Adamant Entertainment

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For over thirty years now, Divine Magic in RPGs has been treated as little more than a poor man's version of Arcane magic—different in spell lists, but treated as essentially identical. Still based on a certain number of spells per day, with predefined effects, etc.

Likewise, playing a cleric, druid or paladin often ignored the things that make those classes more than just a different kind of magic-user, or a fighter who can heal wounds and turn undead.

All of that ends now.

Miracles & Wonders gives Pathfinder GMs and players a completely new system for handling divine magic. Divine miracle-workers call upon their deity directly, asking for a miracle at the moment it is needed, and the GM, roleplaying the Power in question, dictates the exact result based upon the character's accumulated reserve of divine Grace, their success at Invocation (and subsequent Humility), the Hubris they have incurred and scope of the miracle sought.

Using this system, miracles of biblical scope can be played out within the game setting, returning the quality of wonder, might and world-shaking importance that accompanies miracles throughout mythology.

Included in this 32-page PDF supplement are:

  • Doctrines of Service, which help determine the character's accumulation of Grace and Hubris.
  • Benedictions (ongoing or permanent abilities)
  • The seven basic types of Miracles: Creation, Dominion, Health & Healing, Insight, Protection & Warding, Smiting, and Summoning & Banishing...all ranged in scope from subtle to mythic.
  • The loss of powers: Rebukes and Execration
  • Recovery of powers through Atonement.
  • ...plus notes on Roleplaying deities, adventure hooks and more!

Miracles & Wonders gives the flavor and power of myth and legend to your Pathfinder campaign.

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Something evil lurks in the waters off Freeport!

A tidal wave and the ravings of a shipwrecked halfling lead your heroes to discover a conspiracy to sink ships headed in and out of Freeport, a black market in stolen cargo, a slaver's hideout, a Great Hunt called by the Captain's Council, and a final showdown against a horrific plan to release an abyss-spawned sea monster from its centuries-old prison!

For 6th-8th Level Characters.

Peril In Freeport is a Pathfinder adventure release set in one of the most beloved fantasy cities in gaming: Green Ronin's Freeport, City of Adventure!

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"Damn," muttered the player. "How many of those things are there, anyway?" "It looks like forty demons of various sorts, plus another 1000 orcs." The Game Master gazed glumly at the large map.

Groans echoed around the table. One of the players shook her head. "This is going to take all night!"

It doesn't have to.

SAGA gives Game Masters an entirely new combat system—one that moves away from the tactical skirmish-level miniatures game forms the basis of Pathfinder Roleplaying Game combat. This new system can be used with the existing feats and abilities, and can be used in combination with the traditional rules—each system governing combats with different emphasis.

In fiction, combat serves to highlight and resolve conflict. The scene shows us something important about the world, the characters, and their relationships with one another. Combat also acts as a symbol for danger, sharpening the tension in a scene by giving us a visceral sense the characters might die.

In a role-playing game, though, combat occurs so often it blends into the background. The scene tells us little about the characters or the world. Instead it serves as a way to work with numbers and explore various tactical options. We play a game of combat in which random chance, character building choices, and tactical savvy stand dominant over narrative concerns.

With SAGA we try to combine narrative flow and the game elements of RPG combat. The players make meaningful choices and face obstacles worthy of heroes in the pursuit of goals that mean something. Meanwhile, the game elements provide both play options and the dramatic tension associated with the possibility of failure.

This supplement contains:

  • An overview of Story-based Combat
  • A detailed new narrative combat system for the Pathfinder Roleplaying Game.
  • A guide to the tools needed to design and manage encounters under this system.
  • A chapter of example encounter templates.
  • Feats and abilities from the Pathfinder Core Rulebook, Advanced Player's Guide, Advanced Race Guide, Ultimate Magic, Ultimate Combat, Bestiary and Bestiary 2 translated into the new system—and guidelines for how to translate new feats and abilities from any other Pathfinder-compatible products.

Kiss the 5-foot square good-bye!

The game text in this product is 100% Open Game Content.

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Adamant's first release for the Pathfinder Roleplaying Game!

The Tome of Secrets is a collection of advanced and optional rules for players and game masters of the Pathfinder Roleplaying Game.

    This 192-page rulebook features:
  • 8 new classes, including the Artificer, Knight, Priest, Shaman, Spellblade, Swashbuckler, Warlock and Warlord
  • 3 new races, including the Half-Ogre, Ratkin and Saurian
  • Rules for character occupations (what your heroes did before they were heroes)
  • A system for character drawbacks, fleshing out your heroes with flaws
  • New rules for the Pathfinder Roleplaying Game, including Chases, Morale, Stunts, and more!
  • Game Master tools including a random adventure generator, a monster modifier, and a generator capable of creating over one million magic items!
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Cry Havoc and Let Slip The Dogs of War!

The clash of grand armies comes to your game world! Designed by Hank Woon (Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Bestiary) and extensively playtested, WARPATH is a complete set of rules designed to give Game Masters and players all the tools they need to run anything from a tiny border skirmish to an all-out epic battle involving thousands of soldiers. The rules can be used for units as small as one to as many as needed, and is designed to be fully compatible with the Pathfinder Roleplaying Game system.

    The 64-page rulebook contains rules for:
  • Unit Design
  • Combat and Tactics
  • Battlefield Maneuvers
  • Spells and Spell-like Abilities
  • Army Leaders
  • Battlefield Design and Set-up
  • Casualties, Prisoners and Consequences
  • Siege Warfare and Fortifications
  • A Quick-play version of the rules for fast results
  • Campaign rules, example units and battlefields, and more!

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Adamant Entertainment presents this optional addition to the creation process for your Pathfinder Roleplaying Game characters. Character motivations are strong personality traits or passions which represent beliefs or ideals that shape a character’s actions and behavior. Motivations find their...

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Adamant Entertainment, the first Pathfinder Roleplaying Game support publisher, marks our return to the game with Bloodlines: New Options for Sorcerers ... The sorcerer bloodlines in the Pathfinder RPG rulebook allow great variety within a single class. Yet, the bloodlines only hint at the...

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Food occupies a strange place in RPGs. On the one hand, it’s universal: everyone has to eat. (Except undead. And constructs. And elementals. And...okay, maybe not so universal.) On the other, almost no one actually pays attention to it. ... However. just like minuscule portions of seasonings can...

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Adamant Entertainment, the first Pathfinder support publisher, presents a system for creating criminal organizations in Pathfinder, as well as five sample organizations ready for use in any campaign. ... From Original Sin to The Oldest Profession, people have been ignoring the moral constraints...

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Item Cards: Deck of Swords is the first in a new line of fantasy RPG PDF accessories from Adamant Entertainment, offering a visual player aid for Pathfinder or your favorite fantasy role-playing game. ... Each deck features full-color artwork, two different options for card backs, form-fillable...

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For over thirty years now, Divine Magic in RPGs has been treated as little more than a poor man's version of Arcane magic—different in spell lists, but treated as essentially identical. Still based on a certain number of spells per day, with predefined effects, etc. ... Likewise, playing a...

Our Price: $9.95

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2.00/5 (based on 1 rating)

Something evil lurks in the waters off Freeport! ... A tidal wave and the ravings of a shipwrecked halfling lead your heroes to discover a conspiracy to sink ships headed in and out of Freeport, a black market in stolen cargo, a slaver's hideout, a Great Hunt called by the Captain's Council, and...

Our Price: $9.95

Add to Cart

Damn, muttered the player. How many of those things are there, anyway? It looks like forty demons of various sorts, plus another 1000 orcs. The Game Master gazed glumly at the large map. ... Groans echoed around the table. One of the players shook her head. This is going to take all night! ... It...

Print/PDF Bundle Unavailable

Add PDF $14.95

3.00/5 (based on 13 ratings)

Adamant's first release for the Pathfinder Roleplaying Game! ... The Tome of Secrets is a collection of advanced and optional rules for players and game masters of the Pathfinder Roleplaying Game. This 192-page rulebook features: 8 new classes, including the Artificer, Knight, Priest, Shaman,...

Print/PDF Bundle Unavailable

Add PDF $9.95

3.50/5 (based on 4 ratings)

Cry Havoc and Let Slip The Dogs of War! ... The clash of grand armies comes to your game world! Designed by Hank Woon (Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Bestiary) and extensively playtested, WARPATH is a complete set of rules designed to give Game Masters and...