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Richard Perez (Order #12001803)

Corruption
Codex
Authors: Alexander Augunas, N. Jolly, Isabelle Lee
Cover Artist: Jacob Blackmon
Cover Design: Alexander Augunas
Interior Art: Jacob Blackmon
Editor: Robert N. Emerson

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Corruption Codex © 2016 by Everyman Gaming, LLC.

About Everyman Gaming, LLC


Everyman Gaming began as the blog of Alexander Augunas in January 2014, where
he wrote about Pathfinder Roleplaying Game tips, tricks, and techniques for both
players and GMs. In May of 2014, Alex began talks with the Know Direction Network
about bringing his blog to their site under the name Guidance. At the same time, Alex
transformed Everyman Gaming into the company it is today so he could begin self-
publishing his works. In 2016, he teamed up with Rogue Genius Games to release
Ultimate Occult and has remained with them since.

Find Everyman Gaming LLC on the web at http://www.everymangaming.com!

Special Thanks
To Isabelle and N.: This product wouldn’t have been half as great as it is without your
help and collaboration.

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Richard Perez (Order #12001803)
Not every power attainable in the Pathfinder Roleplaying Game
is benign. Magic with a cost, powers both great and terrible, Contents
and influences that corrupt one’s very being are key aspects
of fantasy, especially those with dark undertones. Such Devolution..................................... 04
power often offers a great reward, but often at the cost of Catalyst................................................... 04
one’s humanity. While many character options throughout Manifestations........................................ 04
the Pathfinder Roleplaying Game tap into this idea, few manage Devolution in Your Campaign................. 05
to realize the concept as well as the corruption mechanic, Sample Devolved Creature...................... 07
which was introduced in Pathfinder Roleplaying Game: Horror
Adventures.The corruptions introduced in that product tend to Fungal............................................ 08
focus on classic horror—lycanthropes, vampires, alchemical Fungal Corruption................................... 08
monstrosities, and more. But the mechanic has the potential Manifestations........................................ 08
to be used for so much more than monster movie classics. Fungal Infestation in Your Campaign....... 09
That’s where the Corruption Codex comes into play. Sample Fungal Creature............................ 11
Designed as the brainchild of three of the Pathfinder
Roleplaying Game’s most storied authors, the Corruption Codex Kaiju...............................................12
takes the corruption mechanic and soars to new heights with Catalyst................................................... 12
it. Alongside genre classics like devolution, the Corruption Codex Manifestations........................................ 13
offers corruptions based on a more modern take on horror as Kaiju Corruption in Your Campaign........ 13
well as others that are simply cool. Supporting these corruptions Sample Kaiju Creature............................. 15
are new simple corruption templates, a new monster, new
feats, and new magic items. This is certainly not the end of our Voidspawn......................................16
inspiration for corruptions, and we’re hoping that after reading Catalyst................................................... 16
the Corruption Codex, you’re left clamoring for sequel products! Manifestations........................................ 16
Voidspawn in Your Campaign.................. 17
Alexander Augunas, Everyman Gaming LLC Sample Voidspawn Creature.................... 19

Description of Contents Feats............................................... 20


The following sections and subjects appear in Corruption Codex.
Devolution: This corruption represents a character whose Bestiary.......................................... 22
physical and mental body is thrust backwards in time, causing it Voidspawn Drone................................... 23
to transform into an ancient throwback of its race. Devolution
corruption can occur from exposure to strange magics, Magic Items.................................... 24
vile druidic rites, or the powers of an enigmatic anunnaki.
This section includes a stat block of Everyman Iconic Drake Character Option Index.................. 26
Windchaser as a devolved character. Bard Archetype....................................... 26
Fungal: A plethora of corruptive plants exists in the Druid Archetype..................................... 26
Pathfinder Roleplaying Game, the worst being horrific fungi with Feats........................................................ 27
the power to commandeer a sentient creature’s body for their Character Option Index.......................... 27
own purposes. Fungal corruption occurs from exposure to such
influences, especially the likes of russet mold, yellow musk, or
mindslaver mold.This section includes a stat block of Everyman Feats: This section includes a number of new feats designed
Iconic Sister as a fungal corrupted character. to be the salvation (or bane) of corrupted characters.
Kaiju: Ushering the end of entire civilizations, sometimes Bestiary: This section includes a new simple corruption
the powerful monsters that are classified as kaiju by mortals are template for each of the four new corruptions introduced in the
of a far humbler origin than that of true kaiju. Rather, some Corruption Codex, as well as a new creature—the voidspawn drone.
are simply ordinary-sized creatures made massive by powerful Magic Items: This section includes new magic items
magic, rituals gone awry, or other means.This section includes a that characters can use to help combat or even purge their
stat block of Everyman Iconic Danshi as a kaiju creature. corruption, allowing them to dancer closer with dark powers.
Voidspawn: Twisted by incomprehensible entities that exist Character Options Index: The final section in the
beyond the boundaries of reality, characters who are twisted Corruption Codex is an index of the character options used by the
into voidspawn rarely stay sane for long as their bodies sprout stat blocks found throughout the product. Options that cannot be
countless tentacles and eyes.This section includes a stat block of cited are instead reprinted in full in this section to provide easy
Everyman Iconic Jewel as a voidspawn creature. reference for GMs looking to use those stat blocks in games.

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Devolution
Your body and mind have physically regressed, transforming you into a primitive, feral version of your race. As the corruption
intensifies, your body becomes increasingly robust and your senses sharpen as bestial urges awaken inside of you. However, your
body and mind can no longer process information as they once could, quickly eroding your mental facilities until you are without
so much as a glimmer of intelligence in your eyes, leaving you no better than a common beast.

Catalyst and Charisma scores are reduced by an additional 4 (minimum


The devolution corruption is typically the result of powerful 2), and you cannot read or speak without difficulty—reading
magic gone awry, or the result of a powerful curse designed and speaking are move actions for you instead of free actions.
to strip your humanity away. Perhaps the most disturbing In addition, the chance for any spell or spell-like ability that
possibility of all, however, is the interference of a member of you cast to fail is increased to 50%, and casting spells that
the enigmatic anunnaki (Pathfinder Roleplaying Game: Bestiary require verbal components is a full-round action for you (if
5)—strange beings from another world capable of uplifting or the spell takes 1 or more rounds to cast, increase the number
devolving the minds of cognizant creatures at a whim. of rounds needed to cast the spell by 1 instead).
Corruption Stage 3: The third time your sentience
Progression reaches 0, and you become an NPC under the GM’s control.
Unlike other corruptions, the devolution corruption often Your Intelligence and Charisma scores are reduced to 2, your
claims its victims simply through the passage of time, type changes to animal, you lose all spellcasting and abilities
though indulging in physical sensations or primal behaviors that require intelligence (including the ability to understand
speeds up the rate that your mental state deteriorates at. language or communicate coherently), you can’t wield
At each corruption stage (including stage 0) you have an manufactured weapons, and you can’t use skills other than
amount of sentience equal to the sum of your mental ability Acrobatics, Climb, Escape Artist, Fly, Intimidate, Perception,
scores (Intelligence + Wisdom + Charisma). Whenever an Stealth, Survival, and Swim.
opportunity to act out a significant primal behavior or desire
occurs, you are tempted to take it. This action might include Removing the Corruption
acting aggressively or competitively, acquiring basic necessities As a devolved creature’s instinctual psyche—sometimes called
for survival, experiencing carnal or sensual pleasure, or the creature’s id—often runs afoul over its ego and super-ego
experiencing fear or terror. What counts as significant is up as a result of the corruption, removing the corruption may
to the GM, but any effect that inspires such emotions always require that your friends and allies manifest and enter your
counts as being significant. Whenever you perform such an personal mindscape (see the mindscape section of Chapter 6 in
action, you must succeed at a Will save or lose fragments of Pathfinder Roleplaying Game: Occult Adventures) so that the your
your mind to these primal desires. Failing the save reduces id can be tamed or subdued, after which subsequent awaken
your sentience by 1d20. When your sentience reaches 0, and break enchantment spells will enable you to return to
your corruption advances to the next stage, replenishing your your original self in both mind and body. If the corruption
sentience using your newly modified mental ability scores. is the result of a curse, this course may first require that you
If you procreate while corrupted, your children’s natural break the curse either by killing the creature that cursed you
Intelligence and Charisma take the same penalties or or by having that individual willingly remove it. If you are
reductions you had from your corruption when you sired absolutely desperate, a member of the mysterious anunnaki
them. This effect cannot be lifted by magic. Progeny you sire can instantly remove this corruption with its uplift ability. If an
while corrupted also possess physical traits that were more encounter with an anunnaki caused this corruption, however,
common among earlier evolutionary forms of their parent only another anunnaki can remove the corruption.
species (such as elongated foreheads in humans).
Corruption Stage 1: The first time your sentience Manifestations
reaches 0, your alignment shifts one step towards neutral. The following are manifestations of the devolved corruption.
Your Intelligence and Charisma scores are reduced by 4
(minimum 2). If you are capable of casting spells or spell-like Devolved Strength
abilities, each time you cast a spell there is a 25% chance that Your primal form grants you unbridled brawn.
the spell will fail, as if you had failed a concentration check to Gift:You gain a +2 bonus to your Strength score.
cast the spell defensively. Stain: You lose the ability to control your strength. All
Corruption Stage 2: The second time your sentience damage you deal is lethal damage—you cannot deal nonlethal
reaches 0, your alignment shifts to neutral. Your Intelligence damage with attacks, spells, or any special abilities.

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Heightened Senses
The emergence of your instinctual psyche enhances your Devolution in Your Campaign
natural senses. When a character devolves, her physical and mental state
Gift: You gain low-light vision and scent. If you already regress to a more primal, animalistic state. Exactly how a
possess low-light vision, you gain a +2 racial bonus on sight- character appears in this state and what she acts like varies
based Perception checks instead. If you already possess slightly from race to race, but the end result is always more
scent, you gain a +2 racial bonus on scent-based Perception primitive and robust. For instance, devolved humans often
checks instead. have low, flat, elongated skulls, larger fingertips and kneecaps,
Stain: Your enhanced senses make you more nervous and thicker bones, and a projecting mid-face. Devolved characters
jumpy.You take a –2 penalty on saving throws against emotion are most often the subjects—willing or unwilling—of the fell
effects and fear effects, and the DC to demoralize you is rites of devolutionist druids (see the druid section in Chapter
reduced by –3. 2 of Pathfinder Roleplaying Game: Horror Adventures), but
devolution can also occur from exposure to strange magical
Natural Armaments events, as a consequence from a ritual cone awry, or as a curse
Your body becomes more savage and feral, making you able to from a particularly powerful witch or hag.
better strike at foes unarmed. Devolved creatures often quickly lose the ability to
Gift: You gain a natural weapon that represents a common rationalize the terrible fate that is befalling them, yet despite
physical trait that your evolutionary ancestors possessed. this devolution is at its most effective when played against those
This natural weapon must be chosen from the following list: closest to the devolved character. Friends and family somberly
bite, 2 claws, or slam. At the GM’s discretion, you may also watch as their spouse, parent, or friend slowly disappears,
choose from gore, hoof, 2 pincers, sting, tail slap, 2 talons, leaving a slobbering beast in their wake, powerless to do
2 tentacles, or wing, provided one of your evolutionary anything about it. Grim reminders of how far the character
ancestors possessed the necessary physical traits to possess has fallen mentally play up the tragedy of this corruption, as
such an attack as a common trait. This natural weapon is a devolved characters often realize mid-devolution that they are
primary natural attack that deals damage as described in the missing something important, some ability to communicate
natural attacks entry in the appendix of Pathfinder Roleplaying with others while simple tasks, things the character might still
Game: Bestiary). If you already possess a natural attack, you love or crave, are beyond her ability to perform rapidly slip
may instead choose one natural attack and gain a +1 bonus on between her fingers.
attack rolls and damage rolls with that type of natural weapon.
At manifestation level 4th and again at manifestation level
8th, you may either gain a +1 bonus on attack rolls and Retrogressive Locomotion
damage rolls with a different type of natural weapon that Vestigial limbs and muscles lost to evolution regrow, granting
you possess or you may gain an additional natural attack that you locomotive means possessed by your ancient ancestors .
your evolutionary ancestors possessed, provided your GM Prerequisite: Manifestation level 4th.
approves of your choice. Gift:You gain or enhance a movement type to better reflect
Stain: You take a penalty on attack rolls made with the physical capabilities that your evolutionary ancestors
manufactured weapons equal to half your manifestation possessed. This movement type must be chosen from the
level (minimum –1). At manifestation level 9th, you lose following list: burrow, climb, fly, land, or swim. You gain a
proficiency with all manufactured weapons instead. movement speed of the selected type equal to half your base
speed. What common physical capabilities your ancestors
Primal Body possessed is up to the GM, and should be determined by your
Your body surges with health and vigor, as if you were at the character’s race. Alternatively, you may choose a movement
height of your prime. type that members of your race already possess and increase
Gift: You gain a +2 bonus on Fortitude saves. In addition, your speed with that type of movement by 5 feet.
add 2 hit points per manifestation level you possess to your At manifestation level 6th and manifestation level 8th,
hit point total. These hit points don’t affect your Hit Die or you may either increase the speed of a previously selected
other statistics. movement type as described above (up to a maximum bonus
Stain: Your mind has become simplistic, making you easy of +10 feet per movement type) or you may gain an additional
to fool and distract. You take a –4 penalty on Sense Motive movement type that your evolutionary ancestors possessed,
checks, and the DC to feint you in combat decreases by 4. provided your GM approves of your choice.
In addition, any time a foe would gain a bonus on attack rolls Stain:Your devolving, primal physique makes it difficult for
or skill checks against you resulting from tactical actions or you to find apparel that fits you.You cannot wear armor unless
positioning (such as aid another bonuses or flanking bonuses), it has been designed for an unusually sized creature. Calculate
that bonus increases by +2. the cost and weight of such items as if you were a nonhumanoid

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(see the armor for unusual creatures section in Chapter 6 in the Survival Instincts
Pathfinder Roleplaying Game Core Rulebook). If you are already a Your heightened instincts allow you to avoid harm with ease.
nonhumanoid, double the value on Table: Armor for Unusual Prerequisites: Heightened senses, manifestation level 2nd.
Creatures as appropriate for your size instead. Gift: You gain the uncanny dodge class feature, as the
rogue class feature. If you already have uncanny dodge from
Steel Hide a different class, you automatically gain improved uncanny
You shrug off even the most brutal attacks with thick skin and dodge (see below) instead.
feral determination. At manifestation level 6th, you gain improved uncanny
Prerequisites: Thick hide, manifestation level 5th. dodge, using twice your manifestation level as your effective
Gift: You gain damage reduction equal to 1 + half your rogue level. If you already have uncanny dodge, add your
manifestation level (maximum DR 5/–). manifestation level to your effective rogue to determine the
Stain:Your mind is quickly becoming more beast than man. minimum rogue level needed to flank you instead of twice
For the purpose of effects targeting creatures by type (such as your manifestation level.
a ranger’s favored enemy and bane weapon), you count as both Stain: As your instinctual psyche strengthens, your mental
your original type and as an animal. If you progress to stage 3 resolve erodes. Apply the saving throw penalty from the
of the devolved corruption, you instead take a –2 penalty to heightened senses manifestation on all Will saving throws you
your AC and on saves against attacks and spells that include make, not just saves against emotion effects and fear effects. At
bonuses that target animals (such as a ranger’s favored enemy) manifestation level 6th, this penalty increases to –3.
or that only affect animals (such as the hold animal spell).
Thick Hide
Your skin thickens as you devolve, offering you additional
protection from harm.
Prerequisite: Manifestation level 2nd.
Gift: Your natural armor bonus to AC increases by 1. At
manifestation level 5th, your natural armor bonus instead
increases by 2.
Stain: You are slowly forgetting how to best make use of
your armor and shield. While using armor of any kind, reduce
the armor’s bonus to AC and its maximum Dexterity bonus by
2 (minimum 0), and increase its armor check penalty by +2.
While using a shield of any kind, reduce the shield’s bonus to
AC by 2 (minimum 0), and increase its armor check penalty
by +2. At manifestation level 5th, you apply any armor check
penalty that you gain from your armor and shield on all attack
rolls you make, as if you weren’t proficient with any armor
or shields.

Wild Skills
As you become more in touch with your instincts, you regain
primal skills long since forgotten.
Gift: Choose two of the following skills: Acrobatics, Climb,
Escape Artist, Fly, Intimidate, Perception, Stealth, Survival,
or Swim. You gain a competence bonus on skill checks made
with the chosen skills equal to 1 + your manifestation level
(maximum +10). At manifestation level 4th, you may apply this
bonus to two additional skills. At manifestation level 8th, you
may apply this bonus on skill checks made with all listed skills.
Stain:You take a –2 penalty on all skill checks that cannot be
used untrained. This penalty increases to –3 at manifestation
level 4th. At manifestation level 8th, you are treated as if
you did not have any skill on your list of class skills except
Acrobatics, Climb, Escape Artist, Fly, Perception, Stealth, and
Swim (these skills are not added to your list of class skills if
you did not already have them as class skills).

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Sample Devolved Creature (10), alchemical cartridges (paper, 20; salt shot, 10), +1
Despite its humanlike appearance and garb, this humanoid creature ghost touch bullets (4), amulet of natural armor +1, oil of
has a flat, elongated head and a thick, robust frame covered in thick, residual tracking (2), potion of cure light wounds (2), potion
bristly hair matted by dirt and blood. It snarls in anger and fear as of lesser restoration; Gear +1 machete, +1 pistol, +2 mithral
you approach, bellowing a primitive roar as it charges towards you, its chain shirt, backpack (bedroll, gunsmith’s kit, iron pot,
eyes lacking any trace of humanoid sentience. mess kit, rope, torches [10], trail rations [5 days], water
skin), belt pouch (245 gp), belt of incredible dexterity
Drake, Devolved Human CR 7 / ML 9 +2, cloak of resistance +2, endless bandolierUE, headband of
3,200 XP inspired wisdom +2, ring of protection +1, thieves’ tools,
Male human gunslinger (pistolero) 5/ranger (monster Windchaser journal.
hunter) 2 / devolved 9 STATISTICS
N Medium animal (human) Str 18, Dex 14, Con 13, Int 2, Wis 16, Cha 2
Init +4; Senses low-light vision, scent, Perception +18 Base Atk +7; CMB +10; CMD 23
DEFENSE Feats Deadly Aim, Point-Blank Shot, Power Attack, Precise
AC 16, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +2 Shot, Rapid Shot
natural armor); –2 vs. attacks that target animals Skills Acrobatics +17, Climb +15, Perception +18, Stealth
hp 72 (7d10+25) +13, Survival +17 (+18 when following tracks)
Fort +11, Ref +10, Will +5; –2 vs. attacks and spells that Languages Common
target animals, –2 vs. emotion and fear effects SQ combat style (archery), track
Defensive Abilities improved uncanny dodge, uncanny Gear +1 machete, +1 pistol, +2 mithral chain shirt.
dodge; DR 5/–
OFFENSE Reduced to little more than a primitive beast, little remains
Speed 35 ft., climb 20 ft. of the person that a character that has been corrupted by
Melee +1 machete +9/+4 (1d6+5/19-20), bite +6 (1d6+4) devolution once was. The resulting creature is a primitive,
or bite +11 (1d6+4), slam +12 (1d4+5) animalistic version of the character, based upon their race.
Ranged +1 pistol +7/+2 (1d8/x4) These primitives are often significantly more robust than
TACTICS their evolved counterparts, built for a simple life of hunting,
During Combat Drake avoids engaging with stronger- foraging, and scavenging much as animals do. Lacking any
looking opponents whenever possible. When forced into a semblance of the intelligence they once possessed, those
confrontation, he drops his machete in favor of his natural reduced to mere beasts by devolution are often doomed to
attacks, as he has long since lost the mental capacity to live their days as frothing simpletons—the most fortunate
understand how to properly wield such a weapon. among them having completely forgotten the intelligence
Morale A creature of instinct, Drake attempts to flee if they left beyond, while the most accursed forever haunted by
brought below 20 hit points. emotions they can no longer understand and memories they
Base Statistics When uncorrupted, Drake’s statistics are can no longer comprehend.
Type humanoid; Senses Perception +13; AC 24 (+6 Devolved creatures vary heavily, even between devolved
armor, +3 Dex, +1 deflection, +1 dodge, +1 natural members of the same race. This variance often occurs because
armor); hp 54 (7d10+7); Fort +9; Melee +1 machete of subtle differences in the devolved creature’s bloodline—for
+12/+7 (1d6+4/19-20); Ranged +1 pistol +11/+6 example, a human with a hint of draconic blood in her family tree
(1d8+4/x4) Special Attacks monster slaying +1, up might assume a draconian appearance when devolved. Likewise
close and deadly; Str 16, Int 10, Cha 10; Feats Deadly the forces at play in causing the creature’s devolution often
Aim, Gunsmithing, Point-Blank Shot, Power Attack, strongly influence its appearance after the devolution process
Precise Shot, Rapid Reload (pistol), Rapid Shot, Weapon finished. For instance, creatures devolved by devolutionist
Focus (pistol); Skills Acrobatics +7, Climb +7, Craft druids often have a wild, animalistic appearance while those
(carpentry) +4, Disable Device +3, Handle Animal +4, devolved by the enigmatic anunnaki tend to become pristine,
Knowledge (arcana) +7, Knowledge (dungeoneering) perfect renditions of their race’s primitive ancestors. All races,
+7, Knowledge (engineering) +5, Knowledge (local) even constructs, have a devolved equivalent. For some, these
+9*, Knowledge (nature) +8*, Knowledge (planes) +9, races have their own unique names—for instance, primitive
Knowledge (religion) +9, Perception +13, Sense Motive humans are known as Neanderthals. For others, the race’s
+7, Sleight of Hand +7, Stealth +7, Survival +11 (+12 devolved form is that of another race—such as with drow or
when following tracks); Language Common; SQ deeds duergar, who typically devolve into animalistic versions of elves
(gunslinger’s dodge, gunslinger’s initiative, pistol-whip, and dwarves, respectively. Even races that seem incapable of
quick clear, utility shot), grit (3), gunsmith, hunter’s lore, changing or evolving, such as androids and samsarans, can be
pistol training (pistol), track; Combat Gear acid flask reduced to brutish, animalistic creatures through devolution.

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Fungal
A living, writhing fungus has taken root within your body, squirming its roots and tendrils throughout your body until you are
little more than its fleshy puppet. At first the signs of this corruption are unpleasant—your skin constantly itches in uncomfortable
places and you always feel tired and dirty. As the corruption progresses, however, these feelings and emotions give way to calm
acceptable, even enjoyment, as the fungi slowly strips away your ability to resist its attempts to overtake your body.

Fungal Corruption and your original type for the purpose of harmful effects (such
A living, writhing fungus has taken root within your body, as horrid wilting and a ranger’s favored enemy class feature).
squirming its roots and tendrils throughout your body until Corruption Stage 3: The third time you fail a Fortitude
you are little more than its fleshy puppet. save to prevent the corruption from progressing, you become
fully infested by the fungus. Your type changes to plant, you
Catalyst gain the augmented subtype and immunity to disease, and you
Fungal infestation commonly stems from contact with become an NPC under the GM’s control. If you spend one full
fungoid creatures or hazards, especially yellow musk creepers, week at this corruption stage, the fungus fully consumes your
mindslaver molds, and creatures with the fungal creature body.You effectively die as the fungus fully consumes your body,
template. You might contract fungal corruption after failing though the fungus lives with your general appearance, as well as
a saving throw against such a creature or hazard’s special your class levels, Hit Dice, and all benefits deriving therefrom.
abilities and surviving the experience without receiving the
effects of remove disease or a similar effect, especially if the Removing the Corruption
special ability is spore- or pollen-based (such as a yellow- Getting rid of fungal corruption is difficult, as all traces of
musk creeper’s pollen spray ability) or involves the creature the fungus must be purged from both your body and your
attaching to another creature’s body (such as a mindslaver equipment in order to fully remove the corruption from you.
mold’s infestation ability). Remove disease and similar magic can purge fungal corruption
from a creature’s body, but only if the fungus is sufficiently
Progression weakened by cutting its supply of nourishment—specifically
A fungal infestation increases over time as the fungus spreads blood—for a length of time. Weakening the fungus requires
itself further throughout your body. Each month, your fasting and a complete abstinence from water—even so much
infestation expands as it draws the nutrients necessary for as sitting in a damp cave can supply the fungus with nutrients
its growth from your body—this occurs a number of times necessary for life.
during the month equal to your manifestation level. Each
episode lasts about an hour, during which you’re racked Manifestations
by pain and must attempt a Fortitude save (DC 15 + your The following are manifestations of the fungal corruption.
manifestation level). On a success, you weather the episode.
If you fail, your corruption progresses to the next stage, but Create Spawn
you don’t need to attempt any further saves until the next You are able to shape fungoid creatures that serve your whims.
month. Apply any conditional bonuses on saves against disease Prerequisite: Manifestation level 2nd.
that you possess to this saving throw. If you have immunity to Gift: Once per day a standard action, you can cast summon
disease, you gain a +4 bonus on your save in addition to any nature’s ally II as a spell-like ability. Creatures you summon
other bonuses you possess. have their type changed to plant and appear as writhing
Corruption Stage 1: The first time you fail a Fortitude masses of fungus and mold shaped as the summoned creature,
save to prevent the corruption from progressing, your but otherwise have the normal statistics and abilities for
Intelligence and Charisma scores are reduced by 2 (minimum a creature of that kind. This ability can only summon one
2) as fuzzy mold and fungi shoots sprouts in patches across creature, regardless of the list used. For every manifestation
your body. If scraped off, burned, or otherwise removed, the level beyond 2nd, the level of the summoned nature’s ally spell
fungus grows back to full size in 1d12 x 10 hours. increases by 1 (to a maximum of summon nature’s ally IX at
Corruption Stage 2: The second time you fail a Fortitude manifestation level 9th). You cannot cast summon nature’s ally
save to prevent the corruption from progressing, your spells whose spell level exceeds half your Hit Dice using this
Intelligence and Charisma scores are reduced by 4 (minimum ability. You can use this ability twice per day at manifestation
2) as the fungi’s presence withers your body and leaves your level 5th, and three times per day at manifestation level 8th.
face dark and sullen. In addition, your alignment shifts one Stain: Your constant summoning of fungoid creatures
step towards neutral and you count as both a plant creature invites the fungus deeper into your body, making the

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corruption difficult to resist. You take a –4 penalty on saves
to prevent the corruption from progressing. Furthermore, Fungal Infestation in Your Campaign
alchemical bonuses on saves against disease (such as from Fungal infestations creep up slowly upon a character, spreading
antiplague) provide no benefit on your saves made to prevent their tendrils throughout the character’s body long before
the corruption from progressing. they begin to emerge across her skin. This behavior is largely
a survival mechanism—by ensuring that they take root within
Draw Sustenance a host’s flesh before growing atop their body, they ensure that
You draw nourishment from unlikely sources, as does your it becomes significantly more difficult to permanently damage
fungal infestation. or destroy the fungus as a whole. After all, even the smallest
Gift: Whenever you rest, you regain hit points as though tendril remaining within a character’s skin or blood is enough
you were undergoing complete bed rest and long term care (4 to allow the corruption to regrow anew. Fungal corruption
hit points per Hit Die for each day of rest) as long as you are in typically stems from fungoid plant creatures and hazards,
contact with moist natural earth or decaying flesh while you including mindslaver mold, russet mold, and violet fungus, to
are resting. If you gain complete bed rest in this manner, you name a few common sources.
are also nourished for the day as if you had eaten three good Exactly what happens when a character becomes fully
quality meals and drank a gallon of water. (This may expose corrupted by a fungal corruption depends upon the exact strain
you to any contaminants or diseases in the earth or decaying of fungus that she has become infested with. Nearly all subsume
flesh at the GM’s discretion.) the character’s body for its own purposes, but whether this kills
Stain: Your infestation saps water from your body, causing the character (as the case is with violet mold and russet mold)
you to rapidly dehydrate. You can go without water for only or not (as the case is with mindslaver mold) depends upon the
12 days plus a number days equal to your Constitution score source of the corruption. If the corruption kills the character,
before becoming at risk of dehydration, and in temperate it typically takes the fungus one week after the corruption
conditions you need to drink two gallons of water each day to progresses to stage 3 to fully consume the character. After it
avoid dehydration (or one gallon if you are a Small character). does so, however, the character’s body is no longer considered
In hot temperatures, you may need to drink two or three its own—parts of the corrupted body can no longer be used to
times this amount. In addition, if you suffer any amount of locate the character or raise her from the dead. If the character’s
nonlethal damage from dehydration, you also become fatigued body isn’t consumed by the fungus, however, it remains a living
until the nonlethal damage is healed. puppet under the fungus’s control for the rest of its mortal life.

Fungal Armor
Your body becomes plated by rigid mounds of fungi that offer it can without compromising your ability to serve as its host.
you protection from harm. You take a –2 penalty to your Constitution score.
Prerequisite: Manifestation level 2nd.
Gift: You gain a +2 bonus to your natural armor. At Fungal Senses
manifestation level 5th, this bonus increases by 1. Your infestation adapts your body to life in the lightless dark,
Stain:The fungal growths that cover your body make it nearly for better and for worse.
impossible for you to move effectively. Your movement speed Prerequisite: Manifestation level 2nd.
for all nonmagical movement types you possess is reduced by 10 Gift:You gain darkvision 30’. If you already had darkvision,
feet (or 5 feet if the movement type’s speed is 20 feet or less). increase your darkvision by 30 feet instead. At manifestation
level 5th and manifestation level 8th, your darkvision further
Fungal Rot increases by an additional 30 feet, to a maximum of darkvision
Your infestation produces a sickly substance that rots away 90’ (or an 90-foot increase to your existing darkvision).
living flesh. Stain: While your infestation can exist in daylight, it is
Prerequisites: Draw sustenance, fungal slam, poisonous much better suited to the dark and its presence twists your
blood, manifestation level 5th. senses to similar effect.You gain light blindness (see the list of
Gift: Whenever you hit a target with your slam attack, the universal monster rules in Pathfinder Roleplaying Game: Bestiary).
target is automatically exposed to your fungal blood poison (see This sensitivity also causes you to take a –2 penalty on saves
the poisonous blood manifestation). In addition, the venom against light-based effects.
rots the flesh around the point of contact away with shocking
swiftness, creating a mass of decayed flesh suitable for your Fungal Slam
consumption. If the target fails its save against your fungal The heavy coatings of fungi that cover your body allow you to
blood poison by 5 or more, it takes an additional 1d4 points of make a devastating attack.
Strength and Constitution damage. This is a poison effect. Prerequisite: Poisonous blood.
Stain: Your infestation has consumed all of your body that Gift:You gain a slam attack that deals 1d6 points of damage

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Richard Perez (Order #12001803)
(or 1d4 point of damage if you are Small). In addition, if you Stain: Your ability to read and relate to the emotions of
critically hit an opponent with this slam attack, it becomes others wanes as the fungal infestation takes hold. Whenever
exposed to your fungal blood poison, as if the creature had a nonplant creature uses the aid another action to assist you,
ingested a piece of your body. reduce the bonus to +1. Additionally, any numeric bonuses
Stain:Your hands are caked in fungi that constrict your hands that you would gain from effects that require teamwork
and fingers, making it difficult to use them for anything that with an ally (such as from flanking another creature or using
requires finesse.You take a –4 penalty on all ability checks and skill teamwork feats) is reduced by half (minimum 0). This also
checks involving your hands (such as opening locks). In addition, affects variable bonuses, such as when dealing sneak attack
you must succeed at a concentration check in order to cast spells damage to a creature that you are flanking with an ally.
with somatic components (DC 15 + your manifestation level).
Poisonous Blood
Plant Empathy The fungi that pervades your body has infected your blood,
Your infestation grants you a strange bond with plant creatures. poisoning any foolish enough to consume your flesh or blood.
Gift: You gain the wild empathy class feature, as a druid of Gift: Your flesh and blood are ingested poisons. Whenever
twice your manifestation level. You can only use this ability a creature makes a bite attack against you, swallows you
on plant creatures. In addition, you can affect plant creatures whole, or otherwise ingests part of your body, that creature
(including mindless ones) with mind-affecting abilities as if must succeed at a Fortitude save or become afflicted by the
they weren’t immune to mind-affecting effects. following poison:
Fungal Blood/Flesh: Poison—ingested; save Fort DC 10 +
1/2 your level + your manifestation level; frequency 1/minute
for 6 minutes; effect 1 Str damage, 1 Dex, and nauseated for
1d4 rounds; cure 1 save.
You can drain your blood to procure an ingested poison that
functions as described above. However, its blood has a distinctively
and largely disgusting smell and taste, so most intelligent
creatures would refuse to eat food tainted with it unless the taste
was thoroughly disguised, which requires a successful DC 15
Profession (cook) check. Harvesting enough blood or flesh to
create a dose of poison deals 1 point of damage to you, and the
harvested blood or flesh retains its poisonous nature for only 24
hours unless additional fungal blood or flesh is mixed into it.
Stain: The pervasive nature of the fungi that inhabits your
blood worsens your locomotive capabilities. You take a –2
penalty to your Dexterity score.

Poisonous Spore Cloud


You can unleash a cloud of poisonous spores at your enemies.
Prerequisite: Poisonous blood.
Gift: You can unleash a cloud of spores in a 15-foot-radius
spread that lingers in the air for 1 minute as a standard action.
This cloud does not obscure vision, but creatures within
the cloud are exposed to your fungal blood poison as if they
had consumed part of your body (see the poisonous blood
manifestation). When used in conjunction with this ability,
your fungal blood poison is an inhaled poison instead of an
ingested poison and its effect fatigues the victim for 1 minute
instead of nauseating them for 1d4 rounds.
Stain: Your face—especially the inside of your mouth—
becomes lined with fungi and you constantly reek the same
odor that your fungal blood poison exudes. You take a –4
penalty on all Charisma-based checks and skill checks with
any creature capable of smelling you. In addition, reduce the
starting attitude of any creature with the scent ability that can
smell you by one step.

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Richard Perez (Order #12001803)
Sample Fungal Creature Spellcraft +7, Stealth +9, Survival +17, Swim +5; Racial
This lithe humanoid with pointed ears is covered in a variety of fungi, Modifiers +1 Knowledge (nature), +2 Perception
from fuzzy yellow mold to crusted plates of rigid polypores. Though Statistics
her eyes appear vacant and slime dribbles from her open mouth, she Str 10, Dex 12, Con 8, Int 8, Wis 16, Cha 12
brandishes her staff aggressively. Base Atk +5; CMB +5; CMD 16
Feats Augment Summoning, Dervish Dance, Direct Plants,
Sister, Fungus-Infested Elf CR 7/ML 9 Leaf Singer, Spell Focus (conjuration)
4,800 XP Manifestations create spawn, draw sustenance, fungal
Female elf druid (leshy warden) 6, bard (dervish of dawn) 2 armor, fungal rot, fungal senses, fungal slam, plant empathy,
N Medium plant (augmented humanoid, elf) poisonous blood, poisonous spore cloud
Init –1, Senses darkvision 90 ft., low-light vision; Perception +13 Skills Bluff +5 (+1 if creature can smell you), Climb +5, Handle
Defense Animal +5 (+1 if creature can smell you), Heal +7, Intimidate
AC 17, touch 11, flat-footed 16, (+1 Dex, +3 armor, +3 +6 (+2 if creature can smell you), Knowledge (geography)
natural armor) +4, Knowledge (nature) +12, Perception +13, Perform
hp 24 (8d8–8) (dance) +12 (+8 if creature can smell you), Sense Motive +7,
Fort +5, Ref +5, Will +8; +2 vs plants, +4 vs fey and Spellcraft +5, Stealth +8, Survival +17, Swim +5; Racial
plant-targeted effects, +4 vs bardic performance, language- Modifiers +1 Knowledge (nature), +2 Perception
dependent, and sonic, –2 vs light, –4 vs corruption progress Languages Common, Elven, Druidic, Sylvan
Weakness light blindness SQ fleet, green empathy, leshy caller, leshy familiar, leshy
Offense tender, trackless step, versatile dance, woodland stride
Speed 20 ft. Gear +1 scimitar, green dragonhide armor, quarterstaff
Melee +1 scimitar +6 (1d6+2/19-20) or slam +5 (1d6 plus Special Abilities
fungal blood) Battle Dance (Su) Sister is a master dancer and can use the
Bard Spells Known (CL 2nd, concentration +3) momentum from her dances to inspire herself in combat.
1st­–comprehend languages, silent image, ventriloquism This functions like the inspire courage bardic performance,
0 (at will)–dancing lights, detect magic, ghost sound, message except the bonus is doubled and applies only to Sister.
Druid Spells Prepared (CL 6th; concentration +#) Leshy Caller (Ex) Sister counts as a plant creature for the
3rd–lily pad strideD, plant growth, poison (DC 16), speak purpose of growing leshies, and she adds leaf leshies, gourd
with plants leshies, fungus leshies, and seaweed leshies to her list of
2nd–barkskin, burst of nettlesD flame sphere (DC 15), soften creatures for summon nature’s ally I, II, III, and IV, respectively.
earth and stone, wood shape Leshy Familiar (Ex) Sister gains a fungus leshy as a familiar,
1st–blendARG x2, entangle, faerie fire, hydraulic pushD using her druid level as her effective wizard level. As long
0 (at will)–create water, detect magic, detect poison, guidance, as the leshy lives, Sister gains access to the Swamp domain
know direction as if through a druid’s nature bond class feature (this is
D Domain spell; Domains Swamp an exception to this ability’s normal function, as a leshy
Spell-Like Abilities (CL 18th, concentration +9) familiar typically grants its master the Plant domain).
3/day–create spawn (summon nature’s ally IV) Versatile Dance (Ex) Sister gains a bonus on Perform
Special Attacks battle dance 5 rounds/day (inspire courage (dance) checks equal to half her bard level, and can
+2), channel energy 4/day (4d6; can only be used to heal substitute her Perform (dance) bonus for her Acrobatics
animals, plants, and vermin), fungal blood, fungal rot, bonus when making Acrobatics checks.
minuet of the midnight ivy, wild shape 1/day (as a 4th-level
druid; plant shape I only) Guided like a puppet by a fungoid puppetmaster, a creature that
Tactics has become infested by fungal corruption is little more than means
During Combat Sister summons fungoid creatures to fight of locomotion for the infestation, a way by which the fungus can
for her using create spawn and summon nature’s ally IV, all acquire nourishment and spread its deadly spores to propagate
while avoiding combat using her blend spell. more of its kind. Many different kinds of fungi rely on usurping
Morale The fungus drives Sister to fight until below 20 hit sentient beings as part of their life cycle, but the more famous
points, after which it flees. among them are russet molds, mindslaver molds, and yellow
Base Statistics When uncorrupted, Sister’s statistics are Type musk creepers. For mindslaver molds, infesting a living creature
humanoid (elf); Senses low-light vision, Perception +13; is a means for the fungus to move and feed itself, a puppet through
Speed 30 ft.; Dex 14, Con 10, Int 12, Cha 16; Skills which the fungus can interact with the world around it. Russet
Bluff +7, Climb +5, Handle Animal +7, Heal +7, Intimidate mold and yellow musk creepers, however, ultimately use their
+8, Knowledge (geography) +6, Knowledge (nature) +14, hosts for little more than mulch, as humanoid bodies provide the
Perception +13, Perform (dance) +14, Sense Motive +7, perfect amount of nutrients a growing fungus.

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Richard Perez (Order #12001803)
Kaiju
A powerful external force has corrupted your body, causing you to rapidly grow in size and strength. As you grow larger, your
appearance and temperament change drastically—your physical body surges with newfound strength as you become physically
larger and increasingly volatile, until you are inevitably transformed into a hulking engine of destruction fueled by primal
emotions or instincts.

Catalyst reaches the next corruption stage.


The corruption often begins with a curse or a mishap from Corruption Stage 1: The first time you equal or exceed
a powerful ritual or artifact designed to strengthen you or the corruption’s damage threshold while enraged, your
increase your size. Powerful curses can likewise cause this alignment shifts one step towards chaotic neutral as your body
corruption. Even if the mishap is undone or the curse lifted, mass painfully multiplies, transforming you into a Macrosized
its power may have lingered enough to cause this corruption Character (see the Macrosized Character section in Microsized
to take root within your body. Adventures). Your size category increases by 1, granting you
a special size modifier of +1 and causing you to take a –1
Progression penalty to your Intelligence, Wisdom, and Charisma scores
The progression is tied to acts of aggression, stress, or (minimum 2 for Intelligence, or 6 for Wisdom and Charisma).
frustration. Whenever you strongly experience one of these These penalties do not cause you to lose your class levels or
emotions, you must attempt a Will saving throw (DC 15 + your any benefits derived thereof, although you are unable to cast
manifestation level). What constitutes an emotional experience spells whose spell level exceeds your modified spellcasting
is up to the GM, but examples include failing to perform the ability score as normal. Additionally, if your Intelligence falls
same task three consecutive times, failing to perform a task below 3 you lose the ability to use Intelligence- or Charisma-
and than watching a rival succeed at that same task, or being based skills and cannot communicate coherently (though
subjected to an effect that induces anger, stress, or frustration, you can still understand language with difficulty). When you
such as a barbarian’s rage class feature or the rage spell. If you become enraged, the duration of the antagonized condition
fail your save, you become enraged.While enraged, you gain the increases to 10 minutes per manifestation level you possess.
antagonized condition (see the psychology maneuvers section Corruption Stage 2: The second time you equal or
in Ultimate Charisma) but cannot use a swift action to attempt exceed the corruption’s damage threshold while enraged,
to end the condition early. Instead of treating a single creature your alignment shifts another step towards chaotic neutral
as its antagonist, you treat all creatures and objects that you as your body grows and expands again, increasing your size
are aware of as your antagonist, focusing on creatures your category by 1 (for a total of two size categories larger with
size or larger, creatures actively attacking you with attacks or a special size modifier of +3) and increasing the penalty to
spells, or creatures or objects that are actively impeding your your Intelligence, Wisdom, and Charisma scores by –3, to a
objectives.This condition lasts for a number of minutes equal to total of –4 (minimum 2 for Intelligence, or 6 for Wisdom and
your manifestation level. If you manage to cause or take a total Charisma). When you become enraged, the duration of the
amount of hit point damage equal to your manifestation level x antagonized condition increases to 1 hour per manifestation
your character level while you are enraged from this corruption, level you possess.
your corruption stage advances. This can be hit point damage Corruption Stage 3: The third time you equal or exceed
dealt to other creatures or objects or hit point damage dealt to the corruption’s damage threshold while enraged, your
you. In addition, subtract the total amount of hit point damage alignment shifts to chaotic neutral and you become an NPC
that you take while enraged from the total amount of hit point under the GM’s control.Your body takes on titanic proportions,
damage you can accrue before your corruption stage progresses. increasing your size category to kaiju (one size category larger
The total amount of hit point damage needed to progress your than Colossal with a special size modifier appropriate to your
corruption carries over between multiple failings of this saving new size, such as +15 if you were Medium or +21 if you
throw, and does not reset until your corruption progresses to were Small). In addition, you are permanently antagonized
the next stage or the corruption is removed. as described by the corruption’s progress and the penalty to
If you fail the save but are unable to cause or take enough your Intelligence, Wisdom, and Charisma scores increases
hit point damage before the antagonized condition ends, you by –36, to a total of –40 (minimum 2 for Intelligence, or 6
shake off this urge and your corruption does not progress. for Wisdom and Charisma). Furthermore, you are unable to
However, the DC of the Will save against your corruption understand language or community coherently, and cannot
progressing increases by 2. These increases stack each time use any Dexterity-, Intelligence-, or Charisma-based skills
you shake off this urge, and they last until your corruption (except Acrobatics, Fly, or Intimidate).

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Richard Perez (Order #12001803)
Removing the Corruption
Lifting the corruption could require the use of a second ritual Kaiju Corruption in Your Campaign
or artifact to correct the initial mishap or breaking the curse. Kaiju corruption slowly corrupts a character into a titanic
Such means always require you to be resting or unconscious, version of herself that causes immeasurable damage simply
meaning that you may need to be subdued or brought partially because it can. Because it isn’t tied to an existing myths, kaiju
to your senses before the corruption can be undone. corruption can come from just about anywhere—a villain
might try to transform a hero into a brutish monster as a
Manifestations crucial element in her scheming, a hag’s curse might warp an
The following are manifestations of the kaiju corruption. innocent into a monster bent on destroying all he holds dear,
or an artifact might accidentally cause its user to slowly grow
Kaiju Ferocity in size, frying her synapses in the process. The exact appearance
The turmoil that boils inside of you causes you to fight on that a kaiju corrupted creature varies based upon the nature of
when others would falter. the corruption—characters may appear as larger, savage, and
Prerequisite: Manifestation level 4th. robust versions of themselves, or may warp into abominations
Gift: Whenever your hit point total is reduced below 0, that are unrecognizable save for several surviving traits.
you remain conscious and can continue fighting. You are still Kaiju corruption is at its most effective when it forces
staggered and lose 1 hit point each round. You still die when the corrupted individual to harm the things the corrupted
your hit point total reaches a negative amount equal to your character holds dear. By the end, her family fears her and her
Constitution score. At manifestation level 8th, you are no friends take arms against her, until eventually she gives in to
longer staggered when using this ability (though you still lose the mind-warping rage that accompanies the corruption and
1 hit point each round that you continue to act while your hit becomes the end of all she once loved.
point total is below 0).
Stain: Your ferocity quickly broils over into a kaiju-
fueled rage. Each round that you remain conscious using like enlarge person. Use your manifestation level as the spell’s
this manifestation’s gift, half of all hit point damage that you caster level. You can benefit from this gift even if you aren’t a
take and deal counts toward the amount of hit point damage humanoid creature. You can use this manifestation twice per
needed to cause the corruption to progress. This includes the day at 7th level
damage that you take for acting while staggered. Stain: Your massive size makes assistance almost
Special: Upon receiving this manifestation, you must impossible.You take a –4 penalty on aid another attempts, and
take both the gift and the stain, regardless of any corruption any bonuses that you receive or grant from a successful aid
templates or variant corruption rules you may be using. another attempt is reduced by half.

Kaiju Fury Muscle Growth


You lash out at your foes with tremendous force. Your muscles’ rapid development have made you physically
Prerequisites: Kaiju ferocity, manifestation level 6th. powerful.
Gift: You gain the ability to enter a rage, functioning like Benefit: You gain a +2 bonus to your Strength score. This
the barbarian class feature of the same name.You can rage for bonus increases to +4 at manifestation level 5th and +6 at
a total number of rounds per day equal to your manifestation manifestation level 9th.
level + your Constitution modifier. If you already have the Stain: Your massive size hinders your maneuverability. You
rage class feature, add your manifestation level to the number take a –2 penalty to your Dexterity score. This increases to –4
of rounds per day that you can use the rage ability instead. at manifestation level 9th.
Stain: Each round that you rage (including with the rage
spell and similar effects), half of all hit point damage that you Quaking Step
take and deal counts toward the amount of damage needed to You devastate smaller creatures and objects simply by walking.
cause the corruption to progress. If you are also enraged, this Prerequisites: Manifestation level 9th.
stain instead causes you to add 150% of all damage you take Gift: Whenever you move or use the crush combat
and deal towards the amount of damage needed to cause the maneuver (Microsized Adventures 22), you may create a tremor
corruption to progress. (Microsized Adventures 35) as a swift action. This tremor
originates from the space you moved into or the space of the
Mass Surge creature that you targeted with the crush combat maneuver (if
By channeling your corruption, you can temporarily force you targeted multiple creatures with a crush attempt, choose
your body to grow in size and girth. one to act as the origin point of the tremor).
Prerequisite: Manifestation level 3rd. Stain: You take a –4 penalty on Stealth checks, and
Gift: You can enlarge yourself once per day, functioning creatures with tremorsense can detect you from up to twice

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Richard Perez (Order #12001803)
their normal range on account of your heavy-footed steps. Titanic Build
You devastate foes with your titanic limbs.
Rock Catching Gift:You gain a slam attack that deals damage as appropriate
You can use your impressive strength to catch massive objects. for your size (1d4 points for a Medium creature, 1d3 for a
Prerequisites: Rock hurling, titanic build. Small creature, and so on). This is a primary natural attack.
Gift: You gain the rock catching ability (see the universal Stain: Your rippling muscles and solid physique makes it
monster rules in Pathfinder Roleplaying Game Bestiary). The save difficult for you to find apparel that fits you. You cannot wear
DC to catch a projectile is equal to 20 + the projectile’s size equipment designed to be worn or attached to your body
modifier to CMB. Calculate the projectile’s size bonus as if it (including armor, weapons like the cestus or gauntlets, and all
were a creature of its size; for instance, a Medium rock would types of apparel) unless it has been designed for an unusually
have a size bonus of +0, while a Large rock would have a size sized creature. Calculate the cost and weight of such items
bonus of +1. A successful save negates the damage. You can as if you were a nonhumanoid (see the armor for unusual
catch rocks as a free action, even if it isn’t your turn. creatures section in Chapter 6 in the Pathfinder Roleplaying
Stain:You take a –4 penalty on all skill checks that requires Game Core Rulebook). If you are already a nonhumanoid, double
tools (such as Craft or Disable Device) on account of your the values on Table: Armor for Unusual Creatures instead.
massive hands and strength.
Titanic Grab
Rock Hurling You can effortlessly grab creatures that are smaller than you.
You leverage your size to hurl large objects at foes. Prerequisite: Titanic build, manifestation level 5th.
Prerequisite: Titanic build. Gift: You gain the grab special attack, tied to your unarmed
Gift: You gain the rock throwing universal monster ability, strikes and the slam attack that you gained from the gift of the
granting you a +1 racial bonus on attack rolls with thrown titanic build manifestation.You may only use this ability to grab
rocks and allowing you to hurl rocks up to two size categories creatures that are two or more size categories smaller than you.
smaller than your size up to five range increments with a Stain:Your rough handling breaks weapons when you aren’t
range of 30 feet per manifestation you possess. The amount of careful. Whenever you fail an attack roll with a manufactured
damage that you deal with your thrown rocks is equal twice weapon, you must succeed at a Reflex save (DC 15 + your
your base slam damage (see the titanic build manifestation) manifestation level). Failing the save causes the weapon to gain
plus 1-1/2 times your Strength bonus. For the purpose of the broken condition. If you roll a natural 1 on this save throw,
this ability, a “rock” is any large, bulky, and relatively regularly the item is destroyed instead. 
shaped object made from any material with a hardness of at
least 5. Picking up a rock is a move action and throwing
one is an attack action.
Stain:Your physique causes you to accidentally
break items when you misuse them.
Whenever you fail a skill check that includes
the use of some sort of instrument, tool,
or similar devices or implements (such
as Craft or Disable Device) or whose
use would allow you to activate a spell-
competition or spell-trigger magic item,
you must succeed at a Reflex save (DC
15 + your manifestation level). Failing the
save causes all items involved in the skill’s
use (including a spell-completion or spell-
trigger magic item) to gain the broken
condition. If you roll a natural 1
on this save throw, the item is
destroyed instead.

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Richard Perez (Order #12001803)
Sample Kaiju Creature Motive +3, Sleight of Hand +6 (+8 while unarmored),
This colossal, vulpine monstrosity possesses a hulking, swollen Stealth +6 (+8 while unarmored), Swim +5; Racial
musculature. Lumbering over even the tallest tower, any glimmer of Modifiers +2 Acrobatics
intelligence has long since left his eyes, replaced with unbridled rage Languages Common, Elven, Jinian, Sylvan (can’t speak
and a thirst for blood and destruction. without difficulty)
SQ change shape, expert acrobat, kitsune magic, massive,
Danshi, Kitsune Kaiju CR 8/ML 9 rogue talents (weapon training)
4,800 XP Special Abilities
Male youth kitsune rogue (acrobat) 2 / kaiju 9 Hurl Foe (Ex) When Danshi deals damage with one of his
CN Colossal1 humanoid (kitsune, shapechanger) natural attacks, an unarmed strike, or a melee weapon
Init +1; Senses low-light vision; Perception +3 designed for a Colossal creature, he can try to hurl the target
Defense back with a combat maneuver check. On a successful check,
AC 16, touch 16, flat-footed 15 (+1 Dex, –2 rage, –8 size, the target is hurled back 10 feet and falls prone. For every
+15 special size) 5 by which Danshi exceeds the target’s CMD, the distance
hp 22 (2d8+4); 75 temporary hp from size increases by 10 feet. If an obstacle stops a target before it can
Fort +7, Ref +11, Will +1 travel the entire distance, the hurled foe and the object struck
Defensive Abilities evasion, rock catching each take 1d6 points of damage per 10 feet remaining, and
Offense the target falls prone in the space adjacent to the obstacle.
Speed 30 ft. Macrosized (Ex) Danshi is particularly hard to damage as
Melee bite +18 (4d6+18), slam +18 (4d6+18) a result of his size. Ordinary-sized creatures take a penalty
Ranged rock +16 (8d6+19) on damage rolls made against him equal to his special size
Special Attacks grab, hurl foe, mass surge 2/day, quaking modifier (+15).
step, rage (11 rounds/day), rock throwing (270 ft.), sneak Massive (Ex) As a kaiju, Danshi’s movement is not hindered
attack +1d6 by most terrain features that cause difficult terrain (though
Kitsune Spell-Like Abilities (CL 2nd; concentration +0) forests and settlements still count as difficult terrain for him).
3/day—dancing lights Any creature that is three or more size categories smaller than
Tactics Danshi can move through any square he occupies without
During Combat Danshi keeps range on his opponents, provoking attacks of opportunity and vice versa. Danshi
throwing rocks and similar debris at them in order to end cannot make attacks of opportunity against foes that are five
confrontations quickly. If engaged in melee, he attacks with or more size categories smaller than him unless they attempt
his slam and bite attacks, retreating to ranged attacks only if to scale him with the scale combat maneuver (Microsized
he appears to be loosing. Adventures 23) without possessing a means to prevent the
Morale Consumed by his corruption, Danshi fights to the death. combat maneuver from provoking. Danshi only gains a bonus
Original Size Medium; Special Size Modifier +15 for being on higher ground than his target if his entire space
Base Statistics When Ordinary-Sized and not raging, is on higher ground. Danshi can be scaled by any creature that
Danshi’s statistics are AC 14 (touch 14, flat-footed 10); is 3 or more size categories smaller than him.
Fort +2, Ref +6, Will –1; bite +5 (1d4+1); Str 7, Dex
19, Con 14, Int 14, Wis 8, Cha 14; CMB +0; CMD Filled with unbridled rage, a character that has been corrupted
+14; Acrobatics +11 (+13 while unarmored), Bluff +7, into a kaiju creature knows only destruction and cannot rest
Climb +2 (+4 while unarmored), Diplomacy +7, Escape so long as the vices of civilization remain within sight. In some
Artist +9, Knowledge (local) +7, Perception +4, Sense tales, kaiju can be lulled into a stupor by innocent voices or when
Motive +4, Sleight of Hand +9 (+11 while unarmored), confronted with memories of the people they once were or the
Stealth +9 (+11 while unarmored), Swim +2. haunts they once roamed, though only extraordinary individuals
Statistics are able to use such means to stave off the corruption long
Str 17, Dex 13, Con 18, Int 2, Wis 6, Cha 6 enough to be returned to their normal size. Far more tragically,
Base Atk +1; CMB +25; CMD 36 most kaiju created by this corruption can only be stopped by
Feats Two-Weapon Fighting, Weapon Finesse, Weapon Focus death or incapacitation via powerful magic or a dastardly trap.
(wakizashi) Creatures that have become corrupted into kaiju vary wildly
Manifestations Kaiju ferocity, kaiju fury, mass surge, muscle in appearance. Some possess hints of the creatures they once
growth, quaking step, rock catching, rock hurling, titanic were, such as eye color or hair color, while in orders the
build, titanic grab resemblance is unmistakable. Whatever the case, kaiju always
Skills Acrobatics +8 (+10 while unarmored), Bluff +2, have a presence as terrible and captivating to behold as a force
Climb +5 (+7 while unarmored), Diplomacy +3, Escape of nature such as a hurricane or tornado—an apt comparison
Artist +6, Knowledge (local) –2, Perception +3, Sense for the devastating all kaiju inevitably unleash upon civilization.

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Voidspawn
You have attracted the attention of an incomprehensible entity who exists in a dimension far removed from reality. Harboring a
strange desire for the concrete substance of natural beings, these entities slip minute seeds of their essence into the material world
and act quickly at any chance to twist mortal flesh in their image. However you managed to attract such an entity’s attention, it
has now begin the process of twisting you into both a harbinger of its will and a gateway into your world.

Catalyst formless realm whose visage is beyond sane comprehension.


The ways in which you can be corrupted by the void are as On one random night each week, you are subjected to the
innumerable as the stars themselves. You might become nightmare spell with a DC equal to the corruption’s DC. These
corrupted after being reduced to less than 10% of your nightmares persist until you reach corruption stage 3.
maximum hit point total in a single combat with a creature Corruption Stage 2: The second time you fail a Fortitude
from a terrifyingly incomprehensible world (such as a save to prevent the corruption from progressing, you fall
voidspawn drone or a flying polyp) or after being exposed to unconscious for 24 hours as your body and mind become more
the corrupting taint of terrible forces that were ancient when akin to the inconceivable entities that haunt your nightmares.
the world was young. Tragically, the most common means of For the purpose of effects targeting creatures by type (such as
corruption is one that preys upon the hubris of its victims— a ranger’s favored enemy and bane weapon), you count as both
teleportation magic. Using teleportation spells and effects your original type and as an aberration, and your alignment
in areas where the boundaries between dimensions is thin changes to chaotic neutral.
or where interdimensional travel is prohibited or unreliable Corruption Stage 3: The third time you fail a Fortitude
can sometimes cause a mishap that carries the ranger of being save to prevent the corruption from progressing, you fall
shunted back to reality as something not-quite-mortal. unconscious for 24 hours as a terrible fate of the GM’s choice
befalls you that leaves you as an NPC under her control. You
Progression may be spirited away to some far-flung world or dimension,
Voidspawn corruption infests its victim’s mind with unnatural or warped into a horrific creature (such as those contacted via
urges and desires, slowly transforming them into an alien the contact entityHA spell).
horror, an abomination that seeks only to consume, destroy,
and despoil. Whenever a situation arises that could be solved Removing the Corruption
by giving into your corruption and using one or more of Freeing yourself from voidspawn corruption might require
the gifts granted to you by your voidspawn corruption, you powerful and unprecedented disease-curing experiments,
are tempted to use them. Even if you avoid succumbing to journeying to a sacred location of a deity of purity or healing,
this temptation, the voidspawn corruption unrelentingly or finding some way to teleport in reverse (leaving the
attempts to twist your physical body and mind. Each week, infection behind in the process).
you must succeed at a Fortitude saving throw (DC 10 + your
manifestation level) or immediately fall unconscious as your Manifestations
corruption takes hold of your body and mind and begins the The following are manifestations of the voidspawn corruption.
drudgery of redesigning both to suit its tastes. If you used
any of your gifts or were the target of a teleportation effect Alien Tendrils
at any point during the previous week, add +5 to the save’s Lashing tentacles sprout from ghastly places across your body,
DC. If you used a gift and were targeted by a teleportation writhing wildly with a mind of their own.
effect during the same week, add +8 to the save’s DC Gift: You gain a tentacle primary natural attack that deals
instead of +5. When you awaken, the corruption progresses. 1d4 points of damage (or 1d3 if you are a Small character). At
Slapping or wounding you cannot awaken you from this manifestation level 3rd and every 3 levels thereafter, you gain an
slumber, nor can noise of any magnitude. A character can additional tentacle attack. In addition, you may make a number
attempt to awaken you from this slumber without causing of additional attacks of opportunity each round equal to the
the corruption to progress by casting remove disease on you number of tentacles you possess. You may only make these
and succeeding on a caster level check (DC 20 + your additional attacks of opportunity with your tentacle attacks.
manifestation level). If the caster fails her caster level check, Stain: Your tentacles seem to have a mind of their own,
the corruption immediately progresses instead of subsiding. and they are prone to lashing wildly about. As long as you
Corruption Stage 1: The first time you fail a Fortitude have one or more attacks of opportunity remaining from this
save to prevent the corruption from progressing, you fall manifestation, you must use those attacks of opportunity
unconscious for 1 hour and begin to have nightmares of a before any other attacks of opportunity you have. As long as

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you have these attacks of opportunity remaining, you must
make attacks of opportunity against any creature that threatens Voidspawn in Your Campaign
an attack of opportunity from you, including your allies. Voidspawn corruption is an infection from without, from
creatures antithetical to sane life. While it includes its own
Beckon Alien background, it can be used to represent any number of
Your presence is a beacon to alien monstrosities. interdimensional mutations or Cthulhu Mythos influences. An
Prerequisite: Manifestation level 5th. afflicted character grows more and more distant from humanity
Gift: Once per day, you can summon a single otherworldly until, in the end, she turns (willingly or otherwise) to the
horror as a standard action. This functions as the summon service of new and entirely unwholesome masters.
universal monster rule (see the universal monster rules in Voidspawn corruption is at its most effective when the
the appendix of Pathfinder Roleplaying Game: Bestiary), with a aliens themselves can be used in some fashion (whether as a
spell level equal to your manifestation level and a chance to core conceit or as a subplot), as it has the potential to derail a
summon a voidspawn drone (see page 23) equal to 10% per campaign if not addressed. It can represent the direct effects
manifestation level you possess. At manifestation level 7th, you of an interdimensional incursion or an unhappy teleportation
may instead summon 1d3 voidpawn drones. At manifestation accident. In addition, having a player who is interested in
level 9th, all voidspawn drones that you summon have roleplaying the mental effects is a boon, as the corruption
the advanced simple template (Pathfinder Roleplaying Game: itself does little mechanically to enforce those changes.
Bestiary).You can use this ability twice per day at manifestation
level 7th, and three times per day at manifestation level 9th.
Stain: Whenever your summon ability fails, there is a move in any direction without regard for gravity. You ignore
10% chance per manifestation level you possess that one or the movement-impeding effects of difficult terrain. At
more cosmic horrors hijack your spell and uses you to enter manifestation level 3rd, you become immune to the effects
your world. This functions as greater planar binding, except the of caltrops, spike stones, and similar effects, and you cannot be
creature cannot be trapped, does not perform any services for tripped. At manifestation level 9th, you gain a fly speed equal
you, and can remain in your world for as long as it wishes and to your base speed with poor maneuverability.
return from whence it came whenever it pleases. The creature Stain: Your newfound freedom from the laws of physics
called can be any listed by a contact entityHA spell of your summon makes movement difficult.You take a –2 penalty to your AC and
ability’s spell level or lower, though voidspawn drones are the on all Reflex saves, and your base speed is reduced by 10 feet.
most common creatures to hijack such summons.
Interspatial Tendrils
Consuming Grasp Your tentacles reach between worlds to strike the unwary.
Your touch drains substance from reality. Prerequisite: Alien tendrils, manifestation level 4th.
Prerequisite: Manifestation level 3rd. Gift: Whenever you attack with one of your tentacles
Gift: You can make a touch attack that disrupts the cosmic as part of an attack action (including with Vital Strike and
makeup of your target. Your successful melee touch attack similar feats), your reach increases to 60 feet for that attack.
deals 1d6 points of damage + 1 point per manifestation level Your tentacle attack ignores cover, but not concealment.
you possess to the target creature or object, ignoring any Additionally, you can attempt a Bluff check to feint the target
damage reduction or hardness the target possesses. Whenever of this attack as a free action; you gain a +4 bonus on this check
you deal damage to a creature or object using this ability, you if your target is unaware that you possess this manifestation.
are nourished as if you had eaten a meal of good quality. If you You cannot use this ability while affected by any effect that
have the alien tendrils manifestation, you can spend a swift prevents teleportation (such as dimensional lock).
action to add this damage to all tentacle attacks you make until Stain: Anytime you use or are the target of a teleportation
the end of the turn. effect, you must succeed on a Fortitude save (DC 15 + your
Stain:Your mind is filled with urges to feed upon whatever manifestation level) or become fatigued, or exhausted if you
you touch. Whenever you touch or are touched by another a are already fatigued.
creature or an object, you must succeed on a Will save (DC
15 + your manifestation level) or be compelled to attack that Non-Euclidean Defense
target with this manifestation’s gift. A successful Will save Space itself twists to save you from harm.
negates these urges for that specific object for 24 hours. Gift: As a move action, you can temporarily distort space
around you. Until the start of your next turn, all attacks
Gravitational Anomaly that target you have a miss chance equal to 5% + 5% per
You are no longer constrained by the earth’s embrace. manifestation level you possess (maximum 50%).
Prerequisite: Manifestation level 3rd. At manifestation level 6th, whenever a foe attacks you and
Gift: Your mere presence warps space, allowing you to misses because of this miss chance, there is a chance that the

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missed attack is reflected back upon the attacker by subtle and causes you to take takes half again as much damage
distortions in space-time from your presence. This chance (+50%) from precision damage. This increase only applies to
is equal to 5% + 5% per manifestation level you possess the extra precision damage, not to the weapon’s damage dice
(maximum 50%). If a creature’s attack is reflected, that or any other types of damage associated with the attack.
creature rerolls its attack roll against its own AC or makes Special: Upon receiving this manifestation, you must take
a saving throw with its own save bonuses, as appropriate. both the gift and the stain, even when using variant corruption
The creature calculates cover against this attack from your rules.
location, as if you were the attacker.
Stain: You find it increasingly difficult to interact with Spiral of Consumption
physical reality. You take a –2 penalty to your Dexterity. At You can drain substance from all around you.
manifestation level 6th, this penalty increases to –4. Prerequisite: Manifestation level 3rd, consuming grasp.
Gift: As a full-round action, you draw forth and consume
Numerous Eyes the raw substance of reality from all creatures and objects
Eyes sprout across your body in the most unsightly of places. within a 5-foot-radius burst that is centered on you. Creatures
Prerequisite: Manifestation level 2nd. and unattended objects within this area take damage as if you
Gift: You gain all-around vision (see the list of universal had successfully touched them with your consuming grasp
monster rules in the appendix of Pathfinder Roleplaying Game: manifestation’s gift. A successful Fortitude save reduces this
Bestiary) and cannot be flanked. damage by half. If an affected creature rolls a natural 1 on
Stain: You cannot close or avert your eyes for any reason its save, all items it wears and carries are likewise damaged.
(such as to avoid a gaze attack). In addition, your countless Creatures with the voidspawn subtype or voidspawn
eyes are sensitive to harm, granting you vulnerability to corruption are immune to this effect.
precision damage (such as a rogue’s sneak attack or a Stain: Your hunger grows beyond control. You must
swashbuckler’s precise strike deed). This causes you use the gift of spiral of consumption at least once every
to lose any immunity to critical hits you possessed hour (even while asleep or resting). If you fail to do
so, this ability involuntarily activates, targeting all
creatures and objects within reach. If you are asleep
or unconscious with this occurs, involuntarily using
your gift does not wake you.

Splintered Limbs
Your limbs split and multiply.
Prerequisite: Manifestation level 4th.
Gift: Your arms become bisected, splitting
in two at the elbow. These limbs allow you to reduce
the penalty for fighting with two weapons by 2 for each
weapon you wield (minimum 0), and any natural weapons
you possess with your arms or hands (such as claw or slam
attacks) have their damage die increased by two steps,
as per the Improved Natural Attack feat. You also
gain a +4 bonus on Climb checks and on grapple
attempts, and you can perform any skill check
that requires manual Dexterity (such as Craft or
Disable Device) in three-quarters of the normal
amount of time (75%).
Although each of your bisected limbs has
its own hand, this gift does not increase the
number of hands you possess for the purpose of
wielding weapons, though you hands do not count
as being occupied unless both hands attached to that limb are
occupied—for instance, you can wield a dagger and cast a
spell with a single bisected limb.
Stain: Your fracturing mind has difficulty processing
rational thoughts. You take a -4 penalty on all Intelligence-
based skill and ability checks.

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Sample Voidspawn Creature Focus (dagger)
Its very presence emitting an otherworldly aura of unnaturalness, a Manifestations Alien tendrils, beckon alien, consuming
mass of tentacles writhes from the throat of this dark-skinned elf, its grasp, gravitational anomaly, interspatial tendrils, non-
arms bisected into four chittering appendages. Euclidean defense, numerous eyes, spiral of consumption,
splintered limbs
Jewel, Voidspawn Drow CR 7 / ML 9 Skills Acrobatics +10, Bluff +9, Climb +6, Diplomacy
3,200 XP +9, Escape Artist +11, Intimidate +7, Knowledge (local)
Female drow rogue (investigator) 5 / noble aspirant 3 / +7, Perception +13 (+15 to avoid being surprised by a
voidspawn 9 foe), Sense Motive +5, Stealth +13, Swim +6; Racial
N humanoid (drow) Modifiers +2 Perception
Init +2; Senses darkvision 120 ft., Perception +13 (+15 to Languages Common, Elven, Sign Language, Undercommon
avoid being surprised by a foe) SQ aligned class (rogue), danger sense +2, finesse training
DEFENSE (daggers), follow up, noble talents (improved weapon
AC 14, touch 10, flat-footed 12 (+2 Dex, +4 armor, –2 familiarity), rogue talents (bleeding attack, fast stealth,
gravitational anomaly); +2 vs traps, +2 vs. enchantment follow clues), rogue’s edge (Stealth), weapon familiarity
hp 44 (8d8+8) Gear +1 dagger (2), +1 studded leather armor
Fort +3, Ref +7, Will +2; +2 on Reflex saves vs traps Special Abilities
Defensive Abilities evasion, improved uncanny dodge, non- Follow Up (Ex) Jewel can roll twice on Diplomacy checks
Euclidean defense, non-Euclidean reflection, uncanny dodge; made to gather information, and receives information for
SR 14 both results. This takes the same amount of time as making
Immune sleep one check, and Jewel is aware if information provided by
Weakness light blindness, vulnerability to precision damage the lesser of the two results is false.
Offense Noble Reservoir (Su) Jewel can spend a point from her
Speed 20 ft., fly 20 ft. (poor) noble reservoir in order to cast a drow spell-like ability
Melee +1 dagger +8 (1d4+3/19-20) or +1 dagger +6 without counting the casting against her daily uses of that
(1d4+3/19-20), +1 dagger +6 (1d4+2/19-20), 4 tentacles spell-like ability.
+3 (1d4+1) or 4 tentacles +7 (1d4+3) Vulnerability to Precision Damage (Ex) Jewel is vulnerable
Special Attacks bleeding attack, consuming grasp, to precise strikes. She takes half again as much damage (+50%)
debilitating injury, noble reservoir (4 points), poison use, from precision damage. This increase only applies to the extra
sneak attack +4d6 precision damage, not to the weapon’s damage dice or any
Spell-Like Abilities (CL 8th; concentration +10) other types of damage associated with the attack.
3/day—beckon alien (level 9, 1d3 advanced voidspawn
drones 90%) Twisted by terrible forces beyond comprehension, characters
2/day—dancing lights, deeper darkness, faerie fire, feather fall, that have become corrupted into voidspawn no longer resemble
levitate the creatures they once were. Often the victim of some terrible
At will—detect magic accident, experiment, or taint that destabilizes the very fabric
Tactics of their existential being, normal bodies quickly sprout lashing
During Combat Jewel plunges her foes in darkness using tentacles and innumerable eyes as their flesh becomes spongy
her deeper darkness spell-like ability, summoning advanced and insubstantial. Worse, the very nature of this corruption scars
voidspawn to harry her foes while sneak attacking blinded its victim both in body and mind, leaving a voidspawn creature
enemies with her daggers and tentacles. insane and lacking any trace of logic or reason.
Morale Because her sanity has completely evaporated, Jewel While voidspawn creatures are sometimes the result of
fights to the death. unfortunate contact with horrific entities dwelling beyond the
Base Statistics When uncorrupted, Jewel’s statistics are stars, they are more commonly associated with interdimensional
Init +4; Saves Ref +9; Speed 30 ft.; Melee +1 dagger travel, namely teleportation spells and effects. Though few
+10 (1d4+5/19-20) or +1 dagger +8 (1d4+5/19-20), conjurers are daring enough (though some might say mad enough)
+1 dagger +8 (1d4+3/19-20) Dex 18; CMD 20; Skills to study the connection between voidspawn corruption and
Acrobatics +12, Bluff +13, Diplomacy +13, Escape Artist interdimensional travel, those who do often come to a terrifying
+13, Intimidate +11, Knowledge (local) +11, Stealth +15. conclusion—entities of unimaginable power and unthinkable
Statistics motives exist just beyond the boundaries of the cosmos, locked
Str 13, Dex 14, Con 12, Int 14, Wis 10, Cha 14 (or perhaps sequestered) away in parallel dimensions. Utterly
Base Atk +5; CMB +6; CMD 18 alien in both appearance and motive, these beings seek to corrupt
Feats Drow Nobility, Improved Drow Nobility, Power mortal life in order to use the corrupted not as soldiers, but as
Attack, Two-Weapon Fighting, Weapon Finesse, Weapon gateways between reality and whatever terrors lay beyond it.

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Feats
Feats are tricks, techniques, or quirks of birth that grant characters new abilities or powers. The feats described below are
associated with corruptions—either embracing them or fighting against their influences.The following types of feats are described
in this section. Feats marked with an asterisk (*) are introduced elsewhere in this section.
Combat: Brawlers, fighters, swashbucklers, and warpriests can select combat feats as bonus feats in addition to any other feats
they gain from normal character progression.
Corrupt: Upon embracing corruption, many find that power comes easily to them, a tantalizing gift for succumbing to the
corruption’s taint. If you have a manifestation level of 1st or higher, you can use the retraining rules (see Chapter 3 in Pathfinder
Roleplaying Game: Ultimate Campaign) to retrain into a corrupt feat without needing to have a trainer and without increasing the
amount of time needed to do so. For each corrupt feat you possess, add +1 to the save DC that you must succeed at in order to
prevent your corruption stage from progressing.
Salvation: Rather than embrace corruption, some struggle against it, hoping beyond hope that they can retain their humanity
long enough to save themselves from corruption. If you have a manifestation level of 1st or higher, you can use the retraining rules
(see Chapter 3 in Pathfinder Roleplaying Game: Ultimate Campaign) to retrain into a corrupt feat without needing to have a trainer and
without increasing the amount of time needed to do so. For each salvation feat you possess, reduce the save DC that you must
succeed at in order to prevent your corruption stage from progressing by 1.
Style: Representing different martial art schools, style feats are typically based on the abilities or mannerisms of specific creatures.
As a swift action, you can enter the stance employed by the fighting style a style feat embodies. Although you cannot use a style feat
before combat begins, the style you are in persists until you spend a swift action to switch to a different combat style.You can use a
feat that has a style feat as a prerequisite only while in the stance of the associated style. Switching your active style is a swift action.
Style feats with Weapon Focus as a prerequisite are weapon style feats, and can only be used in conjunction with the weapon chosen
for Weapon Focus unless noted otherwise by the feat.

Abandoned Heritage (Corrupt) If you become affected by a corruption that has a percentile
Your corruption has fundamentally changed your being, chance to progress (such as the promethean corruption from
transforming you into something far worse then you once were. Chapter 1 in Pathfinder Roleplaying Game: Horror Adventures)
Prerequisite: Corruption stage 0, manifestation level 1st. or a confusion, curse, disease, insanity, or poison effect that
Benefit: You lose all subtypes that creatures of your race requires rolling a percentile die to determine its effects, you
would normally possess that are not tied to your corruption. may roll such dice twice and choose which result to use.
You cannot be affected by spells or effects that affect creatures
of those subtypes. For example, a human with this feat cannot Corrupted Savage (Combat)
be affected by the human bane special weapon ability, but Your brutish attacks traumatize your foes, shaking the very
she also does not qualify for any feats or effects available to core of their being.
humans (including racial favored class options). Prerequisites: Corrupted Style*, base attack bonus +5
or manifestation level 2nd.
Abundant Manifestations (Corrupt) Benefit: Whenever you deal 10 or more points of damage
You can draw out additional uses of your corrupted powers. to an opponent with a single melee attack while using the
Prerequisite: Manifestation level 1st. Corrupted Style feat, that opponent takes 1 point of Wisdom
Benefit: Choose one of your manifestations that has a damage unless it succeeds on a Will save (DC 10 + your
number of uses per day. You gain 1 additional use per day of manifestation level + your Constitution modifier). A successful
that manifestation. critical hit that deals 10 or more points of damage deals 1d4
Special: You can gain this feat multiple times. Its effects points of Wisdom damage (instead of double Wisdom damage).
do not stack. Each time you take this feat, it applies to a new
manifestation. Corrupted Style (Combat, Style)
You draw upon the fighting styles of horribly corrupted
Corruption Resilience (Salvation) monsters to savage your foes.
You have an innate resilience against corruptive effects, and Prerequisites: Weapon Focus with the chosen weapon,
are more likely to shake off such effects. base attack bonus +1 or manifestation level 1st, Wis 13.
Benefit: You gain a +2 bonus on saving throws against Benefit: Choose one melee weapon. While using this style
confusion, curse, disease, insanity, and poison effects, and on and wielding the chosen weapon, you gain a +1 bonus on
saving throws to avoid gaining or progressing a corruption. attack and damage rolls made with the selected weapon.

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If the selected weapon is a natural attack, you also add 1-1/2 time table (such as ‘before the next blue moon’ or ‘before
times your Strength modifier on damage rolls with the selected sundown on the final day of the month’) should be enforced.
natural attack when using that natural weapon as a primary
natural attack, or your full Strength modifier on damage rolls Manifestation Focus (Corrupt)
with the selected natural attack when using that natural weapon You are capable of drawing great power from your corruption.
as a secondary natural attack. If you also have the Power Attack Prerequisite: Manifestation level 1st.
feat, you count the chosen natural attack as a two-handed weapon Benefit: Choose one of your manifestations that grants
for the purpose of determining that feat’s bonus damage. you a numerical bonus on ability checks, attack rolls, saving
Special: In addition to the chosen weapon, a character throws, or skill checks or to your Armor Class. Increase the
with this feat that has a manifestation level of 1st or higher can bonus that the manifestation provides you with by +1. When
use Corrupted Style with any natural weapons that she gains your manifestation level reaches 5th, this bonus increases to +2.
from her corruption’s manifestations. Special: You can take this feat multiple times. Its effects
don’t stack. Each time you do, you must select a different
Corrupted Titan (Combat) manifestation to apply its benefits to.
You deeply damage your foes’ psyche with your attacks.
Prerequisites: Corrupted Savage*, Corrupted Style*, Manifestation Weapons (Corrupt)
base attack bonus +9 or manifestation level 4th. Your natural attacks are particularly wicked and lethal.
Benefit:While using the Corrupted Style feat, add +1 to the Prerequisites: Manifestation level 1st, must have one or
amount of Wisdom damage that you deal with the Corrupted more natural weapons.
Savage feat. A successful critical hit increases this bonus to an Benefit: Choose one natural weapon you possess.You gain
amount equal to your weapon’s critical damage multiplier (+2 a +1 profane bonus on attack rolls and damage rolls with the
for longswords, +3 for greataxes, +4 for scythes, and so on). selected natural weapon. If the chosen natural weapon was
If you have a manifestation level of 4th or higher, if an granted to you by a corruption, your attacks with that natural
uncorrupted opponent has any Wisdom damage remaining weapon count as evil weapons for the purpose of overcoming
from the Corrupted Savage feat 2d6 hours after combat with damage reduction.
you has ended, the opponent has a chance to become exposed If you gain the chosen natural attack from both a manifestation
to your corruption equal to 10% per point of Wisdom and either a racial trait or class feature, use the better damage
damage that you dealt to the opponent with Corrupted dice between the two and increase the attack’s damage dice by
Savage during the combat. An exposed opponent advances to one step, as described by the Improved Natural Attack feat (see
stage 0 of your corruption and gains a manifestation unless it the appendix in Pathfinder Roleplaying Game: Bestiary).
succeeds on a Will save (DC 10 + your manifestation level
+ your Constitution modifier). The Will save DC to prevent Sanity Sacrifice (Salvation)
this effect increases by +1 for each point of Wisdom damage You keep your corruption at bay using extreme amounts of
beyond 10 that the opponent took from your Corrupted mental effort, though doing so wears your sanity thin.
Savage feat during the combat. Prerequisite: Corruption stage 0, manifestation level 1st.
Benefit: Whenever the DC to prevent your corruption
Embrace Corruption (Corrupt) from progressing increases (such as when a character with the
You willingly succumb to the darkness inside of yourself. ghoul corruption does not feed on the flesh of an intelligent
Prerequisite: Corruption stage 0, manifestation level 1st. creature), you can deal 1 point of Wisdom damage to yourself
Benefit: Once per day, you may choose one manifestation to prevent the DC from increasing. Wisdom damage dealt
you possess and increase any numeric bonuses it provides you by this feat cannot be healed by anything less than divine
by +1. This effect lasts 1 minute. At manifestation level 3rd intervention until your corruption is removed or your
and every 3 manifestation levels thereafter, you may use this corruption stage progresses.
ability one additional time each day.
In addition, you do not die or lose control of your character Self Sacrifice (Salvation)
upon progressing to corruption stage 3. This feat does not You can sacrifice pieces of your body to save your soul.
prevent a character from losing control of her character at Prerequisites: Corruption stage 0, manifestation level 1st.
corruption stage 3 if progressing to this stage would increase Benefit: Whenever you fail a saving throw to prevent your
the character’s CR by 2 or more (as is the case with the kaiju corruption stage from progressing, you can deal 1 point of
corruption). At the GM’s discretion, this feat may prevent Constitution damage to yourself to reroll the saving throw
such a character from immediately losing control if having the with a bonus equal to half your Hit Dice (minimum 1).
character at corruption stage 3 serves a greater purpose in the Constitution damage dealt by this feat cannot be healed by
campaign, but the threat of becoming an NPC under the GM’s anything less than divine intervention until your corruption is
control should loom over the character’s head, and a strict removed or your corruption stage progresses.

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Bestiary
This section introduces new simple corruption templates and a new monster that are tied to the new corruptions presented within
the Corruption Codex. Rules regarding the use of simple corruption templates appear in Chapter 8 of Pathfinder Roleplaying Game:
Horror Adventures.

Devolved Creature (CR +1) fatigued (contact) for 1d4 rounds; cure 1 save), creatures that
Devolved creatures were once sentient creatures that have bite, swallow or ingests part of you is poisoned, can create a
since relapsed to a primal, feral state. 15-foot-radius spread as a standard action that lasts 1 minute
Quick Rules: Counts as animal; low-light vision, scent; and exposes creature within the area to the poison blood poison
+2 AC; +1 on rolls modified by Str, +2 on rolls modified by as if it were an inhaled poison; Ability Scores –2 Dex.
Con; +2 hp/HD; the creature gains Improved Natural Attack
with one natural weapon, or a bite attack and either two claws Kaiju Creature (CR +6)
attack or a slam attack if it doesn’t have any natural weapons; Kaiju creatures have grown to impossible sizes, and are capable
the creature gains uncanny dodge; the creature gains a +10 ft. of crushing entire civilizations beneath their feet.
bonus to one movement type or a new movement type climb, Quick Rules: –2 to AC, +4 to CMD; +3 to attack rolls and
burrow, fly [clumsy], or swim) with a speed of 30 ft.. damage rolls; –2 on all rolls based on Dex; creature becomes a
Rebuild Rules: Type animal (augmented); AC natural armor Macrosized Creature (Microsized Adventures 32), increasing its
bonus increases by +2; Defensive Abilities uncanny dodge; DR size to Colossal1 and gaining a special size modifier relative to
5/–; Speed the creature adds +10 feet to one movement type or this increase; gains a slam attack that deals damage appropriate
gains a new movement type (climb, burrow, fly [clumsy], or swim) to its size and rock throwing (double slam damage + 1-1/2
with a speed of 30 ft.; Melee gains a bite attack and either one slam Str, 300 feet); gains rock catching
or two claws that deal damage appropriate for the creature’s size, Rebuild Rules: Size becomes a Macrosized Creature
may instead gain Improved Natural Attack as a bonus feat with (Microsized Adventures 32), increase size to Colossal1 and gain
one existing natural weapon; Senses low-light vision, scent; Ability a special size modifier relative to this increase; Defensive
Scores +2 Str, +4 Con, Int and Cha reduced to 2. Abilities rock catching; Melee one slam attack that deals
damage as appropriate for the creature’s size; Special Attacks
Fungal Creature (CR +1) ferocity, grab, rock throwing (double slam attack weapon
Fungal creatures have become infested with a strange type of damage +1-1/2 Str, 300 ft.); Ability Scores Str +6, Dex –4.
parasitic fungi that takes over their body. This is a simplified
version of the fungal creature template from Pathfinder Voidspawn Creature (CR +1)
Roleplaying Game: Bestiary 4. Voidspawn creatures been twisted by cosmic horrors into sadistic
Quick Rules: Counts as plant; –1 to AC and CMD; –1 beings that act on behalf of unimaginably horrific masters.
on rolls based on Dex; counts as plant; darkvision 60 ft.; Quick Rules: –2 to AC, –1 to CMD; +1 to attack rolls
reduce all movement speeds by 10 feet; the creature gains and damage rolls; +1 on rolls based on Str and Cha; –2 on rolls
a slam attack that deals damage appropriate for its size, and based on Dex; attacks made against the creature gain a 50% miss
attack poisons target with poisoned flesh (poisoned blood/flesh– chance (as displacement); the creature takes half again as much
ingested, injury–save Fort DC 10 + 1/2 HD + Con modifier, precision damage (+50%); the creature gains four tentacle
frequency 1/minute for 6 minutes, effect 1 Str, 1 Dex, and attacks that deal damage appropriate for its size; the creature
nauseated (ingested) or fatigued (contact); creature poisons gains a melee touch attack that deals 1d6 points of damage +
attacks that bite, swallow, or ingest part of it with poisoned 1 point per 2 Hit Dice that has a 60-foot reach and ignores
blood (see above); creature can create a 15-foot-radius spread cover when used as part of an attack action; the creature gains
as a standard action that lasts 1 minute and exposes creature Multiattack as a bonus feat; the creature gains all-around vision.
within the area to the poison blood poison as if it were an Rebuild Rules: Defensive Abilities attacks made
inhaled poison against the base creature have a 50% miss chance (as
Rebuild Rules: Type plant; AC natural armor bonus displacement); Weakness vulnerability to precision damage;
increases by +2; Senses darkvision out 60 ft.; Speed reduce all Melee four tentacle attacks that deal damage as appropriate
movement types by 10 feet; Melee one slam attack that deals for the creature’s size; Special Attacks melee touch attack
damage as appropriate for the creature’s size; Special Attacks that deals 1d6 damage + 1 per 2 HD, can attack with one
poison tied to slam (poisoned blood/flesh–ingested, injury–save tentacle as an attack action with 60-foot reach ignoring cover;
Fort DC 10 + 1/2 HD + Con modifier, frequency 1/minute Feats Multiattack; Special Qualities all-around vision;
for 6 minutes, effect 1 Str, 1 Dex, and nauseated (ingested) or Ability Scores +2 Str, +2 Cha, –4 Dex.

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Richard Perez (Order #12001803)
Voidspawn Drone and eyes, arranged in a rough parody of humanoid or animal
This inhuman monster slithers forward on writhing tentacles.The air forms.They travel with a shambling gait or slither upon masses
around it seems to ripple and warp as it moves. of tentacles, fumbling with outthrust limbs as if blind. Drones
often ignore other creatures unless attacked, although they
Voidspawn Drone CR 5 won’t hesitate to consume a creature that lingers too long. If
XP 1,600 commanded by another entity, however (such as a corrupted
CE Medium aberration (voidspawn) mortal or a greater voidspawn), drones mercilessly consume
Init +2; Senses darkvision 60 ft.; Perception +11 every creature they encounter.
Defense Voidspawn do not require sleep, and feed via their
AC 16, touch 13, flat-footed 13 (+2 Dex, +3 natural, +1 consuming touch or similar abilities; it is unknown if they can
dodge) starve, or if their hunger is as alien as their forms. Left to their
hp 52 (7d8+21) own devices, they drain the structure from their environment,
Fort +5, Ref +4, Will +6 leaving only hollowed superstructures of empty latticework,
Defensive Abilities all-around vision, non-Euclidean noxious gray dust that seems unaffected by wind, or odd
defense (45%, plus 45% to reflect an attack); Immune geometrical patterns on worn-away surfaces.
critical hits, mind-affecting effects Being from a realm where shape and form do not exist,
Weaknesses vulnerability to precision damage voidspawn take on alien and aberrant shapes upon entering
Offense the physical world; no two look exactly alike. The drones are
Speed 20 ft., climb 20 ft. unaccustomed to the laws of physics, rendering them clumsier
Melee 2 tentacles +7 (1d4+2), 2 claws +7 (1d6+2) or than in their fluid home realm. The drones have no affinity
consuming grasp +7 touch (1d6+9) for any particular environment, consuming forest and hill
Special Attacks consuming grasp as readily as town or tower and spreading out in a spiral of
Statistics destruction from their point of entry.
Str 14, Dex 15, Con 16, Int 5, Wis 13, Cha 15 There is no society to speak of among the voidspawn; they
Base Atk +5; CMB +7; CMD 20 (can’t be tripped) do not build, imagine, or create.Voidspawn do not attack each
Feats Combat Reflexes, Diehard, Dodge, Endurance other unless compelled, but beyond that, they do not seek
Manifestations Consuming grasp, non-Euclidean defense, alliance with each other or with natural beings. All voidspawn
and numerous eyes are subject to the alien will of the titanic demiurges, the
Skills Acrobatics –8, Perception +11 greatest of their kind; however, these inconceivable entities
Languages None (can’t speak) seem to offer their drones little guidance beyond all-
Special Qualities corruption-born consuming hunger. While they have no language, drones
Special Abilities can inherently perceive the will of other nearby voidspawn
Child of the Void A voidspawn drone gains the gifts and (including corrupted mortals).
stains of the following voidspawn corruption manifestations:
consuming grasp, non-Euclidean defense, and numerous Greater Voidspawn
eyes. It calculates the effects of its manifestations as if it had The drones are among the least potent of these interdimensional
a manifestation level of 8th. alien beings. Greater voidspawn can grow to terrible sizes,
Vulnerability to Precision Damage (Ex) A voidspawn’s and their demiurge masters rival the largest kaiju in size. In
spongy body is vulnerable to precise strikes, especially those addition, larger voidspawn are likely to spread the corruption
made against its eyes. A voidspawn is subject to precision directly, either with special attacks or (in the case of the
damage (such as a rogue’s sneak attack or a swashbuckler’s demiurges) by their mere presence. Most greater voidspawn
precise strike deed) despite being immune to critical hits. are accompanied by several drones, either dragged into reality
In addition, a voidspawn takes half again as much damage alongside their larger counterparts or spontaneously birthed
(+50%) from precision damage. This increase only applies by the greater being.
to the extra precision damage, not to the weapon’s damage To generate statistics for greater voidspawn, use the
dice or any other types of damage associated with the attack. above statistics and the voidspawn corruption on page 23 as
a guide. Many have sanity-rending psychic attacks (such as
Voidspawn drones are interdimensional beings from an the psychic magic universal monster ability from Pathfinder
unknowable alien realm.They seek to consume reality, hungrily Roleplaying Game: Bestiary 5), multiple limbs, strange auras,
draining away its form until it ultimately itself collapses, making or space-warping magic at their disposal; even a single
the world suitable for the habitation of their masters. greater voidspawn should be considered a potent threat. The
Voidspawn drones are utterly unnatural. Their bodies are appearance of a demiurge in the Material Plane is a world-
spongy and gelatinous, with no real skeletal structure to ending threat, the sort of thing that only the mightiest heroes
speak of. Most are bizarre arrangements of tentacles, limbs, can hope to stand against.

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Magic Items
The magic items in this section are divided into the categories outlined in Pathfinder Roleplaying Game: Ultimate Equipment, so they
can be used with the treasure generator detailed in that book. These magic items are effective in games that heavily feature
corruptions, and can be used either to augment, slay, or save creatures that have become heavily corrupted.

Magic Weapon Special Ability Descriptions creatures. Once per day, the wielder can use a despoiling feaster
A magic weapon with a special ability must also have at least a to kill uncorrupted creatures. This spell-like ability functions
+1 enhancement bonus. as death knell (Will DC 21 negates), except you make a Will
save with a DC equal to 15 + your corruption level instead of
Corruption Bane gaining the usual bonuses granted by death knell. If your save
Price +1 bonus; Aura moderate conjuration; CL 8th is successful, your corruption stage reduces by 1. Using this
Description spell-like ability is an evil act.
A corruption bane weapon excels against creatures who have A despoiling feaster bestows 1 negative level on any
a corruption stage of 0 or higher. Against such creatures, the uncorrupted creature attempting to wield it. The negative
weapon’s enhancement bonus is +2 better than its normal bonus. level remains as long as the weapon is in hand and disappears
It also deals an extra 2d6 points of damage against such foes. when the weapon is no longer wielded. This negative level
Construction Requirements cannot be overcome in any way (including restoration spells)
Cost +1 bonus; Craft Magic Arms and Armor, alleviate corruptionHA while the weapon is wielded.
Construction Requirements
Darkdrinker Cost 18,710 gp; Craft Magic Arms and Armor, alleviate
Price +2,000 gp; Aura moderate conjuration; CL 8th corruptionHA, death knell, unholy blight
Description
A darkdrinker weapon drinks deep from the darkness of Wondrous Items
corrupted victims, revitalizing itself and its wielder.Whenever “Wondrous item” is a catchall category for anything that
the wielder uses a darkdrinker weapon to deal damage to a doesn’t fall into other groups. Wondrous items are a diverse
creature with a manifestation level of 1st or higher, the weapon group. Some must be worn in a specific magic item slot in
immediately deals 2 hit points of damage, or 1 hit point if it order to work, while others must merely be possessed.
has the broken condition. If the weapon has taken no damage, Anyone can use a wondrous item unless the item’s description
it instead grants its wielder 1 temporary hit point. These specifies otherwise.
temporary hit points last 1 minute and stack with themselves There are two main categories of wondrous items: slotted
(but not other temporary hit points), up to a maximum of 5 + and slotless. Slotted items take up a magic item slot, and must
the weapon’s enhancement bonus. be worn by those who want to benefit from them.
Construction Requirements
Cost +1,000 gp; Craft Magic Arms and Armor, borrow corruptionHA Harness of Corruption Amplification
Aura strong transmutation; CL 10th; Slot body; Weight 5 lbs;
Specific Magic Weapons Cost 6,000 gp (+1), 14,000 gp (+2), 23,000 gp (+3)
This magic item category includes various weapons of various Description
types with unusual powers not available as special abilities. This black leather harness is designed to clasp around the
Magic weapons may have abilities activated by a command word wearer’s body, appearing as though preventing it from falling
or function automatically when the weapon is used to attack. apart. While worn by a creature with a manifestation level
of 1st or higher, the hardness manifests symbols and runes
Despoiling Feaster that correspond to the creature’s corruption—lupine effigies
Price 34,720 gp; Aura strong necromancy; CL 13; Weight for lycanthropy, skulls and bones for lich, bloodstains for
2 lbs. vampirism, and so on. If the wearer of a harness of corruption
Description amplification has a manifestation level, he gains an enhancement
This +1 darkdrinker rapier is constantly slicked with gore no bonus to his manifestation level of +1 to +3 for the purpose
matter how frequently or vigorously it is cleaned, causing it to of determining the effects of his manifestations’ gifts (but not
reek of death when drawn. While wielded by a creature with a their stains).
manifestation level of 1st or higher, a despoiling feaster bypasses Construction Requirements
damage reduction as if it were an evil weapon, and deals an Cost 3,000 gp (+1), 7,000 gp (+2), 11,500 gp (+3); Craft
extra 2d6 points of damage against all nonevil, uncorrupted Wondrous Item, borrow corruptionHA

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Richard Perez (Order #12001803)
Diamond of Corruption Expulsion purification that denote the mask’s taboo (see below). While
Aura strong conjuration; CL 15th; Slot –; Weight 2 lbs; worn, whenever the wearer of a sacred protection mask fails a
Price 20,000 gp saving throw to prevent her corruption stage from advancing,
Description she ignores all effects that would normally occur from a failed
This yellow diamond is cut flawlessly, reflecting any images save as long as the mask remains worn for the next 24 hours.
cast upon it hundreds of times within its intricate facets. When Each time she uses the mask to avoid the consequences of
brought within 60 feet of a creature with a manifestation level, it a failed save to prevent her corruption from advancing, the
begins to pulsate with yellow light based upon the manifestation sacred protection mask splinters and cracks as its quartz eyes lose
level of the corrupted creature—slow (1st or higher), quickly their luster. After ignoring three failed saves in this manner,
(4th or higher), or rapidly (7th or higher). the mask is destroyed and loses its magic.
A diamond of corruption expulsion can be used to combat Each sacred protection mask is created with a taboo, chosen
the rising influence of a corruption within a creature or exorcise from the list available to the legend of one medium spirit of
its long-term effects. The wielder can use a diamond of corruption the creator’s choice (see Chapter 1 in Pathfinder Roleplaying
expulsion to make a melee touch attack against a corrupted creature Game: Occult Adventures for more information about mediums
as a standard action. If the attack hits, the target can attempt aWill and spirit legends). If the wearer breaks this taboo, the mask
save with a DC equal to 15 + the target’s manifestation level to splinters and cracks as though it had protected the wearer from
expel the corruption. The target ignores any modifications to its one failed save to progress her corruption. A sacred protection
Wisdom score or Will save bonus that it gains from its corruption mask’s taboo can be discerned with a DC 30 Spellcraft check
stage or stains when making this Will save. If the target succeeds, or a DC 25 Linguistics check.
its soul splinters in twain as the corrupted aspects of the creature Construction Requirements
are expelled. This cures the target of the corruption, but causes Cost 9,000 gp; Craft Wondrous Item, ban corruptionHA, shield
it to gain a number of negative levels equal to its manifestation of faith
level. In addition, a duplicate of the target appears within 1 mile
as an NPC under the GM’s control. The duplicate appears the
same as the original, and it has the same number of levels and Hit
Dice (and the appropriate hit points, feats, skill ranks, and special
labilities for a creature of its level and Hit Dice). The duplicate
is also corrupted with the corruption stage 3 version of the
corruption that the target was cured of, and has a manifestation
level of 9th.
Both the target and the duplicate share the same soul, and
as a result they have an empathic link with one another that
functions like that of a familiar of an 18th-level wizard. As long
as the duplicate lives, the target cannot be cured of the negative
levels that it took from using the diamond of corruption expulsion
(including using restoration spells). A duplicate’s level and Hit
Dice are always equal to that of the target, and if reduced to 0
hit points or is otherwise destroyed, the duplicate reverts to
inert flesh and melts away into nothingness. If the target
dies while the duplicate is within 100 feet, the duplicate
gains control over the pair’s shared soul, at which point
the corruption can no longer be removed and the
original target is lost forever.
CONSTRUCTION REQUIREMENTS
Cost 10,000 gp; Craft Wondrous Item, alleviate
corruptionHA, resurrection

Sacred Protection Mask


Aura strong abjuration; CL 15th; Slot
head; Weight 1 lbs; Cost 18,000 gp
Description
Carved from wood that has been blessed by holy water, this
wooden mask has quartz lenses fitted over each of its eyes
and is painted with a number of sigils of protection and

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Character Option Index
The following character options are used by the sample characters presented in the new corruptions introduced above.

Bard Archetype are not affected.


Sister gains the following bard archetype. This ability replaces dirge of doom.
Leaf on the Wind (Su): At 14th level, a dervish dancer can use
Dervish of Dawn (Bard) his battle dance to evade attacks with unearthly grace and to
Dervish dancers enter a near-mystical trance that allows them shake off the effects of his wounds. Unlike other battle dances,
to push their bodies beyond normal limits. leaf on the wind requires a standard action each round to start
Weapon and Armor Proficiency: Dervish dancers gain or maintain the performance. Each round it is maintained,
weapon proficiency with the scimitar and kukri. including the first, the dervish dancer gains a +6 dodge bonus
This ability replaces the bard’s proficiency with the rapier to Armor Class and on Reflex saves. If wounded, he heals 1 hit
and whip. point of damage per bard level.
Battle Dance (Su):A dervish dancer is trained in the use of the This ability replaces frightening tune.
Perform skill, especially dance, to create magical effects on himself. Fleet (Su): While performing a battle dance, a dervish
This works like bardic performance, except the dervish dancer only dancer gains a +10 enhancement bonus to his land speed. This
affects himself, and does not need to be able to see or hear his own bonus increases by 5 feet for every four bard levels gained after
performance. Battle dancing is treated as bardic performance for 1st level, to a maximum of +30 feet at 19th level.
the purposes of feats, abilities, effects, and the like that affect bardic This ability replaces bardic knowledge and lore master.
performance, except that battle dancing does not benefit from the Versatile Dance (Ex): At 2nd level, a dervish dancer gains
Lingering Performance feat or any other ability that allows a bardic a bonus equal to half his level on Perform (dance) checks. He
performance to grant bonuses after it has ended. Battle dancing can use his bonus for his Perform (dance) skill in place of his
benefits apply only when the bard is wearing light or no armor. bonus for Acrobatics.
Like bardic performance, it cannot be maintained at the same time This ability replaces versatile performance.
as other performance abilities. Dance of Fury (Su): At 12th level, a dervish dancer can
Starting a battle dance is a move action, but it can be attack more than once as he moves while performing a battle
maintained each round as a free action. Changing a battle dance. He can combine a full-attack action with a single move,
dance from one effect to another requires the dervish dancer taking the attacks at any point during his movement, but must
to stop the previous performance and start the new one as a move at least 5 feet between each attack. This movement
move action. Like a bard, a dervish dancer’s performance provokes attacks of opportunity as normal.
ends immediately if he is killed, paralyzed, stunned, knocked This ability replaces soothing performance.
unconscious, or otherwise prevented from taking a free action Battle Fury (Su): At 20th level, the dervish dancer can
each round. A dervish dancer cannot perform more than one unleash a whirlwind of blows while performing a battle dance.
battle dance at a time. At 10th level, a dervish dancer can start a As a full-round action, he can take a single move action and
battle dance as a swift action instead of a move action. unleash a single attack at his highest bonus against each target
Dervish dancers gain the inspire courage, inspire greatness, within his reach during any point of his move, up to a maximum
and inspire heroics bardic performance types as battle dances, number of attacks equal to the dervish dancer’s character level.
but these only provide benefit to the dervish dancer himself. This movement provokes attacks of opportunity as normal.
Rain of Blows (Su): At 6th level, a dervish dancer can use his This ability replaces deadly performance.
battle dance to speed up his attacks. When making a full attack
action, he may make one extra attack with any weapon he is Druid Archetype
holding, as though under the effects of a haste spell. He also Sister gains the following druid archetype.
gains a +1 bonus on attack rolls and a +1 dodge bonus to AC
and on Reflex saves. At 9th level, and every three bard levels Leshy Warden (Druid)
thereafter, these bonuses increase by +1, to a maximum of +5 The natural world is full of bodiless nature spirits connected to
at 18th level. These bonuses do not stack with the haste spell. the forces of springs, glades, and individual plants. Some druids
This ability replaces suggestion and mass suggestion. hear their call keenly and are able to effortlessly incarnate them
Razor’s Kiss (Su): At 8th level, a dervish dancer can use his as the miniature creatures known as leshies. The leshy warden
battle dance to improve his weapons’ critical range. All attacks serves as these spirits’ voice, defender, and ally.
he makes with manufactured weapons are treated as though Leshy Familiar (Ex): At 1st level, a leshy warden forms
he had the Improved Critical feat. Natural weapons and spells an intimate bond with a nature spirit, incarnating the spirit as

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Richard Perez (Order #12001803)
a leaf leshy. She gains a leaf leshy as a familiar and treats her
druid level as her effective wizard level for the purpose of Character Option Index
this ability. If the leshy dies, the leshy warden can incarnate In addition to the options presented in full on this page,
the same spirit again by paying the normal cost to replace character options from following Pathfinder Roleplaying Game and
a familiar. So long as the leshy lives, the leshy warden gains Everyman Gaming products are used by the sample characters
access to the Plant domain as if through a druid’s nature bond in this section. Options not listed below come from Pathfinder
class feature, but she can’t choose the Decay subdomain. Roleplaying Game: Core Rulebook unless noted otherwise.
This ability replaces nature bond.
Green Empathy (Ex): At 1st level, a leshy warden can Jewel (Alien-Blighted Corruption)
improve the attitude of a plant creature as if using wild empathy. Investigator archetype (Pathfinder RPG: Advanced Player’s Guide),
The typical wild plant creature has a starting attitude of noble aspirant prestige class (Racial Prestige: Noble Aspirant), Drow
indifferent. A leshy warden can also use this ability to influence Nobility (Pathfinder Roleplaying Game: Advanced Race Guide), Improved
an animal, but she takes a –4 penalty on the check to do so. Drow Nobility (Pathfinder Roleplaying Game:Advanced Race Guide).
This ability replaces wild empathy.
Leshy Caller (Ex): A leshy warden is an expert at Drake (Devolved Corruption)
summoning and growing leshies. She counts as a plant creature Gunslinger base class (Pathfinder RPG: Ultimate Combat),
for the purpose of growing leshies. She adds leaf leshies, pistolero archetype (Pathfinder RPG: Ultimate Combat), monster
gourd leshies, fungus leshies, and seaweed leshies to her list of hunter archetype (Paranormal Adventures).
creatures for summon nature’s ally I, II, III, and IV, respectively.
Leshy Tender (Ex): At 4th level, a leshy warden chooses Sister (Fungal Corruption)
either to grant her leaf leshy a +2 increase to Strength and Blend (Pathfinder RPG: Advanced Race Guide), hydraulic push
Dexterity or to transform it into a gourd leshy. At 8th level, the (Pathfinder RPG: Advanced Player’s Guide), Swamp domain
leshy warden can either grant her current leshy a +2 increase (Pathfinder RPG: Ultimate Magic)
to Strength and Dexterity or transform it into a fungus leshy.
Finally, at 12th level, she can either grant her current leshy a Danshi (Kaiju Corruption)
final +2 increase to Strength and Dexterity or transform it into Acrobat archetype (Pathfinder RPG: Advanced Player’s Guide).
a seaweed leshy. If the leshy is transformed, it gains the normal
ability scores of its new form—the ability score increases
granted by this ability don’t carry over to its new form. of channel energy to enslave plant creatures within 30 feet.
Wild Shape (Su): A leshy warden gains this ability at 6th Plant creatures receive a Will save to negate the effect. The
level, except her effective druid level for the ability is equal to DC for this Will save is equal to 10 + 1/2 your cleric level +
her druid level – 2 for the purpose of determining the number your Charisma modifier. Plant creatures that fail their saves fall
of times per day she may use it. At 6th level, the leshy warden under your control, obeying your commands to the best of their
can assume the form of only Small or Medium plant creatures, ability, as if under the effects of command plants. Intelligent plant
as plant shape I. At 8th level, she can take the form of a Large creatures receive a new saving throw each day to resist your
plant creature, as plant shape II. At 10th level, she can take the command. You can control any number of plant creatures, so
form of a Huge plant creature, as plant shape III. long as their total Hit Dice do not exceed your cleric level. If
Spirit Whisperer (Su): At 13th level, a leshy warden’s you use channel energy in this way, it has no other effect (it does
connection to the spirits of nature becomes strong enough that not heal or harm nearby creatures). If a plant creature is under
she can always hear them whispering. She is treated as constantly the control of another creature, you must make an opposed
under the effects of speak with plants. Once per day, she can Charisma check whenever your orders conflict.
spend 10 minutes in communion with the spirits to learn the
answers to her questions, as commune with nature. Dervish Dance (Combat)
This ability replaces a thousand faces. You have learned to turn your speed into power, even with a
heavier blade.
Feats Prerequisites: Dexterity 13, Weapon Finesse, Perform
Sister gains the following feats. (dance) 2 ranks, proficient with scimitar.
Benefit: When wielding a scimitar with one hand, you can
Direct Plants use your Dexterity modifier instead of your Strength modifier
Using druidic magic, you can command plant creatures, on melee attack and damage rolls. You treat the scimitar as a
making them into your servants. one-handed piercing weapon for all feats and class abilities that
Prerequisites: Channel energy class feature, Plant domain require such a weapon (such as a duelist’s precise strike ability).
or ability to cast 2nd-level druid spells. The scimitar must be for a creature of your size.You cannot use
Benefit: As a standard action, you can use one of your uses this feat if you are carrying a weapon or shield in your off hand.

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Richard Perez (Order #12001803)
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to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Open Game License v 1.0a © 2000,Wizards of the Coast, Inc.
Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of System Reference Document. © 2000,Wizards of the Coast, Inc.; Authors Jonathan
Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. Tweet, Monte Cook, SkipWilliams, based on material by E. Gary Gygax and Dave Arneson.
2.The License:This License applies to any Open Game Content that contains a notice Pathfinder Roleplaying Game Core Rulebook © 2011, Paizo Publishing, LLC;
indicating that the Open Game Content may only be Used under and in terms of this Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
License.You must affix such a notice to any Open Game Content that you Use. No terms Williams.
may be added to or subtracted from this License except as described by the License itself. Advanced Bestiary © 2004, Green Ronin Publishing, LLC;Author: Matt Sernett.
No other terms or conditions may be applied to any Open Game Content distributed using Anger of Angels. © 2003, Sean K Reynolds.
this License. The Book of Experimental Might © 2008, Monte J. Cook.All rights reserved.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik
acceptance of the terms of this License. Mona, Chris Pramas, and Robert J. Schwalb.
4. Grant and Consideration: In consideration for agreeing to use this License, the The Book of Hallowed Might © 2002, Monte J. Cook.
Contributors grantYou a perpetual, worldwide, royalty-free, non-exclusive license with the Leadership Handbook © 2015, Everyman Gaming, LLC;Author Alexander Augunas.
exact terms of this License to Use, the Open Game Content. Microsized Adventures © 2015, Everyman Gaming, LLC.; Authors: Alexander
5. Representation of Authority to Contribute: If You are contributing original Augunas.
material as Open Game Content,You represent that Your Contributions are Your original Kobold Quarterly Issue 7 © 2008, Open Design LLC, www.koboldquarterly.com;
creation and/orYou have sufficient rights to grant the rights conveyed by this License. Authors John Baichtal,Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan!
portion of this License to include the exact text of the COPYRIGHT NOTICE of any Monte Cook’s Arcana Unearthed © 2003, Monte J. Cook.
Open Game ContentYou are copying, modifying or distributing, andYou must add the title, Pact Magic Unbound: Grimoire of Lost Souls © 2015 Radiance House; Authors:
the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any Alexander Augunas, Dairo Nardi.
original Open Game Content you Distribute. Path of the Magi © 2002 Citizen Games/Troll Lord Games;Authors: Mike McArtor,
7. Use of Product Identity:You agree not to Use any Product Identity, including W. Jason Peck, Jeff Quick, and Sean K Reynolds.
as an indication as to compatibility, except as expressly licensed in another, independant Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors:
Agreement with the owner of each element of that Product Identity. You agree not to Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves,
indicate compatibility or co-adaptability with any Trademark or Registered Trademark in Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr.,
conjunction with a work containing Open Game Content except as expressly licensed Tom Phillips, Stephen Radney-MacFarland,Thomas M. Reid, Sean K Reynolds,Tork Shaw,
in another, independent Agreement with the owner of such Trademark or Registered Owen K.C. Stephens, and RussTaylor.

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Richard Perez (Order #12001803)
Pathfinder Roleplaying Game Advanced Player’s Guide © 2010, Paizo Publishing, Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.;Authors:
LLC;Author: Jason Bulmahn. Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson,
Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, Tim Hitchcock, Jason Nelson,Tom Phillips, Stephen Radney-MacFarland,Thomas M. Reid,
LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Robert Schwalb, Mark Seifter, and RussTaylor.
Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC;
Owen K.C. Stephens,Todd Stewart, and RussTaylor. Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson,
Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Author: Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and RussTaylor.
Jason Bulmahn, based on material by JonathanTweet, Monte Cook, and SkipWilliams. Psychological Combat © 2014, Everyman Gaming, LLC;Author Alexander Augunas.
Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Authors: Skreyn’s Register:The Bonds of Magic. © 2002, Sean K Reynolds.
Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with
Frost,Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale,Travis
Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Hawvermale, Patrick Lawinger, and BillWebb; Based on original content fromTSR.
Wesley Schneider, Owen K.C. Stephens, James L. Sutter, RussTaylor, and Greg A.Vaughan, Basidirond from theTome of Horrors © 2002, Necromancer Games, Inc.; Author
based on material by JonathanTweet, Monte Cook, and SkipWilliams. Scott Greene, based on original material by Gary Gygax.
Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; Authors: Cave Fisher from theTome of Horrors © 2002, Necromancer Games, Inc.;Author
Jesse Benner, Jason Bulmahn,Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Scott Greene, based on original material by Lawrence Schick.
Patrick Renie, Chris Sims, F.Wesley Schneider, James L. Sutter, and Russ Taylor, based on Crystal Ooze from the Tome of Horrors © 2002, Necromancer Games, Inc.;
material by JonathanTweet, Monte Cook, and SkipWilliams. Author Scott Greene, based on original material by Gary Gygax.
Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dark Creeper from the Tome of Horrors © 2002, Necromancer Games, Inc.;
Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle,Tim Hitchcock, Author Scott Greene, based on original material by Rik Shepard.
Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Dark Stalker from the Tome of Horrors © 2002, Necromancer Games, Inc.;
Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Author Scott Greene, based on original material by Simon Muth.
Taylor. Dracolisk from the Tome of Horrors © 2002, Necromancer Games, Inc.; Author
Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Scott Greene, based on original material by Gary Gygax.
Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Froghemoth from the Tome of Horrors © 2002, Necromancer Games, Inc.;
Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Author Scoit Greene, based on original material by Gary Gygax.
Homes, James Jacobs,Amanda Hamon Kunz, Ben McFarland, Jason Nelson,Thom Phillips, Giant Slug from the Tome of Horrors © 2002, Necromancer Games, Inc.; Author
Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, Scott Greene, based on original material by Gary Gygax.
David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer. Ice Golem from the Tome of Horrors © 2002, Necromancer Games, Inc.; Author
Pathfinder Roleplaying Game Horror Adventures © 2010, Paizo Publishing, LLC; Scott Greene.
Author: John Bennet, Clinton J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Iron Cobra from theTome of Horrors, © 2002, Necromancer Games, Inc.;Author
Ross Beyers, Jim Groves, Steven Helt, Thurston Hillman, Eric Hindley, Brandon Hodge, Scott Greene, based on original material by Philip Masters.
Mikko Kallio, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Alistir Rigg, Alex Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott
Riggs, David N. Ross, F.Wesley Schneider, David Schwartz, Mark Seifter, and Linda Zayas- Greene, based on original material by Ian Livingstone and Mark Barnes.
Palmer. Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Author Scott Greene, based on original material by Gary Gygax.
Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
Jesse Benner, Ben Bruck, Jim Groves,Tim Hitchcock,Tracy Hurley, Jonathan Keith, Jason Author Scott Greene, based on original material by Gary Gygax.
Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
Taylor, and RayVallese. Author Scott Greene, based on original material by NevilleWhite.
Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.;Authors: John Vegepygmy from theTome of Horrors, © 2002, Necromancer Games, Inc.;Author
Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton,Adam Scott Greene, based on original material by Gary Gygax.
Daigle, Jim Groves,Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Authors Scott Greene and Patrick Lawinger.
Riggs, Robert Schwalb, Mark Seifter, RussTaylor, and SteveTownshend. Yellow Musk Creeper from theTome of Horrors, © 2002, Necromancer Games,
Pathfinder Roleplaying Game Ultimate Campaign © 2013, Paizo Publishing, Inc.;Author Scott Greene, based on original material by Albie Fiore.
LLC;Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello,Adam Daigle, Yellow Musk Zombie from theTome of Horrors, © 2002, Necromancer Games,
Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Inc.;Author Scott Greene, based on original material by Albie Fiore.
Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott
Schneider, James L. Sutter, RussTaylor, and StephenTownshend. Greene, based on original material by Gary Gygax.
Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; TheTome of Horrors II © 2004, Necromancer Games, Inc.;Author: Scott Greene.
Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Tome of Horrors III, © 2005, Necromancer Games, Inc; Author: Scott Greene, with
Jim Groves,Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson,Tom Phillips, Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis Hawvermale,
Patrick Renie, Sean K Reynolds, and RussTaylor. Ian S. Johnston, Patrick Lawinger, Nathan Paul, Clark Peterson, Greg Ragland, Robert

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Richard Perez (Order #12001803)
Schwalb and BillWebb. Genie, Marid from theTome of Horrors Complete © 2011, Necromancer Games,
Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Inc., published and distributed by Frog God Games;Author: Scott Greene, based on original
Scott Greene. material by Gary Gygax.
Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Grippli from the Tome of Horrors Complete © 2011, Necromancer Games,
Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Inc., published and distributed by Frog God Games; Author: Scott Greene, based on
Greene, based on original material by Gary Gygax. original material by Gary Gygax. Nereid from the Tome of Horrors Complete © 2011,
Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott
Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
Greene, based on original material by Gary Gygax. Hangman Tree from the Tome of Horrors Complete © 2011, Necromancer
Aerial Servant from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based
Games, Inc.; Published and distributed by Frog God Games; Authors: Clark Greene and on original material by Gary Gygax.
Clark Peterson, based on original material by Gary Gygax. Jubilex from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.,
Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, published and distributed by Frog God Games; Author: Scott Greene, based on original
Inc., published and distributed by Frog God Games;Author: Scott Greene, based on original material by Gary Gygax.
material by Gary Gygax. Lurker Above from theTome of Horrors Complete © 2011, Necromancer Games,
Crypt Thing from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games;Author: Scott Greene, based on original
Inc., published and distributed by Frog God Games;Author: Scott Greene, based on original material by Gary Gygax.
material by Roger Musson. Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.,
Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, published and distributed by Frog God Games; Author: Scott Greene, based on original
Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott material by Ian Livingstone and Mark Barnes.
Greene, based on original material by Gary Gygax. Moon Dog from the Tome of Horrors Complete © 2011, Necromancer Games,
Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Inc., published and distributed by Frog God Games;Author: Scott Greene, based on original
Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based material by Gary Gygax.
on original material by Ian McDowall. Mongrelman from the Tome of Horrors Complete © 2011, Necromancer Games,
Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Inc., published and distributed by Frog God Games;Author: Scott Greene, based on original
Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott material by Gary Gygax.
Greene, based on original material by Gary Gygax. Muckdweller from the Tome of Horrors Complete © 2011, Necromancer
Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based
Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott on original material by Gary Gygax.
Greene, based on original material by Gary Gygax. Poltergeist from the Tome of Horrors Complete © 2011, Necromancer Games,
Dark Stalker from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games;Author: Scott Greene, based on original
Inc., published and distributed by Frog God Games;Author: Scott Greene, based on original material by Lewis Pulsipher.
material by Simon Muth. Rot Grub from the Tome of Horrors Complete © 2011, Necromancer Games,
Death Dog from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene and Clark
Inc.; published and distributed by Frog God Games;Author: Scott Greene, based on original Peterson, based on original material by Gary Gygax.
material by Underworld Oracle. Scarecrow from the Tome of Horrors Complete © 2011, Necromancer Games,
Demon, Nabasu from the Tome of Horrors Complete © 2011, Necromancer Inc., published and distributed by Frog God Games;Author: Scott Greene, based on original
Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based material by Roger Musson.
on original material by Gary Gygax. Trapper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.;
Demon, Shadow from the Tome of Horrors Complete © 2011, Necromancer published and distributed by Frog God Games; Author: Scott Greene, based on original
Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based material by Gary Gygax.
on original material by NevilleWhite. Vegepygmy from the Tome of Horrors Complete © 2011, Necromancer Games,
Demon Lord, Kostchtchie from the Tome of Horrors Complete © 2011, Inc., published and distributed by Frog God Games;Author: Scott Greene, based on original
Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott material by Gary Gygax.
Greene, based on original material by Gary Gygax. Zombie, Juju from the Tome of Horrors Complete © 2011, Necromancer Games,
Demon Lord, Pazuzu from theTome of Horrors Complete © 2011, Necromancer Inc., published and distributed by Frog God Games;Author: Scott Greene, based on original
Games, Inc.; published and distributed by Frog God Games;Author: Scott Greene, based on material by Gary Gygax
original material by Gary Gygax. Amphisbaena from the Tome of Horrors, Revised © 2002, Necromancer Games,
Executioner’s Hood from theTome of Horrors Complete © 2011, Necromancer Inc.;Author: Scott Greene, based on original material by Gary Gygax.
Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based Angel, Monadic Deva from theTome of Horrors,Revised © 2002, Necromancer
on original material by Gary Gygax. Games, Inc.;Author: Scott Greene, based on original material by Gary Gygax.
Flumph from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; Angel, Movanic Deva from theTome of Horrors,Revised © 2002, Necromancer
published and distributed by Frog God Games; Author: Scott Greene, based on original Games, Inc.;Author: Scott Greene, based on original material by Gary Gygax.
material by Ian McDowell and Douglas Naismith. Animal Lord from the Tome of Horrors, Revised © 2002, Necromancer Games,

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Inc.;Author Scott Greene, based on original material by Gary Gygax. Inc.;Author Scott Greene, based on original material by JeffWyndham.
Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Disenchanter from the Tome of Horrors, Revised © 2002, Necromancer Games,
Author Scott Greene, based on original material by Gary Gygax. Inc.;Author Scott Greene, based on original material by Roger Musson.
Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Dragon, Faerie from theTome of Horrors,Revised © 2002, Necromancer Games,
Author Scott Greene, based on original material by Gary Gygax. Inc.;Author Scott Greene, based on original material by Brian Jaeger and Gary Gygax.
Aurumvorax from the Tome of Horrors, Revised © 2002, Necromancer Games, Dragon Horse from theTome of Horrors, Revised © 2002, Necromancer Games,
Inc.;Author: Scott Greene, based on original material by Gary Gygax. Inc.;Author: Scott Greene, based on original material by Gary Gygax.
Axe Beak from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Dust Digger from the Tome of Horrors, Revised © 2002, Necromancer Games,
Author Scott Greene, based on original material by Gary Gygax. Inc.;Author: Scott Greene, based on original material by Gary Gygax.
Bat, Mobat from the Tome of Horrors, Revised © 2002, Necromancer Games, Flail Snail from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
Inc.;Authors: Scott Greene and Clark Peterson, based on original material by Gary Gygax. Author Scott Greene, based on original material by SimonTilbrook.
Beetle, Slicer from the Tome of Horrors, Revised © 2002, Necromancer Games, Flumph from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
Inc.;Author: Scott Greene, based on original material by Gary Gygax. Author Scott Greene, based on original material by Ian McDowell and Douglas Naismith.
Blindheim from theTome of Horrors,Revised © 2002, Necromancer Games, Inc.; Foo Creature from the Tome of Horrors, Revised © 2002, Necromancer Games,
Author: Scott Greene, based on original material by Roger Musson. Inc.;Author Scott Greene, based on original material by Gary Gygax.
Brownie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Forlarren from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
Author: Scott Greene, based on original material by Gary Gygax. Author: Scott Greene, based on original material by Ian Livingstone.
Bunyip from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Giant, Wood from the Tome of Horrors, Revised © 2002, Necromancer Games,
Author: Scott Greene, based on original material by Dermot Jackson. Inc.;Author: Scott Greene, based on original material byWizards of the Coast.
Carbuncle from theTome of Horrors,Revised © 2002, Necromancer Games, Inc.; Gloomwing from the Tome of Horrors, Revised © 2002, Necromancer Games,
Authors Scott Greene, based on original material by Albie Fiore. Inc.;Author: Scott Greene, based on original material by Gary Gygax.
Caryatid Column from the Tome of Horrors, Revised © 2002, Necromancer Grippli from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
Games, Inc.;Author Scott Greene, based on original material by JeanWells. Author: Scott Greene, based on original material by Gary Gygax.
Crypt Thing from the Tome of Horrors, Revised © 2002, Necromancer Games, Gryph from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
Inc.;Author: Scott Greene, based on original material by Roger Musson. Author: Scott Greene, based on original material by Peter Brown.
Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, HangmanTree from theTome of Horrors,Revised © 2002, Necromancer Games,
Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original Inc.;Author: Scott Greene, based on original material by Gary Gygax.
material by Ian McDowall. Hippocampus from theTome of Horrors,Revised © 2002, Necromancer Games,
Daemon, Derghodaemon from the Tome of Horrors, Revised © 2002, Inc.;Author: Scott Greene and Erica Balsley, based on original material by Gary Gygax.
Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Huecuva from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
Gygax. Author Scott Greene, based on original material by Underworld Oracle.
Daemon, Hydrodaemon from the Tome of Horrors, Revised © 2002, Jackalwere from the Tome of Horrors, Revised © 2002, Necromancer Games,
Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Inc.;Author Scott Greene, based on original material by Gary Gygax.
Gygax. Jubilex from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
Daemon, Piscodaemon from the Tome of Horrors, Revised © 2002, Author: Scott Greene, based on original material by Gary Gygax.
Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Kamadan from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
Gygax. Author Scott Greene, based on original material by Nick Louth.
Dark Creeper from the Tome of Horrors, Revised © 2002, Necromancer Games, Kech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
Inc.;Author: Scott Greene, based on original material by Rik Shepard. Author Scott Greene, based on original material by Gary Gygax.
Dark Stalker from the Tome of Horrors, Revised © 2002, Necromancer Games, Kelpie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
Inc.;Author: Scott Greene, based on original material by Simon Muth. Author: Scott Greene, based on original material by Lawrence Schick.
Death Worm from the Tome of Horrors, Revised © 2002, Necromancer Games, Korred from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
Inc.;Author: Scott Greene and Erica Balsley. Author: Scott Greene, based on original material by Gary Gygax.
Decapus from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Leprechaun from the Tome of Horrors, Revised © 2002, Necromancer Games,
Author: Scott Greene, based on original material by JeanWells. Inc.;Author: Scott Greene, based on original material by Gary Gygax.
Demon, Nabasu from the Tome of Horrors, Revised © 2002, Necromancer Magma ooze from the Tome of Horrors, Revised © 2002, Necromancer Games,
Games, Inc.;Author: Scott Greene, based on original material by Gary Gygax. Inc.;Author: Scott Greene.
Demodand, Shaggy from the Tome of Horrors, Revised © 2002, Necromancer Mihstu from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
Games, Inc.;Author Scott Greene, based on original material by Gary Gygax. Author: Scott Greene, based on original material by Gary Gygax.
Demodand, Slimy from the Tome of Horrors, Revised © 2002, Necromancer Mongrelman from the Tome of Horrors, Revised © 2002, Necromancer Games,
Games, Inc.;Author Scott Greene, based on original material by Gary Gygax. Inc.;Author: Scott Greene, based on original material by Gary Gygax.
Demodand, Tarry from the Tome of Horrors, Revised © 2002, Necromancer Necrophidius from the Tome of Horrors, Revised © 2002, Necromancer Games,
Games, Inc.;Author Scott Greene, based on original material by Gary Gygax. Inc.;Author: Scott Greene, based on original material by SimonTillbrook.
Dire Corby from the Tome of Horrors, Revised © 2002, Necromancer Games, Nereid from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;

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Author: Scott Greene, based on original material by Gary Gygax. Games, Inc.;Author: Scott Greene, based on original material by Gary Gygax.
Pech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Soul Eater from theTome of Horrors, Revised © 2002, Necromancer Games, Inc.;
Author: Scott Greene, based on original material by Gary Gygax. Author: Scott Greene, based on original material by David Cook.
Phycomid from theTome of Horrors, Revised © 2002, Necromancer Games, Inc.; Spriggan from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
Author: Scott Greene, based on original material by Gary Gygax. Author: Scott Greene and Erica Balsley, based on original material by Roger Moore and
Poltergeist from theTome of Horrors,Revised © 2002, Necromancer Games, Inc.; Gary Gygax.
Author: Scott Greene, based on original material by Lewis Pulsipher. Tenebrous Worm from the Tome of Horrors, Revised © 2002, Necromancer
Quickling from theTome of Horrors, Revised © 2002, Necromancer Games, Inc.; Games, Inc.;Author: Scott Greene, based on original material by Gary Gygax.
Author: Scott Greene, based on original material by Gary Gygax. Tentamort from theTome of Horrors,Revised © 2002, Necromancer Games, Inc.;
Quickwood from the Tome of Horrors, Revised © 2002, Necromancer Games, Author: Scott Greene, based on original material by Mike Roberts.
Inc.;Author: Scott Greene, based on original material by Gary Gygax. Tick, Giant & Dragon from theTome of Horrors,Revised © 2002, Necromancer
Rot Grub from theTome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Games, Inc.;Author: Scott Greene, based on original material by Gary Gygax.
Author Scott Greene and Clark Peterson, based on original material by Gary Gygax. Troll, Ice from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
Sandman from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Russell Cole.
Author: Scott Greene, based on original material by Roger Musson. Troll, Rock from the Tome of Horrors, Revised © 2002, Necromancer Games,
Scarecrow from theTome of Horrors,Revised © 2002, Necromancer Games, Inc.; Inc.;Author: Scott Greene.
Author: Scott Greene, based on original material by Roger Musson. Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised © 2002,
Skulk from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Necromancer Games, Inc.;Author Scott Greene, based on original material by Gary Gygax.
Author: Scott Greene, based on original material by Simon Muth. Zombie, Juju from the Tome of Horrors, Revised © 2002, Necromancer Games,
Slime Mold from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;Author: Scott Greene, based on original material by Gary Gygax.
Inc.;Author: Scott Greene, based on original material by Gary Gygax. Ultimate Charisma © 2015, Everyman Gaming, LLC;Author Alexander Augunas.
Slithering Tracker from the Tome of Horrors, Revised © 2002, Necromancer

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