Wayfinder #7 (PFRPG)

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Created for fans by fans, this issue of the Wayfinder fanzine delves into the regions first introduced in Year 1 of Pathfinder! New content featuring additional information about Darkmoon Vale, Korvosa, and Varisia and points between will give you new material for any game set in the "wild west" of Golarion! This free fanzine includes dozens of articles, including original fiction, new monsters, adventures, maps, treasure, poetry—this is just a small portion of what awaits you!

Contributing Authors: Thomas Baumbach, John “John Benbo” Bennett, Morgan “Oceanshieldwolf” Boehringer, Clinton J. Boomer, Dylan “SteelDraco” Brooks, Jess “Lunalynx PFC” Carson, James B. Cline, Will Cooper, Ryan Costello, Jr., Sarah “Ambrosia Slaad” Counts, Paris E. Crenshaw III, Rich “Rebis Ouroboros” Crotty, Ewan “Otyugh Overlord” Cummins, Matt “Ashe Ravenheart” Drozdowski, Robert “Snorter” Feather, Dawn “Dark Sasha” Fischer, Guy “ulgulanoth” Fox, Caleb T. Gordan, Robert “malikjoker” Gresham, Wojciech “Drejk” Gruchala, Eric “Boxhead” Hindley, Scott “Curaigh” Janke, Michael “Ask a Shoanti” Kortes, Michael “michaelane” Lane, Thomas “Kilrex” LeBlanc, Jeff “Shadowborn” Lee, Gary McBride, Will “Cheapy” McCardell, Kevin Andrew Murphy, Dustin James Nelson, Joseph “Delthos” Prozinski, Matt “Enderrin” Rupprecht, Joseph “Guy Humual” Scott, Liz “HerosBackpack” Smith, Neil Spicer, Russ Taylor, and Margherita “Bardess” Tramontano

Contributing Artists: Russell Akred, Darran Caldemeyer, Tyler Clark, Angela Conant, Paige Connelly, Liz Courts, William Dodds, Jessica Door, Peter Fairfax, Crystal Frasier, Danille Gauvin, Silvia Gonzalez, Chris Hagner, Charles Hernandez, Frank Hessefort, James Keegan, Chris Leaper, Alberto Ortiz León, Elizabeth Lindhag, Dave Mallon, Stephen McAndrews, Alex Moore, Dustin James Nelson, Katey Neve, Wade K. Nolen, Karla Yanin Salas Orozco, Cody Ragsdale, Ron Reyes, Nickolas Russell, Tanyaporn Sangsnit, Frédéric Simons, Hugo Solis, Ashton Sperry, Matthew Stinson, Remi Thorense, Carlos Torreblanca, and Todd Westcot

Cover art by Frank Hessefort.

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If you are a GM, and you would like to play the 1st adventure of Rise of the Runelord... this is a must!

I never refuse free stuff, and this 90-pages fanzine was crucial with its details and hints at the beginning of the campaign. Thanks to this fanzine (Swallowtail Festival Games and The Lure of Greed were much appreciated by the party), my PCs loves Sandpoint and its inhabitants ... thus having good reasons to protect them from those who want to threaten the town!



Only three reviews will not do for this. I'm somewhat biased, having done the Dracochymist and the Kobold bloodline, but I shouldn't be biased about the other parts!

The whole thing is great, and it's free to boot. So for those reasons alone, it's 5 stars.

There's a lot of material in here, so I plan to simply list and discuss the parts that really caught my eyes. So mostly mechanical things, since that's what I know. This is part review, but will probably end up being more so feedback.

  • The Goblin Magic Items by Dave "Eldritch Mr. Shiny" Mallon

    Pretty interesting, and I'm quite the fan of the naming scheme. One of the items should probably be an alchemical item. The Shiny-Distraction-Bauble in particular is a fun item, causing people to be flat-footed if they're distracted by it. Stolen-Head-Words is onto something though: a way to transfer written words that goblins can "read", without having them actually read it. My main complaint about these are that they go half-way with the in-character goblin speak, but this text isn't really italicized and is far too correctly formed. Plus, there are some words as big as a goblin's head in there!

  • Margherita “Bardess” Tramontano's Desnan subdomains.

    Desna is one of my favorite deities in Golarion, so I especially was interested in this one. The Paradox domain has an interesting ability, but it's not the most clear. It uses the phrase "magical attack", but then uses Channeling positive energy to heal as an example. Doing that isn't an attack :) It also says that the damage's "entity is unchanged, only its type is reversed." The use of the word entity is a bit weird in this context. Still, a nifty power.

    I'm a bit concerned about the power of the Intuition domain, as it lets you know the truth about a bit of information as it relates to a creature. This would be extremely strong for investigative campaigns. Also, for future abilities like this, it should probably be a (Su).

    Harmony of the Opposites is a very cool feat, allowing you to, for example, change fireball to deal Acid and Electricity damage.

    Synergy of the Opposites does fail the "rat in a bag test", although in this case it's more "hirelings intentionally failing to counterspell...in a bag". But that's far more obscure than the rat in the bag, so it should be fine.

    Wield the Strands of Fate: A cool idea, although I don't like it for the simple reason that it reveals stuff about the monster that the players shouldn't really know. Plus, it's a lot of book keeping.

  • New Oracle Curses by Dylan "SteelDraco" Brooks.

    Foresaken: This gives a bonus to saving throws at the cost of gaining SR to beneficial spells. The bonus to saves is +6 at 20th level, compared to the SR 30 you have against beneficial spells. I don't feel this was too well thought out. If the bonus to saves got larger, I could see it being alright, but I shudder at the thought of using this.

    Mistrusted: Oh hey there Cassandra. Basically, can't use Diplomacy to make people above Indifferent, and people think you're lying. A lot. You get some spells in return, although ones already on your list, it looks like. I think this makes an amazing dip for barbarians going for rage prophets, or really anyone needing a level of oracle.

    Stigmata: Really cool fluff here. The wounds take on aspects of your mystery. You take 2 points of non-lethal damage per level of the spell, which cna't be reduced but can be helaed. In return, you get +1 to the caster level of your spells, bonuses to saves versus [pain] spells/abilities and eventually immunity, and finally damage reduction. A really interesting curse. My main concern is how it holds up over the day. A level 10 oracle, without taking into consideration bonus spells per day, will be taking 142 non-lethal damage just to cast all their spells (assuming no orisons are cast).

    Unnatural is interesting, taking cues for the Unnatural Aura of eidolons (and other beasts, I think). The actual curse part seems much worse than what you get back, as all animals not only are hostile to you, but actively seek you out, like the blight upon nature that you are. In return, those that bite you might be sickened or gain another condition. But...this is awesome if only for the use with Oracle's Burden. The ability to focus all animals on an enemy? Not too shabby :)

    My main issue with this was that it seemed to imply that oracles need deities, when they actually don't. But there are a lot of really cool nuggets of ideas in here. I look forward to seeing what SteelDraco puts forward in future issues.

  • DracoChymist & Kobold Bloodline: Despite being biased, these are perfection beyond perfection. Absolutely no issues whatsoever. Clearly.

  • The Fili by Joseph "Guy Humual" Scott. Disregarding the issues mentioned in the discussion thread, this seems like a well-done PrC, but doesn't particularly "wow" me. It's a PrC that combines bards and druids, kind of as a throwback to 1e bards. It takes on the aspects of mystic theurge too, where it advances the spellcasting of both. Somewhat of concern, you can get in with just 1 level of bard, meaning your druid can lose 1 CL to eventually get some minor bardic performances, including inspire courage. With just 1 level of bard, they'll eventually end up with bardic performance of an 8th level bard. At 10th level, they can start bardic performances and cast a divine spell as a single standard action. This allows interesting things like using a move action to start dirge of doom, casting a spell to affect an enemy with the -2 from Dirge of Doom, and then change back to inspire courage. Interesting usage, to say the least. Personally, I think it could've used some lose of spell levels and gain some more class features, but I can definitely see how some people would love this one as is. Plus the art is adorable.

  • Bone Witch archetype by Morgan “Oceanshieldwolf” Boehringer and Jim
    “Elghinn Lightbringer” Wettstein.

    Slowly turns into undead, but replaces 6 hexes. They get a skeleton familiar too. I think they lose 1 or 2 too manyhexes for what they get back, as it's generally minor passive stuff and losing a ton of their primary class features is a bit lame :) Still, there are a lot of small bonuses. They get their first hex at 6th level, so they can't even take Extra Hex until then. Still, it accomplishes the goal it set out to meet admirably, and it isn't overpowered at all.


    Quite possibly the coolest set of feats I've ever seen in Pathfinder. And I've seen a lot! These feats allow you to use fire in combat. Sounds simple, but you can do a ton of very cool things with these feats.

    The article also adds a new condition for objects to the game: enflamed.

    What's so cool about them? They scale with the number of pyromania feats you have, so if you have 3 (pyromania) feats, you'll be doing +3 extra damage when using an enflamed weapon. There are feats to make it easier to hit enemies when using a weapon that does fire damage (including rays), cause your weapon to be engulfed and destroyed in a blaze of glory as it seriously hurts your enemy, feats to burn the ground to create difficult terrain and deal damage.

    When I read that last feat, I had to stop reading for a minute just to think of all the awesome possibilities of that.

    There are feats to make it so if you charge or run while holding an enflamed weapon, the squares you run through have concealment...there are just so many truly awesome feats in here that it boggles my mind. It's well worth it to download the issue just to read these feats.

    Plus, the artwork is amazing.

  • Of Magic and Mettle by Sarah "Ambrosia Slaad" Counts.

    These are a set up magi arcana and an archetype for those who believe knowledge is meant to be free.

    Philosopher's Alloy lets you spend more poitns from the arcane pool to overcome DR. This basically means you can overcome DR earlier than you'd normally be able to with the arcane pool. A bit wasted if you get to higher levels, but useful for lower level campaigns :)

    Rending the Shroud allows you to lower the DR of enemies you hit by spending an arcane point. A pretty cool ability!

    The archetype uses Charisma to cast, and is a spontaneous caster. Unfortunately, a lot of text is "wasted" with the standard language of a spontaneous spellcaster, and I would've loved to have seen more instead of that. Perhaps a simple "they cast as a bard does, using the magus spell list" would work in the future. This is actually a pretty well done Spontaneous Magi, but I don't think it buffs them enough for changing them to spontaneous. Granted, since everyone just uses shocking grasp, perhaps the versatility of preparedness isn't worth so much for magi!

  • Rune Magic by Thomas "Kilrex" LeBlanc

    This far too short article offers 4 new options revolving around runes: Tattoo Magic (a variant of varisian tattoo), rune weapons (draw a rune on a weapon to give it slight bonuses. You can change the rune when you prepare spells), calligraphy (bonuses to feinting and making magic items. It makes sense in context!), and the rune-carved construct options (a rune that does something similar to mirror image. I feel that the calligraphy option could've been dropped to focus more on the rune weapons feat, as that one is particularly interesting. Or next time, have it be a longer article :)

    ...and finally...

  • Hellrider by Robert "Snorter" Feather

    Essentially the mounted version of the Hellknight PrC. It's a mix of Paladin-like abilities with the cavalier. Seems well done, although I felt that I knew what I was going to get before even reading it. I guess that just means it does its job well! They do get both a discipline and a cavalier Order, which could be slightly worrisome.

    Overall, I really enjoyed it!

  • Very well done!

    ****( )

    I thought I'd go over this issue in detail - Tim asked for feedback, so here's a pile of it.

    Weal or Woe: Lore Seekers. I really like the Weal or Woe series, and I liked the use of this one as NPCs for a side trek adventure - that's a good way to use the article. The two NPCs presented are interesting, though I would have liked to know the source for the goblin snake - I didn't see it anywhere in the description. The art is good, particularly the goblin snake.

    The Lure of Greed: Fun little side trek adventure. It fits in well with the AP and gives an early preview of some of the Thassilonian stuff that will become very important later on. The map is lovely, too.

    Toll in the Road: This was a nice piece. The voice of the goblins was expressed well, and they were fun to read. I thought the sudden jump of time when the goblins are attacked was a bit jarring - it read like he had been shot at first. The art was okay - expressive, certainly, but I prefer a more realistic art style. That's just my preference, for what it was obviously going for it was good.

    Swallowtail Festival Games: I loved this article, it was full of evocative flavor for the different games and the NPCs were all interesting, from the artisan helping children win toys to the plot to win a few extra coppers fixing the betting on lizard races. The mechanics for the little games were nice and simple, too, something that could be used to introduce new gamers to skill checks and attack rolls, since it's going to be set at the very beginning of the AP.

    Goblin Magic Items: This was a fantastically fun article, especially the names of the goblin items and their evocative descriptions. Great art, too. They're disturbing and weird and kind of childishly malevolent, all the best traits of Paizo's fun take on goblins. Bravo on this article. I like the creepy horse-face-mask art, too.

    Hollow Hearts: I found this to be a bit disjointed, like it was cut down significantly or part of a larger work. I had some trouble keeping track of who was being talked about, and it seemed like there were more characters than necessary for such a short piece of fiction. I also found the use of a real-world quote at the beginning of a piece of gaming fiction sort of strange, and I'm not sure why it was included. The voice of the different characters was good, as was the dialog.

    Weal or Woe: The Hag and the Seeker: I really liked this WoW article. The characters are closely interwoven, realistic, and interesting, and dealing with either or both of them would be very fun to do in game. I'm going to have to try to work these two into a game at some point. The poor inquisitor wandering around trying to avenge someone who doesn't care about him is pretty sympathetic, even for a worshipper of Asmodeus.

    Defying Logic and Fate: I like the idea of subdomains associated with more than one domain, it's an interesting mechanic. The names of some of the powers don't seem to fit with the mechanics very well - Opposites Attract and Synergy of the Opposites both seem pretty unrelated to what the power does. Harmony of the Opposites, as written, doesn't do much - the Elemental Spell feat that is listed as a prerequisite allows you to mix elemental damage 50-50 already, so the only situation in which this feat is useful is if you don't want to use the elemental type of the original spell at all - say a fireball that deals acid and electricity damage, not fire. Synergy of the Opposites seems too situational to ever be used, though it is awfully powerful when it does do something. I'm not sure a Will save is the best mechanic to use here, since most of the time you're going to be countered by someone with a good Will save, so they'll almost always make the associated save. Wield the Strands of Fate seems like it would be very difficult to use in actual play, since you have a 50% chance of taking each effect each round.

    Burdens of Power: My article, so I'm not going to comment on it, though I'd appreciate anybody's opinions. I like the art - thanks to Peter Fairfax for it.

    Dracochymist: This was a fun alchemist archetype, though the wording of the breath weapon took some rereading to understand - it seems like it's just intended to be either a 20' cone or a 30' line, which seems simpler to state than the strafe bomb/directed blast stuff. Everything else was fun and flavorful. I liked the artwork, too.

    Kobold Scion Bloodline: Interesting - is it intended to be taken by kobolds, or are you suggesting little half-kobolds wandering around? I like the powers, particularly the use of the ranger trap mechanics, which are sadly underused, even though the archetype they're from is sadly underpowered. The ability to summon kobolds is fun, too.

    Epilogue: This is well written, a nice little end-note to a campaign. It feels a bit constrained by being so short, though - I'd like to see the other characters mentioned show up as well.

    The Jinx, Part One: I liked this story, but found the use of dialog when the main character is talking to herself kind of jarring. Are we supposed to assume she's speaking out loud, or is that her internal monologue? It's not very clear. If it's internal, it doesn't need to be treated as dialog.

    Xin's Legacy: This was a very cool, thought-provoking article. I can think of all kinds of uses for the artifacts described, and I particularly liked that you didn't really explain them - they're just these odd things that it's up to the GM to find a use for. Very cool article.

    Prestigious: The Fili: This is a good way to combine the bard and druid. The bardic performance text seems a bit off - none of the samples work out right. Is it supposed to be just "add fili level to your bard level"? That math works with the provided example. If that's the intention, they should probably get the ability at 1st level. The Talk with the Animals power is neat, though I'd probably add Speak with Animals as a requirement for the class.

    Adventuring to Death: I liked the bone witch archetype and the unlife patron seems good. I'm honestly not too familiar with how the witch works; I haven't really looked into the class much yet. The skeletal familiar seems like a fun flavor change.

    Pyromaina - Feats for Firestarters: This was a fun, fun article. Goblin pyromaniacs the world over will enjoy these feats. The wildfire combat style is particularly awesome - I like the style feat mechanics, and seeing new options that use that concept is nice, especially when it's flavorful and well-executed. Probably one of my favorite articles in the issue.

    Of Magic and Mettle: I really like the idea of a spontaneous magus, and was rather surprised that wasn't the default option. This works well to fill those shoes. The Extemporaneous Metamagic arcana seems a bit unclear - do you get additional metamagic options with one choice of this ability as you level up, one at +1, another at +2, and another at +3? The "At 6th level..." stuff could be read either way. Also, should the +3 option be available at 6th level? 6th level is listed twice, for both +2 and +3 metamagic feats. Also, can you use the Spell Reserves ability to prepare a spell with a metamagic feat? I'd assume so, but the language is just for magus arcana that duplicate a metamagic feat. (Oh - does that use the 1/day limit of those arcana, or does it not count?)

    An Honest Trade: Great short story, very evocative descriptions in here. I always forget that otyughs can talk.

    Princess Urgathoa: Hahaha. Nice.

    Chopper's Isle: This is a quick little side trek, and a good one. It's clear, well-written, and can easily be played through in a single session. In fact, my biggest concern would be that this would take less than a whole session to go through. With all the Pazuzu stuff going on here I would have expected some kind of fiendish flying critter to show up. Still, a minor complaint at worst. This was a good side trek.

    Enemy of My Enemy: Good descriptions, and I thought the action scenes were well-written. It seemed like a fragment of a larger work that would be enjoyable to read, certainly. I also really liked the art in this article.

    Bestiary: Lots of coolness in here, this was another of my favorite articles.

    I really like the bodmin, it's nice to see a simple concept executed well. Simple additions to the ecology of a setting can be really neat -this isn't a huge powerful monster, but it is something that regular people have to deal with, and a nice addition to the kinds of things that show up in a swamp.

    The charnel pit is a great monster, certainly something I can see using myself. I would have liked a bit of explanation for the positive energy resistance, though - that's something I've not seen on any other monster that jumps to mind, and I always figured that was reflected in the channel resistance mechanics.

    The scarwall guard's black shroud power is inspired - it's an undead that bursts in a negative-energy fireball on death, hurting the living and healing undead near it. For a guardian monster this is a particularly cool power, since it will bolster the other guards on the walls. The suppression mechanics are a good touch.

    I think the sin dragon's empower illusion special ability should be a Charisma-based save, rather than a straight 50% chance of seeing through it.

    The haunts are all awesome - I haven't used this mechanic yet, but it's always cool when I see it.

    From the Field: Rune Magic: I like the thematic nature of this article, with everything centered around rune magic. The voice is good too, which is always nice to see in a crunch-centric article.

    Just Desserts: Second fiction piece in this issue to use the otyugh, surprisingly. Very enjoyable little short story.

    Ruling Rannick: I like the idea of using the Kingmaker rules for this fort; it's a clever use of mechanics introduced later, and helps to make the stewardship of the keep seem more important.

    Prestigious: Riders on the Storm: I was a little confused by your capitalization of class names in the introductory paragraph. Other than that, it's a very good mounted hellknight class.

    Weal or Woe: Rituals in Arms: Two interesting NPCs here. Fighter schools are always interesting to me - we hear so much about arcane schools but little about how fighters train. The boon that Hector grants (retrain a combat feat) is particularly nice.

    Battle Banners of Lesser West Podunk: Well-written and interesting, even though it was mostly a teaser. Good at that, though.

    Heirs of Thassilon: I really like this idea, though I doubt I'm going to run an intentionally evil campaign any time soon - I like PC heroics, though I have occasionally played the token evil teammate kind of role. The suggested changes to the campaign work well, and I think it'd make a fun campaign if the group was on board with playing evil PCs out to become evil godlike figures.

    Lure of Greed Pregenerated Characters: Well-done pregens are always nice to have. Might be nice to note what system was used to generate their stats, but that's a minor quibble. All the pregens are fun, interesting characters.

    Simply Amazing!


    It is almost impossible to believe that this is all fan content and free! Having never read the previous volumes, I wasn't sure what I was getting. As soon as I opened it, I was blown away! I have since downloaded the previous volumes and eagerly await the next installment.

    The best Wayfinder Yet


    This is quite simply the best produced fan project I have ever seen. The articles are varied, well written, and useful. And the layout work and art are of a quality far above what I expect from even the best third party publisher.

    Simply put the best RPG Magazine in existence is free, and it's name is Wayfinder.