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Monstrous Bloodlines Sorcerers 2
Monstrous Bloodlines Sorcerers 2
for Sorcerers II
By Perry Fehr
1
Monstrous Bloodlines
for Sorcerers II
Monstrous Bloodlines
Couatl Bloodline 3
Eidolon Bloodline 3
Flail Snail Bloodline 5
Flumph Bloodline 6
Phoenix Bloodline 6
Pugwampi Bloodline 7
Time Bloodline 8
Credits
Author: Perry Fehr
Editing: Perry Fehr, Mark Gedak
Cover Art: Gary Dupuis
Layout: Mark Gedak
Publisher: Purple Duck Games
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Role-
playing Game from Paizo Publishing, LLC. See http://paizo.com/pathfi nderRPG
for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC
does not guarantee compatibility, and does not endorse this product.
Open Game Content: All text on pages 3-7 are open Game content.
2
Each sorcerer has a source of magic somewhere in her Righteous Venom (Ex): Starting at 1st level, you can
heritage that grants her spells, bonus feats, an addi- fire an iridescent ray from your hand as a ranged touch
tional class skill, and other special abilities. This source attack, at targets within 30 feet. Any target struck loses
can represent a blood relation or an extreme event 1 point of Strength unless they make a Fortitude save
involving a creature somewhere in the family’s past. For of 10 plus ½ your sorcerer level plus your Charisma
example, a sorcerer might have a dragon as a distant modifier. This Strength damage increases to 2 points at
relative or her grandfather might have signed a terrible 6th level, 3 at 11th, and 4 at 16th level. This is a poison
contract with a devil. Regardless of the source, this effect. The ray can be fired three times a day plus your
influence manifests in a number of ways as the sorcerer Charisma modifier.
gains levels. A sorcerer must pick one bloodline upon Thoughts of the Faithful (Su): At 3rd level, for three
taking her first level of sorcerer. Once made, this choice minutes per day (not necessarily consecutive) you can
cannot be changed. Below you will find seven addi- mentally communicate with any other creature within
tional monstrous bloodlines with which to customize 100 feet that has a language. It is possible to address
your sorcerer. multiple creatures at once telepathically, but it is as
difficult as as simultaneously speaking and listening to
COUATL BLOODLINE multiple people at the same time.
The benevolent, noble race of the couatl are indepen- Rainbow Wings (Su): At 9th level, you can sprout
dent servants of lawful good deities, but even they need prismatic feathery wings and and fly for a number of
the help of mortals in the struggle against the forces of minutes per day equal to your sorcerer level, with a
chaos and evil. The gift of a couatl feather is a pre- speed of 60 feet and good maneuverability. This dura-
cious token for those who have done a couatl a service, tion does not need to be consecutive, but it must be
used in the summoning of that feathered serpent in used in 1 minute increments.
returning reward. If that couatl happens to pass from Master of Magic (Su): At 15th level, you can substi-
this life, those who bear those tokens will find that the tute a spell from any spell list, from any class, one per
feather has disappeared, and that they bear a mark on level, to your ‘spells known’, swapping out a ‘known’
their bodies in similar image. That individual now has spell for one from any other spell list.
the bloodline of the couatls merged with theirs, and Ruler of the Planes (Ex): At 20th level, the race of
the legacy of those winged, fierce beings is not to be couatls recognize you as one their own. You gain 1d4
denied, no matter how power may tempt them. of them as lifelong servitors and followers, and gain a
+4 natural armor bonus to your armor class.
Class Skill: Perception
EIDOLON BLOODLINE
Bonus Spells: detect chaos/evil/good/law (3 ), invis-
rd
As the variegated race of eidolons are outsiders attuned
ibility (5th), magic circle against evil (7th), freedom of to their humanoid summoners, and often assume biped
movement (9th), greater command (11th), planar ally form, it is reasonable to expect that their bloodlines
(13th), ethereal jaunt (15th), mass charm monster (17th), would mix. Only unfettered eidolons of sufficiently
prismatic sphere (19th) humanoid nature can breed with mortals, and even
then, an extreme rarity. The seed of eidolons seems
Bonus Feats: Alertness, Craft Wondrous Item, Dodge, to be strong, though, and those bearing their ability
Empower Spell, Improved Initiative, Iron Will, Leader- to uniquely adapt and bend the rules of biology find
ship, Lightning Reflexes, Skill Focus (Diplomacy) themselves either ostracized, or welcomed into the
ranks of adventurers.
Bloodline Arcana: You may choose 1 cleric spell per
level as one of your ‘spells known’, even if your bonus Purple Duck Note: Eidolon bloodline sorcerers may
spell is a cleric spell. not multi-class as summoners; such an act would result
in a planar rift swallowing the offender and ending the
Bloodline Powers: The battle against corruption is a paradox!
fierce one, and the Sons of the Feathered Serpent are
well-equipped to lead the charge, with ‘fang’ and spell. Class Skill: Knowledge (planes)
3
Bonus Spells: cure light wounds (3rd), lesser restoration Burrow (Ex, 3 EP): Gains a burrow speed equal to
(5th), lightning bolt (7th), contact other plane (9th), 1/2 its base speed. The eidolon must have at least 7 Hit
true seeing (11th), protection from spells (13th), sequester Dice to select this evolution.
(15th), dimensional lock (17th), shapechange (19th) Claw (Ex, 1 EP): Gains two claw attacks (1d4 dam-
age). The eidolon must have arms or legs to take this
Bonus Feats: Brew Potion, Combat Reflexes, Deceit- evolution.
ful, Great Fortitude, Iron Will, Piercing Spell, Skill Climb (Ex, 1 EP): Gains a climb speed equal to its
Focus (Bluff), Spell Focus (conjuration), Toughness base speed. For each additional EP spent on this evolu-
tion, this speed increases by 20 feet.
Bloodline Arcana: You gain +2 to saves versus any Energy Attacks (Su, 2 EP): Choose one energy
spells cast by eidolons. type (acid, cold, electricity, or fire). All of the eidolon’s
natural attacks deal +1d6 points of damage of this
Bloodline Powers: Perhaps unique to all sorcerers, energy type. The eidolon must have at least 4 Hit Dice
those of the eidolon bloodline increase their usable to select this evolution.
‘evolution points’ at the significant stages of their Flight (Ex, 2 EP): Grows wings, gaining a fly speed
progress. This indicates the more alien factors in their equal to its base speed (good maneuverability). For
makeup coming to the fore, impelling them to become each additional EP spent, the fly speed increases by 20
more like their alien sire. feet. The eidolon must have at least 4 Hit Dice to select
Please use the evolution list below. References to this evolution.
‘hit dice’ are to be replaced with ‘sorcerer level’. The Gills (Ex, 1 EP): Can breathe underwater indefi-
evolution(s) selected can only be changed when you go nitely in addition to air.
up in levels. Gore (Ex, 2 EP): Gains a gore attack (1d6 damage).
Evolution level 1: At 1st level, you have 1 evolution Huge (Ex, 6 EP): Grows to Huge size (adjusting
point, which you may ‘spend’ and use for a number of its Strength, Constitution, Dexterity, natural armor
rounds per day equal to ½ your level plus your Cha- bonus, and size modifier to attacks and AC as detailed
risma modifier. These rounds need not be consecutive. on page 296 of the Bestiary, and increasing the dam-
Evolution level 2: At 3rd level, you have 3 evolution age of all of its attacks as detailed on page 297 of this
points, which function as above. book). If the eidolon has the biped base form, its reach
Evolution level 3: At 9th level, you have 9 evolution increases to 15 feet (10 feet for all other base forms).
points, which function as above. The eidolon must have the Large evolution and at least
Evolution level 4: At 15th level, you have 15 evolu- 10 Hit Dice to select this evolution.
tion points, which function as above. Improved Evasion (Ex, 3 EP): Gains improved eva-
Ultimate Eidolon (Ex/Sp): At 20th level, you have sion.
truly achieved your heritage of extraplanar origin. You Improved Natural Armor (Ex, 1 EP): Gains a +2
gain all outsider traits, and can plane shift a number of bonus to its natural armor. This evolution can be taken
times a day equal to your Charisma modifier, as a spell- once if it has 3 or fewer Hit Dice, and one additional
like ability. time for every 4 additional Hit Dice the eidolon has.
Large (Ex, 4 EP): Grows to Large size (adjusting its
Purple Duck Note: Summoner spells that aid or harm Strength, Constitution, Dexterity, natural armor bo-
eidolons do not affect those with the eidolon bloodline. nus, and size modifier to attacks and AC as detailed on
page 296 of the Bestiary, and increasing the damage of
Evolution List all of its attacks as detailed on page 297 of this book).
A sorcerer with the eidolon bloodline may select from If the eidolon has the biped base form, it also gains 10-
the following evolutions that are drawn from the unfet- foot reach. The eidolon must have at least 6 Hit Dice
tered eidolon list. to select this evolution.
Arms (Ex, 2 EP): Grows an additional pair of arms Legs (Ex, 2 EP): Grows an additional pair of legs.
and hands. The eidolon must have the Weapon Train- Each pair of legs increases the eidolon’s base speed by
ing evolution in order to use weapons. 10 feet.
Bite (Ex, 1 EP): Gains a bite attack (1d6 damage). Magical Flight (Su, 4 EP): Flies by means of magic,
4
gaining a fly speed equal to its base speed (perfect ma- Spell Focus (abjuration), Still Spell, Weapon Focus
neuverability). For each additional EP spent, this speed (any)
increases by 20 feet. The eidolon must have at least 4
Hit Dice before selecting this evolution. Bloodline Arcana: If you did not cast a spell this
Reach (Ex, 1 EP): The reach of one of the eidolon’s round, you gain +1 on your saves vs. spells until the
attacks increases by 5 feet. end of the round.
Resistance (Ex, 1 EP): Gains resistance 5 against one
energy type (acid, cold, electricity, fire, or sonic). Bloodline Powers: Freak though you may be, your
Slam (Ex, 1 EP): Gains a slam attack (1d8 damage). becoming and understanding a weird life form may
The eidolon must have arms to take this evolution. lead you to heights of power, especially over those who
Sting (Ex, 1 EP): Gains a sting attack (1d4 damage). would dominate with magic.
The eidolon must have a tail to take this evolution. Warping Body (Su): Starting at 1st level, your
Swim (Ex, 1 EP): Gains a swim speed equal to its physical form warps magic directed specifically at you,
base speed. For each additional EP spent, this speed giving you a 10% chance for the magic to be affected
increases by 20 feet. as on the table below. Each level the effect chance
Tail (Ex, 1 EP): Grows a long, powerful tail, gaining increases by 5%.
a +2 racial bonus on Acrobatics checks made to balance
on a surface. Roll Effect
Tail Slap (Ex, 1 EP): Gains a tail slap attack (1d6 on
damage). The eidolon must have a tail to take this d10
evolution. 1-3 Spell misfires. For the next 1d4 rounds, the
Weapon Training (Ex, 2 or 4 EP): Gains Martial caster must make a DC 15 concentration
Weapon Proficiency as a bonus feat. For 2 additional check to successfully cast spells
EP, it gains proficiency with a single exotic weapon as
4-6 Spell misfires. The creature nearest you is
well.
affected as if the spell had been directed at
them instead.
FLAIL SNAIL BLOODLINE 7-9 Spell fails. Nothing happens.
Though some bloodlines speak of destiny, legacy, or
10 Spell rebounds on the caster (as spell turn-
dimension-crossed lovers, the emergence of those
ing)
wondrous freaks linked to the ‘flail snail’ (Drosera to
subterranean naturalists) are an accident of ecology. So
most think. Humanoids driven by hunger to consume
Sticky-slimy (Ex): At 3rd level, you can expel a
a certain amount of the myriads of eggs left by the
quantity of mucus (from your face) into the 5-foot
queer hermaphroditic gastropods may find their prog-
square in front of you. If you choose it to be slimy,
eny behaving and looking strangely. And rather slimy
that square is now difficult terrain, that does not hinder
and sticky. Subterranean races such as drow, dwarves,
you in any way. If you choose it to be sticky, a success-
gnomes and hhundi are most likely to have this strange
ful melee touch attack on the target in front of you will
quirk in their bloodlines.
give it the entangled condition for a number of rounds
equal to your level. You may use this ability three
Class Skill: Climb
times a day plus your Charisma modifier.
Into the Shell (Ex): At 9th level, you can cause your
Bonus Spells: grease (3rd), spider climb (5th), slippery
flesh to be iridescent and hard, giving a +6 natural
grip* (7th), communal protection from energy (9th),
armor bonus. While ‘in the shell’, you cannot move
absorb toxicity (11th), globe of invulnerability (13th),
or attack, though you can cast spells if they have no
reverse gravity (15th), prismatic wall (17th), greater com-
somatic component (or you use Still Spell)
munal spell immunity (19th)
Wisdom in the Slime (Sp/Ex): At 15th level, you
have deciphered the slime trail script of the drosera,
Bonus Feats: Arcane Armor Training, Athletic, El-
and learned of their hidden philosophy; you can cast
emental Focus, Lingering Spell, Skill Focus (Climb),
5
symbol of scrying three times per day as a spell-like only affects creatures struck by the spray, which must
ability, and can use your Sticky-slimy ability to com- make a DC 10 plus ½ your sorcerer level plus your
municate with flail snails. Charisma modifier Fortitude save or be sickened for 5
Gastropod Paragon (Ex): At 20th level, you have rounds. You can use this ability 3 times a day plus your
become a perfect amalgamation of gastropod and Charisma modifier.
humanoid. You may move while using Into the Shell, Acidic Flesh (Ex): At 3rd level, your flesh becomes
gain fire resist 20, and become immune to poison. acidic by using a swift action. Those creatures that
grapple or bite you take 1d4 points of acid damage,
FLUMPH BLOODLINE and and other 1d4 points the next round. Add 1 point
The seemingly benign and comical flumph are by turns to that damage for each three levels past the third, to
ignored and persecuted by the races of the world, and a maximum of +5 damage. This ability lasts for three
few know their noble mission in the cosmos. The minutes plus ½ your sorcerer level, rounded down, in
oiv’hass (in the Aklo tongue) are messengers of the minutes, but they need not be consecutive. You may
stars, warning worlds of impending invasion by aber- also choose to use this as a touch attack, doing a single
rant and inimical forces, often helping to organize round of acid damage; your possessions are not harmed
defenses. Their physical form being definitely limited, by the acid, though you can do damage to materials as
the overmind of the flumph race has begun the seeds of listed. You gain acid resistance 10.
a new strategy; infuse the life-stuff of the natives with Flumphian Travel (Ex): At 9th level, your pores can
the power of the oiv’hass race. During some Seed- open and emit air to lift you up and around, giving
ings (interplanetary larval migrations) some pods are you a fly speed of 20 feet, with perfect maneuverability.
impregnated with energy to seek out humanoid life This ability also works under water.
forms instead of warm water. Unsuspecting human- Defense Against the Enemy (Ex): At 15th level you
oids struck by what seems like a large burr or alien develop an array of defenses against attacks from crea-
acorn become more than hosts, less than victims, of the ture with the aberration type: you gain acid resistance
desperate strategy of the flumphs! 15, electricity resistance 5, immunity to poison, and +5
to any saves vs. non-spell attacks. These defenses only
Class Skill: Diplomacy kick in when targeted by aberrations.
Savior from the Stars (Ex): At 20th level, you be-
Bonus Spells: detect aberration (3rd), acid arrow (5th), come the culmination of the oiv’hass defensive pro-
stinking cloud (7th), tongues (9th), dismissal (11th) acid gram. Your rubbery flesh gives you DR 10/piercing,
fog (13th), dictum (15th), orb of the void (17th), inter- and you are immune to polymorph and mind-affecting
planetary teleport (19th) attacks.
6
(11th), contagious flame (13th) firebrand (15th), fire
storm (17th), fiery body (19th) PUGWAMPI BLOODLINE
The odious race of pugwampi, offshoot of the highly
Bonus Feats: Acrobatics, Combat Reflexes, Dodge, mutable gremlin breed, would not be part of a desired
Improved Initiative, Iron Will, Mobility, Quicken pedigree of any humanoid race. Unfortunately (pun
Spell, Skill Focus (Perception), Spell Focus (evocation) intended) the wretched feys’ taint has crept into the
bloodlines of humanoids from an incident several
Bloodline Arcana: You gain +4 on concentration decades ago. A particularly large and somewhat com-
checks to cast spells with the fire or light descriptors. petent mob of pugwampi overwhelmed a caravan of
traders, and made off with not just the loot, but their
Bloodline Powers: The powers of the phoenix were children, a considerable number of babies and toddlers.
many, though focused on fire. Holders of the phoenix Kept on a whim by the chief, they were exposed to the
bloodline can be dangerous people, especially if the gremlins’ unluck aura for years, until the infestation
heritage of the ancient priesthood of law and good has was wiped out by adventurers. Descendants of these
been forgotten. troubled youth manifest the powers and, often, the
Fire Talon (Su): Starting at 1st level, you can wreath nature of the pugwampi, and have spread far and wide.
your hands, and any weapon you hold, with flame,
that will hurt neither you nor the weapon. Your melee Class Skill: Stealth
touch attack deals 1d6 fire damage, and melee or natu-
ral weapons you wield gain +1d6 fire damage. This in- Bonus Spells: speak with animals (3rd), shatter (5th),
creases to 2d6 at 9th level. You can use this ability for bestow curse (7th), malfunction (9th), smug narcissism
3 rounds per day plus your Charisma bonus in rounds. (11th), envious urge (13th), symbol of weakness (15th),
Flameproof (Ex): At 3rd level, you gain fire resis- prediction of failure (17th), symbol of strife (19th)
tance 10, which stacks with any other fire resistance,
natural or magically induced. You also gain vulnerabil- Bonus Feats: Deft Hands, Improved Initiative, Maxi-
ity to cold. mize Spell, Skill Focus (Craft [Traps]), Spell Focus
Bonfire Wings (Ex): At 9th level, you can, as a free (enchantment), Run, Toughness, Weapon Finesse
action, manifest feathery wings of flame that give you
a fly speed of 90 feet, with good maneuverability. Any Bloodline Arcana: Spell-users targeting you with their
successful attack on you with natural or melee weapons spells suffer -2 penalty to their concentration checks;
deals 1d6 fire damage to the attacker, while the wings this also includes yourself!
are manifested. The wings can appear for a number
of minutes equal to 3 minutes plus your Charisma Bloodline Powers: Even the pugwampi could not
modifier; they need not be consecutive, and can be have predicted the infusion of their essence into the
dismissed as a free action. make-up of the humanoid population; their powers in
Fiery Burst (Su): At 15th level, you can emit a burst the ‘big folk’ are far more dangerous than the gremlins
of flame from your body that does 4d6 fire damage could ever be.
to all within 20 feet, half damage if they make a DC Unluck Attack (Su): Starting at 1st level you can,
Reflex save of 10 plus ½ your sorcerer level plus your as a standard action, inflict unluck on a target you can
Charisma bonus. You can create a fiery burst twice per see within 30 feet, who fails a saving throw of 10 + 1/2
day. your sorcerer level plus your Charisma modifier. If
Up from the Ashes (Su): At 20th level, the fire of the failed, this forces him to roll twice on his next d20 roll,
practically-immortal phoenixes burns in your eyes and taking the worse result. You can use this ability three
soul. You become immune to fire, and, if your physical times per day plus your Charisma modifier. A creature
form is killed, you reappear in a new body in a burst with any luck bonus is immune to this effect.
of flame, within 1 mile. You may only use this ability Gremlin Hide (Ex): At 3rd level, you gain DR 2/
once per year. cold iron; this increases to DR 3/cold iron at 9th level,
and DR 4/cold iron at 15th level.
Random Viciousness (Ex): At 9th level, you are
7
overcome with the urge to create traps for your own regardless of their affiliation. They might use their pow-
amusement. You gain +8 bonus to Craft (traps), pay ers for gain or for causes, but eventually their other-
half the cost for construction, and roll twice for the timely progenitors will come with their own temporal
craft check, taking the best result. agendas to be fulfilled.
Complex Collapse (Su): At 15th level, you delight Time-touch (Sp): Starting at 1st level, as a melee
in seeing complicated things fall apart. You attacks by- touch attack, you can send a foe a few seconds into
pass the DR of constructs, and you gain +10 to Disable the future; a Fort save of DC 10 + ½ your sorcerer
Device checks. Any Item Creation feats you possess are level plus your Charisma modifier negates. On a failed
no longer valid. save, the creature disappears in a flash of white energy.
Pariah Paragon (Su): At 20th level, it is really not a When the effect ends, the creature returns to the same
good idea to be around you! Your Unluck Attack be- place it was before being displaced. If an object is in
comes a permanent aura, from which you can exclude that space, the creature is shunted aside and receives no
three allies plus your Charisma bonus. You can also damage. The length of its disappearance is 1 round at
use prestidigitation, speak with animals, and shatter as 1st level, 2 at 3rd, 3 at 9th, 4 at 15th, and 5 at 20th.
free actions. Possibility Manifestation (Su): At 3rd level, you
can summon images of you in the past and future, to
TIME BLOODLINE your location in space and time. This functions similar
To call the conflict between the residents of the demi- to a mirror image spell with the following differences:
plane of Time, the Flayers and the Elementals ‘eternal’ an attack on you will always hit an image, and you get
would be foolish. Time is both tool and plaything for to summon three images per day plus your Charisma
them, like water to wash and dabble in. Mortal be- modifier, all at once, or in any number at at time.
ings can become catspaws in their... timeless struggle Unravel Time (Su): At 9th level, once per day, when
by being enveloped in a paradox rift, thus becoming you slay an opponent you can cause all damage and
conduits for Time Citizen play. A man kills his grand- effects inflicted by that opponent in the last 10 minutes
father before he begets his father... what becomes of to be undone, as though they never happened. As the
them? They become the seeds of the time bloodline, opponent’s existence has been winked out, so too will
spared from nonexistence by one side or another of its body and possession.
the Time War, and bearing powers that will affect the Temporal Fixation (Su): At 15th level, you become
Stream, maybe giving an advantage in a conflict that immune to time magic, unwanted teleportation or
knows no beginning or end. magical movement, and illusions; you can automati-
cally sense the presence or possibility or such powers, as
Class Skill: Knowledge (history) well.
Time Lord (Ex): By 20th level, you have chosen a
Bonus Spells: anticipate peril (3rd), blur (5th), sands of side in the Time War, or a side has chosen you. You no
time (7th), freedom of movement (9th), teleport (11th), longer age, and can assume the characteristics of any
hindsight* (13th), greater teleport (15th), temporal stasis age category available to you at will, as a move action.
(17th), time stop (19th)
*From the Book of Arcane Magic 4WFG
Bonus Feats: Combat Casting, Improved Initiative,
Lightning Reflexes, Nimble Moves, Persistent Spell,
Quicken Spell, Skill Focus (Perception), Spell Focus OPEN GAME LICENSE Version 1.0a
(divination) The following text is the property of Wizards of the Coast, Inc.
and is Copyright 2000 Wizards of the Coast, Inc “Wizards”). All
Bloodline Arcana: In the round immediately after Rights Reserved.
casting a spell, you cannot be surprised, flanked, or 1. Definitions: (a)”Contributors” means the copyright and/ or trademark own-
caught flat-footed. ers who have contributed Open Game content; (b)”Derivative Material” means
copyrighted material including derivative works and translations (including into
other computer languages), potation, modification, correction, addition, exten-
Bloodline Powers: There exists a loose society of pos- sion, upgrade, improvement, compilation, abridgment or other form in which an
existing work may be recast, transformed or adapted; (c) “Distribute” means to
sessors of this bloodline, calling themselves “Pilgrims” reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or other-
8
wise distribute; (d)”Open Game Content” means the game mechanic and includes System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors
the methods, procedures, processes and routines to the extent such content does Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax
not embody the Product Identity and is an enhancement over the prior art and any and Dave Arneson.
additional content clearly identified as Open Game Content by the Contributor, Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author:
and means any work covered by this License, including translations and deriva- Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
tive works under copyright law, but specifically excludes Product Identity. (e) Williams.
“Product Identity” means product and product line names, logos and identifying Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn,
marks including trade dress; artifacts; creatures characters; stories, storylines, plots, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
thematic elements, dialogue, incidents, language, artwork, symbols, designs, depic- Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors
tions, likenesses, formats, poses, concepts, themes and graphic, photographic and Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob
other visual or audio representations; names and descriptions of characters, spells, McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and
enchantments, personalities, teams, personas, likenesses and special abilities; places, Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Wil-
locations, environments, creatures, equipment, magical or supernatural abilities or liams.
effects, logos, symbols, or graphic designs; and any other trademark or registered Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC;
trademark clearly identified as Product identity by the owner of the Product Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason
Identity, and which specifically excludes the Open Game Content; (f ) “Trademark” Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and
means the logos, names, mark, sign, motto, designs that are used by a Contributor Russ Taylor.
to identify itself or its products or the associated products contributed to the Open Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC;
Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason
Distribute, copy, edit, format, modify, translate and otherwise create Derivative Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and
Material of Open Game Content. (h) “You” or “Your” means the licensee in terms Russ Taylor.
of this agreement. Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
2. The License: This License applies to any Open Game Content that contains a Author Scott Greene, based on original material by Simon Tilbrook.
notice indicating that the Open Game Content may only be Used under and in Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
terms of this License. You must affix such a notice to any Open Game Content Author Scott Greene, based on original material by Ian McDowell and Douglas
that you Use. No terms may be added to or subtracted from this License except as Naismith.
described by the icense itself. No other terms or conditions may be applied to any Anger of Angels. © 2003, Sean K Reynolds.
Open Game Content distributed using this License. Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik
3.Offer and Acceptance: By Using the Open Game Content You indicate Your Mona, Chris Pramas, Robert J. Schwalb.
acceptance of the terms of this License. Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
4. Grant and Consideration: In consideration for agreeing to use this License, the Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McAr-
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license tor, W. Jason Peck, Jeff Quick, and Sean K Reynolds.
with the exact terms of this License to Use, the Open Game Content. Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
5.Representation of Authority to Contribute: If You are contributing original The Book of Arcane Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors
material as Open Game Content, You represent that Your Contributions are Your Connie J. Thomson and Robert W. Thomson
original creation and/or You have sufficient rights to grant the rights conveyed by The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors
this License. Connie J. Thomson and Robert W. Thomson, with Katheryn Bauer and Sean
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE O’Connor.
portion of this License to include the exact text of the COPYRIGHT NOTICE The Book of Erotic Fantasy. Copyright 2006, Arthaus, Inc.; Authors: Gwendolyn
of any Open Game Content You are copying, modifying or distributing, and You F.M. Kestrel and Duncan Scott
must add the title, the copyright date, and the copyright holder’s name to the The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights
COPYRIGHT NOTICE of any original Open Game Content you Distribute. reserved.
7. Use of Product Identity: You agree not to Use any Product Identity, includ- The Book of Hallowed Might. © 2002, Monte J. Cook.
ing as an indication as to compatibility, except as expressly licensed in another, Time Elemental from the Tome of Horrors Complete, Copyright 2011,
independent Agreement with the owner of each element of that Product Identity. Necromancer Games, Inc., published and distributed by Frog God Games; Author
You agree not to indicate compatibility or co-adaptability with any Trademark or Scott Greene, based on original material by Gary Gygax.
Registered Trademark in conjunction with a work containing Open Game Content Time Flayer from the Tome of Horrors Complete, Copyright 2011,
except as expressly licensed in another, independent Agreement with the owner of Necromancer Games, Inc., published and distributed by Frog God Games; Author
such Trademark or Registered Trademark. The use of any Product Identity in Open Scott Greene.
Game Content does not constitute a challenge to the ownership of that Product Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott
Identity. The owner of any Product Identity used in Open Game Content shall Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson,
retain all rights, title and interest in and to that Product Identity. Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based
8. Identification: If you distribute Open Game Content You must clearly indicate on original content from TSR.
which portions of the work that you are distributing are Open Game Content. Monstrous Bloodlines for Sorcerers. Copyright 2013, Purple Duck Games. Author
9. Updating the License: Updating the License: Wizards or its designated Agents Perry Fehr
may publish updated versions of this License. You may use any authorized version Monstrous Bloodlines for Sorcerers II. Copyright 2013, Purple Duck Games.
of this License to copy, modify and distribute any Open Game Content originally Author Perry Fehr
distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder
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from the Contributor to do so. ibility for more information on the compatibility license.
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of this License with respect to some or all of the Open Game Content due to
statute, judicial order, or governmental regulation then You may not Use any Open
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.