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Weekly Wonders

Alex Riggs, Joshua Zaback

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Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc) dialogue, plot, storylines, location, characters and trade dress.

Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights or privileges to any art presented herein.

Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form without written permission.

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

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

DesignersAlex Riggs, Joshua Zaback

EditorRosa Gibbons

Credits

Necromancers of the Northwest, LLC8123 236th St SW, Unit 102Edmonds, WA, 98026www.necromancers-online.com

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Of all the yawning infinities that confront us, from the endless mists of time, to the boundless realms of the planes, wherein dwell the more reputable and approachable of the beings that we mortals recognize as gods, it is the nearest and most accessible realm to which we turn a blind eye: the yawning void of space, at once so empty and hollow, and yet brimming with ancient and terrible wonders. Each day, stars are born and die, entire civilizations unknown to us rise and fall, and planets, moons, stars, and more dance about in an endless and eldritch pattern (and make no mistake, their movements are a pattern, and they have meaning, though it is folly to try to decipher it), while strange and unknowable things lurk in the dark vastness of the void, plotting and waiting.

It is in this black emptiness that we must look. In my studies, I have seen a great many things, I have studied the ordering of the cosmos, and I have spied upon the strange creatures that live on planets circling distant stars. There are beings out there: entities which defy explanation, or even understanding, but this much is clear to me: these cosmic forces of which I speak are cut from the same cloth as the gods that men of simple minds still worship in their tiny chapels, but unlike the gods and their minions, these things care nothing for us, and it is only because we escape their notice that we are able to survive. For these entities are filled with a cold and cosmic malevolence the likes of which is not found in our world, or even in the darkest depths of the lower planes. They are not like devils, who seek to rule, nor are they similar to the mindless destruction of demons, or even the purposeful extermination that consumes the daemon race. The horrors I have witnessed through my studies are unimaginable, and my very soul shakes at the retelling. I have seen them consume whole worlds, greater civilizations than those of mere men, devouring, twisting, and distorting body and soul alike, until death, or even torturous undeath, seem merficul by comparison.

I had thought that I could observe these events safely, given the great distance between myself and the nebulae in which I observed them, but I was so terribly, terribly wrong. I see now that from that first horrible scene that I witnessed, a seed was planted in my mind, which kept bringing me back again and again to that infinite well of inky blackness, to drink deeper and deeper of their alien depravities. Too late, I realize that these beings are as much creatures of thought, of psychic and astral energy, as they are of flesh and blood. This seed I speak of is no mere metaphor. I am infected, and there is only one tiny, pitiful act of defiance that is left to me. Before the ink upon this tome is dried, I shall be gone, but be warned: the horrors that I have witnessed have felt my eyes watching them, and they shall turn their attention upon us. You who read these words, the responsibility falls to you to learn more of the black void, and prepare for those dark things that wait within it.

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Sidebar: Rituals of the Void in Your Game

While Pathfinder Roleplaying Game: Occult Adventures provides detailed information on how one can learn new rituals, it does so with the assumption that rituals will be uncovered individually. This particular book contains several rituals focused on a fairly tight theme, and contains a flavorful forward at the beginning that is written from a perspective within the game world. Because of this, it is reasonable that GMs who want to make use of this book may desire to allow their players to find a copy of Rituals of the Void within the game, as treasure or a similar reward. Other GMs may not be comfortable with granting access to so many occult rituals so easily, and that’s fine too.

Characters with access to a copy of Rituals of the Void can learn a ritual contained within after 2 days of study per level of the ritual. At the end of this period of study and contemplation, the character attempting to learn the ritual must succeed on an Intelligence check (DC 12 + the ritual level). This time period and the DC are somewhere between that of learning the ritual from a willing teacher, and that of learning it from pieced-together clues or a coerced teacher. The market value of a copy of Rituals of the Void is 13,000 gp.

New Occult Rituals The following occult rituals are intended to be used with the rules for occult rituals found in Pathfinder Roleplaying Game: Occult Adventures.

CALL AVATAR OF FAGHTWMP School conjuration (teleportation); Level 7Casting Time 7 hoursComponents V, S, M (1 roc skeleton, 13 horse skulls, 1 live imp or quasit), F (silver dagger) Skill Checks Knowledge (arcana) DC 27, 7 successesEffect one avatar of FaghtwmpDuration see textSaving Throw none; Spell Resistance noBacklash None.Failure No effect.

The roc bones must be placed in a circle comprised of the horse skulls, then you must cut yourself with the silver dagger, suffering 1 point of damage. You must spill your blood upon each horse skull while reciting the dread name of Faghtwmp. After each skull is adorned with blood, you must offer the sacrifice of either an imp or quasit to Faghtwmp by holding the beast by its tail above the skeletal remains of the roc. If all goes well, the bones will become covered with flesh and the aspect of Faghtwmp shall appear as a fiendish roc with an alignment akin to that of the sacrifice. If you succeeded on the skill check, the aspect will serve you for 1 day per point of Intelligence modifier you possess; otherwise, the aspect attacks. In addition to its ordinary abilities, the fiendish roc and any characters mounted upon it are rendered immune to the harsh environment of space and similar vacuums. While in an environment without an atmosphere, the aspect can travel at a rate of 100 light-years per day.

CALL METEOR STRIKESchool evocation; Level 9Casting Time 9 monthsComponents V, S, M (a boulder, a golden hammer)Skill Checks Intimidate or Knowledge (geography) DC 30, 3 successes; Knowledge (arcana) or Spellcraft DC 30, 3 successes; Knowledge (planes) or Linguistics DC 30, 3 successesRange 0 ft.Target one planetDuration instantaneous Saving Throw none; Spell Resistance noBacklash None.Failure The eyes of powerful outsiders are drawn to you, being alerted to what you attempted to accomplish.

For 1 hour each day, you must strike the boulder with the golden hammer and cry out for destruction in the dread language of an alien race, now long extinct. This activity requires your full concentration, and you must do this each day for 9 months. Each day you complete the hour-long ritual, there is a 10% chance that you attract the attention of a deity, a powerful outsider, an alien force, or similar entity. At the end of 9 months, you must succeed on the Knowledge (arcana) and Intimidate check to cast the ritual. If all goes well, when the ritual is completed, a comet is diverted to

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strike the planet in another 9 months. The exact effect of this meteor strike is subject to GM discretion, but typically all creatures within 1,000 miles of the location where the ritual was performed suffer 20d6 points of fire damage and an additional 10d6 point of bludgeoning damage, the entire planet is plunged into darkness for 2d10 years as choking dust fills the sky, and each day that a creature breathes this choking dust, it must succeed on a Fortitude save (DC 15) or suffer 1d2 points of Constitution damage.

A second ritual, very similar to this one, can cancel the effect; performing this ritual is less complex and allows any number of additional casters, and the DC of all skill checks is reduced by 10.

Unlike most rituals, you must attempt a skill check once each month while performing the ritual.

CONTACT THING FROM OUTSIDESchool conjuration; Level 8Casting Time 8 hoursComponents V, S, M (100 oz. of ground human bone, a candle rendered from the fat of an intelligent creature), SC (up to the Intelligence modifier of the primary caster)Skill Checks Diplomacy DC varies, 4 successes; Knowledge (arcana) or Knowledge (geography) DC varies, 4 successesRange unlimitedTarget one aberration or great old one on another planetDuration see textSaving Throw none; Spell Resistance noBacklash 1d6 Intelligence damageFailure Your mind contacts the deep void of outer space instead of the target, causing you to become permanently insane.

You light the candle and slowly consume the ground bone meal while reciting the name of the creature to be contacted. If the creature is a specific individual, you must use the individual’s name. If you wish to contact any member of a specific species, such as a mi-goB4, you must speak the name of the creature type to be contacted. The skill DCs of this ritual vary depending on the being to be contacted, and are equal to 20 + the creature’s CR. If the ritual is successful, as the candle burns down, the contacted creature’s image appears in a massive shimmering mist that forms in the 20-foot cube in front of you. This image remains for 1 minute per point of Intelligence damage suffered in casting the ritual. During this time, you can attempt to converse with the entity.

If you succeeded on the skill checks by 10 or more, you may choose to suffer an additional 2d6 points of Intelligence damage in order to physically summon the creature itself, instead. If you do, the summoned entity is under no obligation to obey you and may attack you. If the creature is called in this way, it remains indefinitely until it is slain or returned from whence it came.

Most often, a lesser version of this ritual is recorded which can only contact one specific alien entity. Performing the ritual is exactly the same in these cases, except that only the specified entity (usually listed in the recorded name of the ritual) can be contacted. Common versions such as this include contact Azathoth or commune with color out of spaceB4.

CREATE ASTRAL GATESchool conjuration (teleportation); Level 9Casting Time 27 daysComponents V, S, M (1 intelligent humanoid creature for each day of the month, a 20-ft.-square bone gate), F (a stone waraxe), SC (up to the Intelligence modifier of the primary caster)Skill Checks Knowledge (arcana) or Knowledge (geography) DC 35, 9 successesEffect one gateDuration see textSaving Throw none; Spell Resistance noBacklash None.Failure The primary caster and all secondary casters are dragged into a rift in space-time, suffering 6d6 points of damage and being deposited on a random location on the Astral Plane.

This ritual must be performed in both planets in order to have any effect. To complete the ritual, over the course of the first day, you must build a gate at least 10 feet by 10 feet (though most must be larger to be useful). Following this, each night for the next month, you must slay an intelligent living creature at midnight, using the stone waraxe used as a focus for this ritual. The remains of each slain creature must be set about the gate until sunrise. During the first 15 days, failure to perform this part of the ritual causes it to automatically fail, though you do not suffer any further ill effects. After this time, if this part of the ritual is not completed each night, you suffer the effects of the failure entry. If the ritual is success, then the two gates allow for travel between each other in a fashion similar to a gate spell. Each day, a further sacrifice is required to keep the gate open.

Unlike most rituals, you must attempt a skill check once every 3 days while performing the ritual.

CREATE BLACK HOLESchool conjuration (creation); Level 8Casting Time 8 daysComponents V, S, M (8 meteor fragments, 8 pints of blood from 8 different humanoid races, and acid capable of dissolving the meteorites)Skill Checks Knowledge (arcana) or Knowledge (engineering) DC 35, 4 successes; Spellcraft DC 35, 4 successesRange 10 miles per caster levelArea 1-mile radiusDuration 1 round/levelSaving Throw Fortitude partial; Spell Resistance noBacklash 5d6 points of damage Failure You are dragged to the nearest black hole in outer space, causing you to be utterly destroyed and your body consumed.

You create a small localized black hole which destroys creatures and objects in the ritual’s area. To summon the black hole, at midnight for 8 consecutive nights, you must dissolve a meteorite and a pint of blood in the acid used as a material component for this ritual. As the last of the meteorites is destroyed on the 8th night, the acid evaporates and the ritual is completed. The ritual requires 1 hour each

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day to perform. Once the ritual is complete, the black hole appears, dealing 10d6 points of damage to each creature and object in that area each round; a successful Fortitude save halves this damage. Any creature or object destroyed by the ritual is utterly consumed.

Unlike most rituals, you must attempt a skill check once each day while performing the ritual.

CREATE STARSchool conjuration (creation); Level 9Casting Time 27 hoursComponents V, S, M (a hot fire [at least 600° F], an iron meteorite)Skill Checks Craft (alchemy) DC 35, 2 successes; Knowledge (geography) DC 35, 2 successes; Knowledge (planes) or Knowledge (religion) DC 40, 3 successes; Spellcraft DC 40, 2 successes.Range unlimitedEffect one star Duration instantaneousSaving Throw none; Spell Resistance noBacklash None.Failure No effect.

While relatively powerful, this simple ritual is considered useless by many devoted occultists and is usually only performed at the behest of beings with immortal lifespans. Over the course of a single day, you melt the iron meteorite in the fire while chanting the dread name of Azathoth and focusing your gaze to the stars. The ritual must begin precisely at midnight and is completed on the following midnight. As the ritual progresses and the iron becomes liquid, you much reach your hands into the fire and shape the metal into the shape of a star, while envisioning where to place it in the night sky. At the ritual’s conclusion, the star flares into existence, so long as the selected place is at least 10 light-years from the next nearest star.

Normally the star created has no planets, but for every additional skill check beyond 5 that you succeed on as part of casting the ritual, you may add one planet to the star’s solar system. Planets created in this way spring into being fully formed, with flora and fauna and normal geological stability. You can shape these planets in a manner similar to the create demiplane spell, except that the planet to be created is much larger, having a surface area of 1,000 miles (or more, at the GM’s discretion). This ritual provides no means for you to travel to the star or planets, though you are considered to be intimately familiar with the planets and star for the purpose of teleport and other magic that references familiarity.

Unlike most rituals, you must attempt a skill check once every 3 hours while performing the ritual.

INTERPLANETARY SENDINGSchool conjuration (teleportation); Level 4Casting Time 40 minutesComponents V, S, M (10 oz. of ground silver, 10 oz. of dirt from the primary caster’s home planet, the item to be transported), F a human’s finger bone, SC (up to the Intelligence modifier of the primary caster)Skill Checks Appraise DC 24, 2 successes; Knowledge (geography) DC 24, 2 successesRange unlimitedTarget object touchedDuration InstantaneousSaving Throw none; Spell Resistance noBacklash object suffers 2d6 points of damageFailure Object explodes, sending out a wave of destructive energy, damaging characters within a 20-ft.-radius spread of the target and the place the target is meant to arrive for 5d6 points of fire damage, as the object is destroyed.

The dirt and silver dust is mixed in a bag, along with the item to be transported across the endless void of space and a single finger bone from a human. You (and any other secondary casters) then describe item in detail in Aklo, while you wave the bag overhead. The destination of the item must then be described in detail, again in Aklo. This process must be repeated 3 times, each time using at least 1 new detail in the descriptions of the item and the destination. If all goes well, the bag will suddenly be emptied of the dirt, ground silver, and the object, leaving only the finger bone behind. The object immediately appears at the specified destination, along with the dirt and silver dust. A recipient at the destination can perform this same ritual within 24 hours, substituting the dirt used in the sending for the dirt from their home world to send back an object. In such cases, the skill check DCs to use this ritual are reduced by 5.

LEARN ORIGINSSchool divination; Level 4Casting Time 40 minutesComponents V, S, M (a human’s eyeball, a shard of glass)Skill Checks Knowledge (varies) DC varies, see text, 2 successes; Sense Motive DC 25, 2 successes Range touchTarget corpse of a creature from another planetDuration instantaneousSaving Throw none; Spell Resistance noBacklash 1d4 points of Intelligence damageFailure You glimpse a horror of the dead alien’s mind, causing you to suffer 1d4 points of Intelligence drain.

You dig out the corpse’s eye (or nearest facsimile) and replace it with the human eye, then stare into that eye for 40 minutes. At the completion of the ritual, your mind is filled with information about the creature. In order to perform the ritual, you must succeed on a Knowledge check of the appropriate type and DC to identify the creature. You gain a complete idea of the creature and all of its special abilities, as well as learning facts about its place of origin, including the exact location of the place the creature came from (granting a +20 bonus on future Knowledge [geography] checks involving that location) and a single memory it had of that place. The memory is selected at random, but is usually one significant to the creature in some way.

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PROJECT ACROSS THE VOIDSchool divination; Level 4Casting Time 40 minutesComponents V, S, M (a liter of elven blood, the feathers of a raven, 6 candles), F (a magnetized metal wand)Skill Checks Knowledge (arcana) DC 25, 1 success; Knowledge (geography) DC 20, 3 successesDuration concentration of primary casterSaving Throw none; Spell Resistance noBacklash 2d4 points of Intelligence damage Failure 2d6 points of Intelligence damage and the caster’s intellect is trapped in the void of space, leaving his body comatose. A break enchantment spell ends the effect.

You burn the raven feathers over the candles, inhaling the smoke while speaking the name of the planet you wish to mentally visit. You must then consume the blood of the elf over the course of no less than 20 minutes while envisioning the place you wish to visit. Finally, in the last minute of the ritual, you must point the wand toward the planet you wish to visit. If all goes well, you send your intellect across the void of space to a distant planet, which you must name and clearly envision in the process of casting the ritual. The selected place must be on the same plane of existence as you, or the ritual fails and you suffer as though you had failed to succeed the skill checks. If you succeed in transferring your intellect this way, your body falls into a helpless, trance-like state, and a fine scrying sensor appears at the location you chose. This sensor can move at a rate of 100 feet per round in any direction. You can speak through the sensor, possibly allowing you to communicate with denizens of the planet to which you traveled, though you cannot cast spells. Though you cannot be harmed through normal means, you are still vulnerable to mental attacks, and can be affected by mind-affecting spells and effects while in this

state. A dispel magic spell cast upon the sensor immediately sends your intellect back to your body, ending the effect.

TRANSPORT TO OUTER SPACESchool conjuration (teleportation); Level 6Casting Time 12 roundsComponents V, S, M (an obsidian knife and a chunk of extraterrestrial material)Skill Checks Acrobatics or Sleight of Hand DC 32, 2 successes; Knowledge (arcana) or Spellcraft DC 32, 2 successes; Knowledge (geography) DC 32, 2 successesRange 100 ft.Target one creature or object within 100 ft.Duration 1d4 roundsSaving Throw Will negates; Spell Resistance noBacklash 106 points of damageFailure You are transported into space, instead, causing you to suffer 20d6 points of damage per round before being returned from whence you came. If you can survive in space, you are immune to this effect.

An extremely quick ritual, you slash the air with the obsidian knife while crushing the space matter in your hand. After 1 minute, you point the knife at the target, sending him deep into the void of space. While in space, the target suffers 20d6 points of damage per round, before being returned to the spot he was in when subjected to this ritual. A creature which can survive in the vacuum of space is immune to this effect.

Unlike most rituals, you must attempt a skill check once every other round while performing the ritual.

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Permission to copy, modify and distribute the files collectively known as the System Reference Document (“SRD”) is granted solely through the use of the Open Gaming License, Version 1.0a. This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material. The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself. 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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason BulmahnPathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Pathfinder Player Companion: Knights of the Inner Sea © 2012, Paizo Publishing, LLC; Authors: Gareth Hanrahan, Steve Kenson, Patrick Renie, Tork Shaw, and Jerome Virnich. Weekly Wonders: Rituals of the Void © 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback. END OF LICENSE

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Strange Magic From Beyond the Stars!