PATHFINDER GUIDA DEL GAME MASTER PDF

The leprous tongues of the boggards whisper of a lost tomb hidden at the heart of the Stolen Lands, and of the insatiable barbarian lust of the western humans who would unearth the potent artifact hidden there for their own occluded ends. Can the heroes protect their hard-fought holdings while facing the growing dangers of the west? A Pathfinder Roleplaying Game adventure for 10th-level characters, this volume continues the Kingmaker Adventure Path, in which the heroes win and defend a small kingdom from threats foreign and domestic. The Pathfinder Bestiary section introduces five all-new monsters. Search this site. A catechism and confession of faith: approved of and agreed unto by the general assembly of the patriarchs, prophets, and apostles, Christ himself chief speaker in and among them Robert Barclay epub.

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The main draw here is the bomb feature, which can be changed and improved as you level up and gives a constant stream of steady damage-dealing opportunities from a distance. This is critical when you are throwing bombs into crowds. Chirurgeon More focused on healing, this sub-class replaces poison resistance with infused curative, which lets you use status effect removing infusions on other party members.

They gain new powers while raging at higher levels, and eventually get danger sense to avoid traps and damage reduction to act as the party tank. Armored Hulk An even tankier version of the barbarian, this sub-class gets heavy armor proficiency, and swaps out fast movement for bonuses to CMD and speed while wearing heavier armor. In exchange, this version of the barbarian gets an animal companion and gains bonuses in combat when you fight alongside that companion.

Invulnerable Rager Instead of danger sense to avoid traps, this sub-class gets damage reduction immediately, and gains resistance to fire and cold damage starting at third level. Note that if you are going the chaotic good route, you can just use Linzi as your bard instead. Archaelogist Instead of inspiring courage in other party members, the archaeologist gets luck bonuses on nearly all rolls.

Thundercaller This archetype swaps out the bardic knowledge feature for a bonus to Nature Lore rolls, and also gains the ability to deal sonic damage with a thunderbolt starting at third level. Flame Dancer Beginning at third level, the flame dancer gains abilities related to fire, such as granting fire resistance to allies.

Eventually this archetype adds fire-related powers such as fireball to his list of available spells. If you want to be able to deal with undead, help out the party, and still swing a mace at the bad guys, this is your best pick.

Crusader This archetype is more martial-focused and gains bonus fighter feats every five levels. Herald Caller The herald caller can swap out prepared spells to instead summon creatures associated with their deity. Ecclesitheurge The opposite of the crusader, this archetype loses weapon and armor proficiency and instead focuses on gaining bonuses through spells. Blight Druid Focused on the destructive powers of decay, this archetype gains blight bond instead of nature bond, and eventually causes any enemies standing nearby to become automatically sickened during combat.

Defender Of The True World This variant on the druid is focused around battling the fey, gaining damage bonuses against the children of the first world. This can be a big help in certain parts of the game where fey are plentiful enemies. Feyspeaker The opposite of the defender of the true world, this archteype revolves around supporting the fey. This sub-class gets fewer wild shape abilities, and instead gains enchantment and illusion spells.

The feyspeaker also uses charisma instead of wisdom for spellcasting. Fighters consistently gain bonuses to all armor and weapon options, so they scale well in combat-focused situations. Aldori Defender Instead of armor training, this archetype gains the defensive parry skill, which gives an armor class bonus when making full attacks with a sword. Tower Shield Specialist Instead of weapon training, this archetype gains major defensive bonuses while equipped with a tower shield, including the ability to defend allies from burst spells.

Two-Handed Fighter Exactly what it sounds like, this fighter ditches armor training and instead gets big bonuses when wielding a two-handed weapon. The inquisitor is focused on teamwork in combat as well, and can essentially give other party members free teamwork feats when they are in close proximity.

Monster Tactician Instead of the judgment ability, this archetype gains the ability to cast summon monster spells at each level. Tactical Leader This archetype loses stern gave and instead focuses on diplomacy over intimidation.

Sacred Hunstmaster Instead of judgment, the huntsmaster gains an animal companion and has a bigger focus on teamwork feats to use with that companion. Eldritch Scion Essentially the sorcerer version of a magus, the eldritch scion gains arcane pool points based on charisma instead of intelligence.

Sword Saint The sword saint is more focused on the melee side than the magic side, primarily using mystical abilities to pump up sword attacks. This archetype also gains access to some fighter-only features at a slower rate than a normal fighter. Eldritch Archer This is essentially like the base magus, but using ranged attacks instead of a sword. Eventually their standard fist attacks take on magical qualities, essentially bypassing the need for magic weapons. Scaled Fist Very similar to the base monk class, scaled fist swaps out the bonus feats available to grant access to feats like crane style and dragon style.

Traditional Monk This archetype loses the ability to choose specific ki powers when leveling up, but gains larger bonuses from the powers it can take. They gain the ability to heal and remove negative status effects over time by adding mercies to their lay on hands power.

Divine Hunter Instead of focusing on a sword and shield style, this archetype gains access to ranged combat feats and abilities. Hospitaler The hospitaler gains additional healing abilities at the cost of a weakened smite evil feature.

Divine Guardian The divine guardian archetype focuses on healing and guarding one particular party member at a time, rather than the group as a whole. Freebooter Instead of taking a favored enemy, the freebooter can choose one enemy at a time to gain a bonus against, and grants that bonus to the whole party.

Flamewarden The flamewarden focuses on adding flame effects to melee weapons, and eventually swaps out some spells for fire-focused ones such as fireball. Stormwalker The lightning version of the flamewarden, this archetype is also focused on ranged weapons over melee attacks. Eldritch Scoundrel This archetype slows down the sneak attack damage progression, but gains access to spells in exchange. Knife Master Instead of danger sense, the knife master gains a bonus against light blade attacks.

Critically, this archetype loses trap finding, but rolls d8s for damage instead of d6s when using sneak attacks. Thug Instead of danger sense and trap finding, the thug focuses on demoralizing and intimidating opponents in combat. You can also tweak your focus based on what bloodline you select. If you want to cast lots of combat spells every day, this is the class to pick.

Empyreal Sorcerer This archetype uses wisdom instead of charisma for spellcasting, and gains access to some cleric-style abilities like flame strike. Sylvan Sorcerer This archetype is a mashup of druid and sorcerer, gaining access to an animal companion and abilities like woodland stride. Sage Sorcerer This version of the sorcerer uses intelligence instead of charisma, and gains access to wizard abilities like magic missile and dimension door.

They have access to a much broader range of spells than the sorcerer, but can cast fewer spells per day. Arcane Bomber A mashup of wizard and alchemist, this archetype gains access to the bomb feature. Thassilonian Specialist This is the hyper focused version of the specialist wizard, ditching abilities from opposing schools of magic to get bonuses to a smaller number of schools. Scroll Savant The scroll savant loses access to bonus wizard feats every five levels, but instead gains increased powers when casting spells from scrolls.

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