• Kings of the Mountain: Dwarven Archetypes

    Kings of the Mountain: Dwarven Archetypes

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    Included are the dwarven deepdelver, a rogue archetype that take the dwarf’s natural stonecunning to a whole new level, which can also literally sniff out gold and gems, the dwarven lorekeeper, a skald archetype with divine spellcasting that grants his allies a battle focus, instead of sending them into a rage, the dwarven scallywag, a swashbuckler archetype that turns a dwarf’s small stature to his advantage, the dwarven stoutshield, a cavalier archetype for rugged mountain dwarves who fight on foot and take no quarter, and the stonespeaker, an oracle archetype for dwarves devoted first and foremost to dwarven culture and ancestors.

  • Mythic Mastery: Draconic Heritage

    Mythic Mastery: Draconic Heritage

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    This installment explores the draconic heritage, and characters whose mythic power comes from the majestic and terrifying creatures known as dragons. Whether you can trace your ancestry back to a powerful and terrible great wyrm, you act as a favored agent for such  creature, or you simply serve as a focal point for the powers of a draconic totem, this mythic heritage allows you to tap into the incredible power of dragons. The book includes 17 new mythic abilities, all of which are part of the draconic mythic heritage. In addition to timeless draconic powers like breath weapons, leathery wings, and scales that turn aside both blades and spells, these abilities also include such powers as the ability to sniff out treasures, empower draconic sorcerer blood, and grow more powerful with age, just as ancient dragons do. Harness the power and majesty of dragons for yourself!

  • Mythic Mastery: Missing Mythic Magic Volume X

    Mythic Mastery: Missing Mythic Magic Volume X

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    While many spells from the Pathfinder Roleplaying Game Core Rulebook received a facelift and an upgrade in Mythic Adventures, the sourcebook that introduced mythic power to the game of Pathfinder, dozens of spells were left behind. Missing Mythic Magic Volume XI, and its predecessors, aim to give each and every spell from the core rules a full-fledged mythic upgrade, all the way from A to Z, with a special focus on making mythic spells that feel as over-the-top and larger-than-life as possible.

  • Weekly Wonders: Villainous Archetypes Volume V

    Weekly Wonders: Villainous Archetypes Volume V

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    It’s Good to Be Bad!

    Sick of saving the world? Tired of being expected to leap at the chance to solve everyone’s petty problems? Have a thing for twirling mustaches and overly-elaborate deathtraps? Why not mix things up with a villainous character!

  • Winter Woods, Hex Crawl Chronicle #2 (PDF, Pathfinder)

    Winter Woods, Hex Crawl Chronicle #2 (PDF, Pathfinder)

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    Hex-crawling in the old-schoolest style, for Pathfinder!

  • Cults of the Sundered Kingdoms (PDF, Pathfinder)