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occULT adveNTUres occUlT adveNTUres occUlT adveNTUres PDF

274 Pages·2015·40.76 MB·English
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770066003344 ppaaiizzoo..ccoomm ##33559999660066,, JJeeffffrreeyy CChhaappmmaann <<cchhaappmmaannjjeeffffrreeyy@@ggmmaaiill..ccoomm>>,, JJuull 2288,, 22001155 770066003344 55008833225511 770066003344 ooo ccccccUUULllTTT aaa dddvvveeeNNNTTTUUUrrreeesss ppaaiizzoo..ccoomm ##33559999660066,, JJeeffffrreeyy CChhaappmmaann <<cchhaappmmaannjjeeffffrreeyy@@ggmmaaiill..ccoomm>>,, JJuull 2288,, 22001155 55008833225511 55008833225511 770066003355 ppaaiizzoo..ccoomm ##33559999660066,, JJeeffffrreeyy CChhaappmmaann <<cchhaappmmaannjjeeffffrreeyy@@ggmmaaiill..ccoomm>>,, JJuull 2288,, 22001155 770066003355 ooo ccccccUUUlLlTTT aaa dddvvveeeNNNTTTUUUrrreeesss 55008833225522 770066003355 ppaaiizzoo..ccoomm ##33559999660066,, JJeeffffrreeyy CChhaappmmaann <<cchhaappmmaannjjeeffffrreeyy@@ggmmaaiill..ccoomm>>,, JJuull 2288,, 22001155 55008833225522 55008833225522 770066003366 ppaaiizzoo..ccoomm ##33559999660066,, JJeeffffrreeyy CChhaappmmaann <<cchhaappmmaannjjeeffffrreeyy@@ggmmaaiill..ccoomm>>,, JJuull 2288,, 22001155 770066003366 ooo aaa ccccccUUUlllTTT dddvvveeeNNNTTTUUUrrreeesss CREDITS Lead Designer • Jason Bulmahn Designers • Logan Bonner, Stephen Radney-MacFarland, and Mark Seifter Authors • John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Adam Daigle, John Compton, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, F. Wesley Schneider, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend Creative Consultant • Brandon Hodge Cover Artist • Wayne Reynolds Interior Artists • David Alvarez, Rogier van de Beek, Subroto Bhaumik, Tomasz Chistowski, Felipe Escobar, Taylor Fischer, Mariusz Gandzel, Igor Grechanyi, Caio Maciel Monteiro, Federico Musetti, Nikolai Ostertag, Emiliano Petrozzi, Roberto Pitturru, Wayne Reynolds, Alexandru Sabo, Bryan Sola, Nemanja Stankovic, and Ivan Troitsky Creative Director • James Jacobs Editor-in-Chief • F. Wesley Schneider Executive Editor • James L. Sutter Senior Developer • Rob McCreary Developers • John Compton, Adam Daigle, Mark Moreland, and Owen K.C. Stephens Assistant Developers • Crystal Frasier, Amanda Hamon Kunz, and Linda Zayas-Palmer Senior Editors • Judy Bauer and Christopher Carey Editors • Joe Homes and Jason Keeley Managing Art Director • Sarah E. Robinson Senior Art Director • Andrew Vallas Art Director • Sonja Morris Graphic Designers • Emily Crowell and Ben Mouch Publisher • Erik Mona Paizo CEO • Lisa Stevens Chief Operations Officer • Jeffrey Alvarez Director of Sales • Pierce Watters 55008833225533 Sales Associate • Cosmo Eisele 770066003366 Marketing Director • Jenny Bendel Vice President of Finance • Christopher Self Staff Accountant • Ashley Kaprielian Data Entry Clerk • B. Scott Keim Chief Technical Officer • Vic Wertz Software Development Manager • Cort Odekirk Senior Software Developer • Gary Teter Campaign Coordinator • Mike Brock Project Manager • Jessica Price Licensing Coordinator • Michael Kenway Community Team • Liz Courts and Chris Lambertz Customer Service Team • Sharaya Kemp, Katina Mathieson, Sara Marie Teter, and Diego Valdez Warehouse Team • Will Chase, Mika Hawkins, Heather Payne, Jeff Strand, and Kevin Underwood Website Team • Christopher Anthony, Winslow Dalpe, Lissa Guillet, Julie Iaccarino, Erik Keith, and Scott Spalding Special Thanks • The countless players and Game Masters who have helped us refine this game over the years. This game is dedicated to Gary Gygax and Dave Arneson. Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison. This game would not be possible without the passion and dedication of the thousands of gamers who helped playtest and develop it. Thank you for all of your time and effort. Paizo Inc. 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Pathfinder Roleplaying Game Occult Adventures is published by Paizo Inc. under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Inc. © 2015 Paizo Inc. First printing July 2015. Printed in China. ppaaiizzoo..ccoomm ##33559999660066,, JJeeffffrreeyy CChhaappmmaann <<cchhaappmmaannjjeeffffrreeyy@@ggmmaaiill..ccoomm>>,, JJuull 2288,, 22001155 55008833225533 55008833225533 770066003377 ppaaiizzoo..ccoomm ##33559999660066,, JJeeffffrreeyy CChhaappmmaann <<cchhaappmmaannjjeeffffrreeyy@@ggmmaaiill..ccoomm>>,, JJuull 2288,, 22001155 770066003377 TABLE OF CONTENTS INTRODUCTION 4 CHAPTER 4: PSYCHIC MAGIC 142 Psychic Magic 144 CHAPTER 1: OCCULT CLASSES 8 Spell Lists 145 Kineticist 10 Spells 156 Elements 14 Wild Talents 15 CHAPTER 5: OCCULT RULES 192 Medium 30 Occult Skill Unlocks 194 Spirits 33 Auras 198 Medium Spells 37 Chakras 200 Mesmerist 38 Psychic Duels 202 Mesmerist Spells 44 Possession 206 Occultist 46 Occult Rituals 208 Implement Schools 50 Sample Occult Rituals 209 Occultist Spells 58 Creating Occult Rituals 214 Psychic 60 Psychic Disciplines 64 CHAPTER 6: RUNNING AN 55008833225544 Psychic Spells 69 OCCULT GAME 216 770066003377 Spiritualist 72 Running an Occult Game 218 Spiritualist Spells 76 Occult Locations 226 Phantoms 78 Loci Spirits 226 Racial Favored Class Options 84 New Haunt Rules 228 New Haunts 230 CHAPTER 2: ARCHETYPES 86 Ley Lines 232 Kineticist 88 Mindscapes 234 Medium 92 Esoteric Planes 238 Mesmerist 96 Occultist 100 CHAPTER 7: OCCULT REWARDS 246 Psychic 104 Adventuring Gear 248 Spiritualist 108 Alchemical Items 251 Other Class Archetypes 112 Magic Items 252 Cursed Items 265 CHAPTER 3: FEATS 126 Artifacts 267 Types of Feats 128 Feat Descriptions 128 INDEX 270 Feat Table 130 Open Game License 271 ppaaiizzoo..ccoomm ##33559999660066,, JJeeffffrreeyy CChhaappmmaann <<cchhaappmmaannjjeeffffrreeyy@@ggmmaaiill..ccoomm>>,, JJuull 2288,, 22001155 55008833225544 55008833225544 770066003388 ppaaiizzoo..ccoomm ##33559999660066,, JJeeffffrreeyy CChhaappmmaann <<cchhaappmmaannjjeeffffrreeyy@@ggmmaaiill..ccoomm>>,, JJuull 2288,, 22001155 770066003388 55008833225555 770066003388 Introduction Enter a world where nothing is as it seems—where the rather than on incantations or gestures. In this way, battlefield might be within your mind, and the prize occult practitioners can hide in plain sight amongst might be your immortal soul. Through the esoteric other spellcasters. Your village’s local sorcerer might be secrets of the occult, bold seekers of knowledge can bring a kindly psychic searching for the solution to a karmic a candle to light the darkness of the unknown, and begin riddle, or a cunning mesmerist slowly building a cult of to unravel that strangest of all riddles: the truth. mind-controlled followers. Yet in the world of the occult, Within this hidden world, you’ll find strange and mysteries contain layers upon layers, and the solution wondrous new powers, vast and unknowable enemies, and to the psychic’s karmic riddle might release a horror unlikely allies who request strange favors in return for trapped on the Astral Plane, while the mesmerist’s mind- the esoteric lore they hoard. You’ll voyage into the mind, controlled cult may be there to protect the villagers from out of your body, and onto other planes of existence. If a great evil sealed deep beneath the town. you keep your wits about you, you may return alive—but Protecting innocents from dangers they can’t see—or even then, few survive such an experience unchanged. To even comprehend—requires a unique breed of heroes, achieve your goals, what will you lose of yourself? What those initiated in esoteric lore and willing to take risks will you be willing to sacrifice? Who will you become? with not just their bodies, but their minds and souls as Practitioners of occult lore often refer to the hidden well. Occult power comes at a price, and even if you’re magical traditions of the occult as “psychic magic.” willing to pay it, you may find the responsibilities Casting a psychic spell relies entirely on the thoughts it brings largely thankless. When a paladin uses her and emotions surging through your mind and spirit, holy might to stop an army of undead from rampaging 44 ppaaiizzoo..ccoomm ##33559999660066,, JJeeffffrreeyy CChhaappmmaann <<cchhaappmmaannjjeeffffrreeyy@@ggmmaaiill..ccoomm>>,, JJuull 2288,, 22001155 55008833225555 55008833225555 770066003399 ppaaiizzoo..ccoomm ##33559999660066,, JJeeffffrreeyy CChhaappmmaann <<cchhaappmmaannjjeeffffrreeyy@@ggmmaaiill..ccoomm>>,, JJuull 2288,, 22001155 770066003399 IInnttrroodduuccttiioonn through the king’s lands, she might gain a knighthood or Book References noble title, not to mention the adulation of the kingdom. But when an occultist uses his object lore to prevent a mad This book refers to several other Pathfinder Roleplaying architect from changing the geometry of city districts Game products using the following abbreviations, yet until it blends and merges with that of a malevolent these additional supplements are not required to make sentient metropolis from an alien dimension, he and use of this book. Readers who don’t possess the Pathfinder the architect may be the only ones who truly understand RPG hardcovers referred to in this book can find the the threat. And if the architect is beloved by citizens and complete rules of these books available online for free at authorities alike for his philanthropic works and grand paizo.com/prd. civic monuments, the occultist who saved the city may When a rules element presented in Occult Adventures well need to flee before he finds himself in a prison cell. appears in a spell list, ability, or other location in this And even then, will he avoid the wrath of other members book, that rules element is noted with an asterisk (*). of the architect’s secret society and their monstrous The following superscripts indicate rules elements such as interdimensional patrons? Such are the lives of those feats, spells, and magic items from other sources. who labor at the edge of mortal understanding, and who Advanced Class Guide ACG know that each action, however well intentioned, has Advanced Player’s Guide APG unintended consequences, like ripples in a pond. Advanced Race Guide ARG Mythic Adventures MA WHAT ARE OCCULT ADVENTURES? Monster Codex MC Any adventure could incorporate occult elements, from Ultimate Combat UC mystery cults to creatures that attack the psyche, so in Ultimate Equipment UE a world where wizards and clerics ply their spells in Ultimate Magic UM the open and magic is accepted and understood, what separates an occult adventure from any other adventure? The core concept that drives an occult adventure is in which the adventurers discover their quarry doesn’t that raw power isn’t everything. In a typical campaign, fear its own destruction or banishment. Likewise, 55008833225566 adventurers strive to improve their might so they can occult creatures and forces can find adventurers just as 770066003399 take on bigger and bigger challenges. But a student of the mystifying and contradictory as the adventurers find the occult knows that power can corrupt, that some battles denizens of the occult. can never be won by brawn, and that there are beings Suggestions for running occult adventures, as well as capable of ignoring the normal rules of the multiverse, common elements that appear within them, are detailed walking among even the greatest and most powerful like a in Chapter 6: Running an Occult Game. wolf among sheep. One of the hallmarks of an occult campaign is a focus PSYCHIC MAGIC on the mind over direct combat and confrontation. Occult spellcasters draw on the vast reserves of their own Most occult classes possess more mental abilities than minds to access magical abilities. Psychic magic is an physical, and they have the tools to peer into thoughts, ask entirely new type of spellcasting that follows different for aid from the beyond, and unravel mysteries. Rather principles than arcane and divine magic. A psychic than exploring only physical ruins, occult adventurers spellcaster doesn’t have to obey the same restrictions uncover the psychic history of places and objects. When as an arcane or divine caster, and forgoes the physical magical weapons can’t defend against vengeful spirits, a components of spells entirely. She doesn’t need to wave treatise on the manifestation of extraplanar beings may her arms, speak words laden with magical portent, or hold the key. Subverting the doctrines of a cult proves a burn up symbolic physical matter in the process of more certain method of ending its threat than killing its casting. Instead, she need only keep her mind aligned leader would. properly, providing a detailed mental image or bringing An occult adventure is a study in complications and up a particular emotion to cast her psychic spell. Even paradoxes, in which uncovering a mystery reveals an someone bound or paralyzed can cast a psychic spell, even greater mystery. Knowledge is the only way to as long as her intellectual and emotional states aren’t deal with an occult problem, but learning more invites compromised. Self-doubt, lack of concentration, and fear even greater danger. Exploration of a strange plane are the enemies of a psychic caster, not the depredations or dreamscape might show that the place is even more of the physical world. complex than initially thought. A crusade to defeat a dark For all their differences, psychic spells are still spells, and unknowable force can lead to a climactic encounter and psychic spellcasters are still spellcasters. Most of 55 ppaaiizzoo..ccoomm ##33559999660066,, JJeeffffrreeyy CChhaappmmaann <<cchhaappmmaannjjeeffffrreeyy@@ggmmaaiill..ccoomm>>,, JJuull 2288,, 22001155 55008833225566 55008833225566 770066004400 ppaaiizzoo..ccoomm ##33559999660066,, JJeeffffrreeyy CChhaappmmaann <<cchhaappmmaannjjeeffffrreeyy@@ggmmaaiill..ccoomm>>,, JJuull 2288,, 22001155 770066004400 the spells a psychic character can cast resemble those and protecting his allies, he weakens and disables his of her arcane and divine allies, albeit accessed in an foes. If you enjoy playing a skillful character who can alternative way. Consequently, the spell lists for psychic support the party but are interested in shaking it up by spellcasters largely consist of existing spells, and non- being more on the offensive, you should consider playing psychic casters can also choose many of the spells in a mesmerist. Occult Adventures. Occultist: Steeped in esoteric lore but still strongly tied The rules for using psychic magic are detailed fully in to the physical world and its trappings, occultists access Chapter 4: Psychic Magic. magic through the power of their implements, which may be magic items or even ordinary objects with psychic NAVIGATING THIS BOOK significance, such as a saint’s finger bone, a dagger used Each chapter of this book contains rules arranged around in 99 ritual sacrifices, or a necklace belonging to the one particular theme, such as classes, archetypes, feats, or occultist’s mother. With resonant and focus powers from spells. While most of the chapters are useful for GMs and his implements, plus psychic spells, a large set of skills, players alike, Chapter 6 in particular is of great use to GMs object-reading powers, and powerful binding circles, the interested in running an occult game. occultist has something to add to almost any situation. Chapter 1—Occult Classes: Where are the heroes who If you enjoy playing a well-rounded character whose can save the world from the unknowable threats of the abilities revolve around a collection of unique items, you occult? Right here in this chapter, which includes six new should consider playing an occultist. occult classes! Not only are these classes a perfect fit for Psychic: Powerful and enigmatic, psychics are the a game steeped in the occult themes found throughout primary spellcasters of the occult world, and the sole this book, they also contain the same variety of themes, practitioners of certain psychic spells of great power. concepts, and play styles that you’ve come to expect from Each psychic approaches her magic through a chosen Pathfinder RPG base classes, allowing them to flourish discipline that grants her special abilities, and her in nearly any campaign, from a game of somber horror to mastery of the art of phrenic amplification allows her to a lighthearted dungeon romp. The following is a quick alter and adjust her spells on the fly to suit her needs. If overview of some of the most interesting and iconic you like playing spellcasting characters such as sorcerers 55008833225577 features of each class. and also enjoy versatility and tinkering, you should 770066004400 Kineticist: Masters of the elements, kineticists wield a consider playing a psychic. strange and ill-controlled power as their bodies strain Spiritualist: When the dead are chained to the mortal to act as vessels for the roaring might of the Elemental world by strong emotions, they inevitably descend toward Planes. A kineticist can manipulate the elements both in the Negative Energy Plane, warping and twisting into combat to destroy her foes and out of combat to aid her undead. A spiritualist bonds with one of these spirits team. By straining her body past the limits of safety, she before that transformation is complete, providing a safe can increase her ability beyond what she can ordinarily haven for this phantom and gaining a powerful servant achieve. If you want to play a mystical non-spellcaster in exchange. If you want a companion with the ability who can pay a great personal price to boost her abilities to switch between a variety of forms and even meld into in emergencies, you should consider playing a kineticist. your character’s form to increase her options, you should Medium: The Astral Plane is home to entities of consider playing a spiritualist. thought that are shaped and empowered by tales of Chapter 2—Archetypes: Bring the power of the occult those who came before. The medium channels these to all your favorite classes or customize the new occult legendary spirits, idealized versions of the original classes with dozens of archetypes. In addition, you’ll stories’ protagonists, and uses the spirits’ varied powers find new alchemist discoveries, cavalier orders, sorcerer to change his own so he can fill any role a party might bloodlines, and witch patrons. Will you play a psychic need. If you enjoy versatility and the ability to be exactly detective or a battle host? A ghost rider or a tome eater? what the group needs in a given situation—as well as No matter what kind of character you like to play, this roleplaying interactions with spirits and the drawbacks chapter has plenty of fun new options for you to explore. of being influenced by them—you should consider Chapter 3—Feats: This chapter contains dozens playing a medium. of feats—some supporting the new classes, others Mesmerist: Master mentalists and consummate liars, available to any character looking to dip her toes into mesmerists use their eerie stares to weaken their foes the occult, and still others that tie into the new occult and contingent hypnotic tricks to prepare their allies rules in Chapter 5. From a teamwork feat allowing you in advance for bad situations. The mesmerist fills the to combine two elemental blasts into a composite one to support role of the bard, but instead of strengthening a feat allowing you to open your mind to other people’s 66 ppaaiizzoo..ccoomm ##33559999660066,, JJeeffffrreeyy CChhaappmmaann <<cchhaappmmaannjjeeffffrreeyy@@ggmmaaiill..ccoomm>>,, JJuull 2288,, 22001155 55008833225577 55008833225577 770066004411 ppaaiizzoo..ccoomm ##33559999660066,, JJeeffffrreeyy CChhaappmmaann <<cchhaappmmaannjjeeffffrreeyy@@ggmmaaiill..ccoomm>>,, JJuull 2288,, 22001155 770066004411 IInnttrroodduuccttiioonn emotions at the cost of weakening your mental defenses, and challenging to perform, but provide fantastic power these feats allow you to build all sorts of occult characters. to any character who can complete them—even those Chapter 4—Psychic Magic: This chapter introduces not normally able to cast spells. A GM can choose from psychic magic, a completely new type of magic that’s the variety of sample rituals or design her own, but one neither arcane nor divine, and that uses thought and thing’s for sure—with occult rituals, you’ll never look at emotion components instead of verbal and somatic ones. spellcasting quite the same way. Of the panoply of new spells in this chapter, several are Chapter 6—Running an Occult Game: This chapter spells that can be undercast—with this new type of tiered is your official advisor on how to infuse your game with spells, spellcasters who know them are also able to cast mystery, secrets, and menace, and is full of useful tips all the weaker versions. Whether you use akashic form to and lore on the esoteric mindset. keep a copy of yourself that you can employ to escape Elements, Themes, and Adventure Seeds: This section is death, or create an enormous vessel to sail the Dimension a perfect guide to running occult games for dabblers of Dreams with dream voyage, you’ll never be the same and adepts alike. It begins with definitions of occult again (especially if you cast major mind swap to switch elements—the building blocks of a successful occult bodies forever)! game—interweaves those elements into themes, and Chapter 5—Occult Rules: This chapter contains a finally draws from those themes to create a variety of occult variety of exciting new subsystems that are part and parcel adventure seeds ready for your next occult adventure. of an occult game but also fit easily into any game, either Occult Locations: Occult locations often have mysterious on their own or taken all together. elements that can grant those who explore them Skill Unlocks: Occult skill unlocks build on the idea of information or power—at a cost. While haunts have been skill unlocks for the rogue from Pathfinder RPG Pathfinder in the game since the Pathfinder RPG GameMastery Guide, Unchained, adding new and wondrous applications to the new options in this section enhance the narrative your favorite skills that are open to occult characters and aspect of a haunt’s mechanics. Conversely, the new psychic sensitives alike. Use Linguistics for automatic loci spirits represent a benevolent option for lingering writing to foretell the future, Appraise for psychometry spiritual energy. Ley lines crisscross the multiverse to learn more about an object’s past, Heal to perform and lend power to any spellcaster who finds the rare 55008833225588 startling acts of faith healing, and much more. spots where she can tap them. Mindscapes are mental 770066004411 Auras: Those attuned to the occult can learn much landscapes that open the door to fantastic and exciting about a creature, object, or place from its aura. While adventures in a creature’s mind, or psychically created magic and alignment auras have been in the game since worlds where the normal rules no longer apply. the start, this section details aura types such as emotion Esoteric Planes: This chapter explores the esoteric view and health, and adds new depth to the metaphysical of the multiverse held by occult scholars. The occult meaning of auras. view of the multiverse is full of mysteries, secrets, and Chakras: By studying the esoteric lore of chakras, you unusual parallelisms. Learn more about some of the can learn a deeper application of ki and use kundalini odd realms that are paramount in the esoteric view, serpent-fire energy to awaken the chakras within you. from the Dimension of Dreams to the Akashic Record By successively opening your chakras, you become and beyond. increasingly powerful as battle continues—so long as you Chapter 7—Occult Rewards: The only way to fight can survive the strain! against some of the harshest and most alien occult Psychic Duels: Enter an inner dueling ground where the threats is armed with objects of occult power. From only limits to what you can do are your own imagination. simple mundane gear that can amplify occult skill When your foe calls forth a thought-form cobra, counter unlocks to the mightiest artifacts, occult rewards are it with a thought-form hydra. When she threatens you strange and exceptional. In this chapter, you’ll find items with psychic vines, unleash a storm of inner fire. Such and esoterica from a variety of occult traditions, from a battling is exhausting, and never undertaken lightly— lucky four-leaf clover to the mighty stannum crown. You’ll for despite the unreality of the mindscape in which you discover ways to travel to realms beyond imagining, fight, the stakes of such a duel are life and death. such as the bizarre flying skiff or the enigmatic portal Psychic Possession: Possession and body-swapping spells network. Will you tempt fate by reaping the benefits of a can be crucial to occult adventures, and this short section cursed monkey’s paw or maniac hand, knowing they may provides you with everything you need to know to play a turn against you and those you love? As with all things body-snatching character with ease. in the world of the occult, what seems too good to be Occult Rituals: Some of the deepest and darkest secrets true probably is, and may come at a price you can only of the occult, these esoteric rituals are vanishingly rare begin to comprehend. 77 ppaaiizzoo..ccoomm ##33559999660066,, JJeeffffrreeyy CChhaappmmaann <<cchhaappmmaannjjeeffffrreeyy@@ggmmaaiill..ccoomm>>,, JJuull 2288,, 22001155 55008833225588 55008833225588 770066004422 ppaaiizzoo..ccoomm ##33559999660066,, JJeeffffrreeyy CChhaappmmaann <<cchhaappmmaannjjeeffffrreeyy@@ggmmaaiill..ccoomm>>,, JJuull 2288,, 22001155 770066004422 55008833225599 770066004422 Occult Classes 1 ppaaiizzoo..ccoomm ##33559999660066,, JJeeffffrreeyy CChhaappmmaann <<cchhaappmmaannjjeeffffrreeyy@@ggmmaaiill..ccoomm>>,, JJuull 2288,, 22001155 55008833225599 55008833225599 770066004433 ppaaiizzoo..ccoomm ##33559999660066,, JJeeffffrreeyy CChhaappmmaann <<cchhaappmmaannjjeeffffrreeyy@@ggmmaaiill..ccoomm>>,, JJuull 2288,, 22001155 770066004433 ivani floated sedately R above the viscous pool. “Keep it busy, Erasmus.” “Busy? It’s plenty busy!” Erasmus struggled against the creature’s tentacles, watching in horror as the flesh they touched turned to clear ooze. “Busy digesting me!” But the psychic’s gaze was already far away. Erasmus growled in frustration, then 55008833226600 closed his eyes and spoke to 770066004433 the spirit inside him. “Alright, King. This is what you’ve been waiting for. Time to come out and play.” Barbaric laughter rang inside his head as his hand lashed out of its own accord, starknife slicing through alien flesh... ppaaiizzoo..ccoomm ##33559999660066,, JJeeffffrreeyy CChhaappmmaann <<cchhaappmmaannjjeeffffrreeyy@@ggmmaaiill..ccoomm>>,, JJuull 2288,, 22001155 55008833226600 55008833226600

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