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5 Questions Every Sorcerer Should Be Able to Answer

Sorcerers can be a bit of a problematic topic, depending on what edition of the game you play. If I remember correctly, they came into existence because a sizable chunk of the Player’s Handbook was for wizards only so they created another class that used the exact same spell list. So there are some originalists that do not feel they should exist. I’m more of a modernist in that sense where I accept the class as they are and go from there.

The basic concept of the class itself is that you can just do magical abilities. No matter the reason why, you can just wave your hands, utter what would otherwise sound like nonsense and BOOM magic happens. Frankly it sounds like that if the magic didn’t happen, you’d be locked up for insanity. But here you are, making with the magic. So yeah!

If you want to play a sorcerer, here are five questions that will help you get into your character. See our 5 Questions for bards, clerics, druids, fighters, monks, paladins, rogues, and wizards here.

1) How Did Your Magic First Manifest?

One day you were an average person. The next you were making sparks shoot out of your fingers or you levitated something or you made someone suddenly agree with you. Wait a second, how do you know that that last one wasn’t just a really persuasive argument? Simple, you tried it again without waving your arms or putting that same amount of force to your voice and it didn’t work. It is only when you did that exact same sequence over and over again that you realized that you were making magic. The same is true with the other spells you cast. You tried to make fire happen without waving your hands or suddenly gain the ability of perceiving magical auras by speaking different words but they simply don’t happen.

This brings us to a first if several non-obvious truths about the sorcerer class: sorcerers have to work hard at their magic. Being a wizard requires years if study while sorcerers just make the magic happen so it is easy to think that being a sorcerer is easy. That’s simply not true. There is no guidebook to being a sorcerer. Wizards literally have a book that says this is how you make magic; sorcerers have to reinvent the wheel for every new spell they want to cast. That requires lots of work and patience.

2) When Was The Last Time You Lost Control of Your Magic?

Like I said, being a sorcerer just happens. You did something and unexpectedly magic just happens. So was anyone hurt when you did that? How about the second time that happened? Third? How many times were you told to keep your magical powers under control after you broke something without meaning to? In your anger did you burn someone without meaning to? Is this why you left home and became an adventurer, because you feel you are a danger to those you care about decided to not return until you could control your new-found powers better?

3) Did You Always Choose to Use Your Magical Abilities for Good?

Frankly, I hope the answer to this one is “No.” It is far more of an interesting answer to decide to choose good instead of always being good. Say you left home in a hurry because you had burned someone, not bringing much in the way if food or supplies. You are now a homeless person. So if you manage to outrun the stories about yourself, you’re going to be hungry. So you walk into a tavern and and charm your way into a free meal and a night’s rest from the tavern owner. So when the tavern owner comes to their senses and brings their spouse comes to collect what you owe, you try again and fail and get run out of another town. Sooner or later (maybe after spending a few nights in jail for your actions, maybe after you saw someone in need and you helped and someone looked upon you favorably for the first time since you developed your powers), you realize that you have to clean up your act and can use your abilities to earn your keep instead of stealing it from others.

This brings us to the next non-obvious truth about sorcerers: it’s easy to go bad. Instead of choosing to clean up your act, suppose you always decided to stay selfish. Sure you did the occasional good deed so you could tell yourself you’re a good person, but much of the time you are motivated by your own wants and desires, ignoring the pain you cause others. That way is easier, even quicker. That is a seductive thought, one that your sorcerer should be able to understand, no matter which way they choose.

4) What Spell Is Inside of You That You Can’t Seem to Cast?

Much like Rincewind with a powerful spell inside of him that doesn’t want to come out, you should also have a powerful spell inside of you that doesn’t want to come out yet. You know it is inside of you, but you can’t seem to get it to come out yet. Maybe you don’t even have a name for it yet, but you can feel it inside if you, deep in your soul. Do you hold it back until you can control it? Perhaps you try to bring it out, but it simply will not come out yet. Is it asleep inside if you and you are not sure you want to wake it yet? This is why I like to make my sorcerers with a theme. You know you have a raging inferno inside if you and you try to tap into it and instead you only get burning hands. You try again and you get scorching ray. Then fireball and so in until you can fully tap into that power deep inside if you that you know is there.

This brings us to our last non-obvious truth about sorcerers: it should be confusing as hell. Why does flapping my arms and saying nonsense make magic happen when it doesn’t for someone else? Why can I now call forth this one spell when I couldn’t yesterday? How come I could make this magic spell before but I simply can’t now? There should be very little about your abilities that actually makes sense. That would make some seek stability. Which brings us to our last question:

5) What Do Your Fellow Adventurers Offer You?

Why are you with this group of adventurers instead some other group? The simple answer is that they offer you something that others cannot: stability and acceptance. Your powers can be viewed as weird or downright scary by those that do not understand them. For you to stay with your fellow adventurers, they must have accepted you for who you are. Maybe they express that acceptance while teasing you, but they will stand by your side if anyone is mean or attacks you. This group may very well be the most stable relationships you have had since you developed your powers. So the question then becomes, what will you do to defend them when they need you?

Greyrend, our signature sorcerer, left her clan of lycanthropes and other skinwalkers when she was only 12. She could only manifest her magical powers when she was angry and she did not have much control of her powers at first, making her an outcast. She tried to live among humans in her human form, but growing up among wolf-people didn’t imbue her with the greatest amount of social skills. While she can unleash destructive power, she prefers to focus on ways to enhance her natural fighting abilities and to adjust the minds of those that oppose her, making it feel like she has some acceptance, even if it is only for a little while. Since joining up with her fellow adventurers, she has had to change other people’s minds far less. They are helping her interact with others when she is less than socially graceful and teaching her how to get along better with others.

Greyrend is featured on the cover of the adventure Deadly Delves: The Chaosfire Incursion for the Pathfinder Roleplaying Game. Download this adventure today and check out all our Pathfinder, D&D 5e,13th Age, and Traveller titles today at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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Pathfinder: Heroic Races on Your Computer

Do you love the cover to the Book of Heroic Races: Advanced Compendium as much as we do? Now you can have it on your computer, your phone, or wherever you desire. Download the Book of Heroic Races: Advanced Compendium wallpaper today.

Download Book of Heroic Races: Advanced Compendium today at the JBE Shop, DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.

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Pathfinder: Racial Technology

Book of Heroic Races: Advanced Compendium

Work on the Book of Heroic Races: Advanced Compendium started around the time that Paizo released the Technology Guide for the Pathfinder Campaign Setting. Since Paizo added to the PRD some of my authors thought that it could be referred to like any of the books in the Pathfinder Roleplaying Game book line. Alas, Paizo did not allow it so I had to constrain my authors, initially.

When we were ready to release the Advanced Compendium, I used the technological material already written and contacted those that had asked me about it during the book’s roll out if they wanted to develop more material for it. The result of which was included in Appendix 2: Racial Technology.

This really help integrate this book with Starjammer. Starjammer is produced by the people behind d20pfsrd.com and is best described as Pathfinder in Space with Technology. This book integrates rather nicely with that supplement. Here one such option that goes great with that book from the Book of Heroic Races: Advanced Compendium.

Timeworn Reclaimer (Archetype)

In some sense descended from the civilizations responsible for the existence of most technological items, androids are often quite comfortable timeworn technology. Some androids become hunters of technological items, becoming intimately familiar with their workings.
Associated Class: rogue
Associated Race: android
Replaced Abilities: trapfinding, trap sense, evasion, improved uncanny dodge, master strike
Technological Empathy: The timeworn reclaimer adds 1/2 her class level to Craft (mechanical) and Disable Device checks related to technology.
Savant’s Luck: At 2nd level, the timeworn reclaimer reduces the chance for timeworn technological items she uses to glitch by 2% per class level.
Nanite Infusion: Once she reaches 3rd level, by expending a daily use of her nanite surge as a standard action, the timeworn reclaimer can restore 1 charge to a technological item. The number of charges restored by this ability increases by 1 for every level above 3rd, to a maximum of 6 charges at 18th level.
Controlled Glitches: Beginning at 8th level, whenever a timeworn technological item glitches during use by the timeworn reclaimer, she can adjust the result of the d% roll in either direction up to an amount equal to her class level, allowing her some control over the nature of the glitch.
Technological Marvel: A timeworn reclaimer of 20th level can use timeworn technological items without any risk of glitches. Whenever she uses such an item, she can instead force it to glitch and choose the results of that glitch, rather than rolling d% to determine it.

Download the Book of Heroic Races: Advanced Compendium now at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

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Pathfinder: 10 Elan Misconceptions

Book of Heroic Races: Advanced Compendium

Much like our post on 10 True Things about Catfolk, we have 10 things about elans. Instead of things that are true, we bring to you misconceptions concerning this adjusted race. Submitted for your enjoyment, 10 Elan Misconceptions.

  1. Elan are not fey. While truly fair in aspect, elan are creatures of pure psionic energy and are not related to the Fey, even if the individual elan’s original form was.
  2. Elan are not a conspiracy. Since elan are often secretive about their abilities they have acquired a reputation in certain quarters for being a secret cabal of unknown aims. They are not a unified conspiracy, they are a separate race that live among us.
  3. Elan do not originate from another world or plane of existence. Despite their otherworldly aspect, the elan race originated here and are natives not only of the prime material plane but also of this world.
  4. Elan are not fallen celestials. Much like the misconception about their connection to the fey, this one is rooted in the appearance of the elan. Elan have no racial connection to any race besides their own. The are self created, not evolved.
  5. It is often thought that being entities of condensed psionic energy means elans cannot use magic. Nothing could be further from the truth. Oracles, wizards, clerics and other casters are often found within the ranks of most elan communities.
  6. Elans are often confused with human psions and wilders. It is usually only those familiar with them personally that are aware the elan are an entirely separate race.
  7. It is believed that all who undergo the rebirth to become an elan emerge perfected, but in reality there is a tiny percentage that suffer a different change. Called “flawed creations” they tend to be more visibly aberrant and unnerving.
  8. Among the few who are familiar with the elan race an often held held misconception is that elan are mortal like the other races. The fact that they usually only die by violence and otherwise rejuvenate themselves psionically is something the elan keep to themselves out of fear of the jealousy of other races.
  9. Among the more evil races it is said that consuming the flesh of an elan with give the being eating it psionic power. It is an assumption that is most often found among neothelid cultists and worshipers of the elder gods.
  10. In some of the more paranoid quarters it is believed that the elans gain their power by devouring the brains of other sentient beings.

Elans are apart of the Book of Heroic Races: Advanced Compendium. Download the Book of Heroic Races: Advanced Compendium now at the JBE Shop. You can also find it at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

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Pathfinder: Assemble The Heroes

Book of Heroic Races: Advanced Compendium

Heroes Assemble!

From the seas below to the skies above, from the land to the stars, heroes are all around us, and they come in many different forms. Now you can go beyond the common races and play a member of these 12 imaginative races in your game. Delve into each race’s culture and see the world from their unique point of view. Play a character that you have always dreamed of playing, with all-new specific character options tailored to each race’s flavor. Expand your horizons and your gaming experience with these Advanced Races today!

Book of Heroic Races: Advanced Compendium is the essential guide for playing untold numbers of characters. This 254-page supplement features:

  • Racial Traits to play 12 different races, plus 60 Alternate Racial Traits and 49 Character Traits to customize your character for your desired unique play experience
  • 125 New Character Class Options, including archetypes, sorcerer and bloodrager bloodlines, oracle mysteries and shaman spirits, cavalier orders, cleric domains and subdomains, rogue talents, alchemist discoveries, familiars and animal companions, time thief temporal talents, soulknife blade skills, and much more
  • 93 New Feats, including martial arts styles, metamagic feats, combat feats, and feats to enhance your chosen racial traits
  • 84 New Magic Items, Mundane Items, and Technological Items
  • 61 New Spells and Psionic Powers
  • 23 New Deities and Philosophies, reflecting the unique viewpoints and values of each race
  • Details for crafting your unique adventurer, as well as suggestions for GMs on how to incorporate each of these races into your campaign world

Be Heroic With These Advanced Races Today!

Download the Book of Heroic Races: Advanced Compendium now at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

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Pathfinder: 10 True Things About Catfolk

Book of Heroic Races: Advanced Compendium

I asked some of our authors to write 10 True Things about their race. And with the impending release of the Book of Heroic Races: Advanced Compendium for the Pathfinder Roleplaying Game, we thought we’d share them with you. Today we are sharing catfolk. We hope you enjoy them.

10 True Things About Catfolk

  1. Catfolk tend to be quite superstitious, and pick up even more such behavior from people of other races and cultures with whom they associate.
  2. Matriarchs lead catfolk clans, and their followers demonstrate nearly unswerving loyalty to their mistresses.
  3. Humans, dwarves, and elves can’t speak fully fluent Catfolk because they don’t have tails – but kitsune, lizardfolk, and tieflings can.
  4. Clan matriarchs mate with several of the most desirable males among their warriors and diplomats to ensure that their offspring are of the strongest possible stock.
  5. An unarmed catfolk with extensive hand-to-hand combat training is easily the equal of a fully armed and armored human. Their claws give them a distinct edge in battle.
  6. Catfolk look very disfavorably upon thieves, and this is probably why they don’t like tengu very much.
  7. A rare few catfolk sorcerers are descended from a kind of feline fey called the grymalkin. They use their power over shadows, innate understanding of illusions, and breath-stealing magic to fight foes.
  8. Some catfolk collect gods like children collect marbles.
  9. Tree-dwelling catfolk clans produce elite warriors who can walk on branches and leaves as easily as a human can walk down a dirt road.
  10. Catfolk priestesses of Sekhmet make a potent type of magical wine which enhances their healing abilities.

Download the Book of Heroic Races: Advanced Compendium now at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

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Pathfinder: A Horde of Races

Book of Heroic Races: Advanced Compendium

Tuesday February 14th—Valentine’s Day—sees the launch of the Book of Heroic Races: Advanced Compendium. This has been a work in progress for over two years. So what exactly is inside it?

Well each race has about 16 pages of material, describing the race, their culture, their view on the world, how others of their kind interact, their religions, and of course plenty of Pathfinder gaming stats. Like what? Well we start off with the Racial Traits, follow that up with alternate racial traits, character traits, a veritable horde of archetypes and other class options, mundane equipment specific to their race, and spells and magic item commonly created by members of that race. We finish off each individual section with ideas for you to integrate this race into your game and NPCs so you can us this race in your game right away. As a bonus we threw in favored class options for this race for over 40 different classes. Sure every class in the core rule book is covered here but so are the classes from the Advanced Player’s Guide to the Advanced Class Guide as well as Ultimate Psionics and the Time Thief thrown in for good measure.

You want more? Well how about some racial technology for those that want to play a Pathfinder in Spaaaaaace.

So what races are covered in this book? Glad you asked. We have:
Androids
Catfolk
Changelings
Elans
Gillmen
Lizardfolk
Merfolk
Samsarans
Skinwalkers
Tengus
Wyrwoods
Wyvarans

Download the Book of Heroic Races: Advanced Compendium now at the JBE Shop, DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

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Pathfinder: Rage Against Everything

Book of Heroic Races: Advanced Skinwalkers (PFRPG)

All week long, we are showing off what is inside the new Book of Heroic Races: Advanced Skinwalkers for Pathfinder. We already showed you the interior artwork, the basic racial abilities, and one of the archetypes. Today we are sharing the some rage options for barbarians and skalds.

If there is one thing that Skinwalkers do exceptionally well is to viscously tear into their enemies without reserve. This melds well with the barbarian and skalds classes, which do that to begin with. So when we set out to do Advanced Skinwalkers, we wanted to make sure that we gave them some sweet powers. We hope you enjoy our offerings.

Download the Book of Heroic Races: Advanced Skinwalkers for Pathfinder at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

Book of Heroic Races: Advanced Skinwalkers is part of the Book of Heroic Races: Advanced Compendium. Download the Book of Heroic Races: Advanced Compendium now at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

New Barbarian/Skald Rage Powers

Cursed Scar (Su): Foes the barbarian scars with demoralizing scar or similar rage powers find their wounds slow to heal. Spells that would remove hit point damage, ability damage, or ability drain from the victim fail unless the caster succeeds on a caster level check (DC 11 + barbarian level + skald level). The curse lasts for 24 hours or until removed with a remove curse spell or effect (same DC). A barbarian must have the demoralizing scar rage power and be at least 10th level to select this power.
Demoralizing Scar (Ex): Once per rage, the barbarian can choose to scar a target upon a hit with a natural weapon attack. If the foe fails a Fortitude save (DC equal to 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier), it is disfigured by the attack and suffers 2 points of Charisma drain. A scarred foe must then attempt a Will save (same DC); if it fails, it is shaken for as long as it can perceive the barbarian. Success indicates that the foe is immune to this fear for 24 hours. This is a mind-affecting fear effect. Fear from a demoralizing scar does not stack with other fear effects. As long as the drain persists, whenever the foe again encounters (and recognizes) the barbarian, it must make the Will save again. A barbarian must be at least 8th level to select this rage power.
Furious Transformation (Su): During any round in which the barbarian enters a rage, using the change shape racial ability requires only a move action, rather than a standard action.

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Pathfinder: Psionic Skinwalker

Book of Heroic Races: Advanced Skinwalkers (PFRPG)

We are posting previews to Book of Heroic Races: Advanced Skinwalkers. So far, you’ve seen the art and the race’s abilities. Today we are showing off one of the archetypes.

We at JBE really enjoy Dreamscarred Press’s Ultimate Psionics, so much so that we included the elan race in our Book of Heroic Races Advanced Series. We decided a while ago that we wanted to include more psionics archetypes and powers in our races and skinwalkers is the first we have made that happen, but it will not be our last.

Today we would like to show you the Kinetic Assailant archetype. This archetype was designed from the ground up to make the soulknife into a Marvel comic book character. True, there already is one in Ultimate Psionics with a similar inspiration, but this archetype was designed for the skinwalker and is totally awesome. Check it out below.

Kinetic Assailant

Many would ask what’s more dangerous than a man who can slay a horde of soldiers with nothing but a dagger, and the kinetic assailant would answer; “One who can do it with nothing at all.” Masters of augmenting the kinetic force of their unarmed or natural weapons with their psionic powers so that even casual swipes can become devastating blows, kinetic assailants scoff at those who would use any weapons where their bodies and minds are the only edge they require.

Associated Class: soulknife
Associated Race: skinwalker
Replaced Abilities: Form mind blade, enhanded mind blade, shape mind blade, throw mind blade,
Modified Abilities: Bonus feat, blade skills
Bonus Feat: The kinetic assailant may choose Power Attack, Improved Unarmed Strike, or Weapon Focus (potential energy) as a bonus feat at 1st level.
Potential Energy: As a move action, a kinetic assailant with psionic focus can store a disproportional amount of potential energy within a single unarmed attack (either a natural attack or unarmed strike). The attack is considered lethal, deals damage as one size larger (minimum 1d6), deals double damage against objects, and threatens a critical on a roll of 19–20.
Beginning at 3rd level, when the kinetic assailant takes a move action to imbue his unarmed attacks with potential energy, all of his unarmed strikes gain the benefits, rather than just a single strike, so long as he maintains psionic focus.  Alternatively, as a full-round action the assailant can store even more energy, increasing the damage of his unarmed attacks by an additional size category and allowing them to deal triple damage on a confirmed critical. While in an area where psionics normally do not function (such as a null psionics field), the kinetic assailant’s potential energy does not grant its normal benefits, instead adding only 1d4 additional damage to his unarmed attacks.
While potential energy can be used with a weapon, the weapon deals double the amount of damage it deals to itself as well, possibly destroying it.
Shape Kinetics: When unarmored and unencumbered, the kinetic assailant’s awareness and control of kinetic force is such that they can alter its route in their immediate area. She adds her Wisdom modifier (if any) to her AC and CMD. In addition, she adds her mind blade maximum enhancement bonus to her AC and CMD.
Unstoppable Force: By expending psionic focus, a kinetic assailant can manifest the thrust version of the kinetic force power (with a manifester level equal to their kinetic assailant level) with one exception: the area of the power is either a 20 foot line, a 15 foot cone, or a radius of 10 feet centred on her.
Enhanced Kinetic Force: This ability functions as the enhanced mind blade ability, except that it applies to the kinetic assailant’s unarmed strikes and natural attacks when they are imbued with potential energy.
Blade Skills: The kinetic assailaint cannot choose the following blade skills: Absorbing blade, alter blade, bladewind, deceptive blade, dual imbue, emulate melee weapon, emulate ranged weapon, enhanced range, fluid form, ice blade, mind blade finesse, mind daggers, mind shield, multiple throw, reaching blade, rending blades, thunder blade, two-handed throw, and weapon special (and all dependent blade skills). Instead, the kinetic assailant gains the following as options:
Internal Bleeding: Upon confirming a critical hit, the kinetic assailant can expend his psychic strike and deal 1 point of Constitution damage for every 2d8 damage his psychic strike would normally deal. The kinetic assailant must be at least 8th level to choose this blade skill.
Rupture Internals: Upon confirming a critical hit, the kinetic assailant can expend his psychic strike and instead of dealing hit point damage deal 1 point of Constitution damage for every 1d8 damage his psychic strike would normally deal. The kinetic assailant must have the Internal Bleeding blade skill and be at least 12th level to choose this blade skill.
Reactive Expulsion: When a kinetic assailant with psionic focus is struck, she may expend her focus to manifest the psionic blast power as a psi-like ability on her attacker. The kinetic assailant must be at least 6th level to choose this blade skill.
Reactive Explosion: When the kinetic assailant uses reactive expulsion, the target is knocked prone if it is stunned. Additionally, enemies affected by the kinetic assailant’s unstoppable force ability are stunned for one round . The kinetic assailant must have the reactive expulsion blade skill and be at least 12th level to choose this blade skill.
Resounding Sunder: The kinetic assailant can expend her psionic focus to perform the sunder combat maneuver without provoking an attack of opportunity. If the sunder attempt is successful, the creature wearing or wielding the targeted object becomes stunned for one round.
Perpetual Energy: The kinetic assailant can expend her psionic focus when making a full-attack action to move up to her speed (in total) between attacks while taking a –4 penalty on all attack rolls. When the assailant expends her focus in this way, her attacks still gain the benefits of her potential energy ability until the end of her turn The kinetic assailant must be at least 8th level to choose this blade skill.
Boundless Energy: When the kinetic assailant uses the perpetual energy blade skill, the penalty on attack rolls decreases to –2, and she no longer needs to expend her psionic focus to use it. The kinetic assailant must have the perpetual energy blade skill and be at least 18th level to choose this blade skill.

Download the Book of Heroic Races: Advanced Skinwalkers for Pathfinder at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

Book of Heroic Races: Advanced Skinwalkers is part of the Book of Heroic Races: Advanced Compendium. Download the Book of Heroic Races: Advanced Compendium now at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

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Pathfinder: Skinwalkers Unleashed

Book of Heroic Races: Advanced Skinwalkers (PFRPG)

Heroes That Go Bump In The Night
Among the shapechangers, skinwalkers stand alone as defenders of humanity against the evil beings that hunt by the moon’s pale light. Shunned by the very people they fight to protect, skinwalkers prowl the night as creatures divided: part human and part beast. This unique state of being is both their blessing and their curse. With these new options, you can play a skinwalker character: a beast of nature using your powers for good!
Book of Heroic Races: Advanced Skinwalkers gives you everything you need to play a skinwalker character. This 22-page supplement features:

  • Standard Racial Traits for playing a skinwalker, an alternate racial trait, and 3 new character traits to customize your character for this unique play experience
  • 17 New Character Class Options including 4 new archetypes like the beastwalker druid and the kinetic assailant soulknife, 4 new barbarian/skald rage powers, 4 new hunter animal foci, and the lunar shaman spirit
  • 7 New Feats expanding on shapeshifting abilities
  • 6 New Shapeshifter-Themed Spells
  • 4 New Magic Items
  • 3 New Deities, each with a unique perspective on defending the wilderness
  • Details on skinwalker adventurers as well as suggestions on how to incorporate this race into your own campaign

Be Heroic with This Advanced Race Today!

Download the Book of Heroic Races: Advanced Skinwalkers for Pathfinder at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

Book of Heroic Races: Advanced Skinwalkers is part of the Book of Heroic Races: Advanced Compendium. Download the Book of Heroic Races: Advanced Compendium now at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.