good effect!

Despite this broad popularity, the concept can be difficult to easily implement using only the Pathfinder Roleplaying Game Core Rulebook. While it's possible to multiclass combat-oriented and arcane-oriented classes, and prestige classes such as the eldritch knight are designed to make such combinations fairly effective, the planning and delayed gratification such character builds require are not satisfying to everyone. With the advent of the magus class from Ultimate Magic, players wishing to create a warrior-mage can do so by choosing a single class that combines fair martial ability with good spellcasting ability and a host of class abilities that allow the magus to combine combat and casting in ways other classes can't.

Of course, the traditions of arcane armsmen require much more support than any single book has room to offer, especially since most game supplements have to appeal to a broad range of interests. Ultimate Magic lacks room to present many alternate magus options, and what few it does present focus solely on the narrow concept of a combat spellcaster with a weapon in one hand and only a prepared spell in the other.

To help in that regard, Ultimate Options: New Magus Arcana presents 30 new magus arcana and three sets of alternate abilities designed to work with the new batch of magus arcana options. With this broad set of new material magi can fight with 2-handed weapons, go sword-and-board with a shield, wield two weapons and still cast spells, or even become a spontaneous spellcaster similar to a sorcerer.
  • 3,4 MB
  • 5 wrz 12 15:17
We have all heard tales of the heroic young adventurer who picks up a magical sword from a time long forgotten and grows in power and acclaim alongside the weapon until both reach their true potential.

Within this product you will find 15 legendary weapons with an eastern or exotic flair. Designed by David Ross, these legendary weapons are designed to grow with you as you explore the mysterious east in an extended campaign path or with eastern themed characters.

No caravan to the east should be without some legendary treasure!
  • 13,2 MB
  • 5 wrz 12 15:17
Richard Pett’s Your Whispering Homunculus is the GM’s humble servant and guide to the vile, whimsical, disgusting, bizarre, horrific, odd, skin-crawling, and mildly disturbed side of fantasy gaming.

Your Whispering Homunculus provides wonderfully lunatic ideas and encounters to keep your Pathfinder RPG or OGL players on their toes – along with tips on how to make ordinary creatures and locations truly memorable.

Within its 167 pages of essays, lists and random tables, the homunculus whispers of:

* Unsettling Moments and Strange Entertainments
* Pointless Objects and Mangled Monsters
* Trog-Kin and Troll-Touched
* Daft Bets and Dismaying Delicacies
* The Curious Contents of Dungeon Toilets
* And so much more…
  • 0,7 MB
  • 5 wrz 12 15:17
The alchemist class represents a trope common in adventure fiction, if not fantasy fiction: the mad scientist. From Mary Shelley’s Frankenstein to The Strange Case of Dr Jekyll and Mr Hyde, many of the classic works of fiction that helped build the framework from which most fantasy RPGs hang include the inventor or scholar who is clearly dabbling in matters beyond mundane science. Coupled with the more fantasy-friendly view of the medieval alchemist who seeks to use combinations of materials and formulas to bring change to the material world and a rich history of inventor-adventurers dating back to Daedalus, the alchemist class allows players to enjoy an archetype that can’t easily be represented by any other Pathfinder Roleplaying Game character class.

However, that rich tradition of mad scientists and natural philosophers obviously requires much more support than any single book has room to offer, especially since most game supplements have to appeal to a broad range of interests. The Advanced Player’s Guide lacks room to present alternative alchemist options, and logically it must focus on the most obvious and functional discoveries and bombs. But if ever there was a class that called out for quirkier possibilities, the alchemist is it.

To help in that regard, Advanced Options: Alchemists’ Discoveries presents 29 new discoveries, including 7 tied to two new forms of alchemy: spagyric devices and metamorphosis. With this broad set of new options, alchemists can make rockets, create homunculi, sniff out their foes, craft waxwork wings, and even transmute lead into gold.
  • 12,1 MB
  • 4 wrz 12 17:40
I paint the symbols heaven, earth, wind, water, mountain, fire, thunder, and lake. The ancient child asks, "What do you see?" I see a circle of jade.
—From the Tao te Ching

The mystic art of Sutra Magic uses charms to sanctify, to bring luck and to banish terrible creatures! Sutras provide an element of magic any character might learn and cast, gaining a powerful weapon against evil spirits, ghosts and demons!

Craft ofuda, written sutra charms, to punish infernal creatures, or omamori, written talismans which provide a renewable protection.

This supplement gives you seventeen gorgeous pages packed with mechanics for integrating Sutra Magic in your game, eighteen sutras, three sutra feats and rules for creating new sutras.

Don't wait! Pick up Sutra Magic today and start putting magic into the hands of any character!
  • 3,9 MB
  • 3 wrz 12 16:24
Advanced Feats: Might of the Magus

Might of the Magus brings you feats of swordsmanship and spellcraft, expanding the range of this already versatile class.

Created by Complete Advanced Feats author Sigfried Trent, this 16-page book includes:

* An insightful breakdown of the magus class
* 30 new feats for the Magus including Adrenalin Surge, Dancing Strike, and Spellstrike Multishot
* 3 Magus character builds: The Fae Blade, Lady of the Lash, and The Rune Fist
  • 4,0 MB
  • 3 wrz 12 15:12
A wilderness adventure for 7th-level Pathfinder Roleplaying Game characters.

Stay Out of the Woods

Deep in the forest, something is stirring. An evil fey sorcerer, cast out of the First World millennia ago by her own kin, has found a way to break through the ancient walls of her prison, and carries with her a vengeance too deep to be sated. For the quiet Andoren town of Bellis, busy celebrating a long-awaited marriage, it's a time for joy and laughter. Yet the forest that's always sheltered it is growing dark, and things are moving in the heart of the woods...

Realm of the Fellnight Queen is a wilderness adventure for 7th-level chararacters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. Inside you'll find a possessed druid, a drunken treant, an insane beekeeper, shape-changing forest warriors, and the dark mistress of the Fellnight Realm herself.

This module is the result of Paizo Publishing's RPG Superstar contest, which allows unpublished authors to compete before a panel of celebrity game designers and legions of their peers for the chance to write a Pathfinder Module.

Written by Neil Spicer, the winner of Paizo’s RPG Superstar™ 2009 contest.

Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set. This Pathfinder Module includes four pre-made characters so players can jump right into the action, and full-color maps to enhance play.
  • 6,9 MB
  • 3 wrz 12 15:12
An aquatic dungeon adventure for 6th-level Pathfinder Roleplaying Game characters.

They Come from Beneath the Sea!

The deep waters of the Hellmouth Gulf have long concealed ancient mysteries, both wondrous and terrible. But these secrets have been submerged for too long, and the remote coastal village of Blackcove has accidentally awoken a slumbering horror from a bygone age. Strange creatures now venture from beneath the waves to steal townsfolk away in the dark of night.

Can the PCs discover the fate of Blackcove’s lost villagers? What secrets still lie hidden on the mysterious, ruined island just offshore, and what now lurks in the flooded temples beneath the isle? And what horrific fate lies in store for those unfortunate souls who fall prey to the island's eldritch influence?

From Shore to Sea is an adventure for 6th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG, and produced in collaboration with the patrons of Open Design. Inside you’ll find villagers slowly succumbing to the ancestral taint in their blood, tentacled abominations from the deep, debased fish-men, ancient Azlanti technology, and a secret stretching back millennia to the legendary empire of Azlant itself.

This adventure is set along the mysterious Hellmouth Gulf coast in the diabolical empire of Cheliax in the Pathfinder Chronicles campaign setting, but can be easily adapted for any game world.
  • 4,9 MB
  • 3 wrz 12 15:12
A dungeon adventure for 13th-level characters

Every year the Acadamae—Korvosa’s prestigious school of the arcane arts—opens its gates to the city to host the Breaching Festival, where the most skilled infiltrators are invited to enter the magically guarded Hall of Wards or die trying. Testing their luck against the university’s strongest defenses, the competitors pull out all the stops as they vie for a chance at a fortune in gold and magical treasure. This year, the school’s headmaster has invited the heroes to participate, against the contest’s longstanding traditions. While the Breaching Festival has not seen a champion in over a century and a half, this year’s festival promises to be the deadliest trial the school has ever known. Should the heroes reign victorious, the secrets they may uncover promise more than gold and glory—they may rock the very foundation of the Acadamae, and even the entire city!

Academy of Secrets is an adventure for 13th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. It features a massive magical university, compatible with GameMastery Map Pack: Magic Academy and teeming with sorcerous traps, weird puzzles, diabolical monsters, and countless students and professors trapped in a web of arcane deceit. Also within, you’ll find a brand-new monster and details on one of Golarion’s most famous schools of magic, as mentioned in Pathfinder Campaign Setting: Guide to Korvosa and the Curse of the Crimson Throne Adventure Path. While Academy of Secrets takes place in the metropolitan city of Korvosa, the magic academy within is suitable for use in any fantasy campaign setting.

Written by Brian Cortijo

Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set. This Pathfinder Module includes new monsters, treasure, and a fully detailed bonus location that can be used as part of the adventure or in any other game!
  • 4,9 MB
  • 3 wrz 12 15:12
A dungeon adventure for 14th-level characters

Hidden in the remote southern range of the World’s Edge Mountains lies a mysterious necropolis known in legend as the Tomb of the Iron Medusa. When the last heir of the dungeon’s long-dead noble builders hires the PCs to explore the forlorn and deadly site in search of evidence that may clear his family name, the intrepid heroes soon find themselves in over their heads. For the Tomb of the Iron Medusa does not give up its secrets lightly, and the dangerous truths that lie within its ancient, trap-laden crypts may have been hidden for very good reasons indeed.

Written by fan-favorite author Mike Shel, Tomb of the Iron Medusa features an expansive necropolis of crypts and tombs, all guarded by devious traps, strange puzzles, fiendish monsters, bizarre creatures, and the undead remnants of a once-powerful aristocracy.

Tomb of the Iron Medusa is an adventure for 14th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. In addition to the adventure, this volume also features a brand-new monster and a fully detailed borderland inn that can serve as a place to begin the adventure, or as a roadside tavern in any fantasy world.
  • 8,7 MB
  • 3 wrz 12 15:12
An adventure for 9th-level characters

Varisian fortune-tellers from across Golarion use the mystic harrow deck to read fate and predict the future, but few have ever mastered the mysterious harrow to such a degree as Sonnorae, a long-dead bard from the Age of Darkness. Fearing her collection of stories would be lost when she died, she created a demiplane within her own harrow deck to contain them. Over time, these stories took on lives of their own, and melded with the images on the cards themselves. But not all stories have happy endings, and the storykin who inhabit the Harrowed Realm have their own motivations and plots for power or even escape into the real world. When the PCs find themselves drawn into the Harrowed Realm in search of a disappeared scholar, they must use all their wits and steel to navigate the landscape and politics of this strange wonderland and make it home again.

The Harrowing is an adventure for 9th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. It features an entire plane of fanciful locations and characters inspired by the popular harrow deck of the Pathfinder campaign setting. In addition, you’ll find a brand-new monster and an optional rules subsystem allowing players to bend reality to their wills by using all 54 cards in the optional Pathfinder Campaign Setting Harrow Deck to manipulate the strange demiplane in which they adventure.

Written by Crystal Frasier

Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set.
  • 13,7 MB
  • 3 wrz 12 0:00
A World of Magic!

From the tortured sands of the Mana Wastes, where magic is as likely to tear you apart as it is to not work at all, to the perpetually frozen northern nation of Irrisen where the winter witches rule, magic is a part of life in the Inner Sea region. Whether it is wielded by benevolent clerics to keep their allies fighting the good fight or unleashed by wizards in the form of scorching blasts of fire, magic can be the difference between life or death. Or, as in so many cases, the cause of life or death.

* Inner Sea Magic explores the role of magic within this vast and varied region. Within this 64-page book, you will find: A who’s-who of powerful and famous spellcasters from throughout the Inner Sea region
* Details on four types of magical schools—arcane academies, spellcaster’s guilds, monasteries, and secret societies—along with rules for joining and studying with such organizations
* Rules for several types of specialized or variant magic, including the chaotic power of primal magic, the secrets of shadowcasting, the traditions of Thassilonian sin magic, and the wonders of Varisian tattoo magic
* Two new oracle mysteries (the primal-magic wielding spellscar mystery and the sinister Outer Rifts mystery)
* More than a dozen new archetypes for all sorts of spellcasters, including the black-blooded oracle, the Razmiran priest, the shadowcaster wizard, the tattooed sorcerer, and the winter witch
* Two new prestige classes—the cyphermage and the divine scion
* Dozens of new spells, from Aroden’s spellward to zone of foul flames!
  • 9,1 MB
  • 3 wrz 12 0:00
The bustling bazaars of Absalom offer countless delights, but even they do not sell everything. Only in the peerless markets of mysterious Katapesh can one find anything for sale, from the lost diamonds of a fallen empire to a clutch of slaves freshly captured off the Inner Sea coast. This exotic desert locale serves as the backdrop of the Pathfinder Adventure Path Legacy of Fire, and this informative, lushly illustrated full-color 64-page guide presents everything players and Game Masters need to know to bring the dark markets of Katapesh to terrible life.
  • 9,2 MB
  • 3 wrz 12 0:00
In the outcast city of Kaer Maga, your business is your own, and no ware is too dangerous or taboo to find a buyer. Within the walls of the ancient, ruined fortress, refugees and criminals from every nation disappear into the swirling crowds of gangs and monsters. Here leech-covered bloatmages haggle with religious zealots who sew their own lips shut, while naga crime lords squeeze self-mutilating troll prophets for protection money. And these are just the city’s anarchic residents, not the fearsome beasts barely contained in the mysterious dungeons beneath the streets, held at bay by the elite rangers known as the Duskwardens. Welcome to the City of Strangers, a haven of freedom and independence—assuming you survive.

* Inside this book, you’ll find: Detailed gazetteers for all 11 of the city’s districts, from the fabled Balconies of Bis to the necromantic paradise of Ankar-Te.
* A history of the city and the bizarre, ruined monument that houses it.
* Thorough briefings on the most important gangs and factions within the city, such as the golem-crafting Ardoc family and the abolitionist Freemen, as well as how they interact with each other.
* The bloatmage prestige class, in which spellcasters use their own blood to empower their spells—but at a terrible price.
* Statistics for the caulborn, a mysterious new race of telepathic, memory-eating monsters.
* A layer-by-layer guide to the dungeons beneath the city, and the echoes of lost races and magic that still guard them.
* New magic items, random encounter tables, and more.

City of Strangers is intended for use with the Pathfinder Chronicles campaign setting and the Pathfinder Roleplaying Game, but can easily be used in any fantasy game system or setting.
  • 2,8 MB
  • 18 sie 12 21:46
The Harem Mage

Harem mages lovingly craft perfect, subservient servant girls, sculpting their bodies and mind with the end user in mind. They handcraft Living Toys for lonely merchant princes, create beautiful figments of lustful imagination to keep bored kings company, and conjure busty, lusty maids to teach horny teenagers about sex and relationships. Where other mages might conjure magical weapons and scribe spells onto parchment, Harem Mages create life itself. These creator mages sculpt women as living works of art.

Harem Mages are some of the world’s premier magic users, performing feats that lesser arcanists can only gape in awe of. Unlike most mages, Harem Mages do not obsess over quickcast combat spells and have little talent for battlefield conjurations. Instead, they are creators first and above all, toiling in their studios to bring the gorgeous creatures that walk through their dreams to life. The Harem Mage is an oddity. Most combat mages look down at the quirky magic user as wasting their prodigious arcane talent creating magical dolls. Others take issue with the fact they create magical slave creatures: willing and endlessly perky slaves, but slaves none the less….

Harem Mages begin their life as artists: sculptors, painters, puppeteers, weavers, printers. Obsessed with the act of creation, these magical artists soon realize that their creations have a life of their own. Drawings might move and cavort on the page: sculptures take on erotic new poses. With practice, Harem Mages can imbue a creation with a portion of their own soul, creating a new consciousness housed in an arcane shell, a living spell-woman who obeys their every command.

About the Cover

Due to the explicit nature of this release, even though it is fully compatible with the popular PFRPG, the Compatibility Logo has been deliberately left off the cover art. Instead, the 3.5 OGL logo designed by Louis Porter is used in its place.

Black Tokyo and the Tatakama

The Harem Mage first appeared in the controversial D20 Modern campaign setting: Black Tokyo. This version of the class is common on the other side of the multiversal barrier, and is practiced by the men, Elves and demon-kin living in the endless twilight of the Tatakama. Harem Mages from fantastic universes were the first of their kind, and legends and lore about this class eventually made their way into the demon-haunted version of 21st Century Japan described in Black Tokyo.
  • 6,3 MB
  • 18 sie 12 18:05
Born of mortal and fiendish blood intertwined, tieflings are tainted individuals thrust into a world that has learned to both fear and despise them. Whether they openly display their freakish ancestry in settlements known for their tiefling populations or hide such shameful attributes through either mundane or magical methods, all tieflings know that they are different.

Blood of Fiends presents a player-friendly overview of the tieflings of the Pathfinder campaign setting, as well as new rules and information to help players customize their own fiendish characters.

Inside this book, you’ll find:

* Detailed information on the origins, physiology, traditions, social interactions, and beliefs of tieflings—the accursed descendants of mortals and fiends.
* A table of 100 variant tiefling abilities to further customize your fiendish characters.
* An expansive look at the 10 most common types of tiefling heritages, each of which provides tiefling characters with alternate ability score modifiers, skills, and spell-like abilities.
* New feats for battle-hardened tiefling characters.
* New curses and inquisitions for fiendish oracles and Inquisitors.
* New subdomains for tiefling clerics, each reflective of a different fiendish realm.
* New masterpieces for tiefling bards and a bloodline for daemontainted sorcerers.
* Dozens of new traits to flesh out your tormented character and bodily features to help distinguish your tie fling.
  • 3,4 MB
  • 16 sie 12 20:55
What happens when a pair of lackluster thieves with a fondness for intoxicants, courtesans, and easy coin leaves one of Tarina’s betters in the gutter? A game of vengeance and intrigue happens, that’s what!

Carthica’s Pride is a mini-adventure set in the port city of Tarina that invites the player characters to serve a very spoiled noble: a noble with a missing item of value that is not accustomed to being told “no.” Assigned to the job by the famous handler Natasha Corvina, the player characters, new to both adventuring and Tarina’s seedier side, must flatter, fight, and con their way through a series of challenges in search of a The Urgent Messenger – a mysterious rogue believed to be traveling with the two thieves. With their reputation and fortune on the line, the party races to find the two missing rogues before outside forces – agents of The Black Hand – close in for the kill.
  • 3,7 MB
  • 16 sie 12 20:27
Enter an enormous, ancient fantasy gaming world as rigorously realistic as ours, replete with dark, gritty, manipulative personalities and cultures – a place where racial and religious tensions are as real as any! In the Shadowlands, players will interface with ancient technologies, navigate byzantine layers of intrigue and survive just long enough to maybe achieve the power of the Old Gods themselves!

Explore the world of Saemyyr! Dare the dangerous streets of the decadent and imperialistic Tar Sequin Empire or delve into the cold north, where the fierce and independent northmen of Valgaard hold the most brutal courts! Enter the mystical forest of Sylvænyr, where the Dætholayn still stand guard against all outsiders. Or journey to the wild dangerous steppes of Torán, whose brave riders value nothing as much as a loyal mount and strong sword and the courage to face the encroaching Shadowlands! Or, brave the jungles outside Tarina, where ancient evils still stir!

A step-by-step outline aimed at helping players build characters that are suitable for any Shadowlands campaign setting adventure, including how each class and race from the Pathfinder Roleplaying Game are treated in the Shadowlands!
  • 2,6 MB
  • 16 sie 12 20:27
A Pathfinder Roleplaying Game compatible adventure for 1st-level PCs by Creighton Broadhurst

A ruined monument to folly and ego, the Shadowed Keep stands atop an isolated bluff deep in a mist-wreathed forest. Sacked by marauding goblins decades ago the place was thought abandoned, but shadows now creep among the forest's great boles and footprints have appeared on the single, overgrown track leading to the keep. Travellers have begun to disappear with alarming regularity from the nearby road and the local folk fear some slumbering evil has claimed the ruin as its own.


Dare you brave the terrors of the Shadowed Keep to crush that which lurks within or will darkness shroud the surrounding lands?

Designed to be easily inserted into a GM's home campaign, Shadowed Keep on the Borderlands is an excellent starting locale to test the mettle of neophyte adventurers.

The free version of Shadowed Keep on the Borderlands presents the Donjon of Ruin portion of the adventure along with the full adventure background, introduction, hooks, relevant handouts, illustrations and so on.
  • 1,6 MB
  • 16 sie 12 20:04
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