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Player Paraphernalia Issues 76 - 100 [BUNDLE]

Player Paraphernalia Issues 76 - 100 [BUNDLE]

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Player Paraphernalia #100 Rituals and Rites, Optional Spell-Casting Rules
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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 geared for higher level games. This issue of the Player Paraphernalia series-Our 100th issue milestone!-Offers optional rules that expands rituals for 1st through 3rd level spell effects as well as expanding rules for backlash effects, optional rules regarding witches and shamans and their use of rituals, several new ritual related feats, and a new sorcerer archetype focusing on ritual asp...


Player Paraphernalia #76 Giant Hunters and Beast Lords
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Player Paraphernalia #76 Giant Hunters and Beast Lords

Two class concepts set to fighter, barbarian, and ranger archetype and two new cavalier Orders The Giant Hunter gains a boost in strength to take on the larger brutes and eventually learns how to alter his form to level the playing field when attacking creatures of the giant variety. The Beast Lord takes on bestial features to tap into his own savagery while combating his foes.

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Player Paraphernalia #77 The Arcane Initiate and Arcane Patrons
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Player Paraphernalia #77 The Arcane Initiate and Arcane Patrons

This issue of the Player Paraphernalia offers an alternate look at the witch, providing a bookish archetype along with eight new patrons based on the eight traditional schools of magic. In addition, two new feats and a new hex is included that work well with the Arcane Initiate archetype.

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Player Paraphernalia #78 The Deathly Orders
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Player Paraphernalia #78 The Deathly Orders

This issue introduces nine new cavalier orders. Each order revolves around a specific type of undead, ranging from the Banshee to the Wraith. So whether your cavalier has the ghoulish taste of flesh or has sworn undying allegiance to a vampire lord, these orders present several new means of serving the lords of entropy.

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Player Paraphernalia #79 The Pale Adversary (new Alternate Class)
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Player Paraphernalia #79 The Pale Adversary

If you saw the last issue, we presented several new undead oriented cavalier orders. And you may be wondering, how can these be employed? Well, in this issue we introduce a new alternate class for the cavalier, the Pale Adversary. This unique class has close ties to the world of the undead with an undead mount and the ability to summon undead allies as it progresses in levels. In addition, we present the Order of Thanatos that may be used with this class in case you didn't pick up Issue #78, Deathly Orders.

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Player Paraphernalia #80 The Natural Orders I (Terrain Based Orders)
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Player Paraphernalia #80 The Natural Orders I, Terrain Based Orders

Introducing eight new cavalier orders based on eight different natural terrains. Sparked from a discussion with Adam Matherly, we present orders ranging from frozen tundras to sun-bleached deserts.

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Player Paraphernalia #81 The Blackguard (Hybrid Class)
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Player Paraphernalia #81 The Blackguard

The world is full of dark intentions and bleak moral apathy. Issue #81 introduces a new class that thrives in such a world, willing to take advantage of any situation for its own gratification. The blackguard is based on the barbarian and rogue classes, learning to focus hiw own dark deeds to a preternatural degree while learning new ways to use this focus intensity to his own betterment. The blackguard is especially hardy and just as skilled with the sword as any warrior but he knows how to stack the deck in his favor and when it is better to cut and run.

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Player Paraphernalia #82 The Esotericist (Archetype Class)
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Player Paraphernalia #82 The Esotericist (Archetype Class)

Knowledge is not the province of faith and guidance of gods, and the Esotericist dabbles in the realms of mind and the psyche. Issue #82 presents the Esotericist, an oracle archetype created by Margherita Tramontano. The archetype also includes the "Crazy" curse. A new psychically focused Mystery is also presented that can be used with the archetype or any other oracle build.

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Player Paraphernalia #83 Wizard Implements (Alternate Class Rules)
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Player Paraphernalia #83 Wizard Implements, Alternate Class Rules

Seeing the power that can be harnessed from psychically charged objects, there wizards that forego their normal connection to the classical schools of spellcraft to harness the powers of specific tokens of arcane significance. This issue presents an alternate means of implementing the wizard's arcane bond and specialization of arcane energies based upon the implements used by the Occultist as found in Paizo's Occult AdventuresTM.

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Player Paraphernalia #84 Domains of the Kingdom (Ten Nature Domains)
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Player Paraphernalia #84 Domains of the Kingdom, Ten Nature Domains

This issue of Player Paraphernalia offers ten new nature-based domains designed for druids and other nature-themed classes. Offering the contributions of Jeff Gomez and Maria Smolina, the domains of bat, bear, and boar provide the means of capturing the essence of several animals and the rugged taiga environment.

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Player Paraphernalia #85 The Seven Odious Orders (Seven Cavalier Orders)
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Player Paraphernalia #85 The Seven Odious Orders

Introducing seven new cavalier orders based on seven deadly sins. Sparked from a discussion with Adam Matherly, the orders of Anger, Envy, Gluttony, Greed, Lust, Pride, and Sloth.

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Player Paraphernalia #86 Seasoned Flexibility (Three New Archetypes)
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Player Paraphernalia #86 Seasoned Flexibility, Three New Archetypes

This issue of the Player Paraphernalia presents three new archetypes. The Ruthless Overseer by Derek Blakely presents a rogue archetype that thrives off of the misery of others. The Seasoned Veteran by Nikolai Samarine presents a fighter archetype for a matured warrior. And finally, the Whip Master, another fighter archetype whose preferred weapon is more an extension of himself than anything else. A new whip based feat is also included.

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Player Paraphernalia #87 The Precentor (New Paladin Archetypes)
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Player Paraphernalia #87 The Precentor (New Paladin Archetype)

This issue introduces a new Paladin archetype whose voice lifts even the heavens above, the Precentor. The creation of James Cooke, this archetype melds the bardic performance with the holy service of the paladin. Three new alternate divine bonds are also presented to extend the flexibility of the paladin.

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Player Paraphernalia #88 Taking on the Dead (New Cleric Archetypes)
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Player Paraphernalia #88 Taking on the Dead, New Cleric Archetypes

This issue introduces three new cleric archetypes that focus on taking the fight to undead. The ghost hunter learns how to harness his ability to channel energy in enhancing his weapons and armor to deal with the incorporeal threats. The Undead Hunter hearkens back to an older version of the cleric, not only using her channel energy to turn undead, but even destroying them at higher levels. The vampire hunter uses her faith to empower her ability to take on those blood-thirsty undead predators. A new domain and spell are also included in this issue as well.

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Player Paraphernalia #89 Lead in the Air (New Gunslinger Archetypes)
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Player Paraphernalia #89 Lead in the Air, New Gunslinger Archetypes

This issue features the creations of N. Jolly, two gunslinger archetypes that couldn't be further apart in regards to purpose and design, yet this dichotomy offers an interesting balance in functionality. The archetypes are the Close Quarters Combatant and the Heavy Gunner, each focusing on a different type of firearm. Three new feats are also included that nicely compliments these two archetypes.

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Player Paraphernalia #90 Truly Nature's Ally (New Archetypes)
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Player Paraphernalia #90 Truly Nature's Ally, New Archetypes

This issue introduces six new archetypes, each focusing on summoning nature's ally or other wild aspects. There are two new archetypes for the druid, hunter, and ranger, including archetypes that completely replace the spell-casting ability. Based on a thread found in the Pathfinder RPG group on facebook, the challenge was to present something that created a spell-less version of the druid. The archetypes for the druid and hunter offer both a diminished and completely spell-casting versions. A new feat is included to enhance these archetypes.

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Player Paraphernalia #91 The Metamorphosis (New Oracle Mystery)
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Player Paraphernalia #91 The Metamorphosis, New Oracle Mystery

This issue features the creation of Joshua Hennington, a new oracle mystery that grants the oracle the ability to harness the power of the eidolon's evolutions to completely transform herself based on her whims and desires.

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Player Paraphernalia #92 The Magician (New Archetypes)
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Player Paraphernalia #92 The Magician, New Archetypes

This issue introduces three new non-arcane archetypes. Rather, these archetypes focus on the craft of the magician: prestidigitation and legerdemain. There is the Stage Magician for the bard that uses his ability to tell astounding stories while performing amazing feats of misdirection and death defying stunts. The Street Magician for the monk prefers to use his skills of agility and mental acuity to trick even the most vigilant of observers of his close up magic. And then there is the beguiler, taking the craft into the unsavory realm of the rogue. The prestidigitation Perform skill is also defined for use with these unique archetypes.

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Player Paraphernalia #93 The Magician Part Deux (New Archetypes)
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Player Paraphernalia #93 The Magician Part Deux, New Archetypes

This issue introduces three new arcane archetypes built upon the concept of the literate caster that prefers to cast his spells at the moment's notice. Rather than spending hours studying, the magician may spontaneously prepare his spells when needed, though at a cost of extra casting time and a bit more vulnerability due to the intense concentration needed. This supplement includes the Arcane Magician (wizard archetype), the Magician Arcanist (arcanist archetype), and the arcane magister (magus archetype).

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Player Paraphernalia #94 Vitamancy, the "Other" mancy school
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Player Paraphernalia #94 Vitamancy, The "Other" mancy school

This issue introduces a new arcane school based on "White" magic, conjuring and focusing positive energy for its healing effects. This specialty school provides those that specialize in the ability to cast curative spells normally limited to those with divine connections. It opposes and corollary to the school of necromancy. Nine new spells are also introduced that fall within this new alternate school.

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Player Paraphernalia #95 Keeping in Focus, Concentration is Key
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Player Paraphernalia #95 Keeping in Focus, Concentration is Key

Casting spells to smash your enemies or fortify your allies can make or break an encounter. And the bane to all spellcasters is the possible loss of a spell while casting due to a myriad of circumstances from enemy attacks to violent weather or movement. This issue introduces two new spells and several new feats designed to aid the caster in successfully casting regardless of the situation.

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Player Paraphernalia #96 Cavaliers Unhinged, Taking Chivalry in a New Direction
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Player Paraphernalia #96 Cavaliers Unhinged, Taking Chivalry in a New Direction

The concept of the unmounted cavalier is not a new one, but we are offering two new archetypes that take that idea into a whole new direction as well as a darker, more Lovecraftian themed order for those that wish to take their cavaliers into the realm of horror. Rodney Sloan has contributed two pieces to this issue including the Revolutionary archetype (think Les Miserables) as well as the Order of Ancient Horror to scare the pants off those that would dare question your cavalier's demands. And the Duel Master is included, offering a more versatile and quick thinking cavalier when taking on others in single combat.

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Player Paraphernalia #97 Arcane Specialists, Wizard Archetypes
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Player Paraphernalia #97 Arcane Specialists, Wizard Archetypes

This issue presents three new archetypes for the wizard. Each focuses on one aspect of the signature class features of the wizard, including the Bondsman, the Familiarist, and the Secondus. The bondsman grants additional abilities to for the wizard that likes to rely on an arcane talisman. The familiarist builds a supernatural bond with his chosen familiar. And the secondus can be seen as the Jack of All trades in the wizardry world.

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Player Paraphernalia #98 Students of Lore and Magic, Optional Spell-Casting Rules
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Player Paraphernalia #98 Students of Lore and Magic, Optional Spell-Casting Rules

While spell-casters prove a powerful and invaluable ally in an adventuring party, there are many times that players choose other options and you end up missing a vital functionary within the party. Options generally run from providing NPC support or adjusting scenarios to deal with missing support. However, this issue of Player Paraphernalia presents another option, allowing traditionally non-spell casting class access to a limited number of either arcane or divine spells through the use of a series of new feats and optional rules regarding spell-casting for non-spell-casters.

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Player Paraphernalia #99 Seasons of Change, New Cleric Domains
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Player Paraphernalia #99 Seasons of Change, New Cleric Domains

In this issue of the Player Paraphernalia series, we explore the four seasons from the perspective of domains. While there is a Seasons sub-domain under Weather, this supplement offers four alternatives, each designed for each of seasons. From the vibrancy of spring to the cold pallor of winter, all four seasons are presented with new domain powers and bonus spells.

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Product Information
Rule System(s)
ISBN
1-30000-204-3
Publisher Stock #
KW0171
Format
Original electronic
Scanned image
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This title was added to our catalog on January 11, 2017.