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Advancing with Class: The Magus

Advancing with Class: The Magus


Advancing with Class: The Magus Welcome to the fourth installment of the Advancing with Class series. This supplement focuses on the Magus. What happens when you combine a Magus with a Summoner? A lot of summoned warriors at your beck and call and the ability to evolve yourself. This supplement offers two hybrid classes based on the Magus, Thirteen Magus archetypes, sixteen...   [click here for more]
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Advancing with Class: The Physicist

Advancing with Class: The Physicist


Advancing with Class: The Physicist Welcome to the third installment of the Advancing with Class series. This supplement focuses on a brand new class: The Physicist. A spell caster like no other, with the ability to spontaneously become stronger, more enduring, or more agile as well as pass these enhancements off to others. Why should only the more intellectual or spiritual...   [click here for more]
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Advancing with Class: The Witch

Advancing with Class: The Witch


Welcome to the first installment of the Advancing with Class series. This supplement focuses on witches, their powers, feats, and some flavorful archetypes. Five new Patron Themes, over fifty new hexes including major and grand, twenty new feats, and seven new Archetypes solely designed to expand the roles and options of the Witch class. Advance with dignity,...   [click here for more]
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Advancing with Class: The Wizard

Advancing with Class: The Wizard


Advancing with Class: The Wizard Welcome to the second installment of the Advancing with Class series. This supplement focuses on wizards, with iconic archetypes, arcane school specializations, and new magic rules including new Construction Point powered abilities for animated objects and Spell Advantage a grit like feature for spell casters. Four new archetypes, one new prestige...   [click here for more]
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Duplicitous Acts: The Masquerade Continues

Duplicitous Acts: The Masquerade Continues


Duplicitous Acts: The Masquerade Continues The world of the fey can be a wonderful and wicked realm cloaked in secrets no mortals are normally granted access, the Masquerade. This supplement introduces three new arcane archetypes, feats, spells and rituals that grants access to this world and the powers it contains. So whether you are an earnest mountebank or a beguiling harlequin, you have found...   [click here for more]
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Order of the White Hand

Order of the White Hand


Order of the White Hand This supplement introduces a new Order for goblinoid races and Hobgoblin Samurai and Wolf mount. Those who follow the Order of the White Hand seek the utter desolation and enslavement of all non goblinoid races. Those who embrace the order follow the path of the cavalier or samurai and seek out to impose the goals and ideals of the Order to their kin. The Order...   [click here for more]
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Player Paraphernalia #1  New and Reworked Feats

Player Paraphernalia #1 New and Reworked Feats


Player Paraphernalia #1 This is a new series of short and economical supplements for the Pathfinder Role Playing Game that offers alternate or enhanced rules that can be used for Pathfinder characters. This first issue introduces three new feats and two reworked feats that most arcane (and even divine) casters may find invaluable. Turning off backgrounds for a Printer Friendly Version This issue...   [click here for more]
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Player Paraphernalia #1/2

Player Paraphernalia #1/2


Player Paraphernalia #1/2 This is a new series of short and economical supplements for the Pathfinder Role Playing Game that offers alternate or enhanced rules that can be used for Pathfinder characters. This promotional issue introduces a new Favored Class Option, Secondary skills. While dedicating a character to a single class, the one down side compared to a multi-classed character is lack of...   [click here for more]
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Player Paraphernalia #10  The Cathartic Caster

Player Paraphernalia #10 The Cathartic Caster


Player Paraphernalia #10 This is a new series of short and economical supplements for the Pathfinder Role Playing Game that offers alternate or enhanced rules that can be used for Pathfinder characters. This issue introduces a new archetype for the Wizard class. The Cathartic Caster offers a relatively simple yet effective method for a slotless spell caster. Turning off backgrounds for a Printer...   [click here for more]
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Player Paraphernalia #100 Rituals and Rites, Optional Spell-Casting Rules

Player Paraphernalia #100 Rituals and Rites, Optional Spell-Casting Rules


Player Paraphernalia #100 Rituals and Rites, Optional Spell-Casting Rules Rituals, a novel idea first introduced in 3.5 offers non spell-casters the ability to wield magic at a more fundamental level at a cost. Paizo's Occult AdventuresTM took those rules and streamlined them and made them viable for the Pathfinder Roleplaying Game. However, they were limited to higher level spell effects and really...   [click here for more]
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Player Paraphernalia #100.5 Empowering the Kineticist, Juicing up the Burn

Player Paraphernalia #100.5 Empowering the Kineticist, Juicing up the Burn


Player Paraphernalia #100.5 Empowering the Kineticist, Juicing up the Burn Tired of feeling the burn? This promotional issue of the Player Paraphernalia series offers the use of alchemical substances to help you power up your kineticist, presented by Matthew Carroll. Turning off backgrounds for a Printer Friendly Version This issue does support Adobe layers which can be used to turn off the background...   [click here for more]
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Player Paraphernalia #101 Enigmatic Arcanary, Arcane Trickster Archetypes

Player Paraphernalia #101 Enigmatic Arcanary, Arcane Trickster Archetypes


Player Paraphernalia #101 Enigmatic Arcanary, Arcane Trickster Archetypes The arcane trickster, the prestige class first presented in 3.5 combined the rogue's ability to damage others through stealth and subterfuge while taking advantage of the powers of an arcane spell-caster. While carried forward into Paizo's Pathfinder Roleplaying Game, prestige classes have been supplanted by archetypes and...   [click here for more]
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Player Paraphernalia #102 Warrior Wizardry Schools, Three New Arcane Schools

Player Paraphernalia #102 Warrior Wizardry Schools, Three New Arcane Schools


Player Paraphernalia #102 Warrior Wizardry Schools, Three New Arcane Schools So where do Magi learn their trade? From warrior wizardry schools of course! But some students continue their studies, becoming full-fledged wizards while also learning secret martial skills with their chosen weapon. This issue of the Player Paraphernalia introduces three new arcane schools that focus on weapons training...   [click here for more]
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Player Paraphernalia #103 Re-envisioning Leadership, Born to Follow

Player Paraphernalia #103 Re-envisioning Leadership, Born to Follow


Player Paraphernalia #103 Re-envisioning Leadership, Born to Follow The Leadership feat, one of the most divisive and potentially OP feats in Pathfinder. At the same time, historically, high-level characters had the ability to attract others to their cause simply because of their level. So this supplement attempts to introduce leadership as an innate skill or ability that every player character has...   [click here for more]
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Player Paraphernalia #11  The Witch Hunter

Player Paraphernalia #11 The Witch Hunter


Player Paraphernalia #11 This is a new series of short and economical supplements for the Pathfinder Role Playing Game that offers alternate or enhanced rules that can be used for Pathfinder characters. This issue introduces a new base character class, the Witch Hunter. The Witch Hunter has the unique abilities to resist the hex powers of witches and can disrupt the special bonds between familiars...   [click here for more]
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Player Paraphernalia #12  The Witch Hunter II

Player Paraphernalia #12 The Witch Hunter II


Player Paraphernalia #12 This is a new series of short and economical supplements for the Pathfinder Role Playing Game that offers alternate or enhanced rules that can be used for Pathfinder characters. This issue introduces a new hybrid character class, the Witch Hunter II. The Witch Hunter II combines the abilities of the inquisitor and ranger to hunt down and eradicate those that use the dark...   [click here for more]
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Player Paraphernalia #13  The Witch Hunter III

Player Paraphernalia #13 The Witch Hunter III


Player Paraphernalia #13 This issue introduces three core class archetypes, the Witch Hunter III. Offering several Witch Hunter archetypes for three of the core character classes including the barbarian, fighter, and rogue. These archetypes grant abilities to intuitively sense magical auras as well as abilities that grant advantages when fighting arcane spell casters. Turning off backgrounds for...   [click here for more]
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Player Paraphernalia #14  The Witch Hunter IV

Player Paraphernalia #14 The Witch Hunter IV


Player Paraphernalia #14 This issue introduces three more core class archetypes, the Witch Hunter IV. Offering several Witch Hunter archetypes for three more of the core character classes including the bard, cleric, and paladin. These archetypes grant abilities to intuitively sense magical auras as well as abilities that grant advantages when fighting arcane spell casters. Turning off backgrounds...   [click here for more]
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Player Paraphernalia #15  Arcane School Sub-Domains

Player Paraphernalia #15 Arcane School Sub-Domains


Player Paraphernalia #15 This issue introduces several cleric sub-domains based on arcane schools. All are associated with the Magic domain, but many fall under other domains as well such as the Necromancy sub-domain that works well as both a Magic sub-domain and Death sub-domain. New domain powers are introduced, many suggested from the school powers granted to wizards though with a clerical flair....   [click here for more]
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Player Paraphernalia #16  Shirel's Automaton Manual (Tiny and Small Constructs)

Player Paraphernalia #16 Shirel's Automaton Manual (Tiny and Small Constructs)


Player Paraphernalia #16 Shirel's Automaton Manual (Tiny and Small Constructs) This issue introduces several viable constructs that can easily be created using the Animated Objects or other animation type spells. Three tiny constructs and a small construct is detailed including additional builds and the break down in Construction Points. Additional resources regarding Construction Points are given...   [click here for more]
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Player Paraphernalia #17 The Bushi

Player Paraphernalia #17 The Bushi


Player Paraphernalia #17 The Bushi This issue introduces an alternate fighter class with an oriental flavor. The bushi are common warriors that seek to follow the code of Bushido, the way of the Warrior. Where samurai seek to epitomize the spiritual aspects of Bushido, the bushi seek ways to apply the principles in their daily lives. This issue details the class abilities of the bushi and the seven...   [click here for more]
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Player Paraphernalia #18 The Elemental Druid

Player Paraphernalia #18 The Elemental Druid


Player Paraphernalia #18 The Elemental Druid This issue introduces a new druid archetype that focuses on all things elemental. This archetype builds upon the core abilities of the druid, allowing her to focus on one of the four elements (air, earth, fire, and water) for all aspects of her class abilities. In addition, two new spells, Elemental Infusion templates, and tiny Elemental stats blocks are...   [click here for more]
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Player Paraphernalia #19 The Imperial Druid

Player Paraphernalia #19 The Imperial Druid


Player Paraphernalia #19 The Imperial Druid This issue introduces a new druid archetype with an Oriental flavor. The Imperial Druid is an agent of the Celestial Court, responsible for maintaining the sacred places and relations with the natural and spirit world. In addition, a new Domain is introduced and two new Foo Creature templates. Turning off backgrounds for a Printer Friendly Version This...   [click here for more]
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Player Paraphernalia #2  The Wand Weaver

Player Paraphernalia #2 The Wand Weaver


Player Paraphernalia #2 This is a new series of short and economical supplements for the Pathfinder Role Playing Game that offers alternate or enhanced rules that can be used for Pathfinder characters. This issue introduces a new archetype for the Magus class and optional rules for wands. The Wand Weaver couples the power of the magus with one of the most standard magic items in the universe, the...   [click here for more]
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Player Paraphernalia #20 The Elemental Summoner

Player Paraphernalia #20 The Elemental Summoner


Player Paraphernalia #20 The Elemental Summoner This issue introduces a new summoner archetype. The Elemental Summoner forges a link with one of the four elemental planes, gaining an elemental based eidolon and other special abilities based on the plane chosen. This supplement also includes new eidolon evolutions, the elemental infusion templates, and tiny elemental stat blocks. Turning off backgrounds...   [click here for more]
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Player Paraphernalia #21 The Sword Saint

Player Paraphernalia #21 The Sword Saint


Player Paraphernalia #21 The Sword Saint This issue introduces a new cavalier archetype, the Sword Saint. The sword saint forgoes the mount of the typical cavalier and focuses all of his energy on his chosen weapon, the sword. In addition, a new Cavalier/Samurai Order is provided, the Holy Sacrament. Turning off backgrounds for a Printer Friendly Version This issue does support Adobe layers which...   [click here for more]
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Player Paraphernalia #22 Orders of Alignment

Player Paraphernalia #22 Orders of Alignment


Player Paraphernalia #22 Orders of Alignment This issue introduces four new cavalier orders, each based on one of the four aspects of alignment; good, evil, chaos, and law. Each order grants the cavalier abilities specific to the aspect of alignment chosen. Turning off backgrounds for a Printer Friendly Version This issue does support Adobe layers which can be used to turn off the background...   [click here for more]
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Player Paraphernalia #23 Old School Cavalier

Player Paraphernalia #23 Old School Cavalier


Player Paraphernalia #23 Old School Cavalier This issue introduces a new cavalier archetype based on the old school cavalier. This archetype focuses even more on mounted combat if that is even possible and makes the cavalier deadly with the lance while astride his trusty mount. Turning off backgrounds for a Printer Friendly Version This issue does support Adobe layers which can be used to turn...   [click here for more]
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Player Paraphernalia #24 Old School Samurai

Player Paraphernalia #24 Old School Samurai


Player Paraphernalia #24 Old School Samurai This issue introduces a new samurai archetype based on the old school samurai. This archetype is built on the abilities of the original samurai class found in the grand father of fantasy RPGs. The old school samurai is the master of katana and wakizashi, horse, and arts. Turning off backgrounds for a Printer Friendly Version This issue does support...   [click here for more]
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Player Paraphernalia #25 The Charger

Player Paraphernalia #25 The Charger


Player Paraphernalia #25 The Charger This issue introduces a new base class, the Charger. This class is designed around the concept of hitting your opponent before they can hit back. The charger takes advantage of several seldom used combat maneuvers such as the overrun or reposition and builds up special tactics around these maneuvers. The supplement also introduces several new feats as well. Turning...   [click here for more]
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Player Paraphernalia #26 Alternate Archetypes, Archer

Player Paraphernalia #26 Alternate Archetypes, Archer


Player Paraphernalia #26 Alternate Archetypes, Archer This issue introduces a two new archetypes based on the fighter's archer archetype. The Bow Master is an archetype for the Barbarian core class and the Marksman is an archetype for the Rogue core class. Both archetypes are heavily influenced by the class abilities granted by the fighter's archetype including bonuses to hit with missile weapon,...   [click here for more]
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Player Paraphernalia #27 Alternate Archetypes, Thunderstriker

Player Paraphernalia #27 Alternate Archetypes, Thunderstriker


Player Paraphernalia #27 Alternate Archetypes, Thunderstriker This issue introduces a four new archetypes based on the fighter's thunderstriker archetype. The Bulwork Brawler is an archetype for the Barbarian core class, the Eldritch Ward is a magus archetype, the Hooligan is a rogue archetype, and the Nature Warden is a range archetype. each archetype is heavily influenced by the class abilities...   [click here for more]
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Player Paraphernalia #28 The Old School Ranger (Archetype)

Player Paraphernalia #28 The Old School Ranger (Archetype)


Player Paraphernalia #28 The Old School Ranger Another new Old School archetype. This issue focuses a new archetype for the ranger, taking it back to its roots. Although some of the new iconic ranger abilities are not touched, some were rolled back and built upon the original concepts found in previous gaming editions. Two new feats are also included. Turning off backgrounds for a Printer Friendly...   [click here for more]
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Player Paraphernalia #29 The Old School Paladin (Archetype)

Player Paraphernalia #29 The Old School Paladin (Archetype)


Player Paraphernalia #29 The Old School Paladin Another new Old School archetype. This issue focuses a new archetype for the paladin, taking it back to its roots. Although some of the new iconic paladin abilities are not touched, some were rolled back and built upon the original concepts found in previous gaming editions. Two new feats are also included. Turning off backgrounds for a Printer Friendly...   [click here for more]
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Player Paraphernalia #3  The Scrollmaster

Player Paraphernalia #3 The Scrollmaster


Player Paraphernalia #3 This is a new series of short and economical supplements for the Pathfinder Role Playing Game that offers alternate or enhanced rules that can be used for Pathfinder characters. This issue introduces a new archetype for the Magus class. The Scrollmaster couples the power of the magus with one of the most disposable magic items in the universe, the Scroll. Turning off backgrounds...   [click here for more]
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Player Paraphernalia #30 The Kensai (Archetype)

Player Paraphernalia #30 The Kensai (Archetype)


Player Paraphernalia #30 The Kensai This issue offers another kensai archetype, this one for the fighter class. This archetype is nothing like the magus version, but builds upon the focus of a single weapon while adding the ki pool mechanic to give the class an oriental flavor. Turning off backgrounds for a Printer Friendly Version This issue does support Adobe layers which can be used to turn...   [click here for more]
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Player Paraphernalia #31 The Totemic Sentinel (Hybrid)

Player Paraphernalia #31 The Totemic Sentinel (Hybrid)


Player Paraphernalia #31 The Totemic Sentinel This issue offers a new hybrid built from the Druid and Fighter core classes. The totemic sentinel gains the power and strengths of a chosen animal totem, gaining natural attacks and the ability to shape shift into his chosen animal spirit. This supplement includes twelve animal totems to choose from ranging from the badger to the wolf. This Player...   [click here for more]
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Player Paraphernalia #32  The Ecclesiast

Player Paraphernalia #32 The Ecclesiast


Player Paraphernalia #32 The Ecclesiast This issue introduces a new archetype for the Magus class. The Ecclesiast twists the magus character to the side of the divine, combining the magus' unique combat abilities with the ability to cast divine spells and channel energy. Turning off backgrounds for a Printer Friendly Version This issue does support Adobe layers which can be used to turn off the...   [click here for more]
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Player Paraphernalia #33 The Ghost Hunter (Archetypes)

Player Paraphernalia #33 The Ghost Hunter (Archetypes)


Player Paraphernalia #33 The Ghost Hunter (Archetypes) This issue introduces a three new archetypes (a barbarian, fighter, and ranger version) and a new Sorcerer bloodline that focuses on battling the incorporeal creatures of the night. Turning off backgrounds for a Printer Friendly Version This issue does support Adobe layers which can be used to turn off the background images to make it easier...   [click here for more]
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Player Paraphernalia #34 The Domain Specialist (Archetype)

Player Paraphernalia #34 The Domain Specialist (Archetype)


Player Paraphernalia #34 The Domain Specialist (Archetype) This issue introduces a new archetype for the cleric that focuses on his domain powers. New feats relating to domains are also introduced. Turning off backgrounds for a Printer Friendly Version This issue does support Adobe layers which can be used to turn off the background images to make it easier for printing ...   [click here for more]
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Player Paraphernalia #35 The Hand of Faith (Archetype)

Player Paraphernalia #35 The Hand of Faith (Archetype)


Player Paraphernalia #35 The Hand of Faith (Archetype) This issue introduces a new archetype for the cleric that completely customizes the cleric's non spell class abilities through the power of faith. Two new feats relating to this archetype are also presented. Turning off backgrounds for a Printer Friendly Version This issue does support Adobe layers which can be used to turn off the background...   [click here for more]
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Player Paraphernalia #36 The Highwayman (hybrid class)

Player Paraphernalia #36 The Highwayman (hybrid class)


Player Paraphernalia #36 The Highwayman (Hybrid Class) This issue introduces a new hybrid class, the highwayman. The knight of the road, or gentleman bandit; the highwayman combines the code of honor of a cavalier with the less than honorable skills of the rogue. A new Order is also presented that may be used by Cavaliers or Samurai. Turning off backgrounds for a Printer Friendly Version This...   [click here for more]
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Player Paraphernalia #37 The Wushu Master (hybrid class)

Player Paraphernalia #37 The Wushu Master (hybrid class)


Player Paraphernalia #37 The Wushu Master (Hybrid Class) This issue introduces a new hybrid class, the wushu master. Combining the martial arts of the monk with the arcane spell casting of the wizard, the wushu master's unarmed attack can really punch it up with power. Four new oriental weapons are also included as well as feats designed for the Wushu Master. Turning off backgrounds for a Printer...   [click here for more]
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Player Paraphernalia #38 The Way of Armor I (Alternate Archetypes)

Player Paraphernalia #38 The Way of Armor I (Alternate Archetypes)


Player Paraphernalia #38 The Way of Armor I (Alternate Archetypes) This issue focuses on the Armor Master fighter archetype, applying its effects to five other classes including the barbarian, cavalier, inquisitor, paladin, and charger (a new base class introduced in issue #25). Sacrifices are made, but the benefits of mastering the second skin easily pays for itself in the heat of battle. Turning...   [click here for more]
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Player Paraphernalia #39 The Way of Armor II (Alternate Archetypes)

Player Paraphernalia #39 The Way of Armor II (Alternate Archetypes)


Player Paraphernalia #39 The Way of Armor II (Alternate Archetypes) This issue focuses on the Armored Hulk archetype, applying its effects to five other classes including the barbarian, cavalier, paladin, ranger, and charger (a new base class introduced in issue #25). Being able to move quickly while wearing 50 lbs of metal is no easy task, but for the armored hulk it is as natural as wearing nothing...   [click here for more]
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Player Paraphernalia #4  The Arcanger

Player Paraphernalia #4 The Arcanger


Player Paraphernalia #4 This is a new series of short and ecnomical supplements for the Pathfinder Role Playing Game that offers alternate or enhanced rules that can be used for Pathfinder characters. This issue introduces a new archetype for the Ranger class. The Arcanger couples the power of the ranger with the arcane abilities of the wizard to a limited degree.. Turning off backgrounds for...   [click here for more]
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Player Paraphernalia #40 Master of the Way (hybrid class)

Player Paraphernalia #40 Master of the Way (hybrid class)


Player Paraphernalia #40 The Master of the Way (Hybrid Class) This issue introduces a new hybrid class, the Master of the Way. Combining the martial arts of the monk with the divine healing and spell casting abilities of the cleric, the master of the way's unarmed attack can really punch it up with power. New feats designed for the Master of the Way, new spells, and magic items are included. Turning...   [click here for more]
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Player Paraphernalia #41 Core Prestige Classes (Barbarian, Bard, and Cleric)

Player Paraphernalia #41 Core Prestige Classes (Barbarian, Bard, and Cleric)


Player Paraphernalia #41 Core Prestige Classes (Barbarian, Bard, and Cleric) Prestige classes have taken a back seat to archetypes and hybrid classes of late. Presented are three new prestige classes built upon the core classes they represent. These prestige classes offering an accelerated method of gaining a secondary core class without the need to multi-class for several levels to gain the same...   [click here for more]
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Player Paraphernalia #42 Core Prestige Classes (Druid, Fighter, and Monk)

Player Paraphernalia #42 Core Prestige Classes (Druid, Fighter, and Monk)


Player Paraphernalia #42 Core Prestige Classes (Druid, Fighter, and Monk) Prestige classes have taken a back seat to archetypes and hybrid classes of late. Presented are three new prestige classes built upon the core classes they represent. These prestige classes offer an accelerated method of gaining a secondary core class without the need to multi-class for several levels to gain the same functionality....   [click here for more]
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Player Paraphernalia #43 Core Prestige Classes (Paladin, Ranger, and Rogue)

Player Paraphernalia #43 Core Prestige Classes (Paladin, Ranger, and Rogue)


Player Paraphernalia #43 Core Prestige Classes (Paladin, Ranger, and Rogue) Prestige classes have taken a back seat to archetypes and hybrid classes of late. Presented are three new prestige classes built upon the core classes they represent. These prestige classes offer an accelerated method of gaining a secondary core class without the need to multi-class for several levels to gain the same functionality....   [click here for more]
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