Mundane No More - Texts and Tomes

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The document discusses various types of mundane texts and optional rules for crafting recipes and items.

The book discusses various types of mundane texts and includes optional rules for crafting recipes, magic items, alchemical items, armor, weapons, rings, rods, staves, wands and wondrous items.

The author, Rich Howard, has been obsessed with gaming for 35 years. He has experience as both a writer and gamer and wants to give back to the industry through works like this book.

Mundane No More: Texts and Tomes

Rich Howard

A
Mundane No More: Texts and Tomes
Credits
Design: Rich Howard
Development: Robert H. Hudson, Jr.
Publisher: Christina Stiles
Editor: Chris Harris
Proofreaders: Rich Howard, Christina Stiles
Cover Art: Matt Morrow
Interior Art: Tamas Baranya, Marc Radle
Layout/Cover Design: Mark Gedak

Text 2014 Christina Stiles.

About the Author: Rich Howards obsession with gaming started 35 years ago when his older brother finally let him
invade his AD&D game. Since his first sleep spell, Rich has wandered the world of roleplaying, board, and comput-
er games, as fascinated with their potential to teach and inspire as to entertain.
In 2006, he started the move to professional freelancer by refining his fledgling skills, attending conferences, and
finishing his first novel. After running into Paizo editor James Sutter at World Fantasy 2012, he realized that the
skills hed cultivated as a writer and his decades of gaming experience could be used to give back to the industry that
had inspired his own imagination. In the past year, hes contributed to projects from Misfit Studios, Rogue Genius
Games, and Christina Stiles Presents, as well as becoming both lead designer on Misfits Ultimate Shaman and lead
developer for the upcoming storytelling boardgame, LUCID. Rich maintains a website at www.richhowardauthor.
com

Dedication: To my brother, Steve, for introducing me to the games that changed my life, and to my father, James,
for teaching me the magic of the written word.

Published Under the SRD, OGL, and d20 (v 3) License 2000, Wizards of the Coast, Inc.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publish-
ing, INC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo
Publishing, INC. does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, INC, and the Pathfinder Roleplaying Game and the Path-
finder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, INC, and are used under the
Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license.

DESIGNATION OF PRODUCT IDENTITY: All trade dress, logos, company names, and artwork are product
identity.
DECLARATION OF OPEN CONTENT: All text content for Mundane No More: Texts and Tomes is open content
as described in Section 1(d) of the License.

1
Contents
Chapter 1: Mundane Texts 4
Table 1-1: Maximum Study Time Per Day 5
Table 1-2: Ability Score Retraining 6
Table 1-3: Mundane Text Complexity 7
Chapter 2: Optional RuleCrafting Recipes 9
Magic Items 9
Alchemical Items 9
Armor and Shields 10
Weapons 10
Table 1-4: Gunsmithing DCs 11
Rings, Rods, Staves, and Wands 12
Wondrous Items 12
Chapter 3: Creating Mundane Texts 13
New Trait 14
New Feats 15
Chapter 4: Texts 15
Simple Texts 15
Learned Texts 16
Scholarly Texts 16
Enlightened Texts 17

2
I found a seat in the corner of the Sniffling Griffons com- I didnt mean to insult. Youre an educated man, Im sure.
mon room and hung my saddlebags over the chairs back. Its just, Master Stefan says readin is only good for bards and
The sun had only just risen, so the inns other occupants were finger-wagglers and not much of use to common folk.
the snoring, ale-covered casualties of the previous night, and
Frail, the Griffons serving boy. Since no one else was either The Rampages in the North hadnt made it this far south,
conscious or literate, I slipped the tome from my bag. though small groups of refugees had managed to make it to
the coast. The Crusades were supposed to have rid the world
Enough light sifted through the soot-covered window for of dragons, but for nearly a year, wyrms and dragonkin
me to see the rough scales that my fingers had first caressed torched Ariel, from the white cliffs of Northkost to hills of
in that half-burned temple. The spine of the ancient text Friemount. It had been so long since anyone had fought a
cracked as I lifted the iridescent dragonhide covernot dragon the tactics had been lost to time. But now, with this,
because the binding was new, but because no one else had I could resurrect the Lord Commanders Order of the Wyrm
bothered for close to a century. and lead our people to victory.

Frail leaned his broom against the wall when he noticed I Master Stefan has it backwards, Frail. It isnt magic
wasnt in a drunken stupor. Im sorry, Sir Ascalon. I didnt that makes the words worthy. Its the words that make life
see you come in. Would you like some breakfast? We have a magic.
lovely stew left over. Its best the next day.

Not stew. The illuminations shimmered at the touch of


broken sunlight. I couldnt risk damaging what I spent so
long to find. Ale, I said as I carefully turned the pages. In
a lidded stein. Bread and cheese. I barely registered the boys
tiny frame retreat into the kitchen.

The precise hand that had copied the text could only do so
much to improve the readability. Its said that a Bel-Alian
chirurgeon recorded the first notes while watching his charg-
es, the knights of the Draconic Crusades, on the battlefield.
The anatomical details and weapon diagrams alone made Words. We love them. Were gamers, after all. From nov-
it worth a fortune. Still, the real value lay in the pages of els to rule sets to textbooks to cereal boxes, non-magical
strategy and tactics. The Lord Commander of His Emperors language is the foundation of our imaginations. So why
Army had not only defended Bel-Alial from the Schwar- is it that PCs rifle through libraries in search of spell-
zwurms horde, he had killed the beasts last children. The books and magical manuals while leaving generations
chirurgeon had sat at the Lord Commanders side for years of carefully cultivated knowledge strewn under their
and understood far more than his charges could imagine. muddy boots?
The ale stein thudded on the table before I noticed Frail had
returned. Mundane No More: Texts and Tomes, attempts to rem-
edy that by turning fantasy (and modern) libraries into
Pardon my asking, sir, but is that a book? treasure troves of knowledge. Mundane texts provide
opportunities for any literate member of an adventuring
I eyed him over the text. party to retrain unwanted feats, refocus their skill ranks
into areas helpful to the campaign, and to gain rare and
Im sorry, sir. I just dont see them often and Ive never seen exotic recipes for poisons, inventions, and, yes, even
one sowell, grand, if you dont mind me sayin. All we magic items.
mostly get here are farmers and soldier types, and they aint
much for readin. Game Masters can use mundane texts to introduce plot
twists, foreshadow events, patch holes in a partys skills,
I slid my dagger from my sword belt and skewered a hunk of and provide characters with the knowledge to confront
the mold-studded cheese. enemies to come.
3
Chapter 1: Mundane Texts Mundane Texts as Reference
Mundane texts are used in three ways: 1) as reference Each mundane text grants a research bonus to one or
material to gain bonuses to skill checks; 2) as textbooks more skill rolls when used as a reference. Before using
to retrain skills, feats, or even class levels; and 3) to learn the text as a reference, you must spend 1/10 of the listed
recipes for alchemical, magical, and mundane items. Study Time becoming familiar with the material (see
Table 1-3: Mundane Text Complexity). Referencing a
All mundane texts are categorized as simple, learned, text takes 5 full rounds (30 seconds) per +1 bonus to the
scholarly or enlightened. check. You can reference a text for less time if you wish,
though you gain only +1 to the roll per 5 rounds spent.
Simple texts may include city guides, whos who com- This research bonus may only be applied to the following
pilations, wildlife journals on a specific region or group skills: Appraise, Craft, Disable Device, Disguise, Handle
of animals, or linguistic texts. Simple texts provide a +1 Animal, Heal, Knowledge, Linguistics, Perform, Profes-
research bonus for up to three skills and allow you to sion, Spellcraft, and Use Magic Device.
retrain skill ranks into those skills, like retraining a skill
point into Linguistics in order to learn a new language. These research bonuses may also be used when you take
10 or take 20, as long as the reference time is met. When
Learned texts are more detailed than simple texts, often taking 20, the time it takes to reference the material is
written by highly skilled amateurs. They may include considered part of the roll. For example, when taking
certain holy texts, atlases, historical documents, and 20 to pick a lock while referencing a text that grants a
alchemical workbooks. Learned texts provide +1 or +2 +3 research bonus to Disable Device checks, the normal
research bonus on up to four skills. When studied in 90-second reference time is considered a part of the 2
detail, learned texts allow the retraining of up to 3 skill minutes normally required to take 20.
ranks or to gain the Skill Focus feat in place of a feat you
already have. Referencing a text also allows you to attempt Untrained
Knowledge checks with a DC higher than 10.
Scholarly texts can be works of art, such as bardic epics,
or detailed research collections written by experts such Though research bonuses from multiple texts do not
as bibles, treatises on planar travels, collections of arcane stack, your GM may allow you to reroll Knowledge,
discoveries, or detailed anthropological studies. Though Linguistics, Spellcraft, or other checks by referencing
bards, monks, wizards and scribes create most scholarly new material.
texts, many come from unexpected sourcesan astute
warrior reflecting on a lifetime of battles, a smith record-
ing decades of trial and error mastering his craft, or an
explorer discovering a new country could all provide
deep and insightful works. Scholarly texts provide up to
+3 research bonuses and allow for the retraining of up to Research Bonuses
5 skill ranks. They also allow for the retraining of up to
7 feats as well as ability score bonuses, class features, and If you dont want to add
more. complexity to your game
with a new bonus type,
Enlightened texts are works of a lifetime (or several feel free to replace re-
lifetimes). Though one person could conceivably create search bonuses with either
an enlightened text, they are often the collected works of competence or circum-
multiple authors, sometimes over generations. Enlight- stance bonuses.
ened texts are complex, requiring months of study, but
provide research bonuses up to +4 on a wide range of
skills, as well any of the retraining bonuses. They are the
only texts that allow for the retraining of class levels.

4
Studying Mundane Texts Maximum Effective Study Time
In addition to using a mundane text as reference mate- How long you can study a mundane text depends on
rial, you may study the work in detail. Studying a work the safety of your surroundings, lighting, food avail-
includes not only reading time, but outside research, ability, spell research, and other factors determined by
mental exercises, and physical practice. Completing your GM. The chart below lists common activities and
the indicated study time (Table 1-3: Mundane Text the maximum study time they allow. These times assume
Complexity) allows you to retrain skill ranks, feats, class you have no family, job, party obligations, or other dis-
features, and even your class. Once the indicated study tractions to limit you, and may vary depending on your
time is completed, you may chooseoneof the benefits campaign.
listed under the text. To gain access to a second benefit,
another full study period must be completed. Table 1-1: Maximum Study Time Per Day
Activity Study Hours per day
You may study a text for a number of hours per day (max 2 x Int Mod)
equal to 2 x your Intelligence modifier (minimum 1/2 Adventuring, non-spellcaster 1 hour
hour), assuming you can read the language in which the
Adventuring, spellcaster hour (assuming
text is written. This time may also be limited by the ac-
spell preparation)
tivities required for daily living. (Table 1-1: Maximum
Study Time Per Day). Camping only, safe 6 hours
Camping only, dangerous 2 hours
Cramming: You may increase the number of hours you Home 10 hours
can study per day by cramming. Cramming increases Traveling, carriage/caravan 4 hours
your Intelligence modifier by 1 when calculating study Traveling, horseback 2 hours
time.
Traveling, foot 1 hour
You may cram for a number of days equal to your Characters gain the fascinated condition while studying.
Constitution modifier (min 1 day). If you exceed this Fatigued characters reduce their Intelligence modifier by 2 when calcu-
time limit, you become fatigued. You may not cram lating maximum daily study time.
again until you have spent a number of days away from Exhausted characters may not study.
your studies equal to the number of days you spent
cramming. Retraining
For example, a fighter with a 12 Intelligence and 16 Mundane texts provide an alternative for retraining
Constitution can normally spend (Int mod x 2 hours) skill ranks, feats, class features, and other abilities. The
= 2 hours per day studying. He acquires a scholarly text mundane text rules use a variation of the retraining rules
on battle tactics that requires 60 hours of study time. first introduced in Pathfinder Roleplaying Game: Ulti-
This would normally take him 30 days to complete, so mate Campaign. Below you will find a summary of the
he decides to cram while the party is safe in town. While retraining rules as they apply to mundane texts.
cramming, he may study for (1 + Int mod x 2 hours) =
4 hours a day for (Con mod in days) = 3 days, complet- Ability Score Increase: You may retrain the ability score
ing another 12 study hours. After cramming he spends increase you gained at 4th, 8th, 12th, 16th, or 20th
4 more days studying normally, completing another 8 level. After the required study period, remove the ability
hours. The next day his party is hired to protect a mer- score bonus and reassign that bonus to one of the listed
chant train as it takes a weeklong trip north. Since he ability scores.
spent at least 3 days away from his studies, he may cram
again when the escort is finished. Your GM may allow you to retrain ability scores other
While studying, you gain the fascinated condition. than the bonuses gained through level-based ability
Fatigued characters reduce their Intelligence modifier score increases. When retraining an ability score other
by 2 when calculating maximum effective study time per than those gained through level-based increases, refer to
day. Exhausted characters cannot study. Table 1-2: Ability Score Retraining to determine which
ability score may be retrained. For example, if a text
allows you to retrain a level-based ability score increase
into Strength, you may instead retrain one point out of
5
Dexterity, Intelligence, Wisdom, or Charisma to add to Pathfinder Roleplaying Game: Ultimate Campaign.
your Strength score.
Feats: You may retrain one of your current feats into
You many retrain ability scores other than those gained one of the listed feats. You may also use an available feat
through a level-based increase only once per text studied. slot to take one of the feats listed. You may not retrain a
feat that is a prerequisite for another feat, prestige class,
Table 1-2: Ability Score Retraining archetype, class feature, or other ability. If the feat you
Ability Score Ability Score Decreased retrain is a bonus feat gained from a class feature, you
Increased may only replace it with a feat that could also be selected
Strength Dexterity, any mental as an option for that class feature.
Dexterity Strength, Constitution, Intelligence
Skill Ranks: You can retrain a number of skill ranks
Constitution Dexterity, Intelligence, Charisma equal to your Intelligence modifier. After completing
Intelligence Any the study time, you can remove ranks from one or more
Wisdom Any physical skills and apply them to one or more of the skills listed
Charisma Any physical in the text. The maximum number of skill ranks you
may retrain is limited by the complexity of the text, i.e.:
Archetype: After completing the study time required for a scholar with a 20 Intelligence can only retrain 1 skill
a scholarly or enlightened text, you may abandon your rank after studying a simple text, even though his Intelli-
current archetype, reverting to a normal member of your gence would normally allow 5 skill ranks to be retrained.
class. Gaining the new archetype provided by the text
requires a second study session. If you did not possess an Languages: When applying skill ranks to the Linguis-
archetype, then only one study period is required to gain tics skill, you must choose your bonus language(s) from
the new archetypes benefits. those listed in the text. Learning a language in this way
allows you to communicate basic information. Your GM
Class Feature: A choice you made for one of your class may require you to make either a Linguistics or Wisdom
features may be changed to the listed class feature. check when speaking, reading, or writing the new lan-
guage until youve had time to practice it with a native
Class Level: Retraining a class level is difficult and is speaker.
only possible after studying the most detailed texts. After
completing the study time required for an enlightened Spells Known: Spontaneous casters may retrain spells
text, you may retrain one level of your current class into they already know, exchanging them for one of the texts
a level of the listed class. listed spells. The new spell must be from your class spell
Some classes are more closely related to others and, list and be of the same level as the one replaced. Though
therefore, are easier to exchange. Classes that share not required, tomes that allow retraining of spells known
similar traits are considered to have retraining synergy. A typically allow the spell to be learned by non-spontane-
class that has retraining synergy with another class may ous casters as well.
reduce the study time required to that listed, but only
to retrain class levels. Prestige classes have retraining syn-
ergy with base classes that share their common class fea-
tures. Base classes have retraining synergy with classes
that share similar goals, training, or sources of power.
For example, the cleric class has retraining synergy with
other divine classes (druids, inquisitors, oracles, and
paladins), while rogues have synergy with certain martial
and skill-based classes (alchemists, bards, fighters, and
monks).
Your GM will determine if the class level you are
retraining into has synergy with your current class. More
suggestions for retraining synergies may be found in
6
Table 1-3: Mundane Text Complexity
Complexity Study Time Benefits
Simple 5 hours +1-+3 total research bonus to skill checks, no single bonus greater than +1.
1-Up to 1 skill rank may be retrained and applied to the skills listed. Skill
points spent on Linguistics may only be spent to obtain the listed languages.
For example, if a simple text allows you to spend points on Linguistics (Gob-
lin), only 1 skill point may be spent on Linguistics, and the language chosen
must be Goblin.
Characters may also spend up to 1 unused skill rank on these skills if they
wish.
The maximum number of skill ranks you can retrain after each study period
is equal your Intelligence modifier (min 1).
Learned Total research bonus +3-+7 total research bonus to skill checks, no single bonus greater than +2.
x 5 hours (15-35 1-Assimple, maximum 3 ranks.
hours) 2-May retrain one feat or use one available feat slot to gain Skill Focus. You
must select one of the skills listed in the text as the focus of your feat. You
may not retrain a feat that is a prerequisite for another feat, prestige class,
archetype, class feature, or other ability. If the feat you retrain is a bonus feat
gained from a class feature, you may only replace it with a feat that could
also be selected as an option for that class feature.
Scholarly Total research bonus +6-+12total research bonus to skill checks, no single bonus greater than +3
x 10 hours (60-120 1-Assimple, maximum 5 ranks.
hours) 2-As learned. In addition, up to 6 other feats are available for retraining.
3- Retrain an ability score increase, archetype, spell known, or class feature
listed in the text.
Enlightened Total research bonus +10-+20total research bonus to skill checks, no single bonus greater than +4
x 10 hours (100-200 1-Assimple, maximum 7 ranks.
hours) 2-As learned, except up to 10 other feats are available for retraining.
3- As learned.
4- Retrain one of your current class levels into a class listed in the text. See
Class Level above for information on retraining synergies.

Mundane Texts, Spells, and Formulae Study Time 70 hours


Mundane texts may also contain wizard spells and Retrain SkillsCraft (alchemy), Heal, Knowledge (na-
alchemical formulae, just as spellbooks contain unique ture), Survival
marginalia and research notes that grant research bo- Retrain FeatsSkill Focus (any one of the above-listed
nuses. Blending the Mundane Text rules with spell and skills)
formulae books adds a level of depth and interest to your Crafting Recipes black adder venom, black lotus ex-
treasure. tract, nightmare vapor, oil of taggit
Alchemical Formulae disguise self, touch of the sea, cure
Magan Bloodcallers Workbook Price 2,983 gp moderate wounds, darkvision, false life, skinsend, beast
This ink- and gore-stained journal is bound in black shape I, bloodhound, countless eyes, remove disease
leather cured from the skin of an unknown creature. The
green hag Magan Bloodcaller used this book to record
her most foul and bizarre experiments.
Language Draconic
Learned Craft (alchemy) (+2), Heal (+2), Knowledge
(nature) (+2, swamp only), Survival (+1, swamp only)
7
A Word about Dungeon Guides
Dungeon guides work similarly to mundane texts in that they grant bonuses to certain skill checks when consulted
about the location they describe. They also allow characters to gain specific knowledge about a location, such as hid-
den traps, food, water, or possible room layouts. An additional mechanic called Accuracy helps define how factual
each text is.

Dungeon guides are considered a subset of mundane texts, with their bonuses and information applying to very
specific locations and circumstances. Dungeon guides are learned texts for the purposes of creation, value, and time.
Dungeon guides grant from +6-+10 total research bonuses, with a maximum bonus to any one skill of +4. Though
higher than normal learned text bonuses, these bonuses apply to limited circumstances or locations: Spellcraft (+2,
identify dwarven magic item only), Disable Device (+3, clockwork devices only), or Knowledge (dungeoneering)
(+2, identify fungi only). Dungeon guides may grant bonuses to no more than three skills and provide only skill
rank retraining benefits. Use the Mundane Texts rules to determine the time required to reference a text (5 rounds
per +1).

Unlike standard mundane texts, dungeon guides


provide a host of information specific to the loca-
tion they discuss. They can hint about room loca-
tions, hidden traps, denizens, or even help fill out
the partys map. To do this, the player must take
10 minutes to consult the text. The GM then rolls
an Accuracy check against a DC determined by
the type of information the player is after (typically
from 10-25). If successful, the GM provides the
information. If missed by 4 or less, the guide has
no such information. If missed by 5 or more, the
information seems accurate, but is detrimental in
some way.

To create a dungeon guide, a character must spend


160 hours plus 40 hours per research bonus the
guide provides exploring the location, writing
notes, and drawing maps. A PC may spend less
than the required time exploring the location at the
expense of Accuracy (see below). Decreasing the
exploration time by half increases the DC of the
Profession (scribe) check by 5, decreasing by one-
quarter increases it by 10, decreasing by one-eighth
increases it by 15, and decreasing by one-sixteenth
increases it by 20. Characters may not create a dun-
geon guide of any accuracy if they do not spend at
least one-sixteenth the time exploring the location.

To determine the Accuracy Score of a dungeon


guide created by a PC, roll a Profession (scribe)
check against a base DC of 15 after the text is
completed. For every point above 20, the guide has
a +1 Accuracy (max +10). For every point below the
DC, the guide has a -1 Accuracy (max -5).

8
Chapter 2: Optional Rule prerequisite:
1 rank in a related Craft or Profession per caster level.
Crafting Recipes For example, theForge Ringfeat has the following
prerequisites: Caster Level 7, 7 ranks in Craft (jewelry)
If your campaign world includes firearms, the Gun-
smith feat gains the prerequisite: 1 rank in Craft (gun-
The mundane texts in this supplement use smith).
the Crafting Recipes optional rules for
creating items. Adding recipes to your game Alchemical Items: One rank in Craft (alchemy) grants
encourages spellcasters and non-spellcasters you the recipes for allspecial items and substanceslisted
alike to interact with their world by tracking under the Craft (alchemy) skill in the Pathfinder Role-
down mentors, doing research, and scour- playing Game Core Rulebook. One rank of Craft (alche-
ing the shelves of the next lost library they my) also grants you the following common item recipes:
encounter. candle, ink, oil, torch, sealing wax, and soap.
Each additional rank allows you to add a number of
alchemical, poison, or potion recipes to your list equal
to 1 + Intelligence modifier (min 1). Alchemical recipes
For some GMs its hard to imagine that a single rank in include alchemical cartridges if your campaign includes
Craft (alchemy) gives you the knowledge and training firearms. To create alchemical cartridges, you must have
to create any alchemical item the player can dig out of at least 1 rank in Craft (gunsmith) (see Table 1-4: Gun-
supplements. Under these optional rules, creating items smithing DCs).
using skills like Craft (alchemy), Craft (traps), and Craft
(armorsmith) may only be done after acquiring the Poisons: Craft (alchemy) does not automatically grant
recipe for the item, similar to the way alchemists acquire you recipes for poisons. However, classes with the Poison
formulae and wizards acquire spells. Use class feature such as alchemists, ninja, and those
with the assassin prestige class, automatically gain a
There is no limit to the number of recipes you can learn. number of poison recipes equal to 1 + Intelligence modi-
The first rank you put into a skill grants you access to a
base number of recipes depending on the skill (see indi-
vidual entries below). Each additional rank allows you to
add a number of recipes to your list equal to 1 + your In- It is important to remember that
telligence modifier (min 1). You may also add recipes to there is no limit to the number of
your list by learning from someone who already knows recipes you can learn from outside
that recipe, or through studying books, scrolls, or other sources. Alchemists and wizards
mundane sources you find on your adventures. gain additional formulae and spells
as they gain levels, and may also
Some recipes, such as those for exotic weapons, require learn an unlimited number of new
two recipe slots to learn through adding ranks. You may spells from books or instructors they
either leave recipe slots unassigned in order to save the find during the campaign.
number required for these recipes, or find an outside These optional rules handle crafting
source such as a mentor or mundane text to learn from. recipes in a similar way. You acquire
1 + Intelligence modifier (min 1)
Creating Magic Items: To encourage players to put additional recipes per rank you put
ranks in specific skills, the DC for creating magic items in a Craft skill, but this does not
using Spellcraft alone increases to 20 + caster level of the limit you from learning as many
item. Using an alternate skill, such as Craft (jewelry) for recipes as time and money allows
wands, Profession (woodcutter) for staves, or Craft (al- from NPC smiths, other PCs, hire-
chemy) for potions, targets the normal DC of 5 + caster lings, or mundane texts.
level.
In addition, all item-creation feats gain the following
9
fier (min 1) as soon as the class feature is gained. These
recipes are in addition to those they may choose through
adding ranks in Craft (alchemy).

Potions: Spellcasters with Craft (alchemy) and theBrew


Potionfeat do not automatically know how to distill
every spell they know into a potion. However, gaining
theBrew Potionfeat immediately grants you 1 potion
recipe per rank of Craft (alchemy) you possess at the
time the feat is taken.

Armor and Shields: One rank in Craft (armorsmith)


grants you the recipes for bucklers, all light armors, and
all light shields listed in the Core Rules. Each additional
rank in Craft (armorsmith) grants you a number of
armor and/or shield recipes equal to 1 + Intelligence
modifier (min 1). Masterwork versions of armor and
shields, as well as spiked gauntlets, armor spikes, locked
gauntlets, shield spikes, and other armor extras require
individual recipes. You must have the basic crafting
recipe for an armor type before gaining the masterwork
version.
Learning to work with special materials such as ada-
mantine, mithral, and dragonhide requires either find-
ing a mentor or a manuscript describing the techniques.
Your GM may allow you to learn these recipes on your Creating Weapons: Under these optional rules, Craft
own at the cost of two or even three recipe slots if you (weapons) is subdivided into two skills: Craft (melee
have enough material available and the time to experi- weapons) and Craft (ranged weapons), and Craft (bows)
ment. Once you learn how to work with a special mate- becomes part of Craft (ranged weapons). If your game
rial you may use it to create any masterwork armor you uses the firearms rules introduced in Pathfinder Role-
already know how to make. playing Game: Ultimate Combat, these rules add Craft
(gunsmith) as well.
Creating Magic Armor and Shields: Gaining the Craft One rank in Craft (melee weapons) grants you the
Magic Arms and Armor feat grants you a number of recipes for all simple and light melee weapons presented
magic-item recipes equal to the number of ranks you in the Pathfinder Roleplaying Game Core Rulebook
have in the craft skill used to qualify for the feat. If you (with the exception of light shields, gauntlets, and armor
have ranks in Craft (armorsmith) in addition to Craft extras such as shield spikes). Each additional rank allows
(melee weapons) and/or Craft (ranged weapons), you you to add a number of individual weapons equal to 1 +
may divide these recipes among the appropriate skills. Intelligence modifier (min 1) to your recipe list (with the
No more than 1 recipe may be gained per rank in the exception of heavy shields).
skill. For example, if you have 5 ranks in Craft (armor- One rank in Craft (ranged weapons) grants you the
smith) and 3 ranks in Craft (melee weapons) when you recipes for arrows, darts, javelins, slings (with the excep-
gain the Craft Magic Arms and Armor feat, you gain five tion of sling bullets), as well as both longbows and short-
magic armor recipes, three of which may be traded for bows (with the exception of their composite versions).
magic melee weapon recipes. Each additional rank allows you to add a number of
Each additional rank in Craft (armorsmith) allows ranged weapon or ammunition recipes to your list equal
you to add a number of magic armor recipes to your list to 1 + Intelligence modifier (min 1). Ammunition types
equal to 1 + Intelligence modifier (min 1). include crossbow bolts, repeating crossbow bolts, sling
bullets, smoke arrows, whistling arrows, kestros darts,
and other unique ammunition types.
10
One rank in Craft (gunsmith) grants you the recipes Culverin 14
for the culverin, fire lance, musket, and pistol, as well as
Double hackbut 15
the recipes for black powder, firearm bullets, and pel-
lets. Each additional rank allows you to add a number Firelance 12
of firearm or ammunition recipes to your list equal to Musket 15
1 + Intelligence modifier (min 1). Ammunition types Musket, axe 17
include adamantine, pitted, and silver bullets, as well as Musket, double-barreled 17
metal cartridges. Alchemical cartridges must be learned Musket, warhammer 17
through ranks in Craft (alchemy) (see Alchemical Items
Advanced, One-Handed
above).
Learning to make the masterwork version of a weapon Revolver 20
requires a separate recipe. You must have the basic craft- Advanced, Two-Handed
ing recipe for a weapon type before gaining the master- Rifle 20
work version. Gaining exotic weapon recipes through Rifle, pepperbox 22
adding ranks requires two recipe slots. Shotgun 20
Learning to work with special materials such as al- Shotgun, double-barreled 22
chemical silver, adamantine, and cold iron requires
Ammunition
finding a mentor or a detailed manuscript describing
the techniques. Your GM may allow you to learn these Alchemical cartridge, dragons breath 20
recipes on your own at the cost of two or even three Alchemical cartridge, entangling shot 25
recipe slots if you have enough material available and the Alchemical cartridge, flare 25
time to experiment. Once you learn how to work with a Alchemical cartridge, paper (bullet or 12
special material, you may use it to create any masterwork pellet)
weapon you know how to make. Alchemical cartridge, salt shot 12
Black Powder 20
Creating Firearms: Unlike with weapons, armor, and
shields, the standard gunsmithing rules allow for fixing, Bullet, firearm 12
creating, or modifying firearms without a skill check as Bullet, adamantine 20
long as you have the Gunsmith feat. The crafting recipes Bullet, pitted 17
rules consider firearms to be the same as magic items, Bullet, silver 17
requiring the Gunsmith feat as well as a skill check to Metal Cartridge 20
create (see Table 1-4: Gunsmithing DCs).
Pellets 12
Table 1-4: Gunsmithing DCs
Creating Magic Weapons: Gaining the Craft Magic
Firearms and Ammunition Crafting Arms and Armor feat grants you a number of magic reci-
DC pes equal to the number of ranks you have in the Craft
One-handed skill used to qualify for the feat. If you have ranks in
Buckler Gun 18 Craft (melee weapons) and/or Craft (ranged weapons),
Pepperbox 18 you may split the recipes among the appropriate skills.
Pistol 15 No more than 1 recipe may be gained per rank in the
Pistol, coat skill. For example, if you have 5 ranks in Craft (melee
17
Pistol, dagger weapons) and 3 ranks in Craft (ranged weapons) when
17 you gain the Craft Magic Arms and Armor feat, you gain
Pistol, double-barreled 18 five magic melee weapon recipes, three of which may be
Pistol, dragon 17 traded for magic ranged weapon recipes.
Pistol, sword cane 17 Each additional rank in Craft (melee weapons) or
Two-Handed Craft (ranged weapons) allows you to add a number of
magic melee or magic ranged weapon recipes to your list
Blunderbuss 15
equal to 1 + Intelligence modifier (min 1).

11
Scrolls: Scribing scrolls does not require recipes. The flutes, lyres, and other musical instruments.
rules for creating scrolls are unchanged. Craft (sculptures): figurines, statues, idols, and
similar items.
Rings, Rods, Staves,andWands: Gaining theForge Craft (tailor): belts, boots, caps, cloaks, goggles,
Ring, Craft Rod, Craft Staff,orCraft Wandfeats im- mantles, and similar items.
mediately grants you a number of related recipes equal Profession (bookbinding): decks, manuals, tomes,
to the number of ranks you have in the skill you used to and similar items made of paper.
qualify for the feat. For example, a character that gains
Forge Ring at 7th level would gain 7 ring recipes, 1 for Cost: Learning a crafting recipe from a mentor or pur-
each rank in Craft (jewelry). Each additional rank allows chasing a recipe scroll or text costs an amount of gold
you to add a number of recipes to your list equal to 1 + equal to 1/100th the price of the item that the recipe
Intelligence modifier (min 1). creates (rounded up, min 10 gp). For example, hiring a
Recipes gained by adding ranks to skills that apply skilled blacksmith to teach you techniques for making
to multiple item-creation feats, such as Craft (sculp- masterwork chainmail would cost 10 gp, while a smith
tures), may be divided between any and all feats that with the Master Craftsman feat could teach you to make
use that skill for a requirement. For example, if you are rhino hide armor for 52 gp.
a spellcaster with an 18 Intelligence and both theForge
RingandCraft Rodsfeats, adding a rank to Craft (jew- Time: The amount of time it takes to learn a recipe from
elry) grants you 5 new recipes you may split between a master or memorize it from a mundane text is equal
rods and rings. It does not grant you five recipes per feat. to one-half the time it would take to make the item,
Items of different power levels, such as aring of pro- rounded up. For example, to create rhino hide armor
tection +3and aring of protection +4,count as separate requires 5 days (1 day per 1,000 gp in the base price). To
recipes. learn the recipe from a master smith or to memorize it
from a mundane text would take 3 days.
Wondrous Items: Wondrous items include a wide range
of magical devices, from gloves and goggles to dusts and Mundane Text Example
drums. Creating wondrous items requires a range of Variel, a 10th-level elf wizard with an Intelligence of 18,
skills, and many casters choose to specialize instead of finds theVermathi Tome of Devils and Demonsin an
risking the higher DC required by using Spellcraft alone. abandoned library during his partys last adventure.This
Gaining the Craft Wondrous Itemsfeat grants you 1 mundane text has the following stats:
recipe per rank you have in the skill used to acquire the
feat. If you have more than one skill usable to create Vermathi Tome of Devils and Demons Price 8,943 gp
wondrous items, you may split these recipes among the Language Draconic
appropriate skills. EnlightenedKnowledge (arcana) (+2), Knowledge
As with other crafting feats, each additional rank (planes, religion) (+4; demons, devils, and evil religions
grants you a number of recipes equal to 1 + Intelligence only), Spellcraft (+2)
modifier (min 1). Study Time 120 hours
The following is a list of skills commonly used to cre- Retrain SkillsIntimidate, Knowledge (arcana, planes,
ate wondrous items. Your GM may have other sugges- religion), Linguistics (abyssal, infernal), Spellcraft
tions or recommendations depending on the nature of Retrain FeatsSkill Focus (any one of the above-listed
their campaign. skills), Augment Summoning, Eschew Materials, Extra
Channel, Magical Aptitude, Spell Focus (conjuration,
Craft (alchemy): candles, dusts, elixirs, incense, necromancy, transmutation), Spell Penetration
ointments, salves, and similar items. Retrain Class Feature Ranger favored enemy (evil out-
Craft (jewelry): amulets, bracelets, cubes, gems, siders), summoner eidolon evolution (immunity, fright-
medallions, orbs, stones, and similar items. ful presence)
Craft (melee weapons), Craft (armorsmith), or Retrain Spells Known (any one summon monster I-VI)
Profession (blacksmith): helms, bands, horseshoes, Retrain Level Summoner
manacles, mattocks, and similar tools or metal items. Spells summon monster I-VI
Craft (musical instruments): chimes, drums, horns, Crafting Recipes +2 evil outsider bane arrow
12
Variels party spends 30 days traveling home by horse- texts are created inadvertently, side effects of personal
back, stopping each night to camp. Varielspends most experiences immortalized on paper. Researchers, scribes,
of his day riding, assisting with camp preparations, and bards, and mages record their experiments, their travels,
being on watch, so he can spend only 2 hours per day their epics, and their investigations; then those texts are
studying the tome. After the 30 days he has completed passed from hand-to-hand through generations.
60 hours of study. Once his party returns home, he can
spend a maximum of 2 x Intelligence modifier = 8 hours Bards, loremasters, and chroniclers, as well as alchemists
per day studying, taking him just over 8 days to finish. and wizards with ranks in Profession (scribe) are the few
Once his studies are complete, he may do oneof the player classes likely to create mundane texts during a
following: campaign. Unlike crafting magic items, creating mun-
dane texts does not require a special feat. The creator of
Use up to 7 available skill points to purchase ranks a mundane text must have a number of ranks in Profes-
in any of the listed skills. He may also retrain up to 4 sion (scribe) equal to 4 times the highest bonus the book
skill points from one or more other skills to invest in provides, as well as a number of skill ranks equal to 4
these new skills. (The text allows up to 7 skill ranks times the bonus of any skill the text provides a research
to be retrained, limited by the readers Intelligence bonus to.
modifier. In this case +4.)
Use an available feat slot to acquire one of the listed For example, to create a simple mundane text that adds
feats for which he qualifies. He may also retrain a a +1 research bonus to Knowledge (local) would require
feat to gain one of the listed feats. 4 ranks in Profession (scribe) and 4 ranks in Knowledge
Retrain his most recent wizard level to a level of (local). Creating an enlightened mundane text that adds
summoner. Since wizard and summoner have re- a +4 bonus to the same skill would require 16 ranks in
training synergies, Variel could have chosen to both Profession (scribe) and Knowledge (local).
retrain this level after only 60 hours of study.
If Variel had been a sorcerer, he could instead choose Time: The time required to craft a mundane text de-
to retrain one of his known spells into a summon pends on the complexity of the text, the bonuses pro-
monster spell of the same level. vided, and the retraining benefits it grants.

Variel leveled as a result of the adventure and chooses to Use Table 1-1: Maximum Study Time Per Day to
spend 2 skill points on Linguistics to learn the basics of determine how many hours the PC can work on a
both abyssal and infernal. He also retrains 4 skill points mundane text while traveling, adventuring, or resting at
from Knowledge (religion) and puts them into Knowl- home. Intelligence modifiers do not limit the maximum
edge (planes), which he didnt previously have. Should number of hours you can work on a mundane text. In-
he later need to answer questions regarding a demonic stead, the maximum number of hours you can work on
plane of existence, he can spend 20 rounds (2 minutes) a mundane text is equal to the number of ranks you have
referencing the text and roll his Knowledge (planes) skill in Profession (scribe).
check at +15 (4 skill ranks + 4 Int Mod + 3 Class skill +
4 research bonus). For example, a 9th-level bard with 9 ranks in Profession
Should he later wish to retrain a feat to gain Augment (scribe) is working on his epic masterpiece, a scholarly
Summoning, he would have to study the text for another text that will take 800 hours to complete. As a passenger
120 hours. in a merchant caravan, he can work on the text 4 hours
per day, the maximum allowed while traveling in a cara-
Chapter 3: Creating Mundane van. While safe at home he can work on the text a maxi-
mum of 9 hours per day, 1 hour per rank in Profession
Texts (scribe). If he were 12th level with 12 ranks in Profession
Mundane texts take months, years, or even lifetimes to (scribe), he could work at home for 10 hours per day, the
create, and are rarely made by player characters during maximum allowed for working in a safe, uninterrupted
a campaign. Unlike the forging of a magic item or the environment.
creation of a magic scroll, mundane texts require dedica-
tion, study, skill, and most of all, time. Most mundane Fatigued characters may work on a mundane text a
13
maximum of 1 hour per day. Exhausted characters may
not work on a mundane text.
Simplified Creation
Simple Text: 80 hours + 20 hours per bonus the text Mundane texts take significantly longer
provides to create because they dont have the
Learned Text: 160 hours + 40 hours per bonus the advantage of magical assistance. Creative
text provides and informative writing takes time. If
Scholarly Text: 320 hours + 60 hours per bonus the youd like to include mundane texts in
text provides your game and wish to encourage your
Enlightened Text: 640 hours + 80 hours per bonus PCs to participate, you can use these
the text provides simplified rules.
Ability Score Retraining: +40 hours per ability Replace every 20 hours of creation
score time with 1 week, and ignore the
Feat Retraining: +40 hours per feat study-time-per-day rules. Assume that
Skill Rank Retraining: No additional time any PC with the requisite skill ranks
Archetype Retraining: +80 hours per archetype who wishes to create a mundane text is
Class Feature Retraining: +80 hours per class fea- working on the text while traveling and
ture between adventures. PCs may not use
Class Level Retraining: +240 hours per class Profession skills to gain income in any
Spells Known: +20 hours per spell level way while working on a text, and may
not scribe scrolls, create alchemical items,
Cost: The value of a mundane text is calculated by add- or perform any other creation-related
ing together the value of each individual skill bonus that skill checks during this time. Under these
the text grants: optional rules, simple texts take 5-7 weeks
and learned texts 4-6 months to create.
Simple: bonus squared x 50gp
Learned: bonus squared x 100gp
Scholarly: bonus squared x 150gp


Enlightened: bonus squared x 200gp
Bonus is a craft skill: x 1/2
New Trait
Quick Study (Magic): You were raised in an academic
Bonus limited to a single race, monster, town, or
setting with access to numerous mundane texts. You gain
city: x1/4
a +1 bonus to Profession (scribe) checks and any one
Bonus limited to a group of related races, category
Knowledge skill of your choice. The Knowledge skill is
of monsters, or country: x1/2
always considered a class skill for you. In addition, your
Intelligence modifier is considered 1 higher when deter-
A mundane text that includes spells or formulae increas-
mining the amount of time you can effectively study per
es its value as if it were a spell or formulae booktypi-
day. This benefit stacks with cramming.
cally the cost of the spell or formula is as if it had been
scribed as a scroll.
Crafting recipes increase the value of a mundane text New Feats
by 1/100 of the items price rounded up (min 10gp). For Improved Quicken Scroll
example, a scholarly text on magical archery grants a +3 You can cast quickened spells from scrolls more often.
research bonus to Craft (ranged weapons), +1 to Knowl- Prerequisites: Quicken Scroll, Profession (scribe) 13
edge (history, sylvan only), and +1 to Knowledge (na- ranks, Caster level 13.
ture) checks. It also includes the crafting recipes for an Benefits: You may use a readied scroll as a swift action
oathbow, arrow of orc slaying, and sleep arrow. The texts one additional time per day. The scroll need not have
value would be (3 sq x 150/2) 675 gp + (1 sq x 150/2) been created using the Quickened Spell feat. This benefit
75 gp + (1 sq x 150) 150 gp + 256 gp + 23 gp + 10 gp = stacks with that of Quicken Scroll.
1,189 gp.

14
Librarian Prerequisites: Profession (scribe) 5 ranks, Scribe Scroll
You have studied many things in the stacks. Benefits: You may scribe scrolls in half the normal time.
Prerequisite: Int 15. The cost of scribing scrolls is unchanged. If you use a
Benefits: You gain a +2 bonus to Profession (scribe) and spellbook, scribing spells into your spellbook takes 30
any one Knowledge skill of your choice. If you have 10 minutes per spell level, and each spell uses one-half page
or more ranks in one of these skills, the bonus increases per spell level rounded up (min 1 page).
to +4 for that skill. In addition, you gain a +4 bonus Normal: Scribing a scroll takes 2 hours if its base price
on Appraise and Spellcraft checks when determining is 250 gp or less; otherwise, scribing a scroll takes 1 day
the value of a mundane text or the properties of magic for each 1,000 gp in its base price. Scribing spells into
scrolls, decks, tomes, manuals, or any items whose magic a spellbook takes 1 hour per spell level (30 minutes for
involves written language. 0-level spells), and each spell uses 1 page per spell level
(min 1 page).
Master Scribe
You are a skilled writer.
Prerequisites: Profession (scribe) 5 ranks.
Chapter 4: Simple, Learned,
Benefits: You gain a +5 bonus to any Craft or Profes- Scholarly, and Enlightened
sion skill check used to create a magical text, including
scrolls, decks, tomes, manuals, or any item whose magic
Texts
Mundane texts take many forms, from childrens fairy
involves written language. Ranks in Profession (scribe)
tales to novels to academic research. Any book can hold
count as your caster level for the purpose of qualifying
the key to opening the readers mind to new knowledge.
for the Craft Wondrous Item feat. You can also create
Whether buried in an ancient tomb, lining a powerful
magical texts by substituting your ranks in Profession
wizards library shelves, or sitting on the common room
(scribe) for your caster level. The DC to create the item
mantle of a local inn, no text should be underestimated.
still increases for any necessary spell requirements you
Below, are examples of tomes of the various types. GMs
do not possess. You may not use this feat to create spell-
should replace names of areas, individuals, or deities
trigger or spell-completion items unless you are also a
with those appropriate to their campaigns.
spellcaster of the appropriate type.
In addition, you may reduce the base time it takes to
create a mundane text by one category, allowing you Simple Texts
to write an enlightened text in the time it would take to
write a scholarly text, and a scholarly in the time it takes Abbeys and Alleyways: Redmarrow Price 13 gp
for a learned. Writing times for simple texts are reduced One in a series of city guides describing some of the
to 40 hours + 20 hours per bonus the text provides. most popular locations in the known world.
Language Common
Mystic Linguist SimpleKnowledge (local) (+1, Redmarrow only)
You have a gift for deciphering mystical writing. Study Time 5 hours
Prerequisite: Linguistics 5 ranks. Retrain Skills Knowledge (local)
Benefit: You gain a +5 bonus to Use Magic Device
checks when deciphering a written spell or when you are Dont Go Into the Woods Tonight Price 38 gp
attempting to use a scroll or emulate an ability score. Though some would overlook this collection of childrens
fairy tales as trivial, the stories give insight into local
Quicken Scroll customs, indigenous threats, and regional history.
You may use a readied scroll as a swift action. Language Common
Prerequisites: Profession (scribe) 9 ranks, Caster level 9 Simple Knowledge (history, local, nature) (+1, local
Benefits: Once per day you may use a readied scroll as a township only)
swift action. The scroll need not have been created using Study Time 5 hours
the Quickened Spell feat. Retrain Skills Knowledge (history, local, nature)

Simplified Magic
You have developed a shorthand for magical writings.
15
Dreams, by Kakita Kaiten Price 125 gp Profession (locksmith) (+1)
A collection of short stories inspired by Eastern mythol- Study Time 35 hours
ogy, spirituality, and culture. Those fluent in the lan- Retrain Skills Craft (locks), Craft (traps), Disable De-
guage of this text will appreciate the precise and imagi- vice, Escape Artist, Profession (locksmith)
native writing, especially scholars and bards. Retrain Feats Skill Focus (any one of the above-listed
Language Any Any language from an Asian-inspired set- skills)
ting in your campaign.
SimpleDiplomacy (+1), Knowledge (local) (+1, specific Scholarly Texts
country only), Knowledge (religion) (+1)
Study Time 5 hours Biography of Briann Hawkcaller Price 2,214 gp
Retrain Skills Diplomacy, Knowledge (local), Knowl- Tales of Briann Hawkcaller are the cornerstone of any
edge (religion) bardic or musical college. The original biography, writ-
ten by Brianns assistant, is itself a masterwork. The book
Learned Texts contains philosophical musings and numerous original
pieces woven into a history of her extensive travels.
Atlas of the Sea Kingdoms Price 400 gp Language Common
A collection of cultural information and maps detailing Scholarly Craft (instrument) (+3, wind and string only),
this vast archipelago. Handle Animal (+1, birds of prey only), Knowledge
Language Common (geography, history, nature) (+2)
LearnedKnowledge (geography, local) (+2, this archi- Study Time 100 hours
pelago only) Retrain SkillsCraft (musical instrument), Diplomacy,
Study Time 20 hours Handle Animal, Knowledge (geography, history, nature),
Retrain SkillsKnowledge (geography, local) Linguistics (Sylvan, Elven, Gnomish), Perform (string,
Retrain FeatsSkill Focus (any one of the above listed sing, wind), Profession (entertainer)
skills) Retrain FeatsSkill Focus (any one of above listed skills),
Augment Summoning, Extra Performance, Magical Ap-
Iron Codex of Gorag Goldeneye, Abr. Price 900 gp titude, Spell Focus (conjuration, enchantment)
Unlike their larger cousins, the abridged version of the Crafting Recipes masterwork lyre, pipes of tranquility
Codex focus on the religious aspects of Gorags teach- (see below), pipes of sounding
ings, including morality tales for daily life, the history
of dwarven craftsmanship, and ballads recounting the Pipes of Tranquility
inter-planar conflict known as Gorags War. They are Aura moderate enchantment (compulsion); CL 5th
significantly easier to transport. Slot ; Price 10,000 gp; Weight 2 lbs.
Language Dwarven Description
Learned Appraise (+2), Knowledge (planes) (+2; earth, When played by a person who succeeds at a DC 15
good only), Knowledge (religion) (+2; dwarven only), Perform (wind instruments) check, all creatures within
Knowledge (dungeoneering, engineering) (+1) a 60 feet that can hear the player must succeed at a DC
Study Time 35 hours 15 Will save or be affected as if by a calm emotions spell.
Retrain Skills Appraise, Knowledge (dungeoneering, In addition, the player reduces the DC of Diplomacy,
engineering, planes, religion) Handle Animal, and wild empathy checks by 5 when
Retrain FeatsSkill Focus (any one of the above-listed used against a creature that failed the save. This decrease
skills) in DC lasts for 5 minutes after the player stops playing.
Construction Requirements
The Professional Guide to Traps Price 1,200 gp Craft Wondrous Item, calm emotions; Cost 5,000 gp
Though originally written by a prestigious locksmith in
the Arielian capital, hand-copied duplicates of this guide The Conjurations of Baudra Thrune Price 5,625 gp
have been found in the packs of thieves and tomb raiders This well-worn notebook is heavy for its small size. The
from Jhek to Bel-Alial. cover is made of red leather that has been scuffed and
Language Common stained. The magic journal actually contains over 400
Learned Craft (locks, traps) (+2), Disable Device (+2), pages of research, sketches, and marginalia recorded by
16
the renowned summoner, Baudra Thrune. Channel, Improved Familiar, Spell Focus (conjuration,
Language Draconic divination)
Scholarly Knowledge (planes) (+3), Linguistics (+2)
(abyssal, infernal, ignan only), Spellcraft (+3) Thorsons Treatise on Goblinoids Price 1,425 gp
Study Time 120 hours This book details the language, customs, defenses, and
Retrain SkillsKnowledge (planes), Linguistics (abyssal, history of goblinoid races.
infernal, ignan), Spellcraft Language Any human tongue in the GMs world
Retrain FeatsSkill Focus (any one of above listed skills), ScholarlyDisable Device (+1), Knowledge (dungeoneer-
Augment Summoning, Extend Spell, Spell Focus (conju- ing) (+2), Knowledge (local) (+3, goblinoids only)
ration) Study Time 60 hours
Retrain Spells eagles splendor, greater magic fang, misdi- Retrain SkillsDisable Device, Knowledge (dungeoneer-
rection, summon monster I-IV, unseen servant, protection ing, local), Linguistics (Goblin)
from energy Retrain FeatsSkill Focus (one of the skills listed),Com-
Spells eagles splendor, greater magic fang, misdirection, bat Reflexes, Stand Still, Nimble Moves
summon monster I-IV, unseen servant, protection from Retrain Class Feature Ranger favored enemy (gobli-
energy noids)

Poisoners Handbook Price 1,764 gp Enlightened Texts


The author who scribed this guide to poison making has
long been lost to history. In addition to skilled descrip- Iron Codex of Gorag Goldeneye, Unabr Price 8,000 gp
tions of brewing techniques, this manuscript contains The lore, history, and theology of the church of
anatomical and physiological information on the most Gorag.Unabridged versions of this text are bound in
common humanoid races as well as recipes for a half- cold-wrought iron with platinum and gold inlay. These
dozen potent toxins. massive tomes weigh over 100 pounds and are found
Language Common mounted on the dais of Gorags chapel great halls.
Scholarly Bluff (+2), Craft (alchemy) (+3, poisons only), Language Dwarven
Heal (+1), Knowledge (nature) (+2) EnlightenedAppraise (+2), Craft (melee weapons) (+2),
Study Time 80 hours Craft (armorsmith) (+2), Craft (siege weaponry) (+1),
Retraining Skills Craft (alchemy), Heal, Sleight of Knowledge (dungeoneering, engineering) (+2), Knowl-
Hand edge (planes) (+3; earth, good only), Knowledge (reli-
Retraining Feats Skill Focus (any one of above listed gion) (+4; dwarven, orc, goblin, giant only)
skills), Deceitful, Quick Draw, Vital Strike Study Time 180 hours
Retraining Class Feature Alchemist discovery (concen- Retrain Skills Appraise, Craft (melee weapons), Craft
trate poison, poison bomb), Rogue talent (lasting poi- (armorsmith), Craft (siege weaponry), Knowledge (dun-
son, swift poison) geoneering, engineering, planes, religion), Linguistics
Crafting Recipes arsenic, belladonna, black adder (Celestial, Terran)
venom, deathblade, nightmare vapor, oil of taggit Retrain FeatsSkill Focus (any one of above listed skills),
Augment Summoning, Channel Smite, Extra Channel,
Of Celestial Nature Price 3,713 gp Spell Focus (conjuration, evocation)
This manual details the celestial reflection of our natural Retrain Class Feature Cleric domain (artifice, earth,
world. good, law, protection)
Language Elven Retrain Level Cleric (Gorag only), Oracle (Gorag only)
Scholarly Handle Animal (+3), Knowledge (nature) Crafting Recipes magic weapons and armor worth a
(+3), Knowledge (planes) (+3; Nirvana only), Knowl- total of 240,000 gp
edge (religion) (+3; nature-based only)
Study Time 120 hours Dragonomicon Price 9,800 gp
Retrain Skills Handle Animal, Knowledge (nature, This detailed account of dragon anatomy, physiology,
planes, religion), Ride history, politics, and magic includes advanced techniques
Retrain Feats Skill Focus (any one of the above listed for combating these creatures with both sword and
skills), Animal Affinity, Augment Summoning, Extra magic.
17
Language Draconic available to the reader.
Enlightened Knowledge (arcana) (+4), Knowledge (his-
tory, nobility) (+4; dragons only), Spellcraft (+4) Volume I, On Magic Price 3,200 gp
Study Time 160 hours Details the known sorcerous bloodlines, speculates on
Retrain Skills Knowledge (arcana, history, nobility), the sinister patrons of witchcraft, and breaks down the
Spell Craft specialized schools of bardic and wizardly magic.
Retrain Feats Skill Focus (any one of the above listed Study Time 40 hours;
skills), Bleeding Critical, Disruptive, Empower Spell, Retrain Skills Knowledge (arcana, dungeoneering, his-
Improved Iron Will, Improved Lightning Reflexes, tory), Linguistics (Draconic), Spellcraft
Maximize Spell, Quicken Spell, Silent Spell, Greater Retrain Feats Skill Focus (above skills), Disruptive,
Spell Penetration Spellbreaker
Retrain Class Feature Ranger favored enemy (dragons)
Retrain Level Dragon disciple Volume II, Defense Against the Dark Arts
Retrain Spells Known resist energy, greater heroism Price 2,400 gp
Spells resist energy, greater heroism Mental exercises and self-defense techniques designed to
strengthen the will against the most insidious of en-
Childrens Guide to Witchcraft and Sorcery, chantments and evocations.
Volumes I-IV Price 16,000 gp (collected) Study Time 40 hours
Often misleading, the Childrens Guide is not a primer Retrain Skills Bluff, Knowledge (arcana, dungeoneer-
for young mages, but a treatise on tracking and killing ing), Sense Motive, Spellcraft
spellcasters compiled by the underground organization Retrain Feats Skill Focus (above skills), Disruptive, Iron
called The Children of the Wandering Star. Will, Lightning Reflexes
Language Any human language from your campaign
Enlightened Knowledge (arcana, dungeoneering, his- Volume III, Mahoushih Price 1,600 gp
tory) (+4), Spellcraft (+4), Use Magic Device (+4) Mahoushih, meaning the death of magic in an an-
Study Time 200 hours cient tongue, is the martial art style of the Children of
Retrain Skills Bluff, Intimidate, Knowledge (arcana, the Wandering Star. Shih focuses on unarmed combat,
dungeoneering, history), Linguistics (Draconic), Sense disabling and disrupting the flow of magical energy, and
Motive, Sleight of Hand, Spellcraft, Use Magic Device separating spellcasters from their wands, staves and other
Retrain Feats Skill Focus (any one of the above listed sundry devices.
skills), Disruptive, Improved Feint, Iron Will, Improved Study Time 40 hours
Disarm, Improved Grapple, Improved Initiative, Im- Retrain Skills Bluff, Knowledge (arcana), Sense Motive,
proved Unarmed Combat, Lightning Reflexes, Stunning Spellcraft
Fist, Spellbreaker Feats Skill Focus (above skills), Disruptive, Improved
Retrain Archetype Monk (Wandering Star) Feint, Improved Disarm, Improved Grapple, Improved
Retrain Class Feature Alchemist discovery (dispel- Initiative, Improved Unarmed Combat, Stunning Fist
ling bomb), Ranger favored enemy humanoid (arcane
spellcasters), Rogue advanced talent (dispelling attack, Volume IV, The Enemy Itself Price 2,400 gp
slippery mind) The fourth and most controversial volume in the Chil-
Retrain Class Monk (Wandering Star) drens Guide teaches ways to turn magic against its user.
Study Time 40 hours
The collected works are typically found in the hands of Retrain Skills Intimidate, Knowledge (arcana), Lin-
the Childrens operatives, but rare volumes have recently guistics (Draconic), Sense Motive, Spellcraft, Use Magic
found their way into the libraries of witch-hunters and Device
inquisitors. Alone, each volume grants a +2 research Feats Skill Focus (above skills), Spellbreaker
bonus to listed Knowledge, Spellcraft, and Use Magic
Device skill checks, access to a limited list of feats, and a
maximum of 3 skill ranks may be retrained after a study
period. Together, the collection references itself in a way
that increases the breadth and depth of information
18
OPEN GAME LICENSE Version 1.0a Taylor, and Steven Townshend.
Pathfinder RPG Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; Authors: Dennis
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of Baker, Jesse Benner, Benjamin Bruck, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A.
the Coast, Inc (Wizards). All Rights Reserved. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ
1. Definitions: (a)Contributors means the copyright and/or trademark owners who have con- Taylor.
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derivative works and translations (including into other computer languages), potation, modifica- Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
tion, correction, addition, extension, upgrade, improvement, compilation, abridgment or other McFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
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(d)Open Game Content means the game mechanic and includes the methods, procedures, The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
processes and routines to the extent such content does not embody the Product Identity and is Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark
an enhancement over the prior art and any additional content clearly identified as Open Game Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawver-
Content by the Contributor, and means any work covered by this License, including transla- male, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
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excludes the Open Game Content; (f ) Trademark means the logos, names, mark, sign, motto, Author: Scott Greene, based on original material by E. Gary Gygax
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contributed to the Open Game License by the Contributor (g) Use, Used or Using means Author: Scott Greene, based on original material by E. Gary Gygax
to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material Brownie from the Tome of Horrors, Revised. 2002, Necromancer Games, Inc.; Author: Scott
of Open Game Content. (h) You or Your means the licensee in terms of this agreement. Greene, based on original material by E. Gary Gygax
2. The License: This License applies to any Open Game Content that contains a notice indicating Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. 2002,
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tracted from this License except as described by the License itself. No other terms or conditions Inc.; Author: Scott Greene, based on original material by E. Gary Gygax
may be applied to any Open Game Content distributed using this License. Daemon, Hydrodaemon from the Tome of Horrors, Revised. 2002, Necromancer Games, Inc.;
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the Author: Scott Greene, based on original material by E. Gary Gygax
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License to Use, the Open Game Content. Greene, based on original material by E. Gary Gygax
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License. You may use any authorized version of this License to copy, modify and distribute any Bill Webb
Open Game Content originally distributed under any version of this License.10 Copy of this Pathfinder Roleplaying Game Ultimate Magic. 2011, Paizo Publishing, LLC; Authors: Jason
License: You MUST include a copy of this License with every copy of the Open Game Content Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
You Distribute. MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using Tome of Horrors III, copyright 2005 Necromancer Games, Inc.; Author: Scott Greene, with
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12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License Johnston, Patrick Lawringer, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and
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Open Game License v 1.0a, 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan the Pathfinder Roleplaying Game Compatibility Logo
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Pathfinder RPG Advanced Players Guide. Copyright 2010, Paizo Publishing, LLC; Authors:
are trademarks of Paizo Publishing, LLC, and are used
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Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ

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