Showing posts with label Adventure Path Plug-Ins. Show all posts
Showing posts with label Adventure Path Plug-Ins. Show all posts

Monday, 13 July 2020

Admirality Parade Kit - Altar of Binding

Admirality Parade Kit

Martial skill upon the battlefield has always been a mark of nobility, from the king leading the knight’s charge to the general directing his troops with cunning and courage. So it is not strange that the wealthy classes seek to enhance their prestige upon the battlefield in any way possible. The admiralty parade kit is a magical item meant to do just that.

This magical item grants the wearer poise and authority on the ship, granting a +2 competence bonus to Diplomacy and Intimidate checks and the ability to cast bless thrice per day. When the wearer is upon a ship or in an aquatic environment the and has the challenge, judgment, quarry, or smite evil ability (or similar) these abilities are treated as is the wearer was two levels higher while a bless spell lasts.

Slot body; cl 3th
Price 9,000 gp

Pirate Campaign Compendium, 53

Alabaster Icons of Bast

Virtually every known society has their own choice in pets and companions and their owners will often seek to maintain the companionship into the afterlife. Many magical items were created or inspired by the resulting practices. One of these is the alabaster icons of Bast, which is a set of hollow alabaster sculptures with a stopper carved in the shape of a cat’s head. As part of the crafting process the ashes of a beloved cat companion are added and the jars are sealed.

The icons can only be activated if all three of them are within 30 feet of eachother. And each of the differently sized statues can be activated to provide their own magical effect:
The largest statue, called the guardian cat creates a mage’s faithful hound effect, looking like a large cat instead of a dog. The purring cat statue emits a soothing purr that functions as nap stack. The last and smallest statue is called the mewling cat, and when activated emits a charming mewl that functions as either reckless infatuation or miserable pity

When used together the alabaster icons of Bast can be used to summon three celestial, entropic, fiendish, or resolute leopards or cheetahs.

Slot none; cl 9th
Price 24,000 gp

Treasury of the Pharaoh, 12

Altar of Binding

One of the greatest achievements of a powerful spellcaster is the calling upon and commanding of powerful outsiders. But this great achievement comes with dangers as great as its rewards. Especially casters calling upon the inhabitants of lower planes must place their very for their sanity, life and even soul at risk. And compelling the services even well meaning outsiders comes with great monetary costs.
Of course the very casters who seek to control these dangerous beings are the very people who have the ability to counter these dangers.

Besides an inward facing magic circle against [alignment] the altar of binding is one of the most common tools for improving the results of planar ally and planar binding spells.

When placed within 5 feet of the caster grants a variety of advantages. First, any payment requested by the outsider for its services is decreased by 50%. In addition, the caster receives a +4 competence bonus to any Knowledge (planes) or Linguistics checks to determine the outsider’s true name, if it has one.

Slot none; cl 10th
Price 120,000 gp

Legendary Villains - Evil Clerics, 28


Maximillian von Harsburg is the noble commander of the airship Righteous Winds, and hero of a dozen battles. These days his name is cursed rather than praised however, for the last four years after his mutiny he has become the scourge of traders throughout the flying desert. The bounty for is head is high, but what the Enlightening Empire truly wants is to know is the reason for his mutiny.

While cats can be loyal and beloved companions, they can also be the bane of one’s existence, and the cursed version of the Alabaster Icons of Bast shows this clearly. Randomly when activated the cursed statuettes will produce detrimental effects:
The invisible defender summoned by the Guardian Cat will be to busy with grooming itself to warn its master of any intrusion. The Purring cat will instead produce a loud yowling prefenting anyone from sleeping for an hour, and the mewling cat will produce the intended effect, but also break a small item in the owner’s possession.

As they are packing up their camp, the players are approached by a Silvanshee. The little outsider is the familiar of a wizard who has been captured by agents of a tyrannical baron. Unbeknownst to anyone, the baron is a summoner who has bargained for the service of several hellcats.

Sunday, 28 June 2020

Accursed Monolith & Eldritch Monolith

Eldritch Monolith

With this illusion spell a caster can create an illusory but tactile facsimile of any building she has a proper focus for. The illusion must fit within one 10-foot square cube per caster level, and can be scaled down if needed. The focus required is a piece of rubble that is at least a thousand years old.

While it is often used by seers to create an image of long lost ruins, the spell also allows the caster to recreate partial or composite images created from her own imagination. Some madmen use this to create labyrinthine or impossible structures from nowhere, and it is ffor this use that the spell is named.
Another frequent use is the rapid construction of fortifications and strongholds, for while the structure is in truth an illusion for those who believe it to be real it is as hard as stone.

One major limitation of the spell is that it cannot recreate the interior of the structure, and someone knowledgeable in engineering, architecture or history can often discern the imperfections in the illusion and realize it is a fake.

School illusion (shadow)
Level cleric 5, sorcerer/wizard 5, witch 5
Components V, S, F (a piece of rubble from a building at least 1000 years old)
Range medium (100 ft. + 10 ft./level)
Target one 10-foot cube/level (S)
Duration 1 min./level (D)
Saving Throw Will disbelief (if interacted with);
Spell Resistance no 

Gothic Campaign Compendium, 47

Accursed Monolith

This spell functions like eldritch monolith, but anyone who touches the illusory structure is affected as per bestow curse, even if he recognizes the illusion for what it is.
Some truly ancient and disturbing sources contain a version of this spell that can inflict stranger curses still to those who violate the created structure.

School illusion (curse, shadow) [mythos]
Level cleric 8, sorcerer/wizard 8, witch 8
Saving Throw Will disbelief (if interacted with) and Will negates 

Gothic Campaign Compendium, 40

Mythos Spells

For many the pursuit of knowledge and magical power is an all-consuming obsession. In pursuit of their goals they will walk paths and go to lengths a wiser man would avoid. And when obsession inevitably gives way to madness and death the remnants of their craft and knowledge are dangerous and disturbing things.

These are the origins of [mythos] spells. Spells with this have a mythos variant that can be learned form strange entities or disturbing tomes, and when cast gnaw at the sanity of the caster. Mythos spells feature strange results and often require disturbing and self-destructive acts as part of the casting.

But for some the power granted is available to all, even if the caster follows a different tradition or is indeed incapable of common spells at all. Under these conditions the casting requires a long and involved ritual, but does not expend spell slots. 

Gothic Campaign Compendium, 145


When the players enter the dungeon they find a miniature copy of the structure in the first room. It is readily apparent that some parts of the miniature can be manipulated and that these actions will be reflected in the greater dungeon. 
(For extra fun rule that the dungeon blocks communication spells between the controller and the rest of the party, forcing the controller to deduce actions he needs to take based on the little representations of his friends.)

According to legends the Black Monastery is a ruin that appears every 100 years upon the Hill of Mornay, said to be filled with treasures. Rumors circulate that the monastery has been appearing more often, and that several parties have already entered its depths.

The Venerable Repository of Ancient Masonry is a popular dwarven museum. Its most famous exhibit is a collection of pieces of ancient buildings, fortresses and temples. A part of this collection has recently been stolen however, and the curators are desperate for help in getting the burgled pieces back.

Thursday, 25 June 2020

Abyssal Carcass & Adaptive Unholy Symbol

Abyssal Carcass

This powerful magical armor looks like it was assembled from the bloody remains of tortured bodies. Its blood red plates are shaped to resemble exposed muscle, the lower breastplate showing disemboweled guts and trims with the color of bones.
Yet despite its looks and name the abyssal carcass is not an unholy item, rather it is intended to warn all who see it of the danger and cruelty of demonkind while guarding the wearer against the same.

The wearer gains spell and damage resistance against attacks from demons. Whenever the wearer is damaged by a demon’s attack despite these protections the armor stores some of the corruption carried by the attack as 1 charge of taint. These charges can be expended to power various abilities inspired by demons, like darkvision, enlarge person and energy resistances.

While channeling demonic corruption to empower yourself may sound like, and in fact is a terrible idea the armor is specifically enchanted to prevent the corruption from affecting the wearer. This protection and the armor’s appearance makes makes it excellent for long term infiltration of demonic territory.

+3 full plate armor
Slot armor; cl 16th
Price 126,150 gp

Treasury of the Crusades, 6

Adaptive Unholy Symbol

This is a generic unholy symbol etched with profane scripture. Once per day the user can exchange one of their domains for another one in their deity’s portfolio for an hour.

Slot none; cl 7th
Price 5,040 gp

Legendary Villains - Evil Clerics


The Bloodsun Defenders are a group of elite demon hunters who infiltrate lands corrupted by demons to disrupt their operations and kill their leaders.

eslhi u ijnyl is a god of utter randomness. Its clerics cannot choose from a defined set of domains, but instead are randomly granted a random domain.

While dangerous many demon-corrupted lands contain useful magical ingredients and materials. One such place is the Hellfume Castle, an ancient cloud giant holdfast that has been taken over by a balor. The foul clouds around the castle contain magical gasses useful for the creation of acidic weapons.

Monday, 22 June 2020

Absorb Violent Energies – Aegis of Brick and Glass

Absorb Violent Energies

From the awesome thunder of the storm to a burning conflagration there are many destructive powers in the world. With this feat your character carries some of this destructive power within themselves.
When you take the feat you can choose gain either fire, electricity or sonic resistance 5 or DR 1/-. When you resist damage through one of these resistances you are treated as if you have used the kineticist’s gather power class feature.

This feat can be taken from level 1, and this makes it useful for integrating into your backstory, maybe your kineticist gained their power from exposure to a destructive natural phenomenon and now has to regularly absorb such energies to keep their power.

A kineticist with this feat can directly benefit from being in the area of an allies evocation spells as easily as that from an enemy. Be careful about abusing this with things like cantrips that can be negated entirely.

Corrupted Classes, 17

Abyssal Shinobi

Antipaladins are notorious enemies of good, always seeking to destroy the powers of light, law and good. They make enemies freely wherever they go.
Some antipaladins however prefer to stay hidden, becoming a blade in the dark to slay those who would stand shining in the light. With this multiclass feat for antipaladin/ninja these villains can use their touch of corruption to power their ninja tricks in place of ki and vice versa. In addition they learn to let their malevolence guide their blade, adding half their antipaladin level to their ninja level for deter- mining sneak attack damage whenever they smite good.

This feat is the first of the Cruel feats provided in Legendary Villains – Antipaladins. Antipaladins can exchange one of their cruelties to take one of these feats.

Legendary Villains – Antipaladins, 13

Aegis of Brick and Glass

Many think that the city is the antithesis of nature, a place where life withers. In fact even many druids make this mistake. In truth countless animals and plants make their home in city and house, from crows to pigs to grass growing between the cobbles, life is abundant in the city even if you ignore the many people who made the city in the first place.

If your druid makes the city their home this feat allows you to shape the city like other druids shape wood and stone. You can spontaneously cast stone shield, stone shape, wall of stone, rampart and quickened wall of stone. In addition these and other spells like them matches the urban environment they are cast in, blending to the architecture to the point most cannot tell them apart. Your stone shield can additionally shape manufactured or constructed items and structures.

Intrigue Archetypes, 20


Not all druids disdain the alleys and houses of civilized folk. To some, like Joyous Song (Faun Cityscape Hierophant Druid), cities are a new place for nature to thrive. She lives in the forgotten parts of the city, which she subtly shapes with her magic to provide for the animals that live there. She enjoys the products of the local breweries and those willing to drink with her can find her a vast friend.

Ernestal’s Drift is a large city that floats upon the eternal storm that flows out of a rift to the The Everstorm Eye. The powerful magical energies that flow to the city have granted many of the local bird flocks elemental forms, and the inhabitants the ability to absorb and control lightning.

The desert is an empty and forbidding place, even so trade flows though it in caravans. The largest of these caravans are mobile cities in their own right, touching many nations and peoples on their route. This makes these great caravans useful vectors for fiendish cults to hide and spread their corruption. And in turn paladins like Aasim hide within the caravans to hunt them.

Tuesday, 16 June 2020

Aberrant Mutagen & Aquatic Mutagen

The alchemist is one of the most versatile classes in Pathfinder, it has a lot of different class features that can be taken in many different directions. The discoveries I’ll be talking about today examplify this part of the class. They both alter the mutagen in different ways. The aquatic mutagen and deep diver discoveries in particular appear in both the Gothic Campaign Compendium, which is all about horror and eldritch dangers, and the Pirate Campaign Compendium, which is about swashbuckling adventures on the high seas. 

Aberrant Mutagen

The alchemist is no stranger to body horror, the basic mutagen can already be described that way. This mutagen variant takes it a step further, causing the imbiber to grow additional eyes and transforming arms into tentacles. This grants all around vision and primary tentacle attacks.
The greater aberrant mutagen extends the reach of your tentacles and provides critical hit negation chance that stacks with similar abilities. 

Aquatic Mutagen

This mutagen gives the alchemist scales, fins and fangs. While the mutagen is active you have a bite attack, swim speed, underwater darkvision, waterbreathing and the ability to tolerate cold temperatures as if using endure elements.
The deep diver discovery requires aquatic mutagen but is permanently active. It expands the alchemist’s ability to explore underwater by granting darkvision which doubles underwater, tremorsense, cold resistance 10 and immunity to crushing damage from the deep and damage reduction 10/- against grappling, constriction and other such crushing damage.
Together these option are excellent for anyone who wants to explore underwater, though the waterbreathing from a mutagen is probably to short to use outside of a fight.

When your alchemist uses a variant mutagen think about how that particular mutagen is made and what it ingredients go in. A pirate alchemist might end up with aquatic mutagen simply because he has to use fish for his craft on the ship. And the less said of what kind of ingredients are needed for an aberrant mutagen the better…
Though an aberrant mutagen could also be the result of an unstable or experimental mutagen made by a beginner.


Crazed mutated lifestock have been attacking people. Suspision quickly falls upon the local alchemist's guild who have been buying large amounts of suspect reagents. The actual perpetrators however are a group of atomie alchemists who believe they are bringing domesticated animals back to nature.

Yanni Chaconakis travels the Scattered Isles with her cheerful crew of salvagers. They use alchemical technologies to salvage sunken ships and ancient treasures of the many drowned civilizations that have inhabited the rising and sinking islands.

Paroziar Albezzor is an excentric alchemist who has a brilliant business idea! Selling walking airbreathing fish and octupi to wealthy dilettantes. It cannot possibly fail!

Gothic Campaign Compendium, 20
Pirate Campaign Compendium, 14

Friday, 12 June 2020

Aberrant Form

Aberrants are the most diverse and unusual class of beings in the world, almost more a classification for being that fit in no other group than anything else. This makes the idea of spells that allow one to take the form of any and all aberrations a great achievement for any transmuter.

The aberrant form I to aberrant form III spells allow casters to do just that. Just like beast form, form of the dragon and other such spells these spells allow you to choose an aberration of the allowed size and take their form, as well their natural attacks as well some of it’s abilities.
When taking the form of an aberration you get a scaling bonus to Constitution ans natural armor, depending on the size of the aberration. You also get a bonus to Strength and penalty to Dexterity for large forms and the reverse for smaller forms. Aberrant form II and aberrant form III also give a weaker version of the aberration’s energy resistances and damage reductions, though at the cost of copying vulnerabilities as well.
The biggest draw of the spells is the list of monster abilities that can be copied if the selected aberration has that ability. In keeping with the varied forms the spell copies ti is a pretty long list, containing among others: all-around vision, amorphous, climb, disease, engulf, fly, mucus cloud, poison, rend, sneak attack, swim, telepathy and web.
The last spell of the list can potentially grant immunity to mind-affecting effects.

School transmutation (polymorph) [mythos]
Level sorcerer/wizard 4/6/7
Components V, S, M (a piece of the creature whose form you wish to assume)
Range personal
Target you
Duration 1 min./level

These spells are excellent both as buff spells and for problem solving, as the wide array of available forms and abilities can solve almost any problem. Mimics can be used for hiding and infiltrating enemy strongholds, Ghorazaghs can both fly and drain blood and Chuuls give access to both grappling claws and paralytic tentacles.
One downside of the spell is that even with the long list of available abilities it is still to short. Aberrations are often build around a unique ability or set of abilities and those are often missing from the list.

The Forest Kingdom Compendium has a similar set of spells Faerie Form I to IV that allow taking the form of fey. If you are interesting in playing an aberration full-time you can take a look at In the Company of Aberrations by Rite Publishing


The Followers of the Crooked Glyph are often credited as the original inventors of these spells. They are a collection of strange spellcasters who study the strange powers of aberrations to create new arcane magics.

Als'hk'aLaeer Whose Blessing Spreads Far is an Aboleth ethermagus whose mucus curses those transformed by it with not only with amphibic traits but also various aberrant traits. She uses this to empower her enslaved servants. She is currently working to take control of the underwater cave city of Coralscreep, intent on reacquiring an artifact held by the merfolk necromancers of that city.

Warping Folds are leaks from the Far Realm leak into the Material Plane. They are difficult to see but the keen-eyed can see the multicoloured light glowing around a corner hanging in the middle of the sky.
Living creatures exposed to these energies must make a Fort Save or be affected by an aberrant form spell and take 1d6 points of wisdom damage.

Gothic Campaign Compendium, 39

Wednesday, 10 June 2020

Abyssal Tyrant Fiendfused

Fiendfused are the rare result of fiendish possession gone wrong. When the soul of a possessed mortal is destroyed or destructively removed the possessing fiend sometimes takes its place. As an outsider’s soul is the same as its body this causes the body of the mortal to take on aspects of the fused fiend.
In rarer cases a black-hearted and willful mortal can take control of the power of a possessing fiend, fusing that power into their body, or when a ressurrection in a deeply corrupted place drags a fiend in along with the mortal soul.

No matter how a fiendfused is created it is a messy and imperfect process. Usually most of both participant’s memories and personality are damaged or destroyed, with the remains fusing into a new being.

Abyssal tyrants are the result of the fusing of a mortal humanoid and a balor demon. As balor are the most powerful of the common demons they only rarely stoop to possessing mortals, only taking those mortals of great power and evil. This makes the differences between the two parties of the fusing, reducing the difficulty of the process significantly.

The few abyssal tyrants who exist are among the most dangerous and evil beings on the material planes. They almost universally rule large empires with heavy hand and brutal fear. They use their armies to spread violence and destruction, creating a reflection of the abyss upon the material plane.

CR 18
CE Medium Monstrous Humanoid
Combat Role: Brute

The abyssal tyrant has powerful melee attacks. Their ensnaring blades ensnare the victims in nets of force, forcing them to remain in reach of the tyrant’s attacks. The tyrant’s attacks are additionally filled with unholy damage, on top of that when a tyrant is struck by a critical attack a gout of hellfire lashes out at the assailant.


Agrador Flamefist was the dwarven ruler of one of the most feared and ruthless empires of history. He ruled for centuries with utter terror and ruthlessness. The greatest weapons of the empire were great rolling siege engines each powered by a captive balor demon. Many of these siege engines were build and still remain, as Agrador seemed to have known the true name of many balors. 

A new villain has been  striking out against the PCs. They have never seen the fiendish enemy before, but he looks strangely similar to a dead friend, and he seems to know things about them only their friends should know.

As the PCs act against a powerful tyrant they come across evidence that their enemy is preparing a mighty ritual. What is the purpose of the ritual, and can they stop it in time?

Malevolent Medium Monsters, 16

Tuesday, 9 June 2020

Legendary Games's Adventure Path Plug-Ins

This is the third set of books I will be going through. I have chosen these book because of the varied content and generally high quality of Legendary Games products.

As the name implies these books are intended to add additional options for both game masters and players who are playing Paizo's adventure paths. While some of the add-ons are extra adventures that can be slotted into the adventure path, most of them add additional character options and thematic new rules and systems.

The added content is as varied as the adventure path themselves, so you never know what is coming next!