Pathfinder ultimate wilderness pdf download free
Behind the scenes of heroic battles and magical realms lies a seething underbelly of danger and deception. This world of intrigue holds endless possibilities for adventure, as heroes duel with words instead of steel, plot daring heists, and engage in battles of wills against relentless nemeses.
A high-stakes game of shadows and secrets is yours to master--if you have the wits! Whether the heroes are taming the blood-soaked back alleys of their favorite metropolis or jockeying for the queen's favor alongside highborn nobles, Pathfinder RPG Ultimate Intrigue is an invaluable companion to the Pathfinder RPG Core Rulebook.
Choose from ancestries like elf, human, and goblin and classes like alchemist, fighter, and sorcerer to create a hero of your own design destined to become a legend! Based on more than 20 years of active development and playtest feedback from more than , gamers, the new Pathfinder rules are easy to learn and exciting to master!
This indispensable volume contains all rules for players and Game Masters, and is your first step on a heroic new journey! Tons of new tricks and techniques for every spellcasting class in the game fill the book, ranging from arcane secrets uncovered by studious wizards to dazzling ki-tricks performed by canny monks to new mutagens for alchemists, new oracle mysteries, specialized channel energy options for clerics, and more. Choose from ancestries like elf, human, and goblin and classes like alchemist, fighter, and sorcerer to create a hero of your own design destined to become a legend!
Based on more than 20 years of active development and playtest feedback from more than , gamers, the new Pathfinder rules are easy to learn and exciting to master! This indispensable volume contains all rules for players and Game Masters, and is your first step on a heroic new journey!
Bow Down in Fear! Monsters have long stalked us in the darkness. Within this book, you'll find a host of these creatures for use in the Pathfinder Roleplaying Game. Face off against archdevils and the Horsemen of the Apocalypse, planar dragons and the legendary wild hunt, proteans and psychopomps, and hundreds more! Some creatures, such as the capricious taniwha, the mysterious green man, or the powerful empyreal lords, might even be willing to provide your heroes aid--if they deserve it!
This imaginative tabletop game builds upon more than 10 years of system development and an open playtest featuring more than 50, gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era. Empower your existing characters with expanded rules for all 11 Pathfinder Roleplaying Game core classes and seven core races, or build a new one from the ground up with one of six brand-new, level base classes.
Whether you're designing your own monstrous helpers as an enigmatic summoner, brewing up trouble with a grimy urban alchemist, or simply teaching an old rogue a new trick, this book has everything you need to make your heroes more heroic. This comprehensive page hardcover reference reveals the martial secrets of the Pathfinder RPG rules like never before! Tons of new tricks and techniques for combat-oriented character classes put a sharp edge on your weapons and a sure step in your tactics, ranging from new barbarian rage powers, new cavalier orders, tons of new rogue talents, and more than 60 new archetypes for nearly every Pathfinder RPG character class, including spellcasters like wizards and clerics.
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More than of fantasy's fiercest foes burst from the pages of this enormous page compendium of the most popular and commonly encountered creatures in the world of Pathfinder! From familiar enemies like orcs, dragons, and vampires to new horrors like the living-nightmare nilith and the three-headed mutoli, to suitable servants for summoners of every alignment, this must-have companion to the Pathfinder Core Rulebook is crawling with creatures perfect for your Pathfinder adventures!
This comprehensive hardcover reference unveils the magical secrets of the Pathfinder rules like never before. Tons of new tricks and techniques for every spellcasting class in the game fill the book, ranging from arcane secrets uncovered by studious wizards to dazzling ki-tricks performed by canny monks to new mutagens for alchemists, new oracle mysteries, specialized channel energy options for clerics, and more.
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This list also includes 3. For other d20 titles, see my DnD Library. Pathfinder Combat Pad. Pathfinder Goblins 4 minis Pathfinder Pawns. Gale-force winds can divert gas clouds, as can high barriers—provided the gas has somewhere else to go.
Some volcanic eruptions create a devastating wave of burning ash, hot gases, and volcanic debris called a pyroclastic flow that can travel for miles. Treat a pyroclastic flow as an avalanche traveling at feet per round, combined with the effects of poisonous gas listed above.
Contact with the searing-hot debris of the flow causes 2d6 points of fire damage per round, while any creature buried in the flow suffers 10d6 points of damage per round. Only reality-warping magic like miracle or wish can turn aside or impede a pyroclastic flow.
Similarly, swimming in calm water only requires Swim skill checks with a DC of Trained swimmers can just take Remember, however, that armor or heavy gear makes any attempt at swimming much more difficult see the Swim skill description.
By contrast, fast-moving water is much more dangerous. On a failed check, the character takes 1d3 points of nonlethal damage per round 1d6 points of lethal damage if flowing over rocks and cascades. Very deep water is not only generally pitch black, posing a navigational hazard, but worse, deals water pressure damage of 1d6 points per minute for every feet the character is below the surface. Very cold water deals 1d6 points of nonlethal damage from hypothermia per minute of exposure.
Large, placid rivers move at only a few miles per hour, so they function as still water for most purposes. But some rivers and streams are swifter; anything floating in them moves downstream at a speed of 10 to 40 feet per round. The fastest rapids send swimmers bobbing downstream at 60 to 90 feet per round.
If a character is in moving water, move her downstream the indicated distance at the end of her turn. A character trying to maintain her position relative to the riverbank can spend some or all of her turn swimming upstream. Swept Away : Characters swept away by a river moving 60 feet per round or faster must make DC 20 Swim checks every round to avoid going under. If a character gets a check result of 5 or more over the minimum necessary, she arrests her motion by catching a rock, tree limb, or bottom snag—she is no longer being carried along by the flow of the water.
Escaping the rapids by reaching the bank requires three DC 20 Swim checks in a row. Other characters can rescue them as if they were trapped in quicksand see Marsh Terrain. Any character can hold her breath for a number of rounds equal to twice her Constitution score.
After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1. When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious 0 hp. In the third round, she drowns. Unconscious characters must begin making Constitution checks immediately upon being submerged or upon becoming unconscious if the character was conscious when submerged.
Once she fails one of these checks, she immediately drops to —1 or loses 1 additional hit point, if her total is below —1. On the following round, she drowns. It is possible to drown in substances other than water, such as sand, quicksand, fine dust, and silos full of grain.
In many wilderness areas, river floods are a common occurrence. In spring, an enormous snowmelt can engorge the streams and rivers it feeds.
Other catastrophic events such as massive rainstorms or the destruction of a dam can create floods as well.
During a flood, rivers become wider, deeper, and swifter. Fords might disappear for days, bridges might be swept away, and even ferries might not be able to manage the crossing of a flooded river.
A river in flood makes Swim checks one category harder calm water becomes rough, and rough water becomes stormy. Heavy rains can cause rivers to swell and break free of their banks, turning valleys to rushing mudflows and filthy lakes. Experienced guides know to stay clear of rivers during rainstorms, but tropical storms often erupt quickly, and the torrential downpour can catch adventurers in a flash flood without warning.
At other times, a storm some distance away can push swelling water down the river and catch travelers in a rushing wall of water. A traveler can make a DC 20 Survival check to notice the telltale rise in water or other dangerous conditions that signal an impending flash flood. Success means the traveler and her allies have 1d4 rounds to prepare or reach high ground before the flood strikes. A flash flood sweeps past at a speed of 60 feet with enough force to knock down trees and toss boulders around see Fast-Flowing Water for rules pertaining to potentially being swept away.
Characters within 50 feet of a flash flood must make a DC 12 Reflex save or take 2d6 points of damage from hurtling debris. A successful bull rush indicates the character is swept away, taking 2d6 points of damage per round a DC 12 Reflex save each round negates this damage.
Swim checks are possible in a flash flood, but they are difficult due to the churning, raging waters and should be treated as stormy water see Fast-Flowing Water , with DC 20 Swim checks required to move through the torrent.
Most flash floods last 3d6 minutes before subsiding, but on occasion longer flash floods may occur. When far from the crafters and the markets of the city, an adventurer needs to have skill in foraging and salvaging to acquire materials and repair useful gear.
These foraging techniques assume a search in a typically bountiful wilderness area. The exact time required to forage for supplies depends on the specific supplies desired and the type of terrain being searched, as does the DC of the skill check to successfully forage, as listed on Table 4—4 below. As a general rule, a character who spends more than 8 hours per day foraging becomes fatigued. Time spent to forage for supplies need not be consecutive and can be split over multiple days.
Once the required time has passed, attempt a skill check against the appropriate forage DC as indicated on the table above; typically this is a Survival check, but searching for some types of supplies sometimes allows the substitution of a different skill.
When a character attempts to forage for supplies, he must choose what kind of supplies he is searching for from the broad categories detailed below. Alchemical Supplies and Material Components : Many alchemical supplies and material components can be found in the wilderness. Focus components or costly material components cannot be foraged. Herbs : Foraging for specific herbs requires a Knowledge nature or Profession herbalist check and follows special rules.
Repair Materials and Improvised Tools : A period of 1d6 hours and a successful Survival check are enough to forage rudimentary supplies to perform field repairs for damaged equipment when the proper tools and supplies are not available.
On a successful check, a character gathers the equivalent of 2d6 gp in raw materials. She must still spend the time and attempt Craft or Spellcraft skill checks as normal to use these materials to repair an object, but she takes a —5 penalty on the check due to the foraged nature of the materials used. Repair materials gathered in this way cannot be sold. If these gathered materials are instead used to craft improvised tools, a successful forage check gathers only the equivalent of 1d6 gp in raw materials.
A Craft or Spellcraft check to repair an object or to craft an improvised tool with foraged supplies always fails on a natural 1. Weapons : Functional clubs and quarterstaves can be foraged with 10 minutes of foraging in any area with trees or wood; in other regions, clubs and quarterstaves require 1d4 hours of searching and function as improvised weapons.
Foraging is one way to gather resources in the wild, but you can also recycle or repurpose items and gear as well, salvaging materials from items you no longer need or are willing to sacrifice. Successfully salvaging an item requires a Craft or Spellcraft check and takes an amount of time as indicated in the specific type of salvage operation below.
Ammunition : You can use destroyed ammunition as raw materials for new ammunition. Five pieces of destroyed ammunition provide suitable material to create one new piece of ammunition using the normal crafting rules. Potions : If you have the Brew Potion feat, you can combine natural catalysts with a potion to salvage it and create a different potion of a lower spell level.
Salvaging a potion requires raw magic item materials these can be salvaged from existing items, as detailed below. If you succeed, you transmute the original potion into a new potion of a spell at least one spell level lower, provided you know the spell in question it need not be one you can currently cast. If you fail this check by 4 or less, the attempt fails and the catalyst is wasted, but the potion is unharmed.
If you fail by 5 or more, the raw materials are lost and the original potion is ruined. Raw Crafting Materials : Anyone trained in the Craft skill can salvage raw materials from equipment for use in crafting or repair. If you fail the Craft check by 4 or less, the item is destroyed but the materials can still be salvaged in a future attempt. If you fail the Craft check by 5 or more, the item is destroyed and the materials are ruined.
Raw Magic Item Materials : Anyone with an item creation feat can salvage the raw materials from magic items for the creation of new ones or repair of existing ones. You must have the item creation feat required for that item to salvage its raw materials. Each attempt requires destroying a magic item and 8 hours of work.
If you fail the skill check by 4 or less, the item is destroyed but the materials can still be salvaged in a future attempt. If you fail the skill check by 5 or more, the item is destroyed and the materials are ruined. Salvaged raw materials can be used to create or repair any item made of similar materials or that shares any of the creation requirements as the original.
Spellbooks and formula books can be salvaged for magic inks and paper usable in formula books, scrolls , and spellbooks. Costly Spell Components : Anyone trained in Spellcraft can salvage costly material or focus spell components from magic items.
Each attempt requires destroying the item and 8 hours of work. An item can be broken down into a powder that can be used in place of gemstone dust as a material component. Otherwise, the item must have a spell requiring the component in its construction requirements to salvage that component. If you fail the check by 4 or less, the item is destroyed without yielding spell components , but you can try to salvage them again.
If you fail the check by 5 or more, the item is destroyed and the spell components are ruined. Encounters while Foraging : If you use wandering monsters in your game, you should consider checking for a random encounter once per foraging expedition.
Foraging while Traveling : You can forage while traveling, but doing so doubles the amount of time required to forage and halves your overall distance traveled. If you move through multiple types of terrain, use the least advantageous forage factor and forage DC of the terrains traveled through.
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