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    Table of ContentsCCCCoooovvvveeeerrrr IIIImmmmaaaaggggeeee Kauriel The Enabler

    by Giordano Pranzoni

    Page 3 Table of Contents

    Page 5 Editorialby David Paul

    AAAArrrrttttiiiicccclllleeeessss

    Page 7 Malevolent Manifestations

    by T. H. Gulliver

    Page 10 Corruptor Creature and Kauriel the Enablerby Steven D. Russell

    Page 15 A Divine Wind: Clerics of Air, Clouds, and Windby Jonathan McAnulty

    Page 19 Eyes of Sinby Michael Welham

    Page 23 The Care and Maintenance of YourClockwork Towerby T. H. Gulliver

    Page 26 Whats Evocative?by Robert N. Emerson

    IIIInnnntttteeeerrrrvvvviiiieeeewwww

    Page 30 Twenty Questions with the PathfinderCompatible Publishers!

    ReviewsReviewsReviewsReviews

    Page 53 Top 10 of 2010by Thilo Endzeitgeist Graf and Dark Mistress

    The Mar of Questhaven

    Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC.See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not

    guarantee compatibility, and does not endorse this product.

    Pathways #1 2011 Steven D. Russell, Open Gaming License Copyright 2007 Wizards of the Coast. All rights reserved,Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying

    Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying GameCompatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. OpenDesign logo is a trademark of Open Design LLC. All company logos are the trademarks of their respective companies and are used

    with permission

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    The Rite PathwayIve been enjoying role playing games for more

    than 30 years. In this time Ive met some amazingplayers and game masters, had more late-nightgaming sessions than I can count, and slipped behindthe scenes into the mysterious realm of design anddevelopment. Over the past ten years or so, Ive hadthe fantastic opportunity to freelance as an editor,writer and designer for many of the finest folks in therole playing game industry.

    Role players are innovative (teams of them candismantle in five minutes what a devious GM took fivehours to concoct), imaginative (Ive spent anafternoon with a half-a-dozen friends listening to

    them spin fantastic tales every bit as compelling asanything that comes out of the laptops of todaysfantasy authors), dedicated to their craft (I have afriend who, though legally blind without glasses, canspend weeks using magnifying glasses, paints andbrushes and create in miniature form the intrepidexplorers of the current campaign) and generous (Ihave been part of gaming tournaments paid for fromthe wallets of gamers hoping to inspire love of thegame in others and I have participated in thecollective efforts of gamers to raise money to helpothers).

    Role players are also iconoclastic and often morethan a little willing to grapple with authority: even the

    authority of the creators of the games they play.

    All of these traits are also found in most of the best,most dedicated personalities in the gaming industry.It takes someone as gifted as Monte Cook to not onlyoperate within the system and help create somethingas enduring as the third edition Players Handbook,but also to be creative enough to go beyond thatsuccess and operate independently.

    Such creative openings are not stifling to the game,they enhance it. When Wizards of the Coastannounced a fourth edition ofDungeons & Dragons,a significant population chose to stick with their ownvariants of the revised third edition and its

    opportunities through the OGL and SRD. Some ofthese folks coalesced around a particular set ofproducts, most notably Paizos PathfinderRoleplaying Game. Others have maintained theirindependence and freelance for whoever will accepttheir material.

    Heres wherePathways comes in. The staff of RitePublishing has developed strong relationships withmany fine folks in the industry, including,importantly, many of our competitors. One thing we

    all have in common is that weve all been (and stillare) role players. Were all innovative, imaginative,dedicated, generous and iconoclastic. And, while werebusy competing with one another to produce the verybest content we can, every once in a while someonecomes up with an idea thats stunningly brilliant (andwe all jealously wish wed thought of it first).Pathways sets out to explore all of this. We want tobring you industry interviews, sneak peeks from thewriters, designers and developers themselves,previews of material thats just around the cornerfrom its release date, original articles from freelancersand more.

    If theres something in Pathways that you reallylike (or really dont), feel free to let us know. We haveour own ideas of what appeals to the community ofgamers, but were open to suggestions.

    David PaulPathways Editor-In-Chief

    David Paul has been an assistant editor forKnowledge Arcana, Phoenix Lore, Monsters Evolvedand proofread countless Rite Publishing products.

    He is has also been the Lead Editor on RitePublishings 101 Series of supplements for thePathfinder Roleplaying Game as well as the editor onthe critically acclaimed Coliseum Morpheuon

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    Malevolent ManifestationsMalevolent ManifestationsMalevolent ManifestationsMalevolent ManifestationsBy T. H. Gulliver

    Illustrations by Arthur Rackham and Rick Hershey

    In #30 Haunts for Houses and #30 Haunts forShips and Shores, I introduced two new classes ofhaunts: associated haunts and minor haunts.

    Associated haunts are haunts that act as triggers foreach other, with one beginning as another ends oronly if one successfully affects a target. While thesehaunts could manifest alone, they are more dangerouswhen they manifest together. For example, a hauntthat paralyses a creature could be associated with onethat makes a touch attack.

    Minor haunts are haunts that do not present anydirect threat to PCs but become dangerous whencombined with other haunts. For example, a haunt

    that dazes a PC for one round is only dangerous ifanother danger is present during this round. Onlyaward XP for minor haunts when they are combinedwith other dangers or when PCs find a way to destroythem permanently. Game Masters can use minorhaunts on their own to build a sense of dread.

    Spirit of the Endtimes Associated HauntSpirit of the Endtimes Associated HauntSpirit of the Endtimes Associated HauntSpirit of the Endtimes Associated Haunt

    This supple leather antique chair once belonged tothe mad old Baron of Kelune. In his bored andreckless youth, the Baron, a dabbler in necromancy,joined a doomsday cult, mostly as a way to meetinteresting and liberated young women. The violenceand darkness of the cult soon surpassed hisexpectations and he fled back to the sheltered life ofnobility. In his declining years, the memories of thethings he saw while a member of the cult returned tohaunt him and grew stronger. As he descended intomadness, he stared out the window seeing the sameghastly vision night after night until the fright killedhim.

    The chair sits in the first floor library of the currentBaron of Kelune. It faces a large window that looksonto the courtyard. The Baron finds the chair both aninteresting object of study and an expedient way todeal with unwanted guests. No member of the Baronshousehold ever sits in the chair.

    BeBeBeBeginning of the Endtimesginning of the Endtimesginning of the Endtimesginning of the Endtimes CR 3CR 3CR 3CR 3XP 800CE minor haunt (one chair)Caster Level 3Notice Perception DC 20 (to notice the fading of allcolors in the room), persistenthp 13; Trigger touch; Reset 1 week

    Beginning of the Endtimes

    EffectAnyone sitting in this chair for longer than fiveminutes sees the lights grow dim and colors fade. Thetrees in the yard appear twisted and grey. A guard dog

    skulks into view and growls toward the wind. Black-winged humanoids fly through the grey sky. Only theperson sitting in the chair perceives these changes.Those sitting in the chair find themselves unable tomove or tear their gaze from this appalling vision ofthe end of the worldas the spell hold person (DC 14Will save). This haunt is persistent and continuesuntil the target makes a successful saving throw, ispulled from the chair by some other force, or makes asave against an associated haunt. With a successfulsaving throw, the target of the haunts perception ofreality returns to normal.Destruction The haunt will not activate if the chairfaces away from the window. Wiping the chair in redwine destroys the haunt.

    Witness to the EndtimesWitness to the EndtimesWitness to the EndtimesWitness to the Endtimes CR 3CR 3CR 3CR 3XP 800CE minor haunt (one chair)Caster Level 3Notice Perception DC 18 (to notice the dog beginningto twitch)hp 6; Trigger touch or associated; Reset 1 weekEffect The dog in the yard begins to drool greatstreams of saliva as she hobbles toward the window.

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    The sky grows darker and flashes with lightning as thewinged humanoids swoop down into the town andrise back into the air with screaming or brokenvictims in hand. The violence and madness of thisdelusion reduces all but the soundest of minds tomadness as the spell mind fog (DC 17). With asuccessful saving throw, the targets perception of the

    world returns to normal. When used as an associatedhaunt, this haunt activates after the target of thebeginning of the endtimes haunt fails two savingthrows.Destruction The haunt is destroyed when one of themad old Baron of Kelunes descendents dies in thechair.

    MisMisMisMistress of the Endtimestress of the Endtimestress of the Endtimestress of the Endtimes CR 4CR 4CR 4CR 4XP 1200CE haunt (5-ft.-radius around one chair), persistentCaster Level 4Notice Perception DC 16 (to notice the smell ofashes)hp 18; Trigger touch or associated; Reset 1 weekEffect The slobbering guard dog begins to transform.The long lines of saliva dripping from its maw become

    slime-covered tentacles. She begins to grow in size.Patches of dark bloody fur drip off of her as she standsupright on her now massive back legs. Her mouthexplodes with fangs and is pulled back in a lasciviousgrin. This transformation takes three rounds, duringwhich the target can continue to make saving throwsagainst the beginning of the endtimes haunt.

    This dark mistresss now powerful arms smash theglass from the window as she steps toward the chairand reaches for the target, attacking as the spellphantasmal killer. The target is allowed a DC 16 Willsave to disbelieve and a DC 16 Fortitude save to resistthe dark mistresss deadly claws. With a failed save,the target dies in the chair. Even with a successfulsave, the target takes 3d6 points of damage.As the transformation takes three rounds, this hauntis persistent. At any time during these three rounds,*the haunt can be neutralized with positive energy.When used as an associated haunt, this hauntactivates only if the target of the witness to theendtimes haunt fails his or her saving throw.Destruction The haunt is destroyed when one of the

    mad old Baron of Kelunes descendents dies in thechair.

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    Corruptor CreatureThe princes of darkness in the depths of hell do not saver the souls of those who have known not but evil their entireexistence. No, they seek those souls that shine the brightest; they seek those who fall from grace, those who stumbleupon the sinister path, those whose own desires betray them; they seek those who are but victims of their own moralchoices. To further this agenda, the baleful forces of the lower planes create corruptor creatures to enact Faustian

    bargains with mortals to facilitate their degeneration under the weight of their own damnable desires.

    Creating a Corruptor CreatureCorruptor creature is an acquired template that canbe added to any intelligent creature (referred tohereafter as the base creature) that can understandand speak at least one language.

    A corruptor creature uses all the base creaturesstatistics and special abilities except as noted here.

    CR: +1

    Alignment: Change the creatures alignment tolawful evil.

    Defenses/Qualities: A corruptor creature isimmune to all charms and compulsions.

    Special Abilities: A corruptor creature gains thefollowing special abilities:

    Change Shape (Su) Corruptor creatures canassume any animal or humanoid form three times perday as if usingpolymorph.

    Contractual Obligation (Su) Only a corruptorcreature with at least 17 HD gains access to thisability. Once per day a corruptor creature gains theability to enter a binding agreement with a non-evilaligned mortal (cannot be an elemental, fey, outsider,or nonliving creature), at the cost of the subjects soul.

    The subject must enter into the contract willinglyas per atonement. Upon the subjects death (by anymeans), its soul is transferred to a gem (prepared aswith the soul bindspell when the bargain is forged),even if the gem and the subject are not on the sameplane at the time.

    The bargain requires 1 hour to complete, and isutterly unbreakable once forged. The only way toescape is to recover the gem after the subjects deathand break it, freeing her soul, and allowing her to berestored to life through the normal means.

    Corruptors Boon (Su) Once per day, acorruptor can grant a touched creature a +4 profanebonus to one ability score for 24 hours. When theduration ends, the creature suffers a 4 profanepenalty to the same ability score for the next 24 hours.Another application not only negates the penalty, butalso restores the full bonus.

    False Mind (Su) This ability offers thecorruptor the benefits of a mind blank spell. When anattempt is made to detect his alignment or read histhoughts, the corruptor can cause the magic to revealany alignment or thoughts the corruptor creaturechooses, even if he is not initially aware of theattempt.

    Imbue with Ability (Su) Once per day as astandard action the corrupter creature can grant a

    creature it touches one of its spells, spell-like abilities,extraordinary abilities or even one of its supernaturalabilities in a manner similar to imbue with spellability (no save). It loses access to that ability duringthis time; it can dismiss this benefit as a free actionregaining the use of one or more of its abilities.

    Mark of Vice (Su) This ability works like amark of justice (Will save DC 10 + 1/2 the corruptorcreatures HD + its Cha modifier) but it is onlytriggered if the subject attempts to find a redemptionto its corruption (subject to GM adjudication). Themark is also invisible and is always placed over the

    victims heart.What Do You Covet (Su): Once per day as a

    standard action a corruptorcan grant a wish to a non-evil aligned mortal (cannot be an elemental, fey,outsider, or nonliving creature).

    Spell-Like Abilities: A corruptor with an Int or Wisscore of 8 or higher has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, anability is usable once per day. All of the creaturesspell-like abilities caster levels equal the creature'sHD (or the CL of the base creature's spell-likeabilities, whichever is higher).

    HD Abilities

    12 Detect good3/day34 Make whole 3/day

    56 Helping hand3/day

    78 Lesser geas 3/day, minor creation 3/day

    910 Atonement(temptation only) at will

    1112 Major creation 3/day

    1314 Geas 3/day

    1516 Sympathy

    1718 Soul bind

    1920 Refuge 3/day

    Abilities: Increase from the base creature as follows:Con +4 (+2 hp per HD, +2 to Fortitude saves, and anyof the base creatures Constitution-based DCs), Cha+4 (+2 to Bluff, Diplomacy, Disguise, Handle Animal,Intimidate, Perform, and Use Magic Device; attemptsto influence others, and Channel Energy DCs, +2 toany of the base creatures Charisma-based DCs)

    Skills: The base creature gains a +8 racial bonus onCraft (all), Diplomacy, and Sense Motive checks.

    Organization: Solitary

    Treasure: Triple standard (used to tempt mortals)

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    The creature in front of you rapidly transforms into amassive, red-skinned, cloven-hoofed devil with a pair of gigantic, flame-seared wings

    and eyes, glowing with a pure, white light, granting the monstrosity a truly horrific appearance.

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    KaurielKaurielKaurielKauriel thethethethe EnablerEnablerEnablerEnabler CR CRCRCR 22222222XP 614,400Advanced Corrupter Pit Fiend (Infernal Duke)LE Large outsider (devil, evil, extraplanar, lawful)Init +15; Senses darkvision 60 ft., see in darkness;Perception +33

    Aura fear (20 ft., DC 27)

    DefenseDefenseDefenseDefenseAC 40, touch 20, flat-footed 29(+11 Dex, +20 natural, 1 size)hp 430 (20d10+320); regeneration 5 (good weapons,good spells)Fort +26, Ref+25,Will +20 (+8 vs. mind-affecting)Defensive Abilities false mind, DR15/good andsilver; Immune charms, compulsions, divinations,fire, poison; Resist acid 10, cold 10; SR31

    OffenseOffenseOffenseOffenseSpeed 40 ft., fly 60 ft. (average)

    Melee 2 claws +34 (2d8+15), 2 wings +32 (2d6+7),bite +34 (4d6+15 plus poison and disease), tail slap+32 (2d8+7 plus grab)Space 10 ft., Reach 10 ft.Special Attacks constrict 2d8+22, devil shaping,mark of vice (DC 32)Spell-Like Abilities (CL 20th)At will atonement(temptation only), blasphemy

    (DC 29), create undead, fireball(DC 24), greaterdispel magic, greater teleport(self plus 50 lbs. ofobjects only), greater scrying (DC 29),invisibility, magic circle against good, mass holdmonster (DC 31),persistent image (DC 27),power word stun, scorching ray, trap the soul(DC 30), unholy aura (DC 30), wall of fire

    3/daydetect good, geas (DC 28), helping hand,lesser geas (DC 26), major creation, make whole,minor creation, quickened fireball(DC 25),refuge

    1/daymeteor swarm, soul bind(DC 31), summon(level 9, any 1 CR 19 or lower devil, 100%)sympathy (DC 30)

    1/yearwish

    TacticsTacticsTacticsTacticsBefore Combat: Kauriel prefers negotiation or fleeingvia his greater teleport, invisibility, change shape abilityand/or fly speed rather than engaging in combat; but, ifforced, he will summon a horned devil, and activate hiscircle ofprotection from good.

    During Combat: Kauriel prefers to demoralize hisfoes, focusing on their strongest champion and slayinghim first, he will attack this opponent with hisquickenedfireball, meteor swarm, and then move tohim so that next round he can make a full attackagainst that opponent.Morale: Kauriel is not a coward; he flees onlybecause he prefers to corrupt his enemies and theirsupporters rather than simply slaying them. Killingthem simply adds their souls to the forces of heaven.

    StatisticsStatisticsStatisticsStatisticsStr 41, Dex 33, Con 43, Int 30,Wis 34, Cha 34Base Atk+20; CMB +36 (+40 grapple); CMD 55Feats Cleave, Great Cleave, Improved Initiative,Improved Iron Will, Improved Vital Strike, Iron Will,Multiattack, Power Attack, Quicken Spell-Like Ability(fireball), Vital Strike

    SkillsAppraise +19, Bluff +35, Craft (armorsmith)+30, Craft (weaponsmith) +30, Diplomacy +35,Disguise +31, Fly +32, Intimidate +35, Knowledge(arcana) +30, Knowledge(planes) +33, Knowledge(religion) +33, Perception +35, Sense Motive +35,Spellcraft +33, Stealth +30, Survival +24, Use MagicDevice +32SQ change shape (polymorph), contractual obligation,corruptors boon, devil on your shoulder, imbue withability, what do you covetLanguages Celestial, Common, Draconic, Giant,Infernal, Undercommon; telepathy 100 ft.

    EcologyEcologyEcologyEcology

    Environment any (Hell) or City of QuesthavenOrganization solitaryTreasure triple

    SpecialSpecialSpecialSpecial AbilitiesAbilitiesAbilitiesAbilitiesDevil On Your Shoulder (Su) Once per day as

    a standard action Kauriel can touch a living creatureand implant a mental duplicate of his thoughtpatterns into the creatures mind. He uses this totempt, corrupt, and assist those he touches. Theability does this, in the following manner:

    The devil on your shoulder can control thesubjects memory and nervous system allowing itto create any phantasmal spell effect it wishes,

    though only the subject perceives the illusion(disbelief DC equal to DC of this spell); this isoften used to create a phantasm of Kaurielinteracting with the subject in various ways.

    The devil on your shoulder can protect its subjectas if it is a mind blank spell and as a misdirectionspell if it so wishes.

    The devil on your shoulder has a mental link tothe caster that allows the caster to track thesubject as if the caster were using discernlocation.

    The devil on your shoulder contains much ofKauriels knowledge and intellect, including all ofhis skill ranks and memories at the time of theabilitys use, but it will not have access to any ofKauriels feats, spell-like abilities, supernatural,extraordinary or other special abilities. It canchoose to communicate this knowledge andinformation to the subject if it believes it willserve its goals. It also has perfect recollection ofeverything the PC experiences (except whensuppressed, see below); if Kauriel ever touchesthe subject again, the devil on your shoulderimparts that information to Kauriel.

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    A successful Will save against the ability or any ofits effects suppresses all the effects of the devil onyour shoulder for 24 hours. While under the effects ofmind blank, protection from evil or a similar spell,the subject can ignore the compulsion, but such award does not prevent establishing devil on yourshoulder, nor can it be dispelled, though a miracle or

    wish can remove the spell. This ability is a mind-affecting, compulsion effect. The DC is Charisma-based.

    Devil Shaping (Su) Three times per day,Kauriel can spend a minute to transform nearbylemures into other lesser devils. Kauriel can transformone lemure for every Hit Die the pit fiend possesses. Itcan then reshape these lemures into a number of HitDice worth of lesser devils equal to the number oflemures affected. For example, a typical 20 Hit Dicepit fiend could transform 20 lemures into two bonedevils (10 HD each), or three bearded devils (6 HDeach, leaving two lemures unchanged), or any othercombination of lesser devils. Lemures to be reshapedmust be within 50 feet of Kauriel, becoming stationary

    and unable to move once the shaping begins. After aminute passes, the lemures reform into the shape of anew lesser devil ready to follow Kauriels. AlthoughKauriel can, technically, elevate a mass of 20 lemuresinto a new pit fiend, he is hesitant to do so since hewould have no special control over a devil created inthis manner.

    Disease (Su) Devil Chills: Biteinjury; saveFort DC 34; onset immediate; frequency 1/day; effect1d4 Str damage; cure 3 consecutive saves. The saveDC is Constitution-based.

    Poison (Ex) Biteinjury; save Fort DC 34;frequency 1/round for 10 rounds; effect 1d6 Condamage; cure 3 consecutive saves. The save DC isConstitution-based.

    Description:Description:Description:Description:What do you covet? Tell me and it shall be yours.What harm could simply fulfilling your deepestdesires do? You have only but to ask.

    -Excerpt from The Ambassador from Hellby Qwilionof Questhaven.

    I am over twice the height of the marvelouscreature known as man, and weigh about half of whatyour fine folk deem a ton. My wings stretch out totwice my height, though you will rarely see me in thistrue from as I prefer to spend my time in the shape ofa red wolfhound, or that of a smiling man withchestnut-colored skin and dark black hair. In thatguise I am known for wearing a beige merchantsoutfit, I am often mistaken for a foreign merchantcontact. On the other hand, if you encounter me in myfavored wolfhound form you are likely to mistake mefor the loyal dog of a potential convert to the gloriouscause ofOur Dark Lord of Fire.

    I am not some mindless killing machine like thebalors of the dark abyss. I am simply here to aid you,

    to provide you with what you desire, to stopsuppression and the denial of opportunity. Even thosewho turn down my offer do not anger me, for therewill always be another chance to offer my assistance.Only those who seek to silence my voice or stop mywork anger methese fear-mongers act only on theirinsecurities.

    I seek to recruit the greatest of the mortal heroesto my cause, and to deny my foes their assistance inthis life and the one beyond. To this end, I have cometo Questhaven, the City of Adventure, and walkamong their society.

    You have been to Dreamhaven the otherworldlyreflection of this city; you have sailed over theSlumbering Sea there to the Coliseum Morpheuon.There you will find the Khan of Nightmares and thepit fiend he holds a bound pit fiend who fills his Cupof Desires with wishes. Know this, the Khan was notalways such. At one point in the distant past, he was ashining ally of Chidarb the Awakened. I, Kauriel theEnabler, brought him into the fold, and our bargain iswhat brought the pit fiend into the Khans service. I

    fear what would have happened if the Khan hadremained but a Lord of Dreams.

    LoreLoreLoreLoreKnowledge (planes)

    Common (DC 22): This horrific yet regal devil isKauriel the Enabler; he is a master of recruitingrighteous mortals into the service of evil. This revealsall outsider and devil traits.

    Uncommon (DC 27): Other creatures similar tothis are known as Corruptors. Read excerpt fromThe Ambassador from Hell.

    Rare (DC 32): The frightening Kauriel is acreature of primal evil that can resist the savage blowof nearly any weapon. You cannot chain his mind,flames wash over him like water on rocks, and heenjoys the taste of toxins. Only powerful spellcasters,significantly powerful corrosives or extreme cold canaffect him, and even when they do he regeneratesfrom nearly every wound. Though he prefers normalspeech he can speak to a creature without words.Kauriels bite inflicts a terrible disease known as devilchills. He is known to summon a favored horned devilas a servant and he has vast array of spell-likeabilities. He can also grant powerful boons, curses,contracts, and even the wishes of his recruits.

    Obscure (DC 42): Spells of a virtuous nature or aweapon of silver, aligned with the ethos of good, arethe only attacks that deal permanent harm to Kauriel.

    Epic (DC 52): Legends attributed to theAwakened One say that if Kauriel could be recruitedinto the service of the Church of the Great Pantheonand perhaps any of the deities of righteousness, everyhero he has ever recruited would learn the error oftheir ways, seeking redemption and penance for theirmany sins.

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    A Divine Wind: Clerics of Air, CloudsA Divine Wind: Clerics of Air, CloudsA Divine Wind: Clerics of Air, CloudsA Divine Wind: Clerics of Air, Clouds,,,, and Windand Windand Windand Windby Jonathan McAnulty

    Illustrations by Arthur Rackham

    Few things are as vital to life as the air webreathe. It surrounds us, fills us, sustains us andprotects us. Air has a dangerous side as well. Highspeed winds are some of the most destructive forceson the planet. Nature oriented clerics with access tothe domain of Air understand and embrace thisdichotomy, revering the air and wind in all its aspects.Such deities, and their servants, are generallyneutrally aligned. Clerics of good aligned deitieswhose portfolio includes Air are most likely to focuson the subdomain of Clouds, an aspect of air morereflective of the life-giving properties of the element.Evil-aligned deities concerned with the domain of Airgenerally focus their attentions on the destructivepowers of the wind. Their priests do likewise.

    Within the sphere of nature, each of the fourelements (Air, Fire, Earth and Water) has a polaropposite, is mildly aligned (or subservient) to one ofthe other four, and is strongly aligned (and dominatesover) the remaining element. Air, in this scheme, isopposed by earth. It is extremely rare to encounter areligion or cleric which embraces the domains of bothearth and air. Air is mildly aligned, and subservient to,fire, giving fire strength. It is strongly aligned with,and dominant over, water. The two subdomains ofAir, Wind and Clouds, are reflections of thisrelationship between the elements. Wind is createdwhen warm air meets cold, and thus the Wind domainis that aspect of Air influenced by Fire. The domain ofClouds, on the other hand, stresses the harmonybetween Air and Water, with Air dominant in therelationship.

    Air is also sometimes linked, theologically, withthe domains of Travel, Liberation and Luck. In suchreligions, the aspect of Air most revered is itsunhampered movement. It is nearly impossible tocontain the wind. It blows where it will. For thisreason, clerics embracing the domain of Wind areseldom lawful in alignment, as the nature of theelement does not lend itself to structure. However,Air-centered religions are more inclined to goodnessas the air, generally speaking, does more good thanharm.

    Sacred Tomes of the AirSacred Tomes of the AirSacred Tomes of the AirSacred Tomes of the AirGMs can use the following texts as religious

    books in their campaigns. Each of the following sacredwritings is associated with the domain of Air, or one ofits associated subdomains.

    A Divine PathA Divine PathA Divine PathA Divine PathThis sacred text is most often found in the form of

    three scrolls. The contents of the scrolls are concerned

    with the twin subjects of flight and freedom. Theauthor makes observations concerning creatures andobjects in flight to teach lessons concerning personalliberty and happiness. The first scroll focuses on thesubject of birds, the second on clouds, and the thirdon angelic beings. While seldom dogmatic, the scrollsare considered authoritative (indeed the observationswithin are both sublime and factual) and arefrequently utilized by theologians and naturalistsalike. Anyone using the scrolls to study any of thethree subjects addressed therein (angels, birds, orclouds) adds +2 to any relevant Knowledge skillchecks (nature, religion, or planes).

    The Breath of LifeThe Breath of LifeThe Breath of LifeThe Breath of LifeThis holy book begins with a simple premise, life

    began as a breath of the divine, and moves from thereto discuss the possibilities of a life well lived, the need

    for charity and the natural obligation of the created toserve those which created them. The book is a thintome, scarcely fifty pages long, but its poeticalimagery, rich allegories and well-argued philosophiesall serve to make it a very popular manuscript,particularly with priests who are called upon to givefrequent sermons and homilies. Any character whoneeds to give a speech to a good-aligned audience canspend an hour beforehand in meditation upon this

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    book and receive a +4 circumstance bonus to anyrelevant skill check (Diplomacy or Perform [oratory]).

    The Seven Clouds of HeavenThe Seven Clouds of HeavenThe Seven Clouds of HeavenThe Seven Clouds of HeavenThis white leather-bound book is doctrinal in

    nature, setting forth seven lessons in seven chapters.The overarching premise is that the gods shower giftsupon the world. Men sometimes fear the coming ofthese gifts, as they fear the coming of dark clouds, butwhen the clouds open, showering forth their lifegiving waters, men rejoice. Each chapter begins with aparable concerning a cloud (feared event) whichended up bringing rain (a blessing). The chapterthen discusses the obligations such gifts entail and theassociated commandments (Charity in Thought,Kindness, Affection, Freedom, Joy and Worship). Thelast chapter is the exception and discusses a cloudwhich did not cease giving rain, eventually destroyingall those beneath it. This chapter preachescontentment. Those who use this book to studyreligious matters gain a +2 circumstance bonus toKnowledge (religion) skill checks.

    New FeatsNew FeatsNew FeatsNew FeatsThe following feats are available to divine casterspossessing the Air domain, or one of its associatedsubdomains.

    Cold ACold ACold ACold Air Casterir Casterir Casterir CasterYou can interchange cold and electrical damage at willwhen casting a spell or channeling energy.Prerequisite:Air Domain or Cloud SubdomainBenefit: When you cast a spell or utilize a channelingeffect which causes cold damage you can insteadcause electrical damage. Likewise, when you cast a

    spell or utilize a channeling effect which causeselectrical damage, you can instead cause cold damage.

    Hot Air CasterHot Air CasterHot Air CasterHot Air CasterYou can interchange fire and electrical damage at willwhen casting a spell or channeling energy.Prerequisite:Air Domain or Wind SubdomainBenefit: When you cast a spell or utilize a channelingeffect which causes fire damage you can instead causeelectrical damage. Likewise when you cast a spell orutilize a channeling effect which causes electricaldamage, you can instead cause fire damage.

    Wind GrapplerWind GrapplerWind GrapplerWind GrapplerThe very air aids you when you attempting a combatmaneuver.Prerequisite: Air, Cloud or Wind Domain; Channelenergy class featureBenefit:You can, as a swift action, utilize one of youruses of channel energy to grant yourself a divinebonus to CMB and CMD for one round. The bonus isequal to twice the number of dice you would normallyroll when channeling energy (1d6 equals +2 bonus,2d6 equals +4 bonus, etc.).

    Wind WalkerWind WalkerWind WalkerWind WalkerYour affinity with the air allows you to literally step onthe air, increasing your jumps and reducing damagetaken from falls.Prerequisite: Air, Cloud or Wind DomainBenefit: When you leap or jump, you may add 1/2your class level (minimum of 1) to your Acrobatic skillcheck. Furthermore, when you fall, reduce thedistance fallen by 5 feet per class level whencalculating damage. Only class levels from a classgranting access to the relevant domain are consideredwhen using this feat.Special: This ability stacks with the monks slow fallability but does not require the character to be next toa wall.Special: A 20th level character with this feat isconsidered to have an at-willfeather fallability.

    Channeling Effects for the WindChanneling Effects for the WindChanneling Effects for the WindChanneling Effects for the Windand Cloud Subdomainsand Cloud Subdomainsand Cloud Subdomainsand Cloud Subdomains

    The following effects use and supplement rules fromThe Secrets of Divine Channeling. If you do not havethat book, sensorial imagery describes noticeableeffects which accompany the use of channeled energy.Minor channeling effects are available to charactersthrough either GM fiat, or the possession of theappropriate trait or class. Combat Channeling effectsand Major Channeling effects are made available to acharacter through the acquisition of the appropriatefeats. The DC of any saving throw is 10 +1/2 characterlevel + Charisma modifier. Effects granting bonusesare either sacred or profane bonuses. None of theeffects stack with themselves, though they may stackwith other, similar effects. For more information,consult The Secrets of Divine Channeling.

    CloudCloudCloudCloud DomainDomainDomainDomainSensorial Imagery:White energy, tinged with lightblue, and the feeling of a wet mistMinor Channeling Effect: Cloud Shield: Youcan, as a swift action, employ one of your uses ofchannel energy to momentarily condense the water inthe air around you, granting yourself protectionagainst fire damage. By doing this you increase yourresistance to fire by 1 for each die you would normallyroll when channeling energy (1d6 increases your resistfire by 1, 2d6 by 2, etc.). This protection last for 1round or until it is employed against an attack dealingfire damage, whichever comes first.

    Combat Channeling Effect: Nimbus Wave: Youcan, as a standard action, use one of your uses ofchannel energy to unleash an attack affecting allcharacters, other than yourself, within range of yourchanneled energy. A wave of billowing energy, filledwith electrical sparks, washes over any within range,dealing both cold and electrical damage. The amountof dice rolled for damage is equal to the number ofdice rolled for standard channeling; thus a cleric thatwould normally heal 2d6 points of damage would roll2d6 for damage. Half of all damage dealt is cold and

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    the other half is electrical. A successful Reflex savehalves the damage done.Major Channeling Effect: Cloud of Cold: Youcan, as a standard action, utilize one of your uses ofchannel energy to pull moisture from the air, creatinga cold, heavy fog that fills the area within the range ofyour channeling. All creatures in the fog, except you,

    suffer 1d6 points of cold damage (Fortitude halves)each round. Furthermore, visibility within the fog islimited to 5 feet, and beyond 5 feet, the fog grantsconcealment (20% miss chance). The fog lasts for anumber of rounds equal to the number of dice youwould normally channel (3d6 equals 3 rounds, 4d6equals 4 rounds, etc.).Major Channeling Effect: Storm Cloud: Youcan, as a standard action, utilize one of your uses ofchannel energy to pull moisture from the air, creatinga heavy, electrically charged fog that fills the areawithin the range of your channeling. All creatures inthe fog, except you, suffer 1d6 points of electricaldamage (Fortitude halves) each round. Furthermore,visibility within the fog is limited to 5 feet, and beyond

    5 feet, the fog grants concealment (20% miss chance).The fog lasts for a number of rounds equal to thenumber of dice you would normally channel (3d6equals 3 rounds, 4d6 equals 4 rounds, etc.).

    Wind DomainWind DomainWind DomainWind DomainSensorial Imagery: A mixture of light blue andwhite energy, the sound of a rushing wind and anoticeable movement of the air.Minor Channeling Effect: Forceful Wind: Youcan, as a standard action, employ one of your uses ofchannel energy to create a miniature cyclone. Thiscyclone is strong enough to extinguish flames andmove up to 5 pounds of weight. The cyclone can move15 feet per round and lasts a number of rounds equalto the number of dice you would normally roll whenchanneling energy (1d6 equals 1 round, 2d6 equals 2rounds, etc.).CombatChannelingEffect: WindBlast: You can useone of your uses ofchannel energy tocreate a rolling blastof air, 10 feet wideand extending out toa range twice that ofyour normal range ofchanneling (solidobjects such as wallsblock the blast). Anycreatures or objectswithin the area ofeffect take 1d6 pointsof damage for everytwo dice you wouldnormally roll whenchanneling, and areknocked prone

    (Fortitude save halves the damage and negates theprone effect).Major Channeling Effect: Shield of Air:You canemploy one of your uses of channel energy to createan area of thick, swirling winds, providing materialprotection to all those within range of yourchanneling. Those moving through the area of effect

    have their speed reduced by 5 feet and suffer a -2penalty to any melee attacks they make. Rangedattacks into, within, or out of the area of effect suffer a-4 penalty. This effect is not subject to selectivechannel and lasts for a number of rounds equal to thenumber of dice you would normally roll whenchanneling (3d6 equals 3 rounds, etc.).Major Channeling Effect: Pillar of Air: You can,as a standard action, utilize one of your uses ofchannel energy to create a 5-foot wide column of windsufficient to lift objects, including, possibly, yourself.You may, in this way, for each dice you wouldnormally roll when channeling, levitate 50 lbs. ten feetfor one round (3d6 would lift 150 lbs. thirty feet intothe air for up to three rounds, etc.). The range of this

    ability is equal to the range of your channeling ability.When attempting to lift an unwilling character, aReflex save negates the effect for one round. If anobject is forcefully lifted against an obstacle such as aroof, damage is equal to 1d6 for every ten feet theobstruction is below the ultimate height of the aircolumn (Reflex halves damage). (Example: If a clericcould lift an individual forty feet, but there is a rooften feet above the floor, the individual would take 3d6points of damage, one die for each of the remainingten feet; though again, a successful Reflex save wouldhalve this damage.) If a cleric lifts an object orindividual with the column of air and then ceases tolift it or fails to bring it gently down, falling damageapplies as normal.

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    Countering this effect requires dispel evil or asuccessful dispel magic followed by the removal of theeyes of sin within 2 rounds, necessitating a DC 20Heal check. A wish or miracle spell counters thiseffect automatically, forcing the eyes out of its victim.

    The eyes of sin, constructs created through a foul

    process, come from those creatures who havepersonified one of the seven deadly sins, or who havemet their demise due to someone overtly committingone of the sins. The eyes could originate from thegreedy merchant who sells shoddy merchandise formassive profit as he moves from town to town to stayahead of those he has swindled. They could also befrom the elderly woman murdered within yards of theindolent guard who could not be bothered tointervene while she was robbed and killed. The taintof that sin settles in the perpetrators or victims eyes,and a savvy (and demented) individual can reap theeyes, converting them into a powerful tool.Typically a creator employs the eyes to convince avictim to replace his own eyes with the eyes of sin,

    thus providing a thrall to the eyes creator. They seekout someone easy to persuadea scoundrel who bedsevery woman he meets is easy prey for eyes of lust,and eyes of wrath search for a highly vengefulindividual. The creature stays out of view whiletelepathically goading its prey on, working on hisinsecurities or cravings for power, eventually wearinghim down enough so he will make a terrible bargain.Sometimes, though, the creator himself practices thedeadly sin and the eyes provide a means to morereadily achieve his goals. A jealous creator sends hiseyes of envy out to ruin the life of a hated rival whomthe creator feels only obtained his popularity or powerthrough luck. The owner of the eyes of pride usesthem to bring down a mighty member of society solely

    to stroke his ego.

    A creator clever and insane enough to defeat adaemon and harvest its eyes can construct a morepowerful version of the eyes of sin. Its Charismaimproves by +6 (increasing the DCs for all savingthrows by +3), the ability score damage of its right eyeimproves by 1 step, and its sin bind ability emulatesdominate monster. This doubles the construction costand increases the caster level requirement to 13th.

    ConstructionConstructionConstructionConstructionThe eyes themselves cost nothing; rather, a DC 20Heal check is required to extract the eyes withoutdamaging them. They must then be treated withmagical preservatives and unguents worth at least1,000 gp.

    Eyes of SinEyes of SinEyes of SinEyes of SinCL 9th; Price 26,000 gpConstructionRequirements Craft Construct, animate objects,bestow curse, dominate person, limited wish, creator

    must be caster level 9th; Skill Heal DC 20; Cost13,500 gp

    Specific Eyes of SinSpecific Eyes of SinSpecific Eyes of SinSpecific Eyes of Sin

    Eyes of SlothEyes of SlothEyes of SlothEyes of SlothHere we have a sad soul who refused to leave hishome, even when all his inheritance ran out and heneeded to work. Soon the deliveries of food stoppedcoming, and he just withered away. Thankfully, hiseyes remained remarkably fresh.

    When the left eye curses someone, he finds himselfunable to act with any alacrity. He can only take onemove action or standard action per round. A victim ofthe right eye finds his muscles respond poorly, as theeye deals 1d6 points of Strength damage.

    Eyes of EnvyEyes of EnvyEyes of EnvyEyes of EnvyPoor Beatriceher best friend proved to be nofriend at all. Millicent knew that Beatrices husbandcould have done better as her husband, and Beatriceonly had all those nice things because she stole theman who was rightfully hers. Millicent launched anunholy campaign against her, culminating in a falseaccusation of Beatrices involvement in an affair withher husbands business competitor. As Beatricestruggled to rebuild the shambles of her life, relyingon the advice of her dear friend, Millicent gleefullydetailed how she arranged all her misfortune. Thepitiable woman died of a broken heart, the betrayalbrought about by petty jealousy seared into her soul.Her pretty blue eyes have changed into an eerie

    shade of green.

    A creature cursed by the left eye pays more attentionto what others dofocusing instead on the unfairbenefits they receive. He becomes less aware of hisown surroundings and slower to react, taking a -10penalty to Perception and Sense Motive checks as wellas a -2 penalty to Initiative. The right eye paralyzes itstarget with the fear he is missing out on opportunitiesothers might be enjoying. In so doing, the eye causes1d6 points of Dexterity damage.

    Eyes of GluttonyEyes of GluttonyEyes of GluttonyEyes of GluttonyYes. The Glutton King, fearsome and brutal killer

    with a voracious appetite which included the foes heslaughtered in combat. Bribing that soldier to losethe beasts head was worth the money I paid.

    The left eye of this creature forces the victim toconsume 20 times the normal amount of food,requiring him to stop any activity once per hour tospend 10 minutes eating. The right eye weakens thevictim with hunger, inflicting 1d4 points ofConstitution damage.

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    Eyes of WrathEyes of WrathEyes of WrathEyes of WrathGang warfare in this city runs rampant, so wrath iseasy to come by. To get a special flavor of thisparticular sin, one has to arrange for the death of agang leaders beloved family member and pin theblame on a rival gang. Then, thanks to the luck withwhich I am abundantly blessed, the leader dies justafter personally exterminating the other gang. Hiseyes still blazed with rage hours after his death.

    The curse bestowed by the left eye induces rage in itsvictim whenever he experiences stress. At thebeginning of combat or any other dangerousencounter, he must succeed at a DC 19 Will savingthrow or become confused for 5 rounds. A victimstruck by the right eye ray takes 1d6 points ofIntelligence damage as his mind becomes cloudedwith anger.

    Eyes of LustEyes of LustEyes of LustEyes of LustThis specimen was too all easy to procure. Still, I

    wanted to ensure I found someone who suffered thegreatest fall from grace due to his inability to keephis desires in check. I exercised patience, and finallyreaped the rewards when the outwardly pious leaderof the Order of Mercy was caught with one of hisyoung female disciples. Arranging for thegirls father to quietly murder him cost mequite a bit and forced me to employ my eyesof wrath before I was ready. It was worth it,howeverhis eyes have an exquisite silvershimmer, and I have caught them oglingmy maid.

    The left eye of lust causes the victim to beaffected by a suggestion spell whenever a

    creature he would be attracted to asks him todo something, unless he succeeds at a DC 19Will saving throw. The right eye clouds themind of its victim, doing 1d6 points ofWisdom damage.

    Eyes of GreedEyes of GreedEyes of GreedEyes of GreedI have to admit, I find the eyes from thisgullible fool my most satisfying acquisition.As much as I deigned to work with someonebeneath me, I partnered with a con man topart a wealthy baroness from her moneyunder the guise of tripling her current worth.It took several months, but the woman finally

    ended up penniless and on the street, lookeddown upon by those she sneered at just daysprior. As I predicted, she took her own life,and soon thereafter I harvested those eyeswhose soul had been tainted and undone byher own avarice.

    A victim of the left eye must succeed at a DC19 Will saving throw whenever he sees anunattended object. Failure means he will tryto take the item, using whatever means he has

    at his disposal. The right eye reveals the victimsgreed, and others view him with disdain as the eyecauses 1d8 points of Charisma damage.

    Eyes of PrideEyes of PrideEyes of PrideEyes of PrideIve saved my greatest creation for last. As befits thegreatest of all the deadly sins, I must harvest fromthe most powerful being I know. Thus, I remove myown eyes, knowing that I will vastly increase myown personal power--The last words spoken by Aniter the Crafter whosemaid discovered his body, eyeless and bleeding out ofthe empty sockets. The whereabouts of his creations iscurrently unknown.

    The most insidious of the eyes of sin, the left eyeinstills a belief in its victim that he requires noassistance from a lesser personmeaning anyone. Thevictim must succeed at a DC 19 Will saving throw inorder to benefit from any spell or effect from an ally.Additionally, he cannot flank with an ally, nor can hereceive bonuses from aid another. The right eye,equally insidious, grants a +2 enhancement bonus toan ability score of the victims choice, at the cost of1d2 points of damage to each other ability score (rollseparately for each one).

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    TheTheTheThe CareCareCareCare and Maintenance of Your Clockwork Towerand Maintenance of Your Clockwork Towerand Maintenance of Your Clockwork Towerand Maintenance of Your Clockwork TowerBy T. H. Gulliver

    Beginning in the voice of adventurer Owain

    Northway, this Pathfinder Roleplaying Gamecompatible supplement describes Northway's visit tothe inside of a clockwork towera visit that he doesnot remember but which he pieces together fromstrange notes left to him by an alternate future self.

    The supplement includes a printable map packcontaining twelve pages of gorgeous black and whitemaps by Richard Biggs Jr. The maps alone make thisproduct worth its purchase price.

    Clockwork Tower BackgroundThe tower was originally built by Tillory, a

    brilliant artificer who is now trapped inside the tower,and her chronomancer lover. Tillory originally

    intended for the tower to be a base from which shecould work on her clockwork inventions withoutworrying about the passage of time. When the towerfunctions properly, a month passes inside the towerfor every day that passes outside of it, thus allowingthe heroic Tillory to produce customized clockworkdevices to combat any particular danger that herfuture self is facing.

    When Tillory's chronomancer lover tried to seizecontrol of the tower and use it to manipulate time, thetower was sabotaged by temporal stalkersguardiansof continuity that reside in the flow of time. One ofthem remains in the tower ensuring that the towersinhabitants do not succeed in fixing it. The sabotaged

    tower is currently slipping backwards in time, slowlygaining momentum, and will eventually collide intothe beginning of time and disappear. Within thetower, a quickling homunculus, once the familiar ofthe vanished chronomancer, tries desperately to steerthis machine into an alternate timestream hoping invain to find the chronomancer and prevent the towersdestruction. A clockwork duelist, Tillory's guardian,patrols the lower level of the tower trying to find themeddling temporal stalker.

    Reviews for the Clockwork Tower were verypositive. The most frequently asked question aboutthe product was not what was included but what wasleft outa discussion of what to do with the

    Clockwork Tower if the PCs gained control over it. Ileft this question unanswered intentionally; manyGMs are cautious regarding time travel.

    Time travel is a challenge for roleplaying gamesand often feels anachronistic in fantasy roleplaying inparticular. When broken, the Clockwork Towersabilities are severely limited; it moves backwards intime, very slowly. Even if the PCs repair the tower sothat it functions as designed, it provides a place to

    craft, heal, and study without worrying about thepassage of time.

    Game Masters who want to introduce time travel intotheir campaigns can expand functionality of theClockwork Tower. Below are some suggestedpossibilities, arranged from least likely to annoy thetemporal stalkers to most likely to cause the GM tohave a massive-irresolvable-paradox headache.

    Gaining Control Over the TowerGaining Control Over the TowerGaining Control Over the TowerGaining Control Over the TowerIf the PCs rescue Tillory from the temporal hiccup inwhich she is trapped, she will repair the tower but willbe reluctant to let them use it for time travel without agood reason.

    If the PCs locate Tillorys mysteriously missingchronomancer lover, he can steer the tower and act asa high level NPC in the campaign.

    Channer, the quickling homunculus familiar of thechronomancer, wears a pair of augury gogglesanew wondrous item. PCs can use these goggles to gainlimited information about different timestreams,which can help them steer the tower.

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    The Temporal StalkersThe Temporal StalkersThe Temporal StalkersThe Temporal Stalkers Have a Job for YouHave a Job for YouHave a Job for YouHave a Job for YouThe temporal stalkersthe traffic police of time andgeneral busybodies who ensure that everythinghappens the way it always didneed something doneby somebody willing to bend the rules and workoutside of temporal law. Luring the PCs to the towerthrough a fragment from a journal written by one of

    the PCs future selves, the temporal stalkers set it on acourse for a deeply troubled, topsy-turvy timestreamand give them a mission to accomplish. As the PCs aremoving into a different timestream, there are noconsequences for their own timestream.

    The temporal stalkers might want the PCs ... to track down and eliminate a fugitive chronomancer; to steal a disturbingly anachronistic device from a

    wizard's tower;

    or to temporarily take the place of a person who hastemporarily slipped into a temporal rift.

    The stalkers would do it themselves but

    there are rules against it! they arent nearly powerful enough. it is a little embarrassing because they caused it.

    it would involve far too much paperwork.

    Travelling Forwards in TimeA trip from a world of swords and sorcery to one ofmilitias and machines can be a short sidequest or thebeginning of a strange new campaign. A mixed periodcampaign requires the Game Master to prepare andcommunicate house rules as the PCs interact with newtechnology or use ancient and forgotten magic. If thePCs manage to use the Clockwork Tower to drag aBlack Hawk helicopter back to their own time, theysoon catch the attention of the temporal stalkers.

    Unless you have chronomancers in your campaign,

    PCs must make a Use Magic Device check to steer theClockwork Tower backward and forward in time.Every time the PCs try to set the Clockwork Tower inmotion, they make a DC 20 Use Magic Device checkwith the modifiers below.

    Time Jumped DC Modifier

    1d10 months +01d10 years +21d10 decades +41d10 centuries +82d10 centuries +16

    The modifier doubles if the PCs are attempting tochoose a specific month, year, decade, or century.

    Circumstance DC Modifier

    Time period is the PCs' own -8

    Time period is familiar to the PCs -4Time period is somewhat familiar. -2Wearing the augury goggles -4

    Travelling Backwards in TimeAny trip backwards in time is going to annoy thecrusaders of continuity. As the PCs interact with theirown past, the temporal stalkers try to foil them inincreasingly creative ways such as by replacing the bigbad evil guys that the heroes just defeated with anearly exact counterpart from a less important

    timestream, by arming the enemy orcs with modernequipment, or by revealing to the heroic PCs how acertain blow for justice in the past will have severepersonal negative consequences for them in thefuture.

    When PCs interact with a timestream in a way thatmesses with continuity, GMs can roll on the table

    below to playfully represent that fact.

    1d100 Effect

    1-30 One PC's holy symbol, hair color, coat ofarms, or clothes change slightly inappearance.

    31-50 One PC's holy symbol, coat of arms, orother symbol of affiliation change for thatof an historic enemy.

    51-70 One PC's gender changes.71-80 Two PC's no longer recognize each other.81-90 A feat or trait that a PC took at first level to

    represent their background or training ischanged for a distinctly different trait.

    91-95 One PC disappears and is replaced by a

    completely different PC of the same orsimilar class.

    96-100

    All players pass their character sheets tothe player to their right but their namesand aspects of their original PCsbackgrounds become those of the newcharacter they are playing.

    When the PCs have affected continuity in this way, thetemporal stalkers arrive to indicate how to set it rightand insist that the PCs do this. Successfully repairingcontinuity causes the changes above to revert tonormal. Failure to repair the timeline makes thesechanges permanent.

    Back to the Future

    When the PCs are trying to return to their own timeperiod after changing the past, the Clockwork Towercan get lost among the many branching timestreamsthe PCs' interference created. Every change in the pastmakes it more difficult to find your own largelyunchanged future. More severe changes cause greaterdifficulties. Use the following modifiers to Use MagicDevice checks to get back to the future.

    Circumstance DC Modifier

    Changes on a global scale -20Localized changes -10Historically insignificant changes -4Mild changes to individuals -4Barely perceptible changes -2

    Whether you, as a Game Master, want time travel tobe a quick sidequest that, if the PCs succeed, neveractually happened, or whether you want to make it thebasis of a series of adventures for a group that needssomething completely different, the Clockwork Toweris an Evocative City Site worth exploring. Pick it upbefore it crashes into the beginning of time and neverexisted.

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    Whats Evocative?By Robert N. Emerson

    According to many dictionaries, including the oneover at Dictionary.com, when something has the

    tendency to evoke, it is evocative. With respect to RitePublishings Evocative City Site series, of which Ihave been the editor and for which am now the LineDeveloper, it means to take a location and apply amilieu or trope that is, or can be, readily associatedwith it. Basically, with respect to our series, it meansto design a location and attach something to it thattends to evoke a touchstone concept or idea.

    Whether it is a den of inequity, an inn with a twist, acommon room frequented by the villainous, or agarden where something is just not right, they areoften places and ideas that touch upon things that wehave read or seen before. Or, if yet to be seen, theycould be.

    If we look at our favorite stories, whether they arein text or on screen, we can break down what calls tous and notice similarities that often cross genres. Onesuch example is the Heros Journey. Here, a youngperson finds himself linked to legendary legacy and isguided by an elder mentor that teaches him of thispath, yet the young hero loses the mentor on the way.

    Sound familiar?

    How about when a person becomes separated fromall that she has known, all that she is familiar with,and finds herself in an unfamiliar place, with anunfamiliar people, with whom she slowly starts toidentify and defend? Or a mysterious place of wonderwhere those honest and pure survive, yet those

    disingenuous and corruptible fall to temptation timeand time again? Or helping a disheveled throwawayonly to later find out that he is a personage of note?

    It is these touchstones that draw us into a story,that inspire us to find interest in where it leads us. Itis this bone upon which the evocative flesh is laid.Upon the skeletal layout of any creation we lay sinew,muscle, and viscera, as this moves them forward. Butover it all is evocative flesh: that which inspires ourinterest, flames our reactions, and kindles long-burning fires committed to exploring further andfurther.

    It is this flesh that separates a hackneyed attempt at

    being evocative from that which is truly so. If you donot believe me, then look back at books that you haveread and cinema that you have watched. When youreflect on them, good or bad, how often was it that youwere drawn to something because it reminded you ofsomething you liked, and your dislike was because ofhow poorly it used that memory?

    Now I am not talking about a famous property thatmisuses or abuses canon, as that is a different storyfor a different day. Instead I am referring to those

    moments where you see a cover, or a trailer, or acommercial that hits upon the touchstones ofsomething you like, be it setting, character, or whatnot. You become so hyped, so excited to see it, yet

    when you do it is a weak impersonation of what youhoped for it to be. It was as if it teased you with atried, true, and familiar feeling and then dumped coldwater on you once you were there.

    Anyone can write a story that uses a curiosity shopin the opening act, as those are often places of mysteryto folks with an imagination. The uncanny shopkeeperis there, as is the looming room that reeks withforeboding. The unexplained items of mystery layabout, one more unusual than the next, and they alllead to something that is enticing, sometimes benignin its looks that stands out from it all. If done rightlyyou experience an exciting romp about theimportance of the littlest things, and if done wrong itis lackluster camp fueled by a rule that made no sense

    and by which you could not abide.

    Yet we are not here to fully explore the whole storyof what does and does not evoke, but instead we arehere to talk about places like that curio and whatmakes it evocative. It is easy to describe somewhere asmysterious, since all we need do is make sure toinclude the word mysterious, or foreboding, orwordplays like cloaked in uncanny shadows ordraped in the unusual. But making something

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    evocative requires knowing what to make stand out,what to only hint at, and what to leave mostly ignored.

    So, Ill pick a place, populate it with beings andobjects, and layer it in ambiance. Lets see how thisworks, in practice.

    How about a building atop a hill? It is a commonsite in many a hamlet or city, and one that can oftenhave local lore attached to it.

    What makes it unusual? It definitely has to standout from the buildings around it, often because of ageor architecture. Anachronisms always inspire talltales, because they are both unfamiliar to thecontemporary and beyond our perceived scope ofunderstanding.

    So how about a two-story rectangular house with acylindrical tower in place of one of its corners. Analmost symmetrical rectangle with one of its fourcorners made to stand out with the curve of a tower

    that raises an additional story above the mainbuilding. Not only that, but let us make the houseitself sided by dark brown wooden shingles and thetower a dirty yellow adobe.

    Now that stands out, does it not?Not only is the architecture different than that

    found in common references, but the look and colorstands out as well.

    Next it needs a name, something for the locals towhisper about and children to dare one and otherwith. There are the obvious ones, like the WizardHouse or Hermits Tower, but we should usesomething simple, yet catchy. How about The Pale

    Shade, as there is an old, rickety sign that calls it that.Sure there would be stories about the name, but thefact is, it was named for the stout, old oak of anunusual fair coloring that shades the house and itsretreat. The sign is a hanging shingle that swings backand forth upon rings, filling the arc with mourningmetallic whines during a windy evening.

    Of course it is a not-so-abandoned residence, wherefolks rarely see, or perhaps rarely notice, the hermitwithin the shady house. Is it by will or by force that noone sees those within the house? Movement is oftenseen at the windows, windows that are often lit atnight, so something goes on unseen within the house.Lets go with forced, as it already takes an interesting

    turn toward the evocative.

    What forces hermitage upon the residents? Is it thehouse itself? I think not, as that could be a bit tooclich and if we are going to do a clich then why notgo for one with gusto?

    Why not a force within the house that is forcingthose within to stay? But instead of fear, why not uselove as the force? Perhaps the resident of the house isstuck because the spirit of a loved one is haunting the

    house after a tragic, terrible death? Not only is thespirit trapped, but its personality is fractureddepending on where in the house their corporealspouse happens to be.

    Spouse? While I had not originally chosen therelationship between the kept and the spirit, a spousal

    one does make sense so lets run with that.

    Now because the incorporeal spouses personality isfractured throughout the house, it only makes sensethat it is malevolent and dangerous in some places,but benevolent and safe in others. Also, this adds tothe reason why the corporeal spouse has stayed; it isnot only love for the slain loved one but alsoconsideration for others who might stumble upon thedissociative spirit within. Also, it adds an element ofwhy the living resident is without kith or kin, as theresident has been kept away out of concern for lifeand limb.

    Now it is at a point like this that we should think

    about rules. Although I will not be wrapping thisflavor around a mechanical bone right now, I figuredthat using the Haunt rules from PathfinderRoleplaying Game: GameMastery Guide by Paizomakes the most sense. Why? Well, Pathfinder is thegame for which many of the products on which I workis designed, and I like the Haunt rules for it. It is alsoa good idea to work toward a mechanical conceptwhen you are laying out the flavor text, so that you donot have to create new rules after noticing that youdescribed something that the rules you want to usecannot handle.

    Next we have to make a couple decisions, such aswhere the slain spouse was killed, why, and which

    areas are dangerous and which are safe within thehouse.

    Let us say that the death was caused by jealousy, yetadd the twist that it was someone else who hadfeelings for the living spouse and it was this otherperson who killed the spouse. Why? Well not onlydoes it give an extra motivation for the living spouseto be kept at this place, but also it adds extraemotional basis for the fractured spirit idea. Not onlywas it someone who coveted the spouse that was thekiller, but the killer acted within the home where thecouples love should have been safe.

    So that covers the why, which brings us to the

    where.

    How about the stairs of the tower portion of thehouse? We could use more gender-specific aspects,such as the kitchen or the den, but why tread uponwell-worn stereotypes when we can delve more deeplyinto the motivations of the location.

    Let us say that the covetous person snuck into thehouse and headed toward the workshop atop thetower. The now slain spouse found the intruder, and

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    :,1'6)$17$6

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    20202020 Questions with theQuestions with theQuestions with theQuestions with thePathfinder Compatible Publishers!Pathfinder Compatible Publishers!Pathfinder Compatible Publishers!Pathfinder Compatible Publishers!

    1. Could you tell us a little aboutyourself and your company?

    Bill Webb, Frog God Games: Sure, I was one halfof Necromancer Games in the 3.0 and 3.5 days. I didcreative and Clark did business. One of myFreelancers was Greg Vaughan. We do modules. Short

    adventures, long adventures, series adventures, alladventures all the time. We have a few other books:Swords and Wizardry Complete, UBAD (UltimateBook of Adventure Design) and Tome of HorrorsComplete, but really our expertise is in less-than-100-page, low price-point modules.We are really just a DIY company with a lot ofindustry history and know-how. Like our websitesays:

    We consist of old grognard gamers, including abrilliant layout guy, and a cartographer who wasnot even a gamer when we recruited him. We havemore than a few writing credits to our name, andhave decided after dealing with publishers, printers

    and middlemen to head off on our own and makesome books. We have developed friendships with,and worked with the best and most famous writers inthe industry. We are the real deal.

    We have added a couple people to the mix, mostnotably Skeeter Greene and Matt Finch. Matt is theguy who authored and invented the Swords andWizardry game system, and Skeet (with help from ourtrusty old friend D&D chick Erica) is our maintranslator between Matt and the Pathfinder audience.I think what really makes us unique is that we supporttwo game systems, not with double-statted modules,but with reworked modules (same storyline,mechanics are all changed) for both. Our goal is to

    create short adventures for middle-aged GMs likeourselves (well, and maybe some younger folks too).The one thing we are best known for is toughadventuresno walk in the park here.

    Bret Boyd, Tricky Owlbear Publishing: Sure!My name is Bret Boyd and I started gaming during mytenure in Boy Scouts back in the mid-80s. Mostpeople don't know that I'm a pharmacy technician byday and run Tricky Owlbear Publishing, Inc. by night

    (or at least on those nights that I have time!). TrickyOwlbear was started in 2007 at the suggestion of mybrother, Scot (who is the technical arm of thecompany). I started freelancing in 2000 when d20came onto the scene and, although I now run TOP, Istill keep my hand in the writing arena. We produceproducts for use with the Pathfinder RoleplayingGame as well as for retro-clones like Swords &Wizardry, and even occasionally crank out somethingfor v3.5 (our Behind the Spells and Behind theMonsters lines).

    Creighton Broadhurst, Raging Swan Press:Raging Swan Press is a small publisher of Pathfinder

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    compatible supplements and adventures based inDevon, England. We produce affordable, high-qualitygaming products that a GM can easily insert into hispersonal campaign.

    Dale McCoy, Jon Brazer Enterprises: Hi. Myname is Dale McCoy and I run Jon Brazer Enterprises.We started off in the Spring of 2009 publishingTraveller compatible supplements and startedworking on Pathfinder once the license becameavailable. Our print products are sold in game storesacross North America and Europe. While I run themore business side of the company, we hire a numberof freelance writers, artists and editors. I also want togive a shout out to the d20pfsrd.com crew for theirinvaluable help and support. My girlfriend lends her

    professional marketing skills and is our copyright andchief critic. And her anthropology degree helps a lottoo. (She told me to put that last sentence in there.)

    Jeremy Smith, Dreamscarred Press:ImJeremy Smith, the owner of Dreamscarred Press, arole-playing game publisher focused primarily on thedifferent psionic rulesets. Weve been publishing foralmost five years and have recently made the jump tosupporting the Pathfinder Roleplaying Game byoffering the first psionic rules.

    Louis Porter Jr., Louis Porter Jr. Design: Theofficial company line: Louis Porter Jr. Design Inc. isan independent entertainment and game publishingcompany created in 1997, located in Cooper City,Florida. Louis Porter, Jr. Design, Inc. is a dedicatedgame publishing company specializing in thedevelopment of high-energy action and hyper-kineticadventure settings. Their first successful venture,Haven: City of Violence. Louis Porter Jr. Design hasalso released the best selling NeoExodus: A HouseDivided RPG setting and the upcoming Xao: Island of

    Iron and Silk RPG mini-setting. Louis Porter Jr.Design Inc. also produces Adobe Acrobat PDFmaterial based on the Open Gaming License createdby Wizards of the Coast for sale on RPGNow andDriveThruRPG. Louis Porter Jr. Design has recentlycreated Deathmate Records, and independent digitalmusic netlabel. With their movie optioning by BrigadeEntertainment only helped solidify the Haven: City ofViolence brand and Louis Porter, Jr. Design asinnovating and important gaming company on therise.My personal mantra: I just like to make cool games.

    Mario Barbati, 0000one games: I founded 0oneGames [Zero-One Games] back in 1999 but Ive beenworking for the game industry since 1989, for localgaming magazines, and by designing some games. My

    first published adventure (in Italy) was in 1990. Iman architect and the son of an architect (hence myskills in drawing maps) and, before founding 0oneGames I ran through many jobs: architect, graphicdesigner, web designer, video editor and more. I felt,however, unsatisfied and then decided to try tobecome a game publisher. It worked; now 0oneGames is my life.0one Games was the first company to ever sell a d20adventure module and quickly gained popularity asone of the best map-making companies. We joined

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    Wolfgang Baur, Open Design: Sure, happy to!Im a former TSR magazine editor and Wizards of theCoast game designer who wrote chunks ofPlanescape,Al-Qadim, and a lot of other products youmay have heard of, or (hopefully) played. These days IpublishKobold Quarterly magazine and run an RPG

    company called Open Design.

    2. Why did you choose to publishproducts in support of the

    Pathfinder Roleplaying Game?

    Bill Webb, Frog God Games: Because I like Lisaand Erik. Well, its really because that is what Gregand Chuck played. Erik and Lisa have offered a greatalternative to that 4.0-something game (but that isbut not really D&D in my humble opinion). After 3.5was over, I looked at 4.0 and just could not do it. I amsure its a great game, but its not for me. I am an old

    school guy who still plays pre-first-edition in JudgesGuild setting. Pathfinder I can understand, even if Idont quite get all the rules.

    Bret Boyd, Tricky Owlbear Publishing: At first,we just watched to see which way the wind wasblowing when Pathfinder and 4e were finding theirrespective footing. It quickly became obvious thatPathfinder was the way to go for two reasons: 4e justdidn't remind me of the classic game I knew andloved; and the OGL, which of course powersPathfinder, was something not only familiar but alsoirrevocable (unlike 4e's GSL). That and Paizo has awonderful community ready to embrace third partypublishers since that company was itself a 3PP of sorts

    when it handledDragon andDungeon.

    Creighton Broadhurst, Raging Swan Press:Mainly because I play Pathfinder, and the 3.5 marketwas saturated. I love the continuity of Pathfinder inthat it builds on the long and distinguished history ofD&D a game that I have loved and played for almost30 years.

    Dale McCoy, Jon Brazer Enterprises: Pathfinderis the game I play most often. It seemed only naturalto support this awesome game.

    Jeremy Smith, Dreamscarred Press: As aplayer, Pathfinder was the game that my gaming

    group and friends migrated to when 3.5 was retired.As a publisher, the demand for 3.5 products post 4E,as well as demand for 4E products, was minimal.There were also no plans for psionic rules forPathfinder, and it seemed like a logical fit, asDreamscarred Press has built a reputation for the pastfour years as the source for psionic material.

    Louis Porter Jr., Louis Porter Jr. Design:I hadbeen publishing RPGs for nearly a decade and I hadheavily supported 3.0 & 3.5 OGL and after hearing

    what Paizo had planned it really looked likesomething I could really get behind. Bluntly put,Paizo always made me feel like we were partnerswork together instead of victim at their mercy likeWOTC did with 4E.

    Mario Barbati, 0000one games: Pathfinder is the

    natural evolution of d20 system, a system, I believe,that is one of the best things to have happened to RPGgames in the last two decades. I think that Pathfinderand d20 have a lot of potential yet to come.

    Mark Gedak, Purple Duck Games: My semi-monthly campaign uses the Pathfinder RoleplayingGame and for a long time the content that I createdfor the DM Sketchpad was focused on this rules set. Ihad been hobbylancing for a few companies and justwanted to control more of the overall process.

    Owen K.C. Stephens, Super Genius Games: Myexperience with the d20 system, and many of theprinciple movers and shakers at Paizo, dates back

    over a decade now, and it seemed a natural match. Ihave a real love for the d20 system, and very muchliked what

    Robert Thomson, 4 Winds Fantasy Gaming: Ofall the games I ever played, D&D was the one I lovedmost and always came back to. Like many, I didntthink 3.5 needed a drastic overhaul and I was thrilledwhen Paizo announced the Pathfinder RoleplayingGame. As fans of d20 gaming, as supporters of Paizo,and as a brand new company, this seemed the naturalcourse for us.

    Steve Russell, Rite Publishing: We had justjoined the Paizo store and were offered an

    opportunity to get an advanced copy of the rules; Iloved the way Paizo worked with third partypublishers, treating them like partners rather than ascompetitors.

    Wolfgang Baur, Open Design:Kobold Quarterlyis a small-but-fierce magazine loaded with officialGolarion-based articles as well as general PathfinderRPG material we have some amazing sneakpreviews coming from Paizo this year. Ed Greenwoodonce said its what a roleplaying magazine shouldbe, which pretty much made my decade.Open Design is where we do adventures, sourcebooks,and PDF series like the Advanced Feats series bySigfried Trent. The company pioneered the patron

    approach to funding game design (later made famousby larger companies like Kickstarter), which givesanyone a shot at becoming a game designer.

    3. What is your best momentpublishing product in supportof thePathfinder RoleplayingGame?

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    Bill Webb, Frog God Games:When we got 150orders of a $125 book in the first two days. The bookwas written, but did not exist yet. Greg and I could notbelieve it. Our reputation has always been good. Butto have people lay that kind of scratch down for vaporwas a huge vote of confidence, and really got me (us)

    going again. Here we are 25 books later (in 1 year!).

    Bret Boyd, Tricky Owlbear Publishing: I thinkmy best moment was when we released ForgottenFoes, our mammoth book of monsters. The reviewshave all been highly positive and everyone involvedwith the project was at the top of their game as it cametogether. I hope the book finds a long life amongPathfinder GMs.

    Creighton Broadhurst, Raging Swan Press:Raging Swan Press ran a promotion over Christmaswhich gave away free PDFs with every print version ofone of our products sold. Several customers contactedme for the free PDFs telling me theyd asked for my

    products for Christmas. That blew me away thatsomeone liked our stuff so much they asked for it forChristmas.

    Dale McCoy, Jon Brazer Enterprises: The firsttime I walked into a game store and saw that a book Ipublished was on their shelf, that was one of mydreams come true.

    Jeremy Smith, Dreamscarred Press:Currently,we only have one product compatible with thePathfinder Roleplaying Game Psionics Unleashed.But the best moment publishing that product waswhen it finally released after a year of developmentand seeing the community as a whole adopt it as the

    de facto psionic rule set virtually overnight.

    Louis Porter Jr., Louis Porter Jr. Design:When I released Obsidian Twilight. Obsidian Twilightwas my homage to Dark Sun and Ravenloft and Ithink we did a great job with it. James poured a lot ofgreat work into that book and it shows.

    Mario Barbati, 0000one games: Easy: The Great CityPlayers Guide. It won a gold Ennie Award as bestelectronic book in 2010.

    Mark Gedak, Purple Duck Games: Im not sure Ihave a moment that I can define as best yet.

    Owen K.C. Stephens, Super Genius Games:Thats a tough call! I was asked to do an interview foran RPG group in Peru, which was amazing. And I stillremember the first time Lisa (Lisa Stevens, PaizoCEO) mentioned our products in a Paizo blog, whichwas very cool vindication. But I think mybestmomentwas when I received an email from a gamer, who saidone of our products (The Genius Guide to Feats ofSubterfuge) turned his wife into a gamer, when shehad never liked the game before. Thats one of the

    greatest things any publisher can do, create newgamers, and its often by accident.

    Robert Thomson, 4 Winds Fantasy Gaming: Iactually have a couple that rank the same for me. Thefirst was when we released our first print product The Book of Arcane Magic in August 2009. Holding

    that book in my hands, reading posts talking aboutthe book, and seeing it for sale at Paizo.com and otherplaces was really special. The other was whenStrategists & Tacticians our 5th print product debuted at #1 on the RPG Countdown in May 2010.Knowing wed hit a homerun by taking a chance onRyan Costellos idea he pitched seemed to confirm wewere doing the right thing.

    Steve Russell, Rite Publishing: Getting six 5 starreviews for Coliseum Morpheuon along with watchingit sell out at the Paizo store.

    Wolfgang Baur, Open Design: This was mostlypersonal rather than a matter of system preference.

    Im a bit of a system mongrel, and am easily distractedby the next shiny gameDragon Age RPGhas me inits clutches for now, but I know Pathfinder will winmy heart back with Ultimate Magic.Id already written for several adventure paths (Rise ofthe Runelords, Legacy of Fire), and I wanted tocontinue supporting Paizo. I come from the sameworld as the Paizo gang, I have lunch with themoccasionally, and I want them to succeed. Heck, Ivecontributed material to the Gamemastery Guide andmonsters to Bestiary andBestiary 2, and the Paizogang returns the favor by writing articles for KoboldQuarterly.So, I put my money where my mouth was, andreleased theImperial Gazetteer as Open Designs first

    Pathfinder-compatible sourcebook. I havent lookedback since.

    4. Could you tell us a little aboutyour bestPathfinderRoleplaying Game compatibleproduct for Game Masters? ForPlayers?

    Bill Webb, Frog God Games: We are focused ongame masters primarily. Like I said, we makeadventures and scenarios, monster books and GMutilities.

    Bret Boyd, Tricky Owlbear Publishing: ForGMs, our best product has to be the above-mentionedForgotten Foes. You get over 120 monsters of everyconceivable type, terrain, and CR and each completewith its own handy lore table. More than a few ofthese beasties were culled from Necromancer Games'sTome of Horrors but there are also updates of some3.5 Monster Manual creatures and even a few newsurprises just to keep things lively. The illustrationsreally fire the imagination and the writing on this was

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    top-notch. Given such precious raw materials, I madedamned sure the book was as well-edited as it possiblycould have been!For players, I'd say the best product we have is ournewest Learning Curve PDF which gives players achance to play with apprentice-level PCs. SuperGenius produced a PDF along the same lines but Marc

    Radle (the writer forLearning Curve and a freelancerfor Super Genius Games, oddly enough), gave me amanuscript that was different enough to make mewant to publish it. You also have rules that allow formulticlassing at first level. For whichever reason youpick up Learning Curve, the rules inside are clear,concise, and fun!

    Creighton Broadhurst, Raging Swan Press: ForGMs, I think it would be Retribution. I had so muchfun writing this adventure which is set in anisolated, crumbling priory at the height of a viciouswinter storm. Something strange is going on and thePCs trapped by the storm must find out whatbefore it is too late. For players, I think my favorite

    product to date is Figurines of Wondrous Power,which provides full details of the various figurines(including stat blocks) in a format easy to slip into acharacters folder. I enjoyed writing it so much one ofmy characters now owns a bronze griffon.

    Dale McCoy, Jon Brazer Enterprises: For GameMasters, the Book of Beasts: Monsters of the RiverNations adds monsters to your game that your playerswould not see coming. Not only does it feature newmonsters but also new haunts, diseases, NPCs andother baddies that any GM could use. For players, Idrecommend our upcomingBook of the River Nations:Complete Player Reference for Kingdom Building.This supplement provides you all the kingdom

    building, exploration and mass combat rules in onetome. Additionally it contains new feats, spells, secretorganizations and more. This will soon be available inyour local game store.

    Jeremy Smith, Dreamscarred Press: PsionicsUnleashed has everything needed to introducepsionics into a game, both for a player and for a GameMaster. New classes, races, feats, items, and skills forthe players, and new monsters for the Game Master.It is essentially an update of the 3.5 psionic rules, withsome new material thrown in, as well.

    Louis Porter Jr., Louis Porter Jr. Design: Form