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Credits

Lead Designer: Scott Gable


Designers: John Bennett, Clinton J. Boomer, Chuck DiTusa, Michael Kortes, Colin McComb, Richard Pett, John Pingo, David Schwartz, and Mike Welham

Cover Artist: Roxxy Goetz


Cartographer: Daniel Somerville
Interior Artists: Roxxy Goetz, Liz Lundblade, and Cory Trego-Erdner

Developers: Will McCardell and David Schwartz


Editors: Robert N. Emerson, David Schwartz, and Troy Taylor
Editorial Intern: Dora Wang
Graphic Designers: Crystal Frasier and Stephen Wark

Electronic Content: Jeffrey Hersh

Patrons: @ZombieJesusHere, aldenminor.com, Ben Armitage, Beachfox, John Beddoe, Gregg Bender, John Bennett, Tom Benton, Raphael Bressel, Benjamin F. Bullock, Alex
C, Wayne Clemmer, Weston Clowney, Brad Colver, Patrick Curtin, Fox Cutter, Adam Daigle, David DeRocha, Chuck DiTusa, Brett Easterbrook, Nick Finco, Chris “Kvantum”
Frizzell, Mark Gallicchio, Mark Garringer, Thilo “Endzeitgeist” Graf, Ryan H, Amber “Alise” Hagaman, Matthew Hinton, Sean Holland, Ronald Hopkins, Robert H. Hudson Jr,
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Georg Rösel, Ed Sagritalo, Steven Schopmeyer, Sentath, Del Shand, Sean Silva-Miramon, S. Slaggy, Gavin Smith, sozin, Aaron F Stanton, David Starner, Greg Stewart, Nate
Swalve, Targilnar, The No Agenda Podcast (noagendashow.com), Rob Trimarco, Jerry Ward, Mike Welham, Joe Wells, Paul Woods, and Henry Wong

Special Thanks: Tom Benton, Steve Russell, and Allen Taliesin

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It Came from the Stars Extras © 2013 Zombie Sky Press.
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ii
Contents
Players
Classes  1
MUntouchable  1
MMoon Child Houses  6
Class Archetypes  9
MSUMMONER: Mouth of Mad Ruin  9
MDRUID: Doorway to the Howling Other  10
FEATS  12
New Spells  14
INVENTORY  15
MNon-magic items  15
MSpecial Materials  15
MWeapon Special Abilities  16
MVoid Tech Items  17

Gamemasters 
Alien Landscapes  19
Alien Flora & Fauna  21

Bestiary  23
Asteroid-Eater Swarm  23
Falling Star  24
MFalling Star, Starling  25
MFalling Star, Netad  26
MFalling Star, Mesad  27
MFalling Star, Hypatid  27
MFalling Star, Darkstar  28
Golem, Deadstar  29

OGL  31

iii
P l ay e r s
Classes evading others and trying to piece together
their shattered psyches. Of course, those
that have managed to come to terms with

N o matter where they're from, player


characters can learn to draw power
from the unknown. Perhaps they
found mysterious writings in the wreckage of
a vessel from the stars, or they were caught
what they are or have managed to erect
sufficient walls of denial are much more
capable of interacting with others. But how
long can that last?
In combat, untouchables are in an odd
in a meteor explosion and irradiated with
position, owing to their unique powers. They
strange energies. However they got started
can generally fill any role that a monk might
on this path, they now share a connection to
fill with more or less equal ease. They excel
something from another world.
when they can support others.
Alignment: Any.
MUntouchable HD: d8.
Were you bombarded by cosmic rays? Is
there an alien egg throbbing next to your
Class Skills
brain stem? Are you a terrible alien-humanoid Your class skills are Acrobatics (Dex), Bluff
hybrid concocted in a lab somewhere? (Cha), Climb (Str), Craft (Int), Diplomacy
Because any of those things could explain (Cha), Escape Artist (Dex), Intimidate (Cha),
your odd abilities as an untouchable. Whether Knowledge (arcana) (Int), Knowledge
this craziness was something you asked for (nature) (Int), Perception (Wis), Profession
or not, now you have to deal with it. (Wis), Stealth (Dex), Sense Motive (Wis),
Role: Though similar (and sympathetic) to Survival (Wis), Swim (Str).
starseeds, where a starseed's connection Skill Ranks per Level: 4 + Int modifier.
to the cosmos is directed outward, an
untouchable's is directed inward. Their Class Features
constant inner struggle keeps them distant Weapon and Armor Proficiency: You gain no
from others. Where a starseed is constantly proficiency with any weapon or armor.
seeking, an untouchable is constantly Defense Bonus (Ex): When unarmored

1
and unencumbered, you add your Wisdom rule prohibiting direct attacks against foes that is, if you use an immediate action for
bonus (if any) to your AC, CMB, and CMD. In cannot be changed by feat selection or something other than a revanche attack,
addition, you gain a +1 bonus to AC, CMB, and multiclassing. you cannot make any revanche attacks that
CMD at 4th level and every 4 untouchable Starting at 1st level, you are considered round. If you’ve already made 1 or more
levels thereafter—to a maximum of +5 at to have Improved Unarmed Strike for the revanche attacks in a round, you cannot
20th level. (The bonus to AC is a deflection purposes of feat prerequisites. This doesn’t perform a different immediate action.) To
bonus.) enable you to make unarmed attacks, but you parry the attack, you make an attack roll.
Nimbus (Su): Starting at 1st level, a thin can apply the feat to your revanche attacks. If your attack roll is greater than the roll of
nimbus of light surrounds you, seemingly If such a feat requires making a single attack the attacking creature, the creature’s attack
innocuous. However, this otherworldly glow as a standard action (such as with Scorpion automatically misses.
serves you as both boon and bane. Style), you can apply the feat to a single At 1st level, you can use revanche against
It provides the illumination equivalent to revanche attack, but you can make no other melee and ranged weapons, including
either a candle or a torch. You can change revanche attacks that round. natural weapons. At 11th level, you can also
the illumination as a move action. It also is Revanche (Ex): Starting at 1st level, you use revanche against rays and any spell or
self-contained and negates your need to eat, can parry and redirect the attacks of other spell-like ability requiring an attack roll.
drink, and breathe. The nimbus sustains and creatures, causing them to miss and damage Whether you successfully parry the attack
protects you. others. or not, you can immediately redirect it into
However, the nature of the nimbus Since you cannot make direct attacks a second creature within 5 ft. of you. You
interferes with personal items and your against foes, all of your attacks become can alternatively choose to redirect the
ability to use them. You cannot trigger or revanche attacks. You get the same number attack back at the originating creature, if it
gain benefit from any magic items that you of revanche attacks as you would in making is in range. To resolve the redirected attack,
personally must wear, hold, or ingest. (This normal attacks, and each uses the attack your revanche attack roll is now treated as a
includes all magic items, such as weapons, bonus as if it were a normal attack. That is, normal attack against the new target, using
armor, wands, potions, wondrous items.) your first revanche attack each round is at the triggering target’s weapon; that is, if
You can still be targeted, though, by effects your highest attack bonus. If your BAB is high your revanche attack roll would hit the new
originating elsewhere. (Note that you can enough to grant a second revanche attack target’s AC, then the new target takes the
still use void tech and symbiotes without that round, it is at your next highest attack damage as appropriate from the triggering
penalty.) bonus; and so on. Your revanche attacks creature’s attack. However, treat the attack
Additionally, you cannot make direct and damage are modified by your Dexterity as originating from you for determining
attacks against foes, including attacks of modifier instead of your Strength modifier. cover, flanking, and the like. Note that, if you
opportunity. This means no weapons and no At any time, if you have revanche attacks redirect a touch attack, you only need to hit
unarmed attacks (and no spells that require remaining, you can make a revanche attack the new target’s touch AC.
an attack roll, if you ever gain spellcasting). to parry an attack against you or against Instead of dealing damage with a redirected
You must now rely on your revanche ability. an adjacent ally (including attacks of attack, you can choose instead to perform
Feats such as (but not limited to) those opportunity) as an immediate action, except a combat maneuver, either on the creature
that grant weapon and armor proficiency that you are not limited to 1/round. (Only that triggered your revanche attack or on the
do not grant exemptions to this ability. The your revanche attacks can break this limit; target of the redirected attack. The combat

2
Table 1-1: Untouchable damage on a successful save, you instead
take no damage. Evasion can be used only if
Level BAB Fort Ref Will Special Defense Bonus you are wearing no armor. You do not gain
1st +0 +2 +2 +2 Nimbus, revanche, surge +0 the benefit of evasion if you’re helpless.
2nd +1 +3 +3 +3 Evasion, taunt +0 Taunt (Ex): At 2nd level, you can choose
3rd +2 +3 +3 +3 Meteor throw 2d6, quickstep +0 to provoke attacks of opportunity as a
4th +3 +4 +4 +4 Drawing the void, outmaneuver +1 free action from any creature threatening
5th +3 +4 +4 +4 Meteor throw 3d6, ricochet +1
you. Any creature that takes an attack of
opportunity as a result of the taunt ability
6th +4 +5 +5 +5 Into the breach, starbrand +1
and misses must make a Will save (DC 10 + 1/2
7th +5 +5 +5 +5 Meteor throw 4d6 +1
your level + your Wis modifier), or they are
8th +6/+1 +6 +6 +6 Harden +2
compelled to attack you instead of anyone
9th +6/+1 +6 +6 +6 Improved evasion, meteor throw 5d6 +2
else on their next turn. Each consecutive
10th +7/+2 +7 +7 +7 Misdirection, purge +2 failed save increases the target’s save DC
11th +8/+3 +7 +7 +7 Meteor throw 6d6 +2 by 1 and inflicts a −1 penalty on the target’s
12th +9/+4 +8 +8 +8 Fade, hush +3 attack rolls against you. These effects are
13th +9/+4 +8 +8 +8 Meteor throw 7d6 +3 cumulative. If the creature hits you, the
14th +10/+5 +9 +9 +9 Starblood +3 target’s penalties are lost and the creature
15th +11/+6/+1 +9 +9 +9 Meteor throw 8d6 +3 is free of the compulsion. This is a mind-
16th +12/+7/+2 +10 +10 +10 Enhanced evasion, spaces between +4 affecting effect.
17th +12/+7/+2 +10 +10 +10 Meteor throw 9d6 +4 Meteor Throw (Ex): At 3rd level, you
18th +13/+8/+3 +11 +11 +11 Singularity +4 can send opponents flying. When you are
19th +14/+9/+4 +11 +11 +11 Meteor throw 10d6 +4 targeted by a melee attack from an adjacent
20th +15/+10+/+5 +12 +12 +12 Into the Void +5 foe, instead of using a revanche attack,
you can attempt a meteor throw. When
maneuver must be one that is normally before or after your turn, it’s as if you took a attempting a meteor throw, you cannot parry
attempted in place of a melee attack, such full attack action on your turn. If you made the attack, but whether it hits or misses,
as disarm or trip. This maneuver does not a single revanche attack in a round, it’s as if you can respond by making a CMB check to
provoke attacks of opportunity and receives you made a single attack on your turn. throw the target. You do not provoke attacks
a +2 bonus on the check. You can only make revanche attacks while of opportunity by initiating a meteor throw.
Note that, while revanche attacks unarmed and unarmored. You can use meteor throw 1/round. You can’t
are treated as immediate actions when Surge (Ex): Starting at 1st level, you gain a attempt a meteor throw in a round that
determining when and how they are bonus move action on your turn. you’ve already attempted a revanche attack,
performed, they are still treated as typical Evasion (Ex): At 2nd level or higher, you and you can’t attempt a revanche attack in
attacks when determining how many actions can avoid damage from many area of effect a round that you’ve already attempted a
you can take in a round. That is, if you make attacks. If you make a successful Reflex save meteor throw. (That is, in any given round,
more than 1 revanche attack in a round either against an attack that normally deals half you can choose either to attempt 1 meteor

3
9th, and so on). as a free action, you can add your Wisdom
A thrown creature does not provoke modifier to all revanche attacks for 1 round.
attacks of opportunity as part of the throw. In addition, you can spend 1 point as a swift
Designer’s Note
You can throw a creature through other action to gain a +4 bonus on a skill check
It is important to note that you might very creatures’ spaces, but only those creatures for a skill in which you have at least 1 rank.
well be hit by an attack and successfully
redirect it. For instance, if the attack
in the area where the target lands can suffer Finally, you can spend 1 point from your void
is from a physical weapon, such as a damage. The area affected is equal to the pool as a swift action to grant yourself a 50%
sword, it might skewer your arm, but space occupied by the creature thrown. mischance for 1 round. You gain additional
you were able to position in such a way Note that, for the purposes of determining powers that consume points from his void
that it went clean through and into the how many actions you can take, a meteor pool as you gain levels.
foe behind you. Or if the attack is from
a spell, such as a ray from a wand, it
throw is treated as a standard action. The void pool is replenished each morning
simply means that you and the new Quickstep (Ex): At 3rd level, you can take a after 8 hours of rest or meditation; these
target were hit simultaneously, as if you 5-ft. step as an immediate action whenever hours do not need to be consecutive. If
were a single target at the moment of an attack misses you. (You cannot use you possess levels in another class that
impact. quickstep and revanche on the same attack.) grants points to a void pool, untouchable
In addition, as a move action on your turn, levels stack with the levels of that class to
you can swap places with any ally adjacent determine the total number of void points in
throw or to attempt a number of revanche to you. This does not provoke attacks of the combined pool, but only one ability score
attacks dictated by your BAB.) opportunity. modifier is added to the total. The choice of
If successful, you throw the target up to 10 Drawing the Void (Su): At 4th level, you which score to use is made when the second
ft. away, dealing damage to the target and gain a pool of void points, supernatural class ability is gained, and once made, the
to every creature within the area where the energy you can use to accomplish amazing choice is set. You can now use void points
targets lands. (This is an area effect. Range is feats. The number of void points in your pool from this pool to power the abilities of every
measured from you to the epicenter of the is equal to your untouchable level + your Wis class you possess that grants a void pool.
effect.) The amount of damage dealt is equal modifier. If you run out of void points, you gain 1
to 2d6 damage plus 1d6 damage for every 2 As long as you have at least 1 point in your negative level. The negative level is removed
untouchable levels beyond 3rd (3d6 at 5th, pool, you don’t suffer penalties for squeezing, when you regain your void pool; this effect
4d6 at 7th, and so on). Creatures taking and you gain a +2 bonus to AC against attacks cannot be removed in any other way. You
damage from meteor throw are allowed a of opportunity. At 10th level, you can choose gain an additional negative level for each
Reflex save to halve the damage (DC 10 + 1/2 to make an Acrobatics check any time you’re additional 24 hours you go without regaining
your untouchable level + your Wis modifier). attacked and replace your normal AC with your void pool. Regaining your void pool
Creatures that fail their Reflex save are the result; you must be aware of the attack, removes all negative levels accumulated
also knocked prone and may be squeezed. and you cannot perform any other action in from the lack of void points.
Creatures that make their saves can freely a round in which you use this ability, either Outmaneuver (Ex): At 4th level, you use
move to just outside the edge of the effect. before or after the check(s), except for your untouchable level in place of your BAB
Your meteor throw range increases by 10 ft. moving. when calculating your CMB and CMD. Base
every 3 levels beyond 3rd (20 ft. at 6th, 30 at By spending 1 point from your void pool attack bonuses granted from other classes

4
are unaffected and are added normally. damage on a successful Reflex saving throw untouchable level. In addition, you can
Ricochet (Ex): Starting at 5th level, you can against attacks, but henceforth, you take choose to ignore gravitational effects,
redirect ranged attacks to a maximum range only half damage on a failed save. You do not whether natural or magical in nature, and
of 30 ft. At 10th level, your maximum range gain the benefit of improved evasion if you because of this, you also gain a +4 bonus on
increases to 60 ft., at 15th level, it increases are helpless. Acrobatics checks.
to 90 ft., and at 20th level, it increases to Misdirection (Ex): At 10th level, if you Enhanced Evasion (Ex): At 16th level,
120 ft. When deflecting ranged attacks, your successfully damage a target using revanche, your evasion ability further improves. On
range can never exceed the distance that then on your next revanche redirect attack a successful saving throw, you can affect
the original attack traveled, no matter your that round, you can feint on a different target those around you. You can choose to grant
maximum range. If the ranged attack had as a free action (treating the new target as all adjacent creatures the benefits of evasion
range increments, they also apply to your flat-footed if you succeed the Bluff check). for their own saving throw (or improved
revanche attack when determining if the The triggering opponent may be the same, evasion if they already have evasion), or you
redirected attack successfully hits its target. but the new target must be different. You can choose to make all adjacent creatures
Into the Breach (Ex): Starting at 6th level, can potentially make multiple such attacks vulnerable, taking 50% more damage if they
you gain a +1 bonus to your revanche attack per round if your BAB is high enough, but fail their saving throw.
roll for every enemy threatening you. each new misdirection must be on a different Spaces Between (Su): At 16th level or
Starbrand (Su): At 6th level, as a swift target, and if you miss a redirect attempt or higher, as long as you have at least 1 point
action that consumes 1 point from your void there are no viable different targets, you lose remaining in your void pool, you gain the
pool, you can deal 1d6 damage + 1 point/ the opportunity for the round. effects of freedom of movement for a number
untouchable level (maximum +20) to any Purge (Su): At 10th level or higher, of rounds per day equal to your untouchable
creature that enters within 5 ft. of you for whenever you fail a Fortitude save against
1 round. The damage is either cold or fire: an effect with a duration, you may make
you must choose one energy type when you another attempt 1 round later.
activate this ability. You are able to choose Fade (Su): At 12th level or higher, you
your targets and thus avoid allies. can disappear from sight for 1 minute, as if Designer’s Note
Harden (Su): At 8th level, you can using the spell invisibility. Using this ability is The untouchable is neither an easy nor
temporarily harden your nimbus, gaining DR a swift action that consumes 2 points from a universally loved class. It uses rules
that are complex and different from the
2/–. At 16th level, this becomes DR 4/–, and your void pool.
standard play of the game. It is also
at 20th level, it becomes DR 8/–. You must Hush (Su): At 12th level or higher, you can easy to disrupt gameplay if you're not
spend 1 point from your void pool to activate suppress all noise around you, as if using the well versed in the new mechanics. This
this ability, but you can spend more. Once spell silence, except the effect’s area is a 10- class should only be played with the
your DR has prevented a total amount of ft. radius centered on you. Using this ability acceptance of the GM and the other
players.
damage equal to your untouchable level × is a swift action that consumes 2 points from
the number of void points expended, the DR your void pool. Your CL for this effect is equal That said, if you're looking for something
ends. to your untouchable level. very different, give it a try. It can be
Improved Evasion (Ex): At 9th level, your Starblood (Su): At 14th level, you gain incredibly fun.
evasion ability improves. You still take no resistance to cold and fire equal to your

5
level. Alternatively, as a swift action, any distance she was prevented from moving light descriptor.
unused rounds can be used to quickly move (or 10 ft.) before attempting to retreat. She Sign: You gain solar sight and cannot be
through space, as if using dimension door. can now finish her movement as normal in blinded by any form of light, mundane or
Each unused round is equivalent to 10 ft., any direction she chooses or perform some magical, no matter how bright it is.
so if you had 10 rounds remaining for the other action. Aspects: The following aspects are available
day for your spaces between ability, you Into the Void (Su): At 20th level, when for you to choose from when you gain a new
could choose to teleport up to 100 ft. away. your void pool is empty, you can assume aspect.
You can teleport multiple times, each time an ethereal state at will, as though using Brilliant Flare (Su)—You create a brief, bright
in increments of 10 ft. and deducting from etherealness. Becoming ethereal is a swift flash of solar energy that can momentarily
your total allowed per day. You may not take action. This ability affects only you and cannot blind a single opponent. A creature who fails
anyone with you. be used to make other creatures ethereal. a Reflex save is blinded for 1 round.
Singularity (Su): At 18th level or higher, Figment (Su)—You can quickly shape light
you can become a singularity. All creatures MMoon Child Houses into a crude illusion that briefly appears in
within 100 ft. of you are drawn toward you Below are additional houses from which the the peripheral vision of a targeted creature.
physically, moving 1d6×5 ft. closer to you moon child class can choose. The creature must make a Will save or be
at the beginning of their turns. Creatures staggered for 1 round. This aspect does not
prevented from moving closer to you (such House of the Flaring Sun affect sightless creatures.
as by a wall, another creature, or by reaching Light Whispers (Su)—You can send a
you) can do nothing until they can make Spells Known: 1st—color spray, dancing holographic image to communicate a short
up any distance they were prevented from lantern, faerie fire, flare burst, illusion of message to one creature per moon child
moving by using their own movement. calm, snapdragon fireworks; 2nd—continual level. The target creature must be in your line
(Creatures that don’t make up this distance flame, haunting mists, hypnotic pattern, of sight. The image can appear as anything
are considered dazed until they do, and all mad hallucination, minor image, mirror you can imagine that is Small-sized or
distance not covered is cumulative.) This image, silent image, symbol of mirroring, smaller. The message can transmit a number
effect requires a standard action to activate ventriloquism; 3rd—campfire wall, daybreak of spoken words equal to your moon child
and 3 points from your void pool. It lasts for arrow, daylight, discovery torch, illusory script, level + your Int modifier. Once the message
a number of rounds equal to your Wisdom loathsome veil, major image; 4th—illusory is delivered, the hologram vanishes. You can
modifier. Once the effect has begun, you can wall, phantasmal killer, rainbow pattern, use this aspect a number of times per day
also choose to shift the singularity from your shocking image, wandering star motes; equal to 3 + your Int modifier.
person to the space you occupy; this costs an 5th—dream, nightmare, persistent image, Star Mote (Su)—You create a small,
additional 1 void point/round and allows you phantasmal web; 6th—mislead, permanent stationary globe of starlight that hovers
to move away from it. This is a gravitational image, programmed image; 7th—phantasmal near eye level. The globe produces light as
effect. revenge, sunbeam; 8th—scintillating pattern, a hooded lantern and cannot be moved.
For example, at the beginning of her turn, sunburst; 9th—weird Undead creatures vulnerable to sunlight
a bandit was to be pulled for 30 ft., but a wall In addition, you can learn additional cannot enter within 30 ft. of the globe
stopped her after only 20 ft. Immediately, sorcerer/wizard spells of the figment, unless they make a successful Will save. If
she used part of a move action to cover the pattern, or phantasm subschools or with the the creature leaves the area of light, it must

6
Luminous armor (Su)—You are Sculpt Light (Su)—Your mastery over light
surrounded by armor of pure light. is such that you can snatch frozen light from
If you successfully save against a the ether and shape it into a melee weapon.
spell of the figment, pattern, or The weapon must be one with which you are
phantasm subschool or with the proficient. The specific type of frozen light
light descriptor that targets you, is determined randomly using Table 1-1. Only
the effect rebounds on the caster. you can use the weapon, and it immediately
The armor lasts for a number of dissipates if you drop it or let it go. The
rounds equal to your Intelligence weapon lasts a number of rounds equal to
bonus. You can use this aspect a your Intelligence bonus. You can use this
number of times per day equal to aspect a number of times per day equal to 3
3 + your Int modifier. + your Int modifier.
Pulsar of Purity (Su)—You create Exalted Aspect: You automatically know
a magical star within 30 ft. of your the following exalted aspect at 18th level.
current location. It is the size of Only one exalted aspect can be active at a
a Medium creature and pulses time, and while it is active, a house that you
make another save in order to re-enter. You
with otherworldly energy. Each round the know must be eclipsed.
can use this aspect a number of times per day
pulsar emits a burst of light that can have Heliotropic Cloak (Su)—You are surrounded
equal to 3 + your Int modifier. It lasts for a
a variety of effects. You roll 1d4 each round by a brilliant cloak of pure starlight. The cloak
number of rounds equal to your Intelligence
to determine the effect of the pulsar. The produces light as the daylight spell. Undead
bonus.
pulsar lasts a number of rounds equal to your vulnerable to sunlight, molds, fungi, and
Ascendant Aspects: The following
Intelligence bonus. You can use this aspect a oozes within 30 ft. of you take 1d8 damage/2
ascendant aspects are available for you to
number of times per day equal to 3 + your Int moon child levels each round. Creatures
choose from when you gain a new ascendant
modifier. within 30 ft. of you must succeed at a
aspect.
Reflex save each round or be blinded by the
Hypnotic Hologram (Su)—You create a
d4 Pulsar Effect cloak for a number of rounds equal to your
three-dimensional image of a beautiful
Intelligence bonus. In addition, the cloak
alien creature within 30 ft. of your current 1 All enemy illusions within 20 ft. of the pulsar
are affected as if targeted by a dispel magic grants you spell resistance equal to 10 + your
location. The image dances and moves in
spell (using your CL). moon child level against any spells with the
intricate patterns, fascinating those within
2 All undead vulnerable to sunlight within 20 figment, pattern, or phantasm subschools or
20 ft. of the image who gaze upon the
ft. of the pulsar take 1d6 damage/moon child with the light descriptor.
hologram. All creatures viewing the image level. Reflex save negates.
must make a Will save or be fascinated. The 3 All allies currently under the effects of a spell
image lasts for a number of rounds equal to from the figment, pattern, or phantasm
House of the Hidden Moon
your moon child level. This aspect does not subschools gain an additional saving throw to Spells Known: 1st—shadow weapon;
affect sightless creatures. You can use this resist the spell. 2nd—darkness, dust of twilight, protective
aspect a number of times per day equal to 3 4 All enemies within 20 ft. of the pulsar are penumbra, returning weapon; 3rd—communal
+ your Int modifier. affected as if by the spell mass daze.
returning weapon, deeper darkness; 4th—
7
dimension door, lesser simulacrum, shadow already possess darkvision, the range of your bonus to AC, you can make a second attack
conjuration, shadow step; 5th—hostile darkvision increases by 30 ft. using the same attack bonus against the
juxtaposition, shadow evocation, symbol of Aspects: The following aspects are available target’s touch AC. This second attack does
striking, teleport, tree stride; 6th—getaway, for you to choose from when you gain a new not benefit from sneak attack or other
ice crystal teleport, shadow walk, transport aspect. sources of precision-based damage.
via plants, word of recall; 7th—greater hostile Bending Space (Su)—You can teleport 5 ft. Unseen (Su)—You can make yourself
juxtaposition, greater teleport, greater as a move action. You cannot take anyone invisible as a swift action for a number of
shadow conjuration, lunar veil, plane shift, with you. You can use this ability a number of rounds per day equal to your moon child
project image, simulacrum, teleport object, times per day equal to 3 + your Int modifier. level. These rounds do not need to be
walk through space; 8th—call construct, Shadow Clone (Su)—You can make a semi- consecutive. This ability otherwise functions
greater shadow evocation, maze; 9th— real clone of yourself that you control. The as greater invisibility.
interplanetary teleport, refuge, shades, shadow clone shares all your abilities and Ascendant Aspects: The following ascendant
teleportation circle equipment (except limited use items). The aspects are available for you to choose from
In addition, you can learn additional clone cannot cast spells, use spell-like or when you gain a new ascendant aspect.
sorcerer/wizard spells of the shadow supernatural abilities, or deal damage. If Deeper Shadows (Su)—The clones you
or teleportation subschools or with the the clone takes any damage, it is destroyed. create using your shadow clone ability can
darkness descriptor. Your clone remains for a number of rounds cast spells and deal damage with attacks. A
Sign: You gain darkvision 60 ft. If you equal to your Intelligence bonus or until it is clone uses your prepared spells (or available
destroyed, whichever comes spell slots) when casting. Between you and
first. If you lose consciousness your clones, you cannot cast more than
or the clone is no longer on the one round’s worth of spells per round (one
same plane as you, the clone is standard or full-round action and one swift
destroyed. After the time limit action). In addition, your clones now have
(or when it is destroyed), you some semblance of independence. They no
suddenly know everything longer are destroyed if you fall unconscious,
that the clone knew. You can and they can make decisions on their own if
use this ability 1/day plus an you are unable to for any reason. You must
additional time per day at possess the shadow clone aspect to take
4th level and every 4 levels deeper shadows.
thereafter (that is, 2/day at 4th Forgettable (Su)—When a creature loses
level, 3/day at 8th level, and so sight of you, it must make a Will save or forget
on). You can create multiple your name and any identifying features or
clones at a time. mannerisms. A creature that successfully
Shadow Strike (Su)— saves cannot be affected by this ability for
Whenever you make a 24 hours. You can suppress or resume this
successful melee attack on ability as a free action.
a target denied its Dexterity Longest Step (Su)—You can use this ability

8
to teleport up to 10 ft. per moon child level per
day as a standard action. This teleportation Class damage/class level. Roll again, subtracting 2
from your next result.
must be used in 5-ft. Increments, and such
movement does not provoke an attack of
opportunity. You can bring other willing
Archetypes 3–4: Your eidolon suffers 1 damage/class
level. Roll again, subtracting 1 from your next
result.
creatures with you, but you must expend an
equal amount of distance for each additional
creature brought with you.
See in Darkness (Su)—You can see perfectly
A ny player character can discover a
connection to the oddities of other
worlds. All that's needed is a potent
curiosity or, perhaps, a fated encounter.
5–6: You suffer 1 damage/class level. Roll
again, subtracting 1 from your next result.
7–8: Your eidolon gains the benefits of
one of the following spells of your choice,
in darkness of any kind, including that created as if cast by you: aid, enlarge person, see
by deeper darkness. MSUMMONER: Mouth of invisibility, reduce person, resistance.
Exalted Aspect: You automatically know the Mad Ruin 9: Your eidolon is confused for a number of
following exalted aspect at 18th level. Only Some piece of you, deep inside yet spilling rounds equal to half your level.
one exalted aspect can be active at a time, out, has become attuned to energies 10: Your eidolon is slowed until the end of
and while it is active, a house that you know unfathomable to lesser minds. They would the next round. Roll again, adding your class
must be eclipsed. call it blasphemy. Corruption. Horror given level to the next result.
True Shadows (Su)—You are becoming one energy and will and insane flesh. 11: Your eidolon is slowed until the end of
with the very shadows. This provides you No. Those words are too small for what next round. Roll again, subtracting your class
total concealment. You cannot be targeted, you can call forth with your magic. level from the next result.
including by attacks of opportunity, and you Reality Ruin (Su): Starting at 1st level, you 12: Your eidolon gains a one–point evolution
benefit from a 50% miss chance. may attempt to enhance your eidolon with of your choice until the end of next round.
additional power by tapping into a seething, 13: Your eidolon gains the effects of aid until
broken universe buried beneath our own. the end of next round. If already under the
This is also known as the cancer channel. effects of aid or a similar effect, your eidolon
These are dangerous and ill-understood receives the effects of a bull’s strength spell.
principles at best and may provoke 14–15: Your eidolon gains the effects of
dangerous, and even lethal, consequences. bull’s strength until the end of next round. If
Upon the attempt, roll on the chart below. already under the effects of a bull’s strength
This ability is a standard action and may be or similar effect, your eidolon receives the
used a number of times per day equal to 3 + effects of a haste spell.
your Cha modifier. The choice to use it must 16: You suffer 1d4 damage/class level and
be made before the eidolon has acted this your eidolon gains a 1-point evolution of your
round. choice until the end of next round. Roll again,
This ability replaces the summon monster adding 2 to your next result.
I spell-like ability and all associated level- 17: Your eidolon gains the effects of haste
dependent increases to that class ability. until the end of next round. If already under
1–2: You and your eidolon each suffer 1 the effects of a haste or similar effect, your

9
to your next result. and mutations that mark them as touched by
19: You suffer 1 damage/class level, and the power of something beyond the void.
your eidolon gains a 2-point evolution of your Such creatures suffer a penalty on all
Using These Archetypes with Animal
Shaman choice until next round. Roll again, adding 2 Diplomacy and Handle Animal checks equal
to your next result. to your CL for an equal number of days. That
The Pathfinder Roleplaying Game
presents interesting options for playing 20+: Your eidolon erupts with energy, as is, a creature subject to a cure spell cast by
a totem-focused druid—one dedicated per a heightened fireball (CL equal to its HD, a 7th-level doorway to the howling other
to a specific kind of animal—such as the spell level equal to 1/2 its HD), dealing 1d6 receives a −7 penalty on the aforementioned
ape shaman, bat shaman, bear shaman, energy damage/HD to all in the area. The skills for 7 days.
boar shaman, dragon shaman, eagle
type of energy damage dealt is chosen by In addition, all creatures summoned by
shaman, lion shaman, saurian shaman,
serpent shaman, shark shaman, or wolf you, and the saving throw is dependent on you using summon nature’s ally spells or
shaman (see Pathfinder Roleplaying your Charisma score. Your eidolon is immune similar abilities, including those cast through
Game Advanced Player’s Guide, Ultimate to this effect but loses half of its hp. spell-trigger or spell-completion items, are
Combat, and Ultimate Magic). grotesque beasts born of a place beyond
the world we know. Possessed of hideous,
Because neither the manyskins dancer
nor the door to the howling other include
MDRUID: Doorway to the unnatural and otherworldly power, these
any overlapping rule changes, these Howling Other are parodies of sane life that fit some
archetypes may be used in concert. An infection-shard of another world’s similar ecological niche: twists of pulsating,
However, due to the extreme focus of the thrashing, an eternally hungering biomass, claw-studded tumors; shuddering slabs of
shaman, these archetypes may react in
churns within you—and through you. You are jagged wet bone over webbed muscle; and
unexpected or unintended ways.
A shaman using the manyskins dancer the gate: your soul the unopened yet bulging multi-hinged tendrils of eyes, veins, and
archetype will be unfairly limited, door, your flesh the precipice of a thousand chemiluminescent fungus cut into savage
prevented from using—at length—the form claws scrabbling at the slick edge, your very shapes more efficient than mere mundane
the class is designed to use. Conversely, words the foam of something indescribable eagles, wolves, and leopards.
a shaman using the doorway to the
spilling with shocking speed between the Such creatures gain a single ability from the
howling other archetype might gain too
much benefit: a wolf shaman, for example, black places outside of time and space as Unnatural Adaptation menu below, with the
could summon (or take the form of) an sane minds comprehend. attendant drawback, chosen as the time of
amphibious wolf, then turn around and By a Foulness, You Will Know Them (Su): casting. Further, these creatures, regardless
summon gliding wolves, obviating their At 1st level, you lose all connection to the of adaptation, are observably of unnatural
limitations. GM discretion is advised.
natural world of your home and native reality, origin. Normal animals do not willingly
instead becoming host to a coil of toxic, approach such creatures unless the animal’s
hostile seed—the gaping, sputtering maw master makes a Handle Animal, Ride, or wild
eidolon receives the effects of a heal spell at of another, more elder star’s aggression. empathy check (DC 25).
your CL. You lose all ability to be healed by cure spells If you choose an animal companion
18: You lose control of your eidolon. It is or similar magic, except those cast by you for your nature bond ability, it gains one
considered both chaotic and evil until the or others with this same archetype. Those adaptation—chosen by you—and well as
end of your next round. Roll again, adding 2 healed by your cure spells take on deformities the wake of woe special ability listed below.

10
Attempts to track your animal companion in the conventional ecology we know. These Multi-Legged—Creature loses 5 ft. from all
natural surroundings gain a bonus equal to twisted entities belong to a wholly different movement speeds but cannot be tripped.
the creature’s HD. order of life, adapted to incomprehensible Night Predator—Creature gains light
This ability replaces bonus languages environments and made perfect, through sensitivity and low-light vision. If the
(Sylvan and Druidic), nature sense, and wild hideous and ceaseless struggle, to survive an summoned creature already possesses low-
empathy. It alters, but does not replace, elder sphere of existence. light vision, the creature gains darkvision
nature bond. Upon choosing a creature to summon 30 ft. If the creature already possesses
Wake of Woe (Su): Starting at 2nd level, via nature’s ally or similar druid spell, you darkvision, the range is extended by 30 ft.
your own unnatural taint becomes apparent. may select and apply one of the following Poison Resistant—Creature gains a +4 bonus
Normal animals do not willingly approach adaptations to it: vs. poison. The creature’s immune system is
within 30 ft. unless the animal’s master makes Acidic—Creature gains acid resistance focused on handling poison, though, and it
a Handle Animal, Ride, or wild empathy check equal to HD and is sickened for 1d6 rounds suffers a −2 penalty against disease.
(DC 25). In addition, you leave a scar upon when splashed with water. Terrible Stench—Creature gains a limited
the earth in your passing, a corrupted tear Amphibious—Creature may survive for up stench. All living creatures (except those with
from which can grow only the warped and to 1 hour underwater. All movement speeds stench) within 5 ft. must succeed a Fortitude
diseased spore of your adopted reality. All of the creature are halved, and it gains a save (DC 10 + 1/2 creature’s HD + creature’s
attempts to track you in natural surroundings swim speed equal to its new base land speed. Con modifier) or be sickened for a number
gain a bonus equal to your class level. This Alternatively, if the creature possesses a swim of rounds equal to half the creature’s HD.
ability replaces woodland stride. speed and may already survive underwater, The creature suffers a −8 penalty to Stealth
Miasma (Ex): Starting at 5th level, if you it gains a base land speed equal to half of its checks.
are adjacent to a creature at the beginning swim speed and may survive on land for up Vermin Mind—Creature gains a +4 bonus
of its turn, the creature must succeed at a to 1 hour. against mind-affecting effects. However, the
Fortitude save (DC 10 + 1/2 your level + your Burrower—All movement speeds of the creature’s simple mind causes it to suffer a
Wis modifier) or become sickened for 1 round. creature are halved, and it gains a burrow −4 penalty against Bluff checks to be feinted
Creatures of the animal, fey, or plant type speed equal to half its new base land speed. in combat.
that fail their save are, instead, nauseated for Camouflage—Creature gains a +2 bonus on
1 round and sickened for 1 minute thereafter.
If the creature makes its save, it is immune
Stealth checks.
Climber—All movement speeds of the
MNew Trait
This new trait can be used with the symbiote
to this effect for 24 hours, as are creatures creature are halved, and it gains a climb synthesist archetypes (see It Came from the
immune to disease. This ability replaces speed equal to half its new base land speed. Stars Campaign Guide).
trackless step and resist nature’s lure. Deep Hunter—Creature gains light
blindness and either tremorsense 20 ft. or Erupting Flesh Mastery
Unnatural Adaptation scent (your choice). You’ve made your peace with the thing
The creatures summoned by a doorway Glider—All movement speeds of the inside you, in what ways you can . . . and it
to the howling other are unlike the fey, creature are halved, and it gains a fly speed has adapted further to the world it now calls
monstrous humanoids, magical beasts, (clumsy maneuverability) equal to half its home, dancing madly as it does to the song
animals, vermin, and elementals born of new base land speed. of your heartbeat.

11
Prerequisite: Erupting flesh class feature.
Benefit: You may call your eidolon as a
move action an additional 1/day.
FEATS attendant drawback from the Unnatural
Adaptations menu to apply to the creature.
In addition, you gain one benefit and one
In addition, subject to GM approval, choose drawback, chosen from the same menu each
one of the following creature types—
MGeneral Feats time it is used, whenever you use the wild
These feats are available to any character
construct, plant, magical beast, monstrous shape ability.
that qualifies for them.
humanoid, ooze, or vermin—or the unhinged This feat may be taken multiple times; its
control option, described below. Attune Item effects stack.
If you choose a creature type, your eidolon
is forever treated as a creature of this type— You can use an item that you couldn’t Void Tech Engineer
in addition to being treated as an aberration otherwise.
Your superior crafting skills allow you to
and an outsider—for purposes of all spell Prerequisite: Untouchable level 1st.
create void tech items.
effects, magic items, and other special Benefit: You can use potions or wondrous
Prerequisites: Craft (void tech) 5 ranks.
abilities. This provides no benefit but does items of a slot of your choosing. For
Benefit: You receive a +2 bonus on Craft
make the eidolon more vulnerable. instance, if you choose the neck slot, you
(void tech) skill checks. Your ranks in the Craft
If you choose unhinged control, you may be can wear amulets without interference
(void tech) skill count as your caster level for
forced to summon your eidolon against your from your nimbus, but you cannot use any
the purpose of qualifying for the Craft Magic
will. If you are not fused and have daily uses other wondrous items. You can also choose
Arms and Armor and Craft Wondrous Item
of your ability to summon your eidolon as a wondrous items with no slot (or slotless)
feats. You can create magic items using these
move action available, you may be forced to as a unique category. You can change your
feats, substituting your ranks in the Craft
summon your eidolon after suffering a critical chosen slot with 8 hours rest. (You are still
(void tech) skill for your total caster level.
hit or failing a save. In these situations, you prevented from using any wondrous item
You use the Craft (void tech) skill for the
must make a Will save (DC 25). If you fail, on that may require an attack roll.)
check to create any item. The DC to create
your next turn you must use a move action You may take this feat more than once,
the item still increases for any necessary spell
to summon your eidolon, which counts as a allowing for the attunement to multiple
requirements (see the magic item creation
use of your ability. types of items.
rules in the Pathfinder Roleplaying Game
This trait may be taken multiple times. Its Core Rulebook). You cannot use this feat to
effects stack, although unhinged control Greater Unnatural Adaptations create any spell-trigger or spell-activation
may only be chosen once. Your flesh adapts, and the beasts you item.
summon are extremely unique, perfectly Normal: Only spellcasters can qualify for
evolved for predation and survival in strange the Craft Magic Arms and Armor and Craft
biological niches. Wondrous Item feats.
Prerequisite: Doorway to the howling
other archetype druid level 1st.
Benefit: Whenever you summon a creature MSymbiote Feats
via a nature’s ally or a similar druid spell, Major symbiote feats bring a player
you may select one additional benefit and character's symbiote to its fullest potential—

12
for good and for ill. The symbiote and the
character are now of two minds and must
negotiate their mutual existence. Will they
so on), and moves about independently.
The symbiote can reattach itself to you
as a standard action. The symbiote has all
New Spells
come together, working toward a common the abilities of the animal it resembles (for CLOAK OF THE VOID
goal, or tear themselves apart following example, a batlike symbiote can fly) and School abjuration [void]; Level druid 4, sorcerer/
separate agendas? familiar abilities based on your character wizard 4
level (though some familiar abilities may be Casting Time 1 standard action
useless), except that its Intelligence is equal Components V, S, DF
Extra Head (Major, Symbiote) Range touch
to its symbiote points. The symbiote acts as
Somewhere on your body, you sprout Target creature touched
your familiar whether attached or separated Duration 10 min./level
an extra head. It can be either larger or
(providing a skill bonus, the Alertness feat, Saving Throw Fortitude negate (harmless); Spell
smaller than your primary head, but it is a
and so on). When attached to you, the Resistance yes (harmless)
twisted mockery, possessing distinctly alien
symbiote has fast healing 5. An alchemist’s A mystical cloak, as dark as space, forms on the
features. subject. This abjuration grants a creature a stealth
extracts and mutagens are considered spells
Prerequisites: Any one medium symbiote bonus, the ability to survive the environmental
for the purposes of familiar abilities such
feat and any two minor symbiote feats. hazards in space, and resistance to cold. The subject
as share spells and deliver touch spells. If gains a +2 bonus to all Stealth checks. It can survive
Benefit: If you are able to make a bite
a symbiote familiar is lost or dies, it can be unaided in the vacuum of space and does not
attack, you can make two bite attacks. Also,
replaced 1 week later through a specialized need to breathe. In addition, the subject gains cold
whenever you make a Will save, you may roll resistance 5 for the duration of the spell.
procedure that costs 200 gp/character level.
twice and take the better result. You do not
The ritual takes 8 hours to complete. GRAVITY HAMMER
automatically die if only one of your heads is
Special: You cannot already have a familiar
severed, and the head will regrow in 1 day (if School transmutation [gravity]; Level ranger 1,
when you take this feat. sorcerer/wizard 1
you are still alive).
Special: During a blackout, your familiar Casting Time 1 standard action
Symbiote Points: +3.
can choose to travel in familiar form rather Components V, S
than take control of your body. Range personal
Symbiote Familiar (Major, Symbiote) Symbiote Points: +4. Target you
Duration 1 minute/level (D)
While a symbiote is forced to share its host’s Gravity hammer significantly increases the weight and
body, as it grows more intelligent, a symbiote Wings (Major, Symbiote) density of melee weapons at moment of impact,
yearns for its own freedom to pursue its own You develop some form of wings or increasing damage. Any weapon you are using
goals. propulsion organ. when the spell is cast deals damage as if one size
Prerequisites: Any one medium symbiote larger than it actually is. Only you can benefit from
Prerequisites: Any two medium symbiote this spell. If anyone else uses your weapon to make
feat and any two minor symbiote feats. feats and any two minor symbiote feats. an attack, the weapon deals damage as normal for
Benefit: As a standard action, you can have Benefit: You gain a fly speed equal to your its size.
your symbiote detach itself from your body. base speed, with poor maneuverability.
It becomes a separate creature, vaguely Symbiote Points: +4. PARASITIC STRIKE
resembling a kind of Diminutive or Tiny School Conjuration (Summoning) [Evil]; Level druid 6,
animal suitable for a familiar (bat, cat, and sorcerer/wizard 6
Casting Time Full round action

13
Components V, S
Range Close (25 ft. + 5 ft./2 levels)
Duration 1 round/level (D)
wizard 5
Casting Time 1 standard action
Components V, S
INVENTORY
Saving Throw Fortitude; see text; Spell Resistance no Range medium (10 ft. + 10 ft./level)
This spell summons a hideous alien parasite, which
appears on an opponent’s body. You must make
Target one creature
Duration 1 minute per/level; see text
MNon-magic items
Net Thrower (Exotic Ranged Weapon): Cost
a ranged touch attack to summon the alien. The Saving Throw Reflex negates; Spell Resistance yes
parasite immediately latches onto the target’s body You create an area of space-like conditions around 50 gp; Dmg (S) —; Dmg (M) —; Critical —;
with slime-covered tentacles and attacks with its a creature. The zone consists of a sphere large Range 10 ft.; Weight 10 lb.; Type —; Special —
needle sharp proboscis. The target must make a enough to contain a Medium-sized creature. Inside A net thrower is a two-handed weapon
Fortitude save to dislodge the parasite. The parasite the sphere is gravity-less, frigid, hard vacuum. The which propels a net up to 10 range increments.
dies immediately after being dislodged. Failing the target levitates within the zone, unable to touch the
A net thrower can be loaded with a folded net
save results in the alien injecting a larva into the ground or propel itself out without assistance from
target’s body via the proboscis. The parasite falls outside the zone. A creature trapped in the zone as a full-round action. The Rapid Reload feat
off the target’s body and dies after injecting the takes 3d6 force damage from the instantaneous can be taken for the net thrower, allowing
larva. The injection causes 1d4 piercing damage. A depressurization (no save) and immediately begins you to load a net as a move action.
new parasite rapidly grows within the host’s body, suffocating. The target continues taking 1d6 cold Rock Shooter (Simple Ranged Weapon):
bursting out of their abdomen after 20 rounds. damage and 1d6 force damage from the lack of
Cost 50 gp; Dmg (S) 1d8; Dmg (M) 1d10; Critical
The parasite does 6d6 damage when it bursts out pressure holding the body together every round
of its host, half of which is acid damage from the after the first that it remains trapped in the zone (no ×2; Range 120 ft.; Weight 15 lb.; Type B; Special
parasite’s corrosive saliva. The parasite is considered save). Sound cannot be transmitted in a vacuum —
a disease for the purposes of treating the host with and the entire area is under the effect of a silence On planets devoid of trees to make arrows
a remove disease spell. spell (no save). but rich in rocks and metal, rock shooters are
VOID SPHERE the preferred ranged weapon. A rock shooter
is a heavy and cumbersome two-handed
School evocation [void]; Level druid 7, sorcerer/
wizard 7
weapon that fires large rocks. A typical rock
Casting Time 1 standard action shooter is equipped to handle a variety
Components V, S of different rocks outlined below. A rock
Range medium (10 ft. + 10 ft./level) shooter can only fire one rock at a time and
Target a number of creatures within a sphere 20 ft. in loading a rock shooter is a full-round action
circumference.
that provokes an attack of opportunity.
Duration 1 minute per/level; see text
Saving Throw Reflex negates; Spell Resistance yes Rock Shooter Ammunition: The following
This spell function as void zone, except as noted can be used with rock shooters.
above and in this text. The sphere you create is 1 Rock (10)—Cost 1 gp; Weight 5 lb.
ft. in circumference/caster level (maximum 20 ft.) A large, rounded rock, this is the standard
and can trap multiple creatures. You can move
ammunition for a rock shooter and is
the sphere a maximum of 20 ft. each round with
a mental command. You cannot move the sphere reflected in the stats above.
beyond the range of the spell. Sharp Rock (10)—Cost 2 gp; Weight 5 lb.
These rocks have one end sharpened and
VOID ZONE function like regular rock ammo, except that
School evocation [void]; Level druid 5, sorcerer/ they do piercing damage instead.

14
Rock Shards (1)—Cost 10 gp; Weight 1/2 lb. Frozen Light category lower. For instance, a two-handed
Rock shards are packed into balls. Treat as a frozen light weapon handles as if it were
Frozen light is an exotic crafting material
ranged touch attack. On a successful hit, the actually a one-handed weapon and can be
mined from the event horizons of black
ball shatters and sprays any creatures within used with two-weapon fighting, and a one-
holes. The color of light retrieved from any
a 10 ft. radius with sharp shards of rock that handed weapon functions as if it were a light
given mining attempt is random. Each color
deal 1d6 piercing damage (DC 15 Reflex for weapon. There is no change to an already
provides a different advantage when used to
half). light weapon. Frozen light weapons can
craft weapons, armor, or constructs. Newly
Acid/Fire/Ice rock (1)—Cost 20 gp; Weight strike incorporeal creatures, doing normal
mined frozen light appears as translucent
1/2 lb. damage—they are treated as if force effects.
chunks with veins of pulsing light running
These rocks are alchemically treated. On a In addition, these weapons are better able
throughout. Skilled craftsmen can shape
successful hit, the rock deals 1d6 bludgeoning to damage objects made of force, such as a
the material into all manner of weapons and
damage and 1d6 acid, fire, or cold damage, force cage or wall of force: half the hardness of
armor.
respectively. such objects against frozen light weapons.
Items forged from frozen light are
Frozen light armor is one category lighter
considered masterwork items, and they
MSpecial Materials have the bizarre quality of maintaining
than normal for purposes of movement and
other penalties. There is no change to already
These are new special materials that weapons their integrity and strength while weighing
and armor can be created from. light armor. However, frozen light armors
less than similar items made from ordinary
and shields are vulnerable to spells that do
metals. So they are considered one size
force damage (such as mage’s sword). A
Table 1-2: Frozen Light Types
Color Type of Frozen Weapon Effect Armor/Shield Effect Base Price Modifier
Light Recovered
Red  1–15% 1d6 additional fire damage Energy resistance: fire +1 bonus; Armor: 18,000 gp
Orange  16–29% 1d6 additional acid damage Energy resistance: acid +1 bonus; Armor: 18,000 gp
Yellow 30–44% 1d6 additional electricity damage Energy resistance: electricity +1 bonus; Armor: 18,000 gp
Green 45–59% On a critical hit, target struck gains Regeneration 1/round +2 bonus
degeneration* 2 for 1d6 rounds
Blue  60–74% 1d6 additional cold damage Energy resistance: cold +1 bonus; Armor: 18,000 gp
Indigo 75–84% On a critical hit, target struck affected by +2 to save versus mind affecting spells/effects +1 bonus; Armor: 18,000 gp
confusion spell
Violet  84–94% On a critical hit, target becomes dimensionally Displacement 1/day +1 bonus; Armor: 18,000 gp
disjointed** for 1d4 rounds
Prismatic 95–100% Roll on this table with each strike to determine Roll on this table each day to determine the +4 bonus
effect. On a roll of 95–100% roll twice and re-roll active color. On a roll of 95–100% roll twice and
any roll of 95 or above.  re-roll any roll of 95 or above.
*Degeneration works as regeneration except that the target loses 2 hp/round instead of gaining them. There are no conditions (such as exposure to fire or acid) that prevent the degeneration.
** A dimensionally disjointed creature phases in and out of the Prime Material Plane and has a 50% miss chance on any attacks it makes while disjointed.

15
same crafting requirements:
Strong transmutation; CL 16; Craft Magic
MWeapon Special
Arms and Armor, any spell with the gravity Abilities
or void descriptor; Price see Table 1-2: Frozen
Light Types.
Chain
A finely toothed chain runs along the edge of
this weapon. This ability increases the critical
VOID METAL multiplier of the weapon by +1 (×2 becomes
×3, and so on) Only slashing melee weapons
Void metal can be ejected from the core of can be chain weapons. This benefit doesn’t
huge stars as they collapse in on themselves stack with any effects that expand the threat
at the end of their lifespan. Deposits of this range of a weapon (such as the keen edge
black metal can be found floating in the spell or the Improved Critical feat).
void of space or occasionally mined from Moderate transmutation; CL 10th, Craft
deep within the crust of the oldest planets Magic Arms and Armor, keen edge; Price +1
and asteroids. Void metal is valued for its
gravity-warping effects. Armor fashioned Plasma
from void metal warps space around the
Upon command, a plasma weapon is
wearer, granting a deflection bonus equal
sheathed in starfire that deals an extra 1d6
to half the armor bonus. Weapons forged
electricity damage and 1d6 fire damage on
from void metal strike with greater force as
a successful hit. The plasma does not harm
gravity around the weapon increases at the
character loses the armor bonus from frozen the wielder. The effect remains until another
moment of impact. Weapons made from
light armor or shields against these types of command is given. This weapon cannot also
void metal add +1 damage for Small (and
attacks. have the flaming, flaming burst, shocking, or
smaller) weapons, +2 for Medium weapons,
Frozen light has 20 hp/inch of thickness shocking burst abilities.
and +3 for Large (and larger) weapons.
and  a hardness of 15. Weapons, armor, Moderate evocation; CL 10th; Craft Magic
Items made of void metal are considerably
and shields forged of frozen light have a Arms and Armor, flame blade or flame strike
more expensive than items made from less
special attribute, depending on the color or fireball, and call lightning or lightning bolt;
exotic materials.
of light from which the item is made. The Price +2 bonus.
percentages provided below are the chance Type of Void Metal Item Item Cost Mod
that a specific color are recovered when Ammunition +90 gp/missile
Plasma Burst
mining frozen light. A plasma burst weapon functions as a
Light armor +7,500 gp
Frozen light is a very rare and difficult-to- plasma weapon that also explodes with
Medium armor +15,000 gp
mine substance. Items made with frozen starfire upon striking a successful critical
Heavy armor +22,500 gp
light are considerably more expensive than hit. The starfire does not harm the wielder.
items made from less exotic materials. All Weapon +4,500 gp
In addition to the extra electricity and fire
frozen light weapons and armor have the damage from the plasma ability (see above),

16
a plasma burst weapon deals an extra 1d10 layman may not be able to
electricity damage and 1d10 fire damage on a differentiate mathematical
successful critical hit. If the weapon’s critical equations from hermetic
multiplier is ×3, add an extra 2d10 of each runes, but students of magic
damage type instead, and if the multiplier is recognize void technology
×4, add an extra 3d10 of each damage type. as something wholly unlike
Even if the plasma ability is not active, the their own paradigm, even
weapon still deals its extra electricity and farther from magic than
fire damage on a successful critical hit. This arcane is from divine. Yet
weapon cannot also have the flaming, flaming despite these differences,
burst, shocking, or shocking burst abilities. magic and void tech tap
Strong evocation; CL 12th; Craft Magic into the same fundamental
Arms and Armor, flame blade or flame strike power source, allowing
or fireball, and call lightning or lightning bolt; spellcasters and engineers
Price +4 bonus. to interact with each other’s
creations even if they don’t
Vibrating fully understand them.
The blade of this weapon vibrates rapidly, Requirements Craft Magic Arms and Armor,
Electronet telekinesis; Cost 13,500 gp
increasing its cutting power. A vibrating (or Aura moderate evocation; CL 8th
vibro-) weapon ignores 5 points of hardness Slot none; Price 10,320 gp; Weight 6 lb. Starfire Cannon
when it strikes an object. On a critical hit, the Description Aura moderate evocation; CL 6th
amount of hardness ignored is multiplied by This +1 shocking net deals an additional 1d6 electricity Slot none; Price 32,000 gp
the vibrating weapon’s critical multiplier. damage to an entangled creature at the end of its description
Only piercing or slashing melee weapons can turn.
This Large siege weapon can be operated by a single
be vibrating weapons. Construction character. As a standard action, the starfire cannon
Moderate transmutation; CL 10th, Craft Requirements Craft Magic Arms and Armor, call shoots a burst of plasma. The plasma burst acts as
lightning or lightning bolt; Cost 5,302 gp the fireball spell, except that it deals half electricity
Magic Arms and Armor, shatter; Price +1
damage and half fire damage. Void energy powers
Force Cannon the starfire cannon. It does not need to be loaded,
MVoid Tech Items Aura moderate evocation and transmutation; CL 3rd
Slot ring; Price 27,000 gp
but it takes 4 rounds to recharge between shots.
Construction
Any sufficiently advanced technology is
description Requirements Craft Magic Arms and Armor, flame
indistinguishable from magic. Mechanically, blade or flame strike or fireball, and call lightning or
This Large siege weapon can be operated by a single
void tech items work in all ways like magic lightning bolt; Cost 16,000 gp
creature. As a standard action, the force cannon
items. Unlike magic item crafters, however, fires a concentrated beam of force at a single target
void tech engineers do not use arcane within 400 ft. (no range increment). The cannon
symbols and esoteric rituals, but rather the deals 3d6 force damage on a successful attack. Void Ring
practical application of advanced science. A Construction Aura moderate evocation and transmutation; CL 10th
Slot ring; Price 64,000 gp; Weight —

17
description
Forged from thin bands of silvery translucent metal,
this set of four rings is connected by a fine chain,
each ring sporting a single black gemstone.
Together, they count as only one magic ring. The
rings use void energy and each one can only be
used 1/day. However, a character with access to
void points can recharge one ring for each point
spent from his or her void pool. The rings have the
following effects:
• Little Finger—As a swift action, your melee
weapon or natural attack gains the flaming or
frost property for 1 minute. A starseed can apply
this to a psychic tendril, and an untouchable can
apply this to a revanche attack.
• Ring Finger—As an immediate action, you can use
this ring to alter the surrounding gravitational
forces. This effect grants a +4 bonus to CMB for
one bull rush, disarm, drag, reposition, or trip
attempt, or to CMD against one such attack.
• Middle Finger—As an immediate action, you can
teleport up to 100 ft. This ability requires line of
sight and line of effect. You can use this ability
to escape the targeted area of an attack or spell,
thus avoiding the effects.
• Index Finger—As an immediate action, you can
distort time, gaining a +1 circumstance bonus on
AC, attacks, and saves for 1 round. Also, for the
next d20 roll made within the round, you may roll
twice and take the better result.
If any of the rings are destroyed, the whole set
ceases to function until repaired.
Construction
Requirements Forge Ring, bull’s strength, dimension
door, fireball, heroism, ice storm; Cost 32,000 gp

18
Gamemasters
Alien lies in the scavenging creatures who feed on
the bodies of the slain. Since no protections
Diplomat’s Paradise
Landscapes exist for those who die in battle, ghouls and
other undead wait on the sidelines to pick
This world encourages a peaceful mindset in
all creatures treading upon it, and it appears

T he alternate worlds presented in this


section provide adventuring parties
with new possibilities for exploration
and experiences that they might never
encounter on their own worlds. No matter
off the deceased or critically injured.

Breathable/Underwater
When the party reaches this planet, they
that powerful entities engineered the planet
to foster an environment of amity. When
characters arrive on a diplomat’s paradise,
they feel serene, and even the most
tongue-tied, uncharismatic character can
the means of interplanetary travel at the find the atmosphere breathable, if thick. communicate eloquently. All creatures gain
characters’ disposal, a few surprises can be However, the density of the atmosphere a substantial bonus to Diplomacy checks
easily arranged. makes it so they can effectively swim while on the planet, allowing for effortless
through it. A character can attempt a Swim negotiation of treaties or cease-fires.
Battleworld or Fly check to move through the thick However, any creature desiring to attack
atmosphere and moves at half his base speed another creature must make a Will save (DC
A battleworld exists to allow opposing forces (unless he already has a swim or fly speed). 30 or higher) to carry out the attack, and it
to combat each other without destroying While most of the planet’s dwellers swim or will only inflict subdual damage if its attack
their own world. Creatures on this planet float through the atmosphere, some insist succeeds.
are affected as if the rage spell has been cast on traveling on the planet’s surface. Typical
on them, and all weapons have their critical underwater creatures have adapted to the Disintegrating Planet
multipliers increased by 1 (to a maximum planet’s environment, so fish, octopi, and
of ×4). While continuous battles between aquatic humanoids and beasts swim through Due to a catastrophic mishap, this world
two (or more) opposing groups cover the the atmosphere. The planet’s inhabitants slowly disintegrates. This does not directly
planet, the combatants rarely engage in regard actual underwater realms as places affect the living creatures on the planet, but
other battles or with new arrivals. However, of mystery or terror and avoid them. The a chunk of ground suddenly evaporating can
a leader may attempt to recruit characters inhabitants express considerable awe for have dramatic effects. Characters arriving on
to a cause and enlist them into his fight. characters who show no trepidation about this world see a nightmarish scene where the
Another hazard, beyond the apparent one, going underwater. ground has gaping holes, and mountains and
19
hills are missing large incongruous chunks. terrestrial creatures inhabit it. However, of this planet regard visitors without the
Each day the party remains on the planet, domed cities cover the surface of the ability to fly as lesser beings, but they will
they experience the effects of the planet’s world, indicating that some catastrophe temporarily grant land-bound visitors with
dissolution: either a pit trap targets the has befallen the world. The planet’s native flight capabilities.
party (the GM chooses the dimensions, but inhabitants indicate this to be very much the
it should cover at least a 10 ft. square and be case since an alien race decided to terraform Rare Material Is Common
10 ft. deep) or a rockslide targets the party. the planet, making it uninhabitable to those
living on it. If the characters On this world, a typically rare material (cold
observe the domes, they see iron, platinum, and so on) exists in abundance.
helmet-wearing humanoid Meteoroids laden with the material may
creatures leave them to have struck the planet repeatedly, or the
hunt animals outside the planet may just have naturally rich veins.
domes. The atmosphere Thus, the local economy will have drastic
within a dome is poisonous differences from what the characters know;
to typical air-breathers, and platinum becomes worthless, farmers use
the inhabitants regard any implements made out of cold iron, and so
sentient creature at home on. While a party may wish to exploit the
in the outside environment situation, they will find competition from
as an enemy. speculators who have stumbled on this world
and discovered the bizarre economy, and an
Flight Is Common eventual “gold rush” will strike the planet.
Anyone attempting to take advantage of the
When characters arrive on situation must balance their greed against
this planet, they see piles tipping their hand, requiring a successful Bluff
of refuse and no major or Diplomacy check not to arouse suspicions.
structures on the ground, For added nuance, the world might also
while a handful of sullen have a severe shortage in material that
inhabitants wander about the characters have in abundance on their
this wasteland. Anyone world (copper, brass, and so on). Dealing in
Characters electing not to escape from the looking up sees aeries built into cliff sides this “rare” material draws the attention of
disintegrating planet might find the cause of and improbable cities floating in the sky. This murderous thugs who want to steal it for
the catastrophe and reverse it. world developed such that all creatures can themselves.
fly, and all inhabitants consider it a right to
Domed Planet have the ability to fly. The inhabitants bound
to the earth have made major transgressions,
When characters arrive on the planet, and their sentence is to remain on the ground
they find the air breathable, and normal for a predetermined period. The inhabitants

20
Alien Flora & can be boiled down to make a delicious and
almost meaty stew, or preserved into jerky.
Mind Mites (CR 5)
The sentient insects known as mind
Fauna Living Ice (CR 6)
mites have an animal intelligence. Deadly
predators, they use the brain tissue of
The following plants and animals provide An unusual plant, living ice is found on sentient creatures for reproduction. Mind
new experiences for players, whether the desolate, cold planets. The cells of living ice mites feast on the host creature’s brain
characters are on a new planet or something secrete moisture that encases the plant in a and lay eggs in its place. Once a host’s
from the stars has come to their own. cocoon of ice. Living ice starts from about 1 ft. Intelligence score has been reduced to 0, it
in length, with some specimens growing 10 is replaced by the hive consciousness of the
Constricting Mold (CR 4) ft. or longer. They usually appear as hanging mind mites with an Intelligence score of 1.
icicles and require a DC 25 Perception check The mind mites then seek out other creatures
Found in the thick atmosphere of gas giants, a to notice the thin, blue, vine-like structure to infect. They use whatever means the host
single patch of constricting mold can stretch at its core. Living ice can only reproduce in creature has to subdue another creature,
miles in all directions. Very thin, yet strong, the warm bloodstream of living creatures. It and then the newly hatched mind mites
spotting it in its native environment requires possesses the ability to sense heat in a 60-ft. crawl out of the host’s orifices to swarm the
a DC 20 Perception check. When a creature radius. When a creature is close, the living ice grappled prey. A host creature has all of its
comes in contact with it, the constricting dislodges itself from where it’s hanging and natural and extraordinary abilities available
mold immediately makes a +10 touch attack makes a +10 melee attack against a creature. to it, but it loses any spell casting, spell-like,
against that creature. If it hits, the creature It deals 1d6 piercing damage and 2d6 cold and supernatural abilities. Mind mites can
becomes entangled. An entangled creature damage on a successful hit. Additionally, on a be killed with a remove disease spell or if the
can attempt to escape with a DC 20 Escape successful hit, the plant’s icy cocoon shatters host creature takes more than 20 points of
Artist Check or make a DC 25 Strength check and releases a cloud of spores that enters cold damage.
to break free. Each round that a creature the affected creature through inhalation. The
fails to escape, the mold constricts tighter, living ice then goes dormant while the spores Mind Mites
increasing the penalty to Dexterity by −2 grow inside the affected creature. Eventually, Type infestation; Save Fortitude DC 15
(minimum 1), and dealing 1d6 nonlethal unless cured, the affected creature dies and
Onset 4d6 hours; Frequency 1/hour
bludgeoning damage and 1d6 acid damage Effect 1d4 Intelligence damage
new living ice plants erupt from its body. A
as it feeds on the creature. Constricting mold remove disease spell instantly kills any spores.
can be harvested and turned into a net, using Also, the spores and living ice itself can be Uleneana Plants (CR 3)
all the rules for a net except with the addition destroyed with an area of effect fire spell.
of the extra constricting abilities listed above. A flowering weed, Uleneana plants grow in
Nets made from constricting mold must wide swaths in areas with thick vegetation.
be kept in specially made cases of nutrient Living Ice Spores Their hardy roots burrow deep and deprive
rich water. These cases are costly to create Type infestation, inhaled; Save DC 18
neighboring plants of precious water.
Onset 1d2 days; Frequency 1/4 hours
and maintain, though some alien cultures Damage 1d4 Strength damage and 1d4 Growing about 3ft. in height, Uleneanas sport
specialize in their construction. Properly Constitution damage many-petaled flowers, similar to orchids,
harvested and dried out, constricting mold that range from a brilliant blue to a dusky,
21
almost black, violet color. The danger of the
uleneana plant is its unique mechanism to
attract insects for pollination. It releases a
strong, heady, intoxicating scent to attract
the strange insects on its native worlds.
While harmless to insects, to other living
things the Uleneana’s scent acts as a mind-
affecting drug. Any creature within 10 ft.
of a growth of Uleneana plants must make
a DC 14 Will save each round or become
confused for 1d4 rounds. Afterward, an
affected creature is sickened for 1d6 hours.
A creature who successfully saves is immune
to that uleneana plant’s scent for 24 hours.
Burning the uleneana plant intensifies its
smell, increasing the DC to 18, the confusion
to 2d4 rounds, and leaving the creature
sickened for 24 hours. Local predators know
to stay downwind from uleneana plants
but wait patiently to prey on any dazed
creatures emerging from a thicket or field
of the flowers. Moving through a swath of
uleneana plants counts as difficult terrain.
Some cultures dry and smoke uleneana
plants as part of religious ceremonies or
distill it into powerful drugs or poisons.

Uleneana Poison
Type injury; Save DC 14 Will;
Frequency 1/round for 6 rounds;
Effect 1d3 Wis damage; Cure 1 save;
Cost 150 gp.

22
B e s t i a ry
the weapon away from the creature’s molten
body quickly enough to avoid having the
weapon take 2d6 fire damage. Damage from the
asteroid-eaters’ swarm attack or molten body
ability is not halved as is normal for damage
caused to items, and ignores the first 10 points
of hardness possessed by the item. The save DC
is Constitution-based.

Asteroid-Eater SQ no breath
Ecology
Asteroid eaters burrow through the
rocky cores of asteroids, comets,
Swarm Environment any space
Organization solitary, pair, or infestation
(3–12)
and sometimes even moons,
consuming rich metals

R ed, worm-like creatures nearly a foot Treasure none and leaving nothing but
in length writhe across the asteroid’s Special Abilities hollow shells. The
surface. The rock beneath them melts in Cold Dormancy (Ex) An attack that normally worms then go
deals cold damage instead dazes the dormant until
seconds and the swarm eagerly swallows the
asteroid-eater swarm for 1 round. While
resulting lava. the asteroid
dazed in this way, the asteroid-eater
swarm loses its molten strikes
Asteroid-Eater Swarm  CR 4 body ability.
XP 1,200 Molten Body (Su)
N Tiny vermin (swarm) An asteroid-
Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; eater’s body is
Perception +0 hot enough
Aura molten body to melt stone.
Defense Anyone
AC 17, touch 16, flat-footed 13 (+4 Dex, +1 natural, +2 striking an
size) asteroid-
hp 37 (5d8+15) eater
Fort +7, Ref +5, Will +1 swarm with
Defensive Abilities swarm traits; Immune cold, fire a natural
weapon or
Weakness cold dormancy, vulnerable to acid,
unarmed
vulnerable to sonic
strike takes
Offense 2d6 fire
Speed 30 ft., burrow 20 ft. damage.
Melee swarm (1d6 fire plus burn and distraction) A creature
Space 10 ft.; Reach 0 ft. that strikes an
Special Attacks burn (2d6, DC 15), distraction (DC 15) asteroid-eater
Statistics swarm with a
Str 1, Dex 18, Con 16, Int —, Wis 10, Cha 1 manufactured
Base Atk +3; CMB —; CMD — weapon can attempt
a DC 15 Reflex save to pull

23
another object in space, causing it to burst
apart and the worms to emerge to eat
again. This makes traveling through asteroid
Falling Star
fields dangerous, for even a tiny bump to
a worm-infested rock can split it open. The
hungry worms have been known to swarm
unprepared ships and burrow holes through
F alling stars, also known as star-
children or pleiades, are fey
from the stars. Just as a dryad is
bonded to a tree, or a nereid to a body
of water, each falling star is born from
them. Swarms of the worms can range in
the molten core of a specific star, and
size from 10 ft. in diameter to over 100 ft.
its form reflects that of its mother star.
As part of their feeding process, the worms
Unlike those terrestrial fey, however,
generate enormous heat to melt through
falling stars are not tethered to
rock and metal.
their bond and can traverse the vast
distances of space.
Falling stars are humanoid in shape
but possess no sexual characteristics
or, indeed, many features at all.
Their bodies are formed of star
stuff (technically, plasma) which
produces an aureole of fire in one of
a spectrum of colors. Two permanent
sunspots serve as eyes. The color of
the falling stars flames mirror those
of its birth star, and also indicate its
function in falling star society. Falling
stars naturally shed light and heat.
Netid, mesad, and hypatid falling
stars produce light equivalent to a
daylight spell (with additional effects
described in their individual entries),
but can reduce their light to the level
of a torch with a thought. Starlings
project light only half as far, and
darkstars produce only a candle of
light. Accustomed to the depths of
space, falling stars are often oblivious
to the detrimental effects their light
has on other creatures at close range.

24
Though a specific star only produces one the pleiades find them uncomfortable (like Falling Star, Starling  CR 2
kind of falling star, most star children leave an unpleasant texture), and thus avoid XP 600
their home star to explore the universe. exposure to “normal” environments as N Tiny fey
In time, these disparate falling stars may much as possible. Init +2; Senses detect magic, low-light vision;
form mixed groups, called constellations, While most falling stars are not hostile to Perception +8
which provide for mutual protection and terrestrial creatures, they are often naive Aura dazzling light (30 ft.)
companionship. Individual members are about them. Despite their long lives, falling Defense
free to pursue their own goals. There are no stars rarely encounter planetary life and can AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge,
+2 size)
leaders among the falling stars, though most be ignorant of most other creatures’ need
hp 18 (4d6+4)
defer to the wisdom and wishes of older and for things like air or of their flammability. Fort +2, Ref +6, Will +5
more powerful pleiades. Only darkstars are Many falling stars are fascinated by space DR 5/cold iron, Immune blindness, cold, electricity,
shunned from falling star society, though the travelers, observing or even interacting with fire, patterns, poison
nefarious darkstars have means to influence people and creatures that pass through their Offense
their bright brethren surreptitiously. domains. Speed fly 60 ft. (average)
Regardless of how far they travel, falling Some falling stars, however, are openly Melee slam +6 (1d2−4 plus plasma burn)
Special Attacks plasma burn (1d3 electricity and 1d3
stars are forever bound to the star that averse to those they deem intruders. Like their
fire, DC 13)
birthed them. Though very little can impact terrestrial cousins, these fey prove a danger Space 2-1/2 ft.; Reach 0 ft.
a star, even minor changes can be felt by to exploration and trade. Reasoning with Spell-Like Abilities (CL 4th, concentration +5)
their star children, drawing them back over an angry falling star is difficult at best. They Constant—detect magic, know direction
vast distances. The natural shifts a star goes have little use for money or treasure, and At will—guidance
through as it ages are felt just as strongly exist beyond mortal concepts of morality. 1/day—aid, augury
1/week—commune (CL 12th, 6 questions)
by its falling stars. As a star expands or That said, a falling star may be willing to
Statistics
contracts, changes color and intensity, the make concessions if someone can offer it
Str 3, Dex 15, Con 12, Int 6, Wis 12, Cha 13
falling stars associated with it undergo something (material or knowledge) that Base Atk +2; CMB −4; CMD 8
a transformation, not unlike puberty or appeals to its peculiar obsession. Darkstars Feats Dodge, HoverB, Mobility, Weapon FinesseB
metamorphosis. Though the transformation rarely treat with other creatures, and even Skills Acrobatics +13, Escape Artist +9, Fly +6,
itself is traumatic (often moreso for those then, such a bargain is, at best, a deal with Knowledge (nature) +5, Perception +8; Racial
around the falling star), once the transition the devil. Modifiers +4 Acrobatics
Languages Ignan, Overcommon; telepathy 100 ft.
is complete, the falling star falls into its new Falling stars speak Ignan and most learn
SQ no breath, starflight
role with a dedication that belies its previous Overcommon, though as sound does not
Ecology
existence. travel in space, they are most comfortable
Environment any star or space
Despite immunity to the intense heat of using telepathy. Organization solitary or nebula (2–12)
stars and the empty cold of space, falling Treasure none
stars are oddly sensitive to the terrestrial MFalling Star, Starling Special Abilities
elements of air, earth, and water. Though The ball of light moves swiftly through space. Within Dazzling Light (Su) Any creature within 30 ft. who
these elements are no more harmful to its dazzling corona, the shape of a fetal humanoid is looks directly at a starling must make a DC 13
falling stars than they are to other creatures, faintly visible. Fortitude save or be dazzled for 1 min. Sightless

25
creatures, as well as creatures already dazzled, are to mortals destined for greatness. These Feats AcrobaticsB, Dodge, HoverB, Mobility, Spring
not affected. A starling can suppress or resume this starlings act as “guiding stars,” ensuring that Attack, Weapon Focus (slam)
ability as a free action. The save DC is Constitution Skills Acrobatics +18, Craft (any one) + 12, Disable
events occur as the stars have predicted. A
based. Device +13, Fly +7, Knowledge (nature) +12,
7th-level spellcaster can gain a starling falling Perception +14
Easily mistaken for a will-o’-wisp or lantern star as a familiar if she has the Improved Languages Ignan, Overcommon; telepathy 100 ft.
archon, a starling is, in fact, the immature Familiar feat. SQ no breath, starflight
form of a falling star. Ecology
Though starlings emerge mostly self-
sufficient, other falling stars often look after
MFalling Star, Netad Environment any star or space
Organization solitary, pair, or constellation (1–8 plus
Standing not quite 4 ft. tall, this humanoid is 1–12 starlings)
starlings as one would a child. Like the stars shrouded in red flame that roils with dark swirls and Treasure standard
they come from, a falling star’s “youth” bright sparks. Special Abilities
lasts countless humanoid lifetimes. When a Hypnotic Light (Su) Any creature within 30 ft. who
starling reaches maturity (becomes another Falling Star, Netad  CR 5 looks directly at a netad must make a DC 17 Will
type of falling star), it might join with the XP 1,600 save or be fascinated for 1 min. Sightless creatures,
constellation that raised it, or else leave to N Small fey as well as creatures already fascinated, are not
explore the universe. Init +3; Senses detect magic, low-light vision; affected. A netad can suppress or resume this ability
Perception +14 as a free action. This is a mind-affecting pattern
Starlings embody the stars as guides, both effect. The save DC is Constitution based.
Aura hypnotic light (30 ft., DC 17)
as tools of divination and tools of navigation.
Defense
They spend long hours watching the The smallest of their kind (excepting the
AC 18, touch 15, flat-footed 14 (+3 Dex, +1 dodge, +3
movements of the stars and planets, and of natural, +1 size) immature starling), netads are born from
the creatures that move across them. From hp 55 (10d6+20) low-energy stars: relatively young red
the patterns that emerge, starlings come to Fort +5, Ref +10, Will +8 dwarfs and ancient red giants. Their aureole
understand the interconnection between DR 10/cold iron, Immune blindness, cold, electricity, is not as bright as those of other falling stars
things on large and small scales. This fire, patterns, poison (outshining only the smoldering darkstar), yet
connection to destiny gives starlings a kind Offense it has a hypnotic effect on living creatures.
of happy fatalism that eludes most mortals. Speed 20 ft., fly 60 ft. (average) Netads embody stars as furnaces of
Melee 2 slams +9 (1d4+3 plus plasma burn)
Though not particularly smart, starlings are destruction and creation. Netads are the
Special Attacks plasma burn (1d3 electricity and 1d3
inquisitive. They often follow in the wake of fire, DC 17), powerful charge (slam, 2d4+6 plus artisans of their kind, each practiced in a craft
starships, which younger starlings mistake plasma burn) such as alchemy, sculpture, or weaponry. In
for small meteors, and older starlings Spell-Like Abilities (CL 5th, concentration +7) the depths of space, they collect errant rocks
know to hold mortal travelers. Although Constant—detect magic, know direction and metals with which to work.
At will—burning hands (DC 13), produce flame
their physical abilities are limited, starlings’ The creations of mortals fascinate netads
3/day—heat metal (DC 14), make whole
maneuverability and sense of direction are 1/day—fabricate (mineral only), major creation when they find them adrift in space. If not
well known. Many travelers have been saved (mineral only) stopped, netads attempt to dismantle things
by a starling leading them out of danger or Statistics in order to see how they are built. Many a
distracting terrible space monsters. Str 17, Dex 17, Con 14, Int 8, Wis 13, Cha 14 spacefaring crew has found itself stranded
Individual starlings are sometimes attracted Base Atk +5; CMB +7; CMD 21 or worse as a result of a curious netad.

26
If befriended, a netad might be willing to fire, DC 21), powerful charge (slam 3d6+15 plus mesads instead express their emotion by
trade its creations. Some netads, however, plasma burn) their aureole. When content, a mesad’s light
Spell-Like Abilities (CL 10th, concentration +14)
resent the intrusion of terrestrial creatures is warm and inviting; when angry, it becomes
Constant—detect magic, invisibility purge, know
into the depths of space. They jealously direction, speak with plants harsh and penetrating.
guard asteroids from the depredations of At will—aid, blur (self only), searing light Mesads exemplify stars as the givers of
miners. 7/day—cure serious wounds heat, light, and life. Few creatures (even
1/day—command plants (DC 19), plant growth those that live beneath the ground and sea)
Antaren  (CR +1) Statistics can survive without the energy provided by
Netads from red giant stars are sometimes also Str 21, Dex 23, Con 20, Int 10, Wis 18, Cha 21 a sun. Mesads spend their time patrolling
giant. Their slow speech and tendency to go off on Base Atk +7; CMB +12; CMD 28
tangents during conversation may make them seem
the space between stars and their planets,
Feats Acrobatics, Dodge, HoverB, Mobility, Point Blank
senile, yet they possess knowledge of antiquity. An Shot, Precise Shot, Spring Attack, Weapon Focus clearing away dust and debris that block
antaren is a netad with the giant simple template, (slam) sunlight and caring for extraterrestrial
except that its Dexterity is not reduced and its size Skills Acrobatics +27, Diplomacy +22, Fly +8, animals and plants. Mesads are collectors
increases by two categories (to Large). An antaren Knowledge (nature) +17, Perception +21, Spellcraft by nature. Some turn asteroids into gardens
has the following additional spell-like abilities (CL +14, Use Magic Device +22
6th):
of exotic plants. Others accumulate
Languages Ignan, Overcommon, speak with plants;
3/day—fireball telepathy 100 ft.
aesthetically pleasing space rocks or the
1/day—legend lore SQ no breath, starflight flotsam and jetsam of spacefarers.
Ecology Mesads nurture life where they can but
MFalling Star, Mesad Environment any star or space
Organization solitary, pair, or constellation (1–6 plus
have an unusual view of the natural order.
To the mesads, plants that photosynthesize
The creature is roughly the size and shape of a human, 1–8 netads and 1–12 starlings) are the highest form of life. Creatures unable
but enveloped by a fiery corona. Treasure standard to produce their own food from sunlight are
Special Abilities viewed as having an unfortunate disability.
Falling Star, Mesad  CR 9 Dazzling Light (Su) Any creature within 60 ft. who To a few perverse mesads, all other creatures
XP 6,400 looks directly at a mesad must make a DC 21
N Medium fey Fortitude save or be dazzled for 1 min. Sightless
are parasites, stealing from plants what they
Init +6; Senses detect magic, low-light vision; creatures, as well as creatures already dazzled, are can’t produce themselves.
Perception +21 not affected. A mesad can suppress or resume this
Aura dazzling light (60 ft., DC 22)
Defense
ability as a free action. The save DC is Constitution
based.
MFalling Star, Hypatid
It is difficult to look at this radiant creature. Though
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 bright as star, its form is that of an androgynous
natural) Mesads range in color from orange to yellow
to nearly white, reflecting the hue of their human.
hp 119 (14d6+70)
Fort +9, Ref +15, Will +11 original star. These pleiades come from
DR 10/cold iron, Immune blindness, cold, electricity, stars of moderate size and intensity, but Falling Star, Hypatid CR 13
fire, patterns, poison XP 25,600
especially those with planets able to support
Offense N Medium fey
life—while the inhabitants of those planets Init +7; Senses detect magic, low-light vision;
Speed 30 ft., fly 60 ft. (average)
might think it different, their sun is just one Perception +26
Melee 2 slams +13 (1d6+5 plus plasma burn)
Special Attacks plasma burn (1d6 electricity and 1d6 of countless stars. Lacking facial features, Aura blinding light (30 ft./60 ft., DC 25)

27
Defense can suppress or resume this ability as a free action.
AC 28, touch 18, flat-footed 20 (+4 armor, +7 Dex, +1 The save DC is Constitution based. Falling Star, Darkstar CR 15
dodge, +6 natural) XP 51,200
hp 180 (19d6+114) Emerging from high-energy stars, hypatids NE Medium fey
Fort +12, Ref +18, Will +16 are the brightest of the falling stars. Seen in Init +8; Senses detect magic, low-light vision, true
seeing; Perception +30
DR 10/cold iron, Immune blindness, cold, electricity, its full glory, the hypatid’s humanoid form is Aura gravity well (120 ft.)
fire, patterns, poison; SR 18 all but obscured in light by its white to blue-
Offense Defense
white corona. Even when a hypatid reduces AC 31, touch 19, flat-footed 22 (+4 armor, +8 Dex,
Speed 30 ft., fly 60 ft. (average) its luminescence, light-sensitive creatures +1 dodge, +8 natural)
Melee 2 slams +17 (1d6+7 plus plasma burn)
Special Attacks plasma burn (1d10 electricity and
find its presence uncomfortable. hp 220 (21d6+147)
1d10 fire, DC 25), powerful charge (slam, 3d6+21 Hypatids personify stars as sources of Fort +14, Ref +20, Will +18
plus plasma burn) magical power. To the hypatids, the stars’ DR 10/cold iron, Immune blinding, cold, electricity,
fire, patterns, poison; SR 20
Spell-Like Abilities (CL 13th, concentration +18) creation of matter and energy is just a
Constant—detect magic, invisibility purge, know Offense
reflection of their magical resonance. Where
direction, mage armor Speed 30 ft., fly 60 ft. (average)
other falling stars study and manipulate Melee 2 slams +19 (1d6+8 plus plasma burn and
At will—augury, rainbow pattern (DC 20), searing light
3/day—divination, dream, sunbeam (DC 23) the mundane, hypatids contend with the energy drain)
1/day—break enchantment, sunburst (DC 24) metaphysical. By studying the function and Special Attacks energy drain (2 levels, DC 24),
Statistics movement of the stars and other celestial plasma burn (1d10 electricity and 1d10 fire, DC 27),
bodies, hypatids seek to understand the powerful charge (slam, 3d6+24 plus energy drain
Str 25, Dex 25, Con 22, Int 13, Wis 20, Cha 22
plus plasma burn)
Base Atk +9; CMB +16; CMD 34 underlying rules of the universe. Some
Spell-Like Abilities (CL 15th, concentration +19)
Feats Acrobatic, Combat Expertise, Combat Reflexes, hypatids see these truths as an expression of Constant—detect magic, know direction, mage armor,
Dodge, HoverB, Mobility, Point Blank Shot, Precise the divine, other as a source of arcane power. true seeing
Shot, Spring Attack, Weapon Focus (slam),
Whirlwind Attack When not engrossed in contemplation, At will—confusion (DC 18), telekinesis (DC 19)
hypatids spend their time discussing 3/day—enervation (DC 18), nightmare (DC 19)
Skills Acrobatics +33, Diplomacy +28, Fly +9,
Knowledge (arcana) +20, Knowledge (nature) +23, philosophy among themselves and imparting 1/day—destruction (DC 21), meteor swarm (DC 23)
Perception +27, Spellcraft +20, Use Magic their wisdom to their lesser brethren. Statistics
Device +28 Str 27, Dex 27, Con 24, Int 20, Wis 22, Cha 19
Hypatids are the most aloof falling
Languages Ignan, Overcommon; telepathy 100 ft. Base Atk +10; CMB +18; CMD 37
SQ no breath, starflight
stars. Concerned with deep philosophical Feats Acrobatic, Combat Casting, Combat Expertise,
Ecology
questions, they have little regard for the Combat Reflexes, Dodge, HoverB, Intimidating
Environment any star or space
mundane aspects of mortal life. A sage that Prowess, Mobility, Spring Attack, Stand Still,
can impress the fey with his dedication, Weapon Focus (slam), Whirlwind Attack
Organization solitary, pair, or constellation (1–4 plus
1–6 mesads, 1–8 netads, and 1–12 starlings) however, might convince a hypatid to pass Skills Acrobatics +36, Bluff +28, Disable Device
+29, Fly +10, Intimidate +33, Knowledge
Treasure standard on some of its wisdom. (dungeoneering) +26, Knowledge (nature) +29,
Special Abilities Perception +30, Sense Motive +30, Spellcraft +26,
Blinding Light (Su) Any creature within 60 ft. who
looks directly at a hypatid must make a DC 25
MFalling Star, Darkstar Stealth +32, Use Magic Device +28
The creature appears as a humanoid of living fire, Languages Ignan, Overcommon; telepathy 100 ft.
Fortitude save or be blinded permanently. A SQ no breath, starflight
creature that makes its save is instead dazzled for 1 except that the flames are black and purple, like a
livid bruise. Ecology
min. Sightless creatures are not affected. A hypatid

28
Environment any star or space
Organization solitary or binary pair (1 and 1 hypatid)
Treasure standard
Golem, the golem’s size was Colossal.
Gravity Well (Su) A deadstar golem’s body is so dense
that gravity and time are distorted in its immediate
Special Abilities
Gravity Well (Su) A creature of Large size or smaller
Deadstar vicinity. Any creature within 20 ft. of the golem
must make a Will save (DC 19) or be slowed (as the
slow spell) and a Fortitude save (DC 19) or have their

T
that ends its turn within 120 ft. of a darkstar is his huge golem is sculpted to appear as
pulled 30 ft. toward the darkstar. If that creature current encumbrance doubled. Opponents within
a heavily armored warrior, with a cold, the gravity well who successfully save against the
is pulled adjacent to the darkstar, it provokes an
attack of opportunity from the darkstar. A darkstar emotionless face and oversized armored effects must make new saves every round in order
can suppress or resume this ability as a free action. fists. The construct is made from a white metal to avoid the effects of the crushing gravity field. The
that gives off a bluish glow. effects are not cumulative.
When a star can no longer sustain its nuclear Light Emission (Ex) A deadstar golem constantly
Deadstar Golem  CR 19 emits a diffuse blue light that is equivalent in
reactions, it is liable to explode or to collapse. brightness to a torch.
This event is equally traumatic for pleiades XP 204,800 Immunity to Magic (Ex) A deadstar golem is immune
formed by that star. Falling stars associated N Huge construct to spells or spell-like abilities that allow spell
with dying or dead stars become darkstars, Init −2; Senses darkvision 60 ft., low-light vision; resistance. In addition, certain spells and effects
Perception +0 function differently against a deadstar golem, as
evil reflections of their former selves. Rumor Aura Light Emission (30 ft.) noted below.
has it that the eldritch creatures that lurk Defense A reverse gravity spell cast on the deadstar golem’s
between the stars can corrupt a falling star AC 31, touch 6, flat-footed 31 (−2 Dex, +25 natural, −2 area negates the golem’s crushing fist and gravity
into a darkstar. size) well abilities for 1d6 rounds.
Darkstars represent the physical occult hp 194 (28d10+40) Wormhole (Su) A deadstar golem’s personal gravity
(black holes and dark matter) as well as Fort +9, Ref +7, Will +9 field is so intense that the golem can tear an
the metaphysical occult (black arts and Defensive Abilities gravity well; DR 15/adamantine; opening in the space/time continuum with its bare
Immune construct traits, magic hands. This functions as the spell interplanetary
dark magic). They collect secrets, from teleport and the golem can rip open a wormhole
Offense
indiscretions they can use for blackmail to once per day.
Speed 30 ft.
forbidden knowledge mortals are not meant Melee 2 slams +44 (6d10+18)
to know. The darkstars’ secret knowledge Space 15 ft.; Reach 15 ft. The deadstar golem is carved from the core
allows them to concoct schemes that are as Special Attacks crushing fists, gravity well material of a super dense white dwarf star.
invisible as they are far reaching. In the end, Statistics Constructed using the most powerful of
these nihilistic creatures seek nothing less Str 30, Dex 6, Con —, Int —, Wis 11, Cha 1 arcane magic and void technology, these
than the destruction of all things. Base Atk +28; CMB +40; CMD 48 golems are often used to recover lost
Darkstars are solitary creatures shunned SQ Worm Hole treasures from normally inescapable black
by other falling stars. They contend that Ecology holes, guard precious treasure hordes and
the destruction they embody is as natural a Environment any artifacts, and to mine exotic materials from
Organization solitary
thing as any other fey, even if few wish to incredibly dangerous space environments.
Treasure none
contemplate such truths. In rare instances, a They are carved to appear as warriors in
Special Abilities
darkstar may pair with a hypatid, forming a Crushing Fists (Su) A deadstar golem’s immense
exotic full-plate armor. The gauntlets are
volatile mix of creation and destruction. density increases its localized gravity field, causing oversized and the golem’s fists strike with
slam attacks to do increased strength damage as if devastating impact. Deadstar golems are 25

29
ft. tall and weigh 20,000 lb.
Construction: A deadstar golem’s body
is made of approximately 20,000 lb. of
incredibly dense electron-degenerate matter,
also referred to as e-metal, from the core
of a white dwarf star. E-metal is extremely
rare and dangerous to mine and has gravity-
warping abilities.
DEADSTAR GOLEM
CL 20th; Price 600,000 gp
CONSTRUCTION
Requirements Craft Construct, gravity bolt, geas/
quest, interplanetary teleport, slow, wish, creator
must be CL 20th; Skill Craft (sculpture) DC 35; Cost
550,000 gp

30
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