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This is the fourth installment of our Adventure Path Iconics line, and the eight characters herein are specifically designed for play in a pirate-themed Adventure Path. Each character has a full stat block, including campaign traits, a detailed background and personality, and advice on advancement through 4th level. Find one that suits you and you’re ready to play. These characters have been built using a 20-point buy, as many Pathfinder players and GMs prefer it. However, each comes with instructions on how to adjust the stats to a 15-point buy, should your GM wish to use the standard for Paizo’s adventure paths. If your group enjoys an epic fantasy feel for their characters, then adjustments up to a 25-point buy are also available. Whatever your style of play, just a few minor tweaks will have you ready to go.

The iconic consist of four human characters and four unique races from the NeoExodus: A House Divided campaign setting such as:

  • Dalrean: Dalrean are a race of sentient, mobile plants. If a treant is a thinking tree, a dalrean is a thinking flower, and indeed, the spellcasters of this race are noted for their astonishing floral ‘spellbuds.’ Dalrean, who live exceedingly long lives, are closely tied to the natural cycles of Exodus.
  • Enuka: The most primal and barbaric of the savage humanoids have nothing on the Enukas. Enukas are ferocious creatures of the wild lands, animalistic predators blessed with humanoid form an intelligence. This combination has not softened their instincts for battle and the hunt, but it has given them a fatalistic warrior culture well suited to their savage natures.
  • Prymidian: Prymidians are regal, red-skinned humanoids. Their stately demeanor and formidable build impress other races and their learning follows suit. The prymidians are a communication and language-inclined race, dedicated to scientific reason, research, expansion of knowledge and discovery. Their culture seeks to know all there is to know in Exodus, and to communicate that knowledge to others. None know better than the prymidians that knowledge truly is power.
  • Sasori: Resources wax and wane, weapons and spells become obsolete, the master craftsman of one era is displaced by the industry of the next, and even land becomes worthless with the shifting ages - information, say the Sasori, is the one commodity that is always in demand. These scorpion-like creatures are brokers of information, by turns the greatest secret-keepers and the supreme spies of Exodus. Sasori are also known for their willingness - and ability - to kill to protect their secrets.
  • These iconics consist of:

    • Bale Tehya, Male prymidian bard (sea singer)
    • Bilgeghost, Female sasori monk
    • Flowing Kelp, Male dalrean sorcerer
    • Shark-Stalker, Male enuka barbarian
    • Trista Rask, Female human gunslinger
    • Sabine Finn, Female human druid of the God of Storms and Seas (shark shaman)
    • Ral Fayden, Human ranger (freebooter)
    • Salty Jake, Male human rogue (poisoner)

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Fire Mountain Games has blazed a trail to the dark side with the first adventure path for evil characters for the Pathfinder Roleplaying Games. They have taken what many GMs consider to be the bane of their existence—an entire party of evil player characters—and turned it into a critically acclaimed and highly popular series of adventures. What you have before you is a product designed to get you into the game quickly by providing eight pregenerated characters designed specifically to be run in an Evil Adventure Path. Each character is built using a 25 point buy, as recommended by the writers of the AP. There are four human PCs. Their stat blocks are accompanied by detailed backgrounds and reasons enough for these dark souls to go forth and wreak havoc through the land, including the details of how they came to be incarcerated in the Prison of the Branded, where the adventure begins.

The iconic consist of four human characters and four unique races from the NeoExodus: A House Divided campaign setting such as:

  • Cavian: Creatures of myth, whispered in legend, lost in the mists of history – and now returned for reasons unknown to any but themselves. Such are the cavians, a race of humanoid rodents noted for their incredible psionic abilities.
  • Kalisan: Calibans are pale-white humanoid creatures native to the north of Exodus. Over time, many calibans have migrated to other parts and are now found in almost every parts of Exodus. Calibans have a well-deserved reputation for cannibalism and savagery. Kalisans are the most civilized of their race and are indistinguishable physically from their feral caliban cousins, although calibans can distinguish one another. Calibans tend to be much more feral and are less suited to be player characters. However the Kalisans are well-adapted.
  • P’Tan: In ancient times, the First Ones enslaved all of Exodus; their plans were served well by countless thousands of unwilling servants. Once their slaves rose up and overthrew them, however, the First Ones were cast into the depths - bereft not only of their power, but also of the vast majority of the very slaves who brought them low.
  • Sasori: Resources wax and wane, weapons and spells become obsolete, the master craftsman of one era is displaced by the industry of the next, and even land becomes worthless with the shifting ages. But information, say the sasori, is the one commodity that is always in demand. These scorpion-like creatures are brokers of information, by turns the greatest secret-keepers and the supreme spies of Exodus. Sasori are also known for their willingness - and ability - to kill to protect their secrets.

These iconics consist of:

  • Anxelica Luris, Female human inquisitor
  • Arok Headtaker, Male kalisan magus
  • Cormac Blackwood, Male human antipaladin
  • Ghostwhisker, Male cavian alchemist (mindchemist)
  • Glimmershade, Female sasori rogue
  • Kalina Rhys, Female human cleric of Asmodeus
  • Rajas the Defiler, Male p’tan barbarian
  • Zachris Swayne, Male human sorcerer

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This is the third installment of our Adventure Path Iconics line, and the eight characters herein are specifically designed for play in a winter-themed Adventure Path. Each character has a full stat block, including campaign traits, a detailed background and personality, and advice on advancement through 4th level. Find one that suits you and you’re ready to play. These characters have been built using a 20-point buy, as many Pathfinder players and GMs prefer it. However, each comes with instructions on how to adjust the stats to a 15-point buy, should your GM wish to use the standard for Paizo’s adventure paths. If your group enjoys an epic fantasy feel for their characters, then adjustments up to a 25-point buy are also available. Whatever your style of play, just a few minor tweaks will have you ready to go.

The iconic consist of four human characters and four unique races from the NeoExodus: A House Divided campaign setting such as:

  • Cavian: Creatures of myth, whispered in legend, lost in the mists of history – and now returned for reasons unknown to any but themselves. Such are the cavians, a race of humanoid rodents noted for their incredible psionic abilities.
  • Cynean: Crystalline scholars of all things arcane, the cyneans are as mighty in mind as in body. While the psionically inclined might expect the cyneans to share their tendencies, these beings of living crystal are masters of magic, not mentalism. On Exodus, which is both their home and their only known haunt, they can ever be found seeking some mystical secret or long-lost spell.
  • Dalrean: Dalrean are a race of sentient, mobile plants. If a treant is a thinking tree, a dalrean is a thinking flower, and indeed, the spellcasters of this race are noted for their astonishing floral ‘spellbuds.’ Dalrean, who live exceedingly long lives, are closely tied to the natural cycles of Exodus.
  • Prymidian: Prymidians are regal, red-skinned humanoids. Their stately demeanor and formidable build impress other races and their learning follows suit. The prymidians are a communication and language-inclined race, dedicated to scientific reason, research, expansion of knowledge and discovery. Their culture seeks to know all there is to know in Exodus, and to communicate that knowledge to others. None know better than the prymidians that knowledge truly is power.
These iconics consist of:
  • Asta Krigersdottir, Female human barbarian (breaker)
  • Viniana Aurcroft, Female human rogue (sniper)
  • Dron Farwalker, Male human ranger (guide)
  • Jarani Zidane, Male human bard (daredevil)
  • Evergreen, Female dalrean witch (hedge witch)
  • Gryn Kynon, Male prymidian gunslinger
  • Chalu Adsila, Female cavian cleric
  • Maqia, Female cynean inquisitor (witch hunter)

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In roleplaying games, there are no two words that go together better than pirates and ships. A motley crew of piratical archetypes, abilities and equipment have been rounded up in the Pathfinder Roleplaying Game and naval combat has sailed to the forefront of gaming. LPJ Design presents Armada: Expanded Sea Combat and Rules Sourcebook. This sourcebook offers new possibilities to players and game masters alike engaged in naval-based adventures and battles. This sourcebook contains:

  • Five all-new ship types including catamaran, Khemetic barque, and steamboat
  • Two new propulsion methods including elemental furies and steam engines
  • Four all-new propulsion mechanisms including stern paddlewheel and screws
  • Ten all-new ship templates including corvette, elf-crafted, galleon merchant, and ironclad
  • Over 25 all-new ship modifications including bilge pump, crow's nest, excellent sickbay, flagship, trawl nets, and whaling mount
  • Three all-new weapons including whaling harpoon and enchanted cannonball
  • Five new traits for pirates and sea dogs
  • 15 all-new feats including Brigand's Tattoos, Lovers in Every Port, and Tideborn Mariner
  • Four new diseases including dysentery and mutiny's wind
  • Glossary of nautical terms
  • And nautical and underwater equipment!

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With arcane might that is yours to command, what will you do with it: create, destroy or even both? If magic is the most powerful force in all creation, then Arsenal of Arcane Might for Pathfinder Roleplaying Game will make a powerful ally for you. It has everything an arcane spellcaster would want. Arsenal of Arcane Might, a sourcebook for all things arcane, for use with the Pathfinder Roleplaying Game features:

  • Over 30 interesting and creative Metamagic feats like Agonizing Spell, Arcane Strike, Contagious Spell, Deceptive Casting, Energy Familiar, Infuse Reality and Shadow Familiar which will add all kinds of interesting and creative magic to your game
  • More than 65 inventive spells including Brimestone, Curse of Years, Eldritch Maelstrom, Flesh to Ice, Flaying Darkness, Hellfire, Mask Scent and Prismatic Arrow for Wizards and Sorcerers of all levels that you can add to any campaign
  • Over 10 imaginative magic items of all types, from rings to wondrous items
  • Plus Character Sheet, Initiative Cards and much more
  • Available exclusively at Paizo.com.

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Crisis of the World Eater: The Collected Epic a 106-page adventure written by Michael McCarthy for 5th to 17th level player characters.

For the first time ever, the complete Crisis of the World Eater epic four-part campaign serial is available in one collected source.

A warning too late

All across the world, an unexpected psychic broadcast seeps into the mind of every living thing, filling their minds with portents of death and destruction. Tens of thousands of people, especially those attuned to magical forces, are driven to suicide. The Confederated Nations, the world’s most bountiful empire, immediately launch an investigation, tracing the broadcast back to the Kray Wasteland. The wasteland is the result of the Kray Comet striking the world just over a century ago, a thousand miles south of the Capitol of the Confederated Nations. Officially, it is too irradiated to enter safely, but facing the possibility of another deadly broadcast, they have little choice. Instead of a crater, however, the supposed impact site is home to a squat, grey complex. Decades ago, this now-abandoned laboratory was used to endow a dedicated group of warriors with extraordinary abilities. Only three of these super-warriors remain: the powerful Vault, the clever Synapse, and the raging Ozone. Drawn by the same broadcast that killed so many others, they have returned to the Complex. They know what lies at the center - not a meteor, but a powerful entity from another world, who arrived here nearly a century ago with a grave warning.

Immortal Wrath of the Armaggedon Angel

An angel of destruction falls from the sky, threatening the very heart of the Empire of Confederated Nations. Our heroes must reach the heart of a city under attack from above and confront the angel - Asa the Seeker. Yet even with the Asa’s defeat, the world is in danger from his approaching master: the only hope is to delve into the Vault of the empires founders and recover the very thing they used to make it great: the Seed of Change, an artifact with the power to erase even a god.

Devourer of a Thousand Worlds

The end has come! Saitan, the Deliverer of Omega has arrived with the intent of reducing the world to ash. The heroes must take to the skies and fight their way up to Saitan’s planet-sized home in a salvaged ship, and confront the titan head on! But greater powers still intervene in the fight, and amid exploring a Saitan’s impossibly huge vessel, the party is drawn into another world entirely. In this surreal landscape, the heroes must stand toe-to-toe with entities that shape reality and probability itself and prove they have what it takes to face the titan and stop her once and for all!

Inheritor of Entropy Heart

Saitan’s defeat proved only the beginning, and now distant planets are pulling themselves apart in the skies! Worse still, one of the greatest allies of the fight has gone missing - and now needs to be rescued from a vessel that exists in many places at once. Our heroes find themselves embroiled in a fight for the very future of existence itself, and are forced to confront the new herald of Omega, the leader of a shadowy organization that has been dogging them since their journey began. The decisions they make throughout this adventure will cement the fate of their empire, their world... and maybe all of existence itself.

Can the heroes prevent this Crisis from happening or
will the heroes fail causing the death and destruction of a world?
You decide!

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There are amazing dangers and remarkable discoveries all around us each and every day and in gaming that is no exception. For the first time ever Dangers & Discoveries: The Hazards and Revelations Sourcebook for the Pathfinder Roleplaying Game collect the bestselling PDF line, Two Dozen Dangers and Two Dozen Discoveries into one PDF. This sourcebook contains:

  • 24 new haunts, building on the new type of hazard introduced in the Pathfinder Roleplaying Game: Game Mastery Guide including Arcane Rift, Butcher’s Hill, Purple Pig Tavern and Thirsting Gorge.
  • 24 new poisons, including new magical toxins and deadly natural venoms for fantasy campaigns building on the new type of poisons introduced in the Pathfinder Core Rulebook including Anthrax, Curare, Maggot Wine and Sin Eater.
  • 24 new death-dealing traps for the Pathfinder Roleplaying Game, all intended to kill adventurers in the most interesting and spectacular ways possible.
  • 24 new disease including Black Lung, Ebola, Ill-Thought and Stumble Fever
  • 24 all new curses including Candle maker’s Curse, Fleshslide Curse, Unforked Tongue Curse and Wendigo’s Hunger
  • 24 new plants including Alsone Milk, Feywort, Lysean and Sea Moss
  • 24 new scars including Amazonian Sacrifice, Chaos’ Mile, The Monkey’s Fist and Sun Brand.
  • 24 new drugs including Berserker’ Blood, Elf-Fire, Ghost Water and Spellsoak Powder.
  • 24 new insanities including Death Friend, Fey Worry, Night Haunt and Refusal of Mortality
  • 24 new spells including barbering, clear camp, polymorphic playmate and timesense.

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Debatable Actions: The Non-Combat Resolution Sourcebook is a PDF that focus on the arena of resolving conflict without violence but with words. The PDF creates three systems can be used to adjudicate debates of various types from legal to political to economical. Simple debates are used for minor confrontations, "super-simple" debates for easily decided sidetracks, and complex debates for situations central to the plot of the campaign. It's up to the GM to decide which is appropriate for the circumstances. This 23 page PDF includes a 36 card deck to help with gameplay is just the sort of thing needed for GMs to add depth to any great Pathfinder campaign world, including NeoExodus: A House Divided. This sourcebook includes:

  • Simple and Complex Debate Rules
  • Debate Maneuvers
  • New Uses for Skills like Appraise, Diplomacy and Perform
  • Over 15 New feats including Arbitrate Dispute, Determine Objective, Looking For Trouble, Public Support and Sense Of The Room.
  • Nearly 20 New Spells including Absorb Information, Cryptic Mark, Forget, Instant Fact, Scyjack and Weaken Resistance.
  • Nearly 15 New Wondrous items including Clever Table, Courier's Pouch, Echo Gem, Loyal Pen and Shrinking Vellum.

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Games in the genre of dark fantasy and horror naturally work against some of the accepted assumptions of heroic fantasy. In a typical fantasy RPG game, combat might not be as dangerous and threatening in a fear- or horror-based adventure. The core hit point rules allow PCs to absorb a few attacks without disrupting their abilities. In contrast, most horror movies and stories are built with devastating, direct threats that can slay even the toughest hero with a single blow. Magic, monsters, and other facets of the core rules may not match the tone and feel that you want to induce in your horror or dark fantasy gaming session.

Horrific Fears presents a mixture of new options you can use to modify the core rules to make you gaming sessions fit the dark fantasy and horror better. This sourcebook is completely 100% open OGL content for use with the Pathfinder Roleplaying Game. This Horrific Terror: The Fear and Terror sourcebook presents quick, easy, and flexible system for incorporating the effects of fear, horror and in some cases, extreme madness into your fantasy game. Horrific Terror: The Fear and Terror sourcebook reminds players that hazardous adventures can bring all types of penalties and facilitate motivate role playing.

    The Horrific Terror: The Fear and Terror sourcebook includes rules for:
  • The Template Approach to Fear and Horror
  • Character Health and Mortality
  • Constitution and Health System
  • Wound Levels and Injury Penalties
  • Rules for Fear, Terror, and Madness with Madness Points for Long-Term Insanity
  • ...and much more
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The dead defend this floor of the Hall of the Eternal Moment. A cunning ghast named Benivuul and its ghoul lackeys maintain an army of the dead. By dragging the victims of traps, and their own vicious attacks, to an altar, they raise zombies and turn them loose to harry and kill intruders.

The ghouls and the ghast are smart enough to learn where the traps are, and how to avoid them. They do not know where secret doors are, or how to operate them. Ghouls, and Benivuul their ghast leader, are smart enough to lure intruders into traps, or to wait for a trap to spring before attacking.

Infinite Dungeon: The Halls of the Eternal Moment Level Two - The Rattling Crypt is a great add-on for the Infinite Dungeon mega dungeon. This level is perfect for 2nd level adventures and promises action and excitement.

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The third level of the Halls of the Eternal Moment are the domain of Illquis of the Thousand Eyes. Illquis is a derro necromancer, and was once a figure of great power and an ally of the wizard that laid claim to the Black Star. She has been trapped deep within the Halls for the last age, finally freed as the unleashed power of the Star that froze time in this place slowly began to unravel. Illquis is only a shadow of her former self, quite literally. The strange temporal warping of the Halls has displaced her in both mind body.

Infinite Dungeon: The Halls of the Eternal Moment Level Three - The Clairvoyant Hall is a great add-on for the Infinite Dungeon mega dungeon. This level is perfect for 3rd level adventures and promises action and excitement.

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Tired of sending wave after wave of mooks at your PCs? Don’t have time to stat out the leader of your monstrous tribe? The Leaders of the Pack series provides GMs with unique leaders for the hordes, tribes, and armies of monsters in their campaigns. These NPCs work great as individual threats, and they make particularly dangerous teams when paired together. Add in a handful (or two) of minions and your players will be begging for mercy! Leaders of the Pack: Humanoid includes two distinct leaders for each type of monster presented: bugbears, gnolls, goblins, hobgoblins, and orcs. Each entry includes a full stat block, combat tactics, suggested plot hooks, and sample encounters of varying levels. Written by Mike Kimmel.

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The best-selling point-based race creation sourcebook of all time returns UPDATED AND REVISED exclusively for the Pathfinder Roleplaying Game system! GMs with a taste for fantasy world-building can either borrow races for their setting from other sources, or build new fantasy races from scratch. Presented in this sourcebook are guidelines for designing new fantasy character races with access to a wide variety of abilities and balancing drawbacks. Whether these are exotic new fantasy races or variants of more familiar fantasy races, the tools are in your hands. This sourcebook contains everything you need to create variations on your favorite fantasy races to all new, all different fantasy racial ideas that no one has seen before.

    This sourcebook includes:
  • Core Ability Score Adjustments
  • Bonus Feats versus Racial Feature
  • Skill Adjustments
  • Defensive Racial Features
  • Effect Immunities and Saving Throw Bonus
  • Spell-Like Abilities
  • Size and Creature Type
  • Miscellaneous Features
  • Movement and Vision
  • Natural Attacks
  • And much more!!!

If you like creating new fantasy races for the Pathfinder Roleplaying Game system and gaming but wished there were balanced rules that actually made sense, your prayers have been answered. The Race Creation Cookbook is the book you have wanted to see, done in an easy way to add to your game. Come check it out!

Written by Neal Bailey with art by Anthony Cournoyer.

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The skies are filled with Skyships of all kinds and conflict between the powers is most often fought in the skies between their lands. Pirates and privateers swoop down upon merchantmen and warships alike to destroy and plunder all that they can, to build their own fleets and carve out their niche in the world. Power stems from the thunder of your cannons, the skill of your crew and the reputation of your vessel The rules here will provide for aerial combat—using the usual rules-set—and for the design and building of your own vessels. The rules allow for treating these Skyships as ‘characters’, as well as vessels. The truly famous ships are able to become named and feared in their own right regardless of who is at the helm.

    This sourcebook contains:
  • Skyship Basic Combat, Critical Hits and Movement
  • Building you own custom Skyships
  • Skyship Weapons & Equipment
  • Sample Skyship Creation, Ships as Characters and Ship Feats
  • Skyship Wreck Scenario Generator

Written by Louis Porter Jr. Design.

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A train of camels, carrying a thousand vials of puum dust—the wealth of nations—strides slowly across the desert, its lookouts alert for the shadow of a dragon, passing high overhead. On a king’s road crossing the old growth forests of the North, just ten miles from the sanctuary city of Hillsboro Downs, bandits waylay a twenty-horse team carrying casks of fine halfling cheese and dwarven brandy. Fleeing a loveless marriage, a young half-elven princess signs on to work a traveling circus as an acrobat, hiding her true identity behind a velvet mask. Caravans are more than just a part of the mundane economy of the world. They are a springboard to future adventures. The following new rules not only include the original rules but build upon innovative caravan simulation rules published by Paizo Publishing. These new rules offer new possibilities to players and game masters alike engaged in nomadic adventures. This sourcebook contains:

  • 20 wagon types including including Bordello Wagon, Penitentiary Wagon, Skeletal Horse Team and Steam Engine
  • Over 20 caravan equipment including Cargo Balloon, Letter of Passage, Proud Colors and Sin Caravan
  • 35 caravan feats including Banker’s Caravan, Fighting Beasts, Phantom Drivers and Reputable Mark
  • Real world logistics of caravans
  • Nearly 10 caravan plot hooks
  • Over 20 threats to the caravan from avalanche to drow marauders to necromantic horde.
  • Plus 5 sample caravans to use in your games.

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The high seas are not the only place Vehicles of Legend to have high adventure! It does not matter if the crafts does sail the waters, and even land or sky; this sourcebook offer innumerable resources of maritime action, pillage, and exhilaration for those who use this sourcebook. With this sourcebook you will find 10 exceptional and distinct vehicles, each with a fascinating account of it travels, and historical adventures plus detailed statistics for the vehicles. It does not mater id that are part of a pirate based adventure path, or something more interesting and unique, the following crafts are sure to spice up any adventure:

  • Calamar - Fashioned in the likeness of a giant squid, the Calamar’s hull of burnished bronze and lacquered steel
  • Century Osprey – Famous for its ability to cover distances with impossible speed, the ship can evade the most dogged pursuit.
  • Doom Lord’s Chariot - Ensconced in his flying sarcophagus, the Doom Lord overran much of a nearby kingdom, turning it to a desolate waste.
  • Frost Jarl’s War Tower – When the giants want to strike fear into their foes—whether they be giants, puny humans, or something else—they bring the war tower to bear.
  • Ibis – Created through a cooperation of the best wizards, alchemists, and clergy, the regal ship was named the Ibis, after the sacred bird and symbol of Tamelar.
  • Iron Leviathan - The beast is said to be a great whale with plates of metal for its hide, one large enough to swallow entire ships.
  • Nomad Of The Void - Slipping easily from the bonds of worlds, it glides into the silvery void, making for whatever destination its pilot wills.
  • Shrike - Small, sleek, and fast, these shrikes guard and protect the flying transport against aerial predators and other, less common dangers.
  • Sir Cullen’s Intelligent Terrestrial Transport – One of his greatest assets is his longtime companion, a gift from an old wizard friend many years dead: an intelligent item capable of self-propulsion as well as speech, which coaches Sir Cullen in all things social.
  • Stygian Warwagon - Crafted by the daemons of Abaddon, this vehicle serves only one purpose: the delivery of pain.

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Louis Porter Jr. Design is proud to announce its newest RPG gaming line, Absolute Magic. Absolute Magic is an online PDF resource series that RPG gamers can use to add an additional 100 spells to each specific class of the Pathfinder Roleplaying Game. Each Absolute Magic will add 10 new spells...

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This book provides eight complete pre-generated characters specifically designed for use in an Asian caravan-themed adventure path. Each character comes with a full stat block including campaign traits, a detailed background and personality, along with tips on advancement through 4th level. Just...

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This book provides eight complete pre-generated characters specifically designed for use in an Kingdom Building-themed adventure path. Each character comes with a full stat block including campaign traits, a detailed background and personality, along with tips on advancement through 4th level....

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This is the fourth installment of our Adventure Path Iconics line, and the eight characters herein are specifically designed for play in a pirate-themed Adventure Path. Each character has a full stat block, including campaign traits, a detailed background and personality, and advice on...

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Fire Mountain Games has blazed a trail to the dark side with the first adventure path for evil characters for the Pathfinder Roleplaying Games. They have taken what many GMs consider to be the bane of their existence—an entire party of evil player characters—and turned it into a critically...

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This is the third installment of our Adventure Path Iconics line, and the eight characters herein are specifically designed for play in a winter-themed Adventure Path. Each character has a full stat block, including campaign traits, a detailed background and personality, and advice on advancement...

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In roleplaying games, there are no two words that go together better than pirates and ships. A motley crew of piratical archetypes, abilities and equipment have been rounded up in the Pathfinder Roleplaying Game and naval combat has sailed to the forefront of gaming. LPJ Design presents Armada:...

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With arcane might that is yours to command, what will you do with it: create, destroy or even both? If magic is the most powerful force in all creation, then Arsenal of Arcane Might for Pathfinder Roleplaying Game will make a powerful ally for you. It has everything an arcane spellcaster would...

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Crisis of the World Eater: The Collected Epic a 106-page adventure written by Michael McCarthy for 5th to 17th level player characters. ... For the first time ever, the complete Crisis of the World Eater epic four-part campaign serial is available in one collected source. ... A warning too late...

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There are amazing dangers and remarkable discoveries all around us each and every day and in gaming that is no exception. For the first time ever Dangers & Discoveries: The Hazards and Revelations Sourcebook for the Pathfinder Roleplaying Game collect the bestselling PDF line, Two Dozen Dangers...

Print Edition Unavailable

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Debatable Actions: The Non-Combat Resolution Sourcebook is a PDF that focus on the arena of resolving conflict without violence but with words. The PDF creates three systems can be used to adjudicate debates of various types from legal to political to economical. Simple debates are used for minor...

Print Edition Discontinued

Add PDF $2.99

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Games in the genre of dark fantasy and horror naturally work against some of the accepted assumptions of heroic fantasy. In a typical fantasy RPG game, combat might not be as dangerous and threatening in a fear- or horror-based adventure. The core hit point rules allow PCs to absorb a few attacks...

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The dead defend this floor of the Hall of the Eternal Moment. A cunning ghast named Benivuul and its ghoul lackeys maintain an army of the dead. By dragging the victims of traps, and their own vicious attacks, to an altar, they raise zombies and turn them loose to harry and kill intruders. ......

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The third level of the Halls of the Eternal Moment are the domain of Illquis of the Thousand Eyes. Illquis is a derro necromancer, and was once a figure of great power and an ally of the wizard that laid claim to the Black Star. She has been trapped deep within the Halls for the last age, finally...

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Tired of sending wave after wave of mooks at your PCs? Don’t have time to stat out the leader of your monstrous tribe? The Leaders of the Pack series provides GMs with unique leaders for the hordes, tribes, and armies of monsters in their campaigns. These NPCs work great as individual threats,...

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The best-selling point-based race creation sourcebook of all time returns UPDATED AND REVISED exclusively for the Pathfinder Roleplaying Game system! GMs with a taste for fantasy world-building can either borrow races for their setting from other sources, or build new fantasy races from scratch....

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The skies are filled with Skyships of all kinds and conflict between the powers is most often fought in the skies between their lands. Pirates and privateers swoop down upon merchantmen and warships alike to destroy and plunder all that they can, to build their own fleets and carve out their...

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A train of camels, carrying a thousand vials of puum dust—the wealth of nations—strides slowly across the desert, its lookouts alert for the shadow of a dragon, passing high overhead. On a king’s road crossing the old growth forests of the North, just ten miles from the sanctuary city of...

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The high seas are not the only place Vehicles of Legend to have high adventure! It does not matter if the crafts does sail the waters, and even land or sky; this sourcebook offer innumerable resources of maritime action, pillage, and exhilaration for those who use this sourcebook. With this...