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Pathfinder Module: The Midnight Mirror

Pathfinder Module: The Midnight Mirror

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A horror and investigation adventure for 4th-level characters

The sleepy town of Karpad in shadow-haunted Nidal has long been overseen by the Boroi family, and until a few weeks ago, the citizens under Baron Stepan Boroi's rule have lived uneventful lives of relative peace. Recently, however, the outbreak of a virulent and fatal disease and a number of mysterious disappearances have left the people of Karpad paranoid and fearful. Even Baron Stepan has been acting strangely, and now the tenuous balance of racial tensions between Karpad's human and fetchling populations stands on the verge of collapsing into total anarchy. Can the PCs uncover the root of Karpad's problems and put an end to the deadly virus, the terrifying disappearances, and the miasma of fear and distrust that threatens to overwhelm the region?

Written by Sam Zeitlin, 2011's winner of Paizo Publishing's annual RPG Superstar contest—in which unpublished authors compete before a panel of celebrity game designers and legions of their peers for the chance to write a Pathfinder Module—The Midnight Mirror takes players from a mysterious investigation into a shadowy demiplane prison and pits them against the evil forces of both darkness and light.

The Midnight Mirror is an investigation and horror adventure for 4th-level characters. This volume also contains a fully-detailed gazetteer of the town of Karpad and a new magic item that are sure to add depth and flavor to any campaign.

Pathfinder Modules are 32-page, high-quality, full-color, adventures written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG.


Pathfinder Player Companion: Blood of Fiends

Pathfinder Player Companion: Blood of Fiends

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Born of mortal and fiendish blood intertwined, tieflings are tainted individuals thrust into a world that has learned to both fear and despise them. Whether they openly display their freakish ancestry in settlements known for their tiefling populations or hide such shameful attributes through either mundane or magical methods, all tieflings know that they are different.

Blood of Fiends presents a player-friendly overview of the tieflings of the Pathfinder campaign setting, as well as new rules and information to help players customize their own fiendish characters.

    Inside this book, you’ll find:
  • Detailed information on the origins, physiology, traditions, social interactions, and beliefs of tieflings—the accursed descendants of mortals and fiends.
  • A table of 100 variant tiefling abilities to further customize your fiendish characters.
  • An expansive look at the 10 most common types of tiefling heritages, each of which provides tiefling characters with alternate ability score modifiers, skills, and spell-like abilities.
  • New feats for battle-hardened tiefling characters.
  • New curses and inquisitions for fiendish oracles and inquisitors.
  • New subdomains for tiefling clerics, each reflective of a different fiendish realm.
  • New masterpieces for tiefling bards and a bloodline for daemontainted sorcerers.
  • Dozens of new traits to flesh out your tormented character and bodily features to help distinguish your tiefling.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game, but can easily be incorporated into any fantasy world.

Written by Hal Maclean and Colin McComb


Pathfinder Campaign Setting: Isles of the Shackles

Pathfinder Campaign Setting: Isles of the Shackles

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Intrepid seafarers seeking glory and gold need look no further than the vast and untamed island chain known as the Shackles. Throughout these isles, undead cyclopes guard eons-old treasure vaults, lycanthropic pirates maraud the waterways, and cannibalistic natives sacrifice trespassers to their otherworldly god-queen. On the treacherous seas surrounding the Shackles, a bold sailor may even rise to become one of the realm’s infamous Free Captains, second only to the bloodthirsty Hurricane King himself—though the rapacious pirates who raid the archipelago’s ports ensure that only the cunning and swift survive for long.

Isles of the Shackles provides a comprehensive overview of the verdant islands that make up this region, complete with buried treasure, dastardly corsairs, and ominous ruins of a fallen empire.

    Inside this 64-page book, you will find:
  • An expansive overview of the six civilized regions of the Shackles, from the mainland’s sprawling seaside metropolis of Port Peril to the sahuagin-plagued shores of Shark Island, complete with details on histories, notable rulers and personalities, and gazetteers of each region’s varied locales.
  • Detailed entries on more than 20 of the Shackles’ most dangerous and mysterious islands and islets, each with numerous plot hooks, helpful or treacherous NPCs, and unique locations for brave adventurers to discover and explore.
  • Stat blocks for each island, detailing the region’s notable settlements and denizens, as well as possible plunder and resources, such as hidden harbors and shipwrecks.
  • A huge bestiary of new monsters and villains that roam the islands of the Shackles and the high seas around them, including the three-headed lusca, undead pirates and ghost captains, and the degenerate kuru cannibals of the Blood Queen.
  • Stat blocks for a wide range of seafaring NPCs, from humble deckhands and smugglers to pirate captains and shipboard sorcerers.

Isles of the Shackles is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

by Mike Shel


Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6)

Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6)

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Chapter 1: "The Wormwood Mutiny"
by Richard Pett

Pirates take whatever they please, whether it be ships, plunder, or people! The adventurers wake to find themselves press-ganged into the crew of the pirate ship Wormwood, the vessel of the nefarious Captain Barnabus Harrigan. They’ll have to learn how to survive as pirates if they’re to have any hope of weathering rough waves, brutal crew members, enemy pirates, ravenous beasts, and worse. But when fortune turns to their favor, it’s up to the new crew to decide whether they’ll remain the pirate’s swabs or seize control and set sail for adventures all their own.

This volume of Pathfinder Adventure Path launches the Skull & Shackles Adventure Path and includes:

  • “The Wormwood Mutiny,” a Pathfinder RPG adventure for 1st-level characters, by Richard Pett.
  • Details of life aboard a pirate vessel and rules for becoming the most infamous scallywag to sail the seas, by Jesse Benner, Richard Pett, and F. Wesley Schneider.
  • Revelations on the daring faith of Besmara, goddess of pirates, strife, and sea monsters, by Sean K Reynolds.
  • Death and plunder in the Pathfinder’s Journal, by Robin D. Laws.
  • Four new monsters, by Jesse Benner, Sean K Reynolds, and Steven D. Russell

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.


GameMastery Map Pack: Ship’s Cabins Print Edition

GameMastery Map Pack: Ship’s Cabins Print Edition

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When the battle goes belowdecks, no Game Master wants to spend time deciding whether the next hatch leads to the galley or the bilge. Fortunately, with Paizo Publishing’s latest GameMastery Map Pack, you don’t have to! This line of gaming accessories provides simple and elegant tools for the busy Game Master. Inside, you’ll find 18 captivating 5" × 8" map tiles that can be combined to create a complete loot-laden pirate vessel, or be used with GameMastery Flip Mat: Pirate Ship to reveal what lies below its battle-scarred decks.

    Locations include:
  • Bilge
  • Captain’s Cabin
  • Cargo Hold
  • Galley
  • Officer’s Cabin
  • Sailors’ Quarters
  • Skiff

Game Masters shouldn’t waste their time sketching maps every time their players set out upon the waves. With GameMastery Map Pack: Ship’s Cabins, you’ll be ready for whatever mutiny and mayhem the seas have in store!

For use with all tabletop roleplaying and miniatures games and suitable for experienced GMs and novices alike, this product fits perfectly into any Game Master’s arsenal.

Wet, dry, and permanent markers erase from the tiles!


Gamemastery Flip-Mat: Pirate Ship

Gamemastery Flip-Mat: Pirate Ship

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Prepare to keelhaul scurvy scallywags with GameMastery Flip-Mat: Pirate Ship! One side presents side-to-side vessels pulled close for ship-to-ship combat, while the other details a single ship, making this durable accessory perfect for both high-seas combat or your home on the waves in any tabletop fantasy campaign!

This portable, affordable map measures 24" x 30" unfolded, and 8" x 10" folded. Its coated surface can handle any dry erase, wet erase, or even permanent marker. Usable by experienced GMs and novices alike, GameMastery Flip-Mats fit perfectly into any Game Master’s arsenal!

On tabletops across the world, the Flip-Mat Revolution is changing the way players run their fantasy roleplaying games! Why take the time to sketch out ugly scenery on a smudgy plastic mat when dynamic encounters and easy clean-up is just a Flip away?

This Flip-Mat links up with Gamemastery Map Pack: Ship's Cabin to reveal the lower decks!


Pathfinder Module: The Ruby Phoenix Tournament (Lvl 11)

Pathfinder Module: The Ruby Phoenix Tournament (Lvl 11)

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A tournament-style adventure for 11th-level characters

Once every 10 years, the cosmopolitan city of Goka on the western coastline of Tian Xia hosts the Ruby Phoenix Tournament on an island off the coast. Infamous for its strange spectacles and exciting mix of fighting styles, the contest draws combatants and spectators from all over the world. The tournament’s winner gets his choice of a single item from the legendary treasury of an ancient spellcaster and earns a reputation beyond imagining. But this year, not all who have come to compete do so out of respect for the traditions of battle or even out of greed for the reward. They seek instead nothing so much as red revenge and political domination!

Can the PCs’ team of contestants survive six bouts in the Grand Pavilion arena against the mightiest combatants and cleverest battle mages on Golarion? Can they prove their mettle in tests of mind and body? Can they foil the plans of an evil organization and its powerful allies who hope to destroy the Ruby Phoenix Tournament and see its champions dead? Step into the arena to find out!

The Ruby Phoenix Tournament is an event-based adventure for 11th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. Set in the Dragon Empires of the Pathfinder campaign setting, the adventure serves as an ideal introduction to the folk and fighting styles of the lands encompassing the Eastern-inspired continent of Tian Xia, and contains a fully detailed island location and a brand-new monster sure to challenge players in any campaign setting.

Written by Tim Hitchcock

Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set.


Pathfinder Player Companion: Dragon Empires Primer

Pathfinder Player Companion: Dragon Empires Primer

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The distant continent of Tian Xia rests on the opposite side of the world from the Inner Sea region, and it shows. From the treacherous jungles of naga-ruled Nagajor to the sorcerous kingdom of Dtang Ma, and from the trackless and unforgiving deserts of Shaguang to the wondrous city of Goka, countless opportunities can be found for any character or adventure in amazingly expansive Tian Xia. While the extensive Dragon Empires Gazetteer unveils dozens of the mystical continent’s secrets, the Dragon Empires Primer provides information pertinent to creating characters for campaigns set in this vast and diverse region. This volume of Pathfinder Player Companion provides players and Game Masters alike with all of the settingspecific traits and trappings they need to customize and play characters in the Dragon Empires.

    Inside this Pathfinder Player Companion, you’ll find:
  • Overviews of all of Tian Xia’s nations, including important details for players to integrate into their characters’ backstories and new character traits for every region to give characters boons that further tie them to their homelands.
  • Rules for Tian Xia’s five most prominent races: the shapeshifting kitsune, ophidian nagaji, transmigratory samsarans, avian tengus, and shadowy wayangs.
  • Four new archetypes with distinctly Tian flavors, including the lotus geisha (bard), sword saint (samurai), white-haired witch (witch), and yokai hunter (ranger).
  • New feats for combative characters that bolster prowess in martial arts and swordplay.
  • An extensive look at the gods and philosophies of the Dragon Empires, as well as rules for the moon subdomain.
  • A new bloodline for sorcerers tainted with oni blood, and a new school of magic for wizards who wish to harness the power of the mysterious void.
  • New rules mechanics for establishing and maintaining one’s honor in the Dragon Empires.

This Pathfinder Player Companion works best with the Pathfinder Roleplaying Game or the 3.5 version of the world’s oldest fantasy roleplaying game, but can be easily incorporated into any fantasy world.

Written by Tim Hitchcock and Colin McComb

Each bimonthly 32-page Pathfinder Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for social, magic, religious, and combat-focused characters, as well as traits to better anchor the player to the campaign.


Pathfinder Campaign Setting: Jade Regent Poster Map Folio

Pathfinder Campaign Setting: Jade Regent Poster Map Folio

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Journey from the familiar to the foreign and help place a friend on the throne of an empire in the Jade Regent Adventure Path. Along the way, you’ll cross treacherous ice fields inhabited by arctic terrors, match wits and blades with the evil oni, and rally powerful factions to your banner in order to return a nation to its rightful ruler.

Within this map folio, you’ll find three huge 8-panel maps: one of the frozen reaches of the Crown of the World, one of Minkai’s capital city of Kasai, and one of the entire continent of Tian Xia, home of the Dragon Empires and site of the final chapters in the Jade Regent Adventure Path.

Even if you aren’t running the Jade Regent Adventure Path, the maps inside can serve as the surroundings for all sorts of arctic adventures or urban mysteries, or an entire campaign setting for you to detail on your own! The spirit of exploration calls you—are you brave enough to answer?

Cartography by Rob Lazzaretti.


Jade Regent Chapter 5: Tide of Honor

Jade Regent Chapter 5: Tide of Honor

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Chapter 5: "Tide of Honor"
by Tito Leati

The heroes arrive in Minkai only to discover an empire on its knees. The Jade Regent has twisted the ruling government to cater to his despotic whims, and throughout the realm the people suffer. Before the PCs can attempt to stand against the tyrant and liberate Minkai, they must first earn the trust of its people and recruit aid from across the beleaguered empire—all the while dodging murderous oni and deadly ninjas controlled by the Five Storms. Defeating bandits who ride forth from a hidden fortress, rescuing a famous geisha from a deadly island prison, and standing tall before a corrupt daimyo’s army of samurai are all in a day’s work for the hopeful liberators of the empire.

    This volume of Pathfinder Adventure Path includes:
  • “Tide of Honor,” a Pathfinder RPG adventure for 12th-level characters, by Tito Leati.
  • An overview of the mysterious nation of Minkai, a mystical jewel of the Dragon Empires, by Tito Leati.
  • Revelations on the ways of Irori, god of history, knowledge, and selfperfection, by Sean K Reynolds.
  • Revelations and severed limbs in the Pathfinder’s Journal, by Dave Gross.
  • Five new monsters by Tito Leati, Sean K Reynolds, and Mike Welham.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.


Gamemastery Plot Twist Cards: Flashbacks

Gamemastery Plot Twist Cards: Flashbacks

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Bring the past into the present with Plot Twist Cards: Flashbacks. This vividly illustrated deck opens up a new experience of shared storytelling, providing players with ways to suggest events during any adventure. Each card presents a different theme that the GM and players work together to weave into the game’s narrative, as well as related rules effects. Plot Twist Cards: Flashbacks works alone or as an expansion to the original Plot Twist Cards deck. With Plot Twist Cards: Flashbacks, everyone can help tell the story and enjoy being surprised by the occasional blast from the past.

GameMastery Plot Twist Cards: Flashbacks provide a minor story-altering idea along with a few options players can either use as presented or take inspiration from to craft suggestions affecting in-game events. Every Plot Twist Card can be interpreted in countless ways, allowing players to customize and reveal secrets of their characters’ past in ways that encourage character building and help shape the game. The Game Master doesn’t need to be the only one telling stories, and now Plot Twist Cards: Flashbacks give players the tools to give their characters depth and detail like never before!


Pathfinder Companion: Pirates of the Inner Sea

Pathfinder Companion: Pirates of the Inner Sea

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Draw your cutlass and set sail for adventure!

For thousands of years, pirates have captured the imagination, their rough-and-tumble lives filled with a boundless lust for blood, gold, and glory. Being a pirate is the ultimate freedom—freedom to take what you want and never apologize. Whether from the decks of massive slave galleons or beneath the sails of swift ships, pirates hunt the seas, singing chanteys and hoisting the Jolly Roger as they seek out the next unsuspecting merchant. They are the wolves of the sea, and their hunger can never be sated.

Whether you want to abandon the life of a landlubber to join a pirate crew, hunt down their murderous ships in the name of justice, or simply follow a mysterious map to buried treasure, Pirates of the Inner Sea has everything you need to know about piracy on Golarion, all of it one hundred percent player-friendly and ready to guide you on your journey.

    Inside this book, you’ll find:
  • In-depth overviews of six major pirate organizations in the Inner Sea region, including the government-backed privateers of Andoran, the slavers of Okeno, the high-seas buccaneers of Riddleport and the Shackles, and the quick-moving brigands of the River Kingdoms. Each entry details the pirates’ history, notable captains, activities and hideouts, preferred ships, and more.
  • Pages of new pirate weapons and equipment, from hook hands, cutlasses, and tar bombs to peg legs, treasure chests, and grog.
  • New pirate archetypes for several different classes, including the buccaneer bard, the freebooter fighter, the corsair ranger, and the smuggler rogue.
  • The Inner Sea pirate prestige class.
  • A detailed look at the faith of Besmara the Pirate Queen, goddess of all those who make their living spilling blood on the water.
  • New pirate-themed spells for casters of numerous types and faiths.
  • New character traits to help you customize your pirate character mechanically as well as thematically.
  • Sample pirate codes, minor pirate groups, a timeline of important pirate events, and more!

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting. In addition, it is particularly useful for players of the Skull & Shackles Adventure Path.

Written by Amber E. Scott

Each bimonthly 32-page Pathfinder Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for social, magic, religious, and combat-focused characters, as well as traits to better anchor the player to the campaign.


Pathfinder Campaign Setting: Distant Worlds

Pathfinder Campaign Setting: Distant Worlds

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Golarion is the primary world of the Pathfinder campaign setting, but it is not alone. Far beyond its lands and seas, sister worlds revolve around the same sun, their residents connected by magical portals or ships of terrifying magic and technology. Now take your game off-planet and explore these weird new worlds for yourself!

This book offers a detailed introduction to the science-fantasy worlds of Golarion’s solar system, each complete with its own mysterious locations and cultures. Discover how your swords and spells match up against the trench dwellers of the Red Planet or the angelic Sarcesians who soar between asteroids. Research the mysterious origins of the sealed world-ship of Apostae, or hunt vortex sharks in the freezing seas of Kalo-Mahoi. Though strange and new, each of these worlds uses the same Pathfinder Roleplaying Game rules as Golarion itself.

    Within this 64-page book, you’ll find:
  • Gazetteers of every planet and major moon in Golarion’s system, from the steamy jungles of Castrovel and the machine-ruled rock of Aballon to post-apocalyptic Eox and divided Verces, where one side is always day and the other night. Plus, uncover information on the residents of the sun, Golarion’s moon, the asteroid belt called the Diaspora, the dark regions beyond mysterious Aucturn, and more!
  • Introductions to the major cultures inhabiting the system. Will you join Castrovel’s beautiful Lashunta, fight beside the four-armed giants of Akiton, study with the hyper-evolved Contemplatives of Ashok, petition the undead Bone Sages of Eox, or face down the insectile legions of the Forever Queen?
  • Easy new rules for adventuring on other planets, including discussions on gravity, temperature, time, vacuum, and traveling between worlds.
  • Adventure hooks for every world, tailored for GMs currently playing on Golarion.
  • Six brand-new alien monsters, from intelligent dragonkin who bond with humanoids to the great oma space-whales and amorphous, blimplike Brethedans.

Distant Worlds is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

by James L. Sutter


Jade Regent Chapter 6: The Empty Throne

Jade Regent Chapter 6: The Empty Throne

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Chapter 6: "The Empty Throne"
by Neil Spicer

Revolution brews in the empire of Minkai as the people take up arms to throw off the yoke of their unnatural oni masters. With the populace rising, the heroes lay siege to the capital of the empire, the ancient city of Kasai. There, they must discover the secrets of emperors past and seek the aid of ageless beings, gathering all the allies they can for a final assault on the bastion of the murderous Jade Regent. Will the heroes and their companions be able to bring an end to the warlord’s tyranny? Or will Minkai remain locked in the grip of true evil? Confront the powers of destiny and shape the fate of a nation in this, the exciting final chapter of the Jade Regent Adventure Path.

    This volume of Pathfinder Adventure Path includes:
  • “The Empty Throne,” a Pathfinder RPG adventure for 13th-level characters, by Neil Spicer.
  • A gazetteer of the city of Kasai, capital of the mysterious nation of Minkai, by Frank Carr and Michael Tumey.
  • Plots and high-level threats to continue your Jade Regent campaign, by Patrick Renie.
  • Deceit and revelation in the Pathfinder’s Journal, by Dave Gross.
  • Four new monsters, by Jesse Benner, Tork Shaw, and Owen K.C. Stephens.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.


Gamemastery Item Cards: Skull & Shackles

Gamemastery Item Cards: Skull & Shackles

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The high seas are yours to pillage with this trove of pirate gear and buried treasure. These stolen riches and mysterious magic items include all the best plunder from the swashbuckling Skull & Shackles Adventure Path. This 54-card set of beautifully illustrated, full-color item cards allows you to track your loot in vibrant detail.

GameMastery Item Cards allow heroes to keep track of their equipment in style, and this deck is completely compatible with all of Paizo's other GameMastery Item Card sets. Each of these full-color cards features a beautiful portrait of an item on one side with space on the back to keep notes. GameMastery Item Cards are compatible with any fantasy roleplaying game.


Pathfinder Campaign Setting: Mythical Monsters Revisited

Pathfinder Campaign Setting: Mythical Monsters Revisited

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This 64-page book takes a detailed look at ten of the most well-known and well-feared monsters from mythology. Within these pages you'll find entries on creatures from the old world to the new, including the chimera, couatl, griffon, harpy, hydra, kraken, medusa, phoenix, sphinx, and wendigo. With each monster getting a chapter of their own, details about history, ecology, lairs, variants, and even their real-world roots provide all the information you'll need to bolster these classic monsters in your game.

by Jason Nelson, Anthony Pryor, Mike Kenway, Jonathan Keith, Jesse Benner, Greg A. Vaughan


Pathfinder Campaign Setting: Dragon Empires Gazetteer

Pathfinder Campaign Setting: Dragon Empires Gazetteer

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The mysteries and wonders of the Dragon Empires are finally revealed! The continent of Tian Xia stretches from the polar ice in the north to well south of the equator—a realm where honorable samurai, devious ninja, martial artistry, strange spirits, and imperial dragons rule.

This broad overview of Tian Xia presents details on more than two dozen regions inspired by the mythology of Japan, China, Korea, Vietnam, Indonesia, and other Asian touchstones, as well as brand new realms like Wanshou (a swamp nation of slaves ruled by a kraken), the hobgoblin nation of Kaoling, the tengu homeland of Kwanlai, the monster-infested Valashmai Jungle, and the underwater locathah enclave of Xidao.

The 64-page Dragon Empires Gazetteer also presents five new player character races—the birdlike tengus, reptilian nagaji, shapechanging foxlike kitsune, reincarnated spiritualists known as samsarans, and the shadowy masters of trickery called the wayang. An overview of life in the Dragon Empires offers a look at a new core pantheon (including more than a dozen brand-new deities), several new factions, and the challenges faced by a land recovering from the recent fall of a continental empire. Grab your katana, ready your best kung fu, and prepare to discover a whole new world of exciting adventure!

by James Jacobs


GameMastery Map Pack: Palace

GameMastery Map Pack: Palace

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GameMastery Map Pack: Palace contains 18 full-color 5 x 8-inch map tiles, stunningly crafted by cartographer Jason Engle, that combine to form a variety of palatial locales fit for both princes and profligates!

    Locations include:
  • Throne Room
  • Customizable Halls
  • Reception Chamber
  • Treasury

For use with all tabletop roleplaying and miniatures games and suitable for experienced GMs and novices alike, this product fits perfectly into any Game Master’s arsenal.

Wet, dry, and permanent markers erase from the tiles!


GameMastery Item Cards: Jade Regent

GameMastery Item Cards: Jade Regent

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Claim the riches of Eastern empires with these mystical treasures and masterfully crafted weapons. The wealth of magical and mysterious realms awaits discovery in the Jade Regent Pathfinder Adventure Path. This 54-card set of beautifully illustrated, full-color item cards allows you to track your newest and most elegant treasures in vibrant detail.

GameMastery Item Cards allow heroes to keep track of their equipment in style, and this deck is completely compatible with all of Paizo's other GameMastery Item Card sets. Each of these full-color cards features a beautiful portrait of an item on one side with space on the back to keep notes. GameMastery Item Cards are compatible with any fantasy roleplaying game.


Pathfinder Roleplaying Game: Bestiary 3  Hardcover

Pathfinder Roleplaying Game: Bestiary 3 Hardcover

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Test your courage against the most infamous foes of myth and legend! Bestiary 3 presents hundreds of monsters for use in the Pathfinder Roleplaying Game. Within this book you’ll find demiliches and demodands, grave knights and goblin snakes, norns and nephilim, imperial dragons and unfettered eidolons, and so much more! Yet not every creature needs to be an enemy, as winged garudas, crafty tanukis, and leonine lammasus all wait to join your party and answer the call of glory.

The Pathfinder RPG Bestiary 3 is the third indispensable volume of monsters for use with the Pathfinder Roleplaying Game and serves as a companion to the Pathfinder RPG Core Rulebook and Pathfinder RPG Bestiary. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time bestselling set of fantasy rules into the new millennium.

    The Pathfinder RPG Bestiary 3 includes:
  • More than 300 different monsters
  • Classic terrors from myth and literature, from the frumious bandersnatch and the righteous valkyrie to the cunning dybbuk and elusive kappa
  • Hordes of new creatures you can construct, grow, or summon to aid your party in its adventures
  • New player-friendly races to let you adventure as canny ratfolk, genie-blooded sulis, and more
  • New familiars, animal companions, and other allies
  • Challenges for any adventure and every level of play
  • Some of the strangest and most beloved creatures from fantasy roleplaying history and the Pathfinder campaign setting
  • Hosts of new templates and variants
  • Appendices to aid in monster navigation, including lists by Challenge Rating, monster type, and habitat
  • Expanded universal monster rules to simplify special attacks, defenses, and qualities
  • And MUCH, MUCH MORE!

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