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PZO1111 Pathfinder Chronicles Campaign Setting

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Published by Dragoonmk3, 2023-05-12 01:27:15

Pathfinder Chronicles Campaign Setting

PZO1111 Pathfinder Chronicles Campaign Setting

249 C Appendix C: Rogue’s Gallery Stricia Zuzulova Publicly, Stricia is a brave crusader against the hordes of the Worldwound. If a bit unorthodox in her skirmishing and hit-and-run tactics, she proved her mettle on the field after serving as an acclaimed ghost hunter and vampire slayer in her native Ustalav. Unbeknownst to all, Stricia is actually a half-orc. A rare birth “defect” left her almost indistinguishable from a human but raised along Belkzen’s frontier with Ustalav. She found her true calling in a chance encounter with a mysterious mercenary captain named Avinash, who encouraged her to become a crusader and secretly serve in his mercenary band, the Catspaw Marauders. Using Stricia Stricia’s wide range of skills make her a very versatile villain to use against your group; she can be a bounty hunter, a commander in an enemy army, or even an assassin working for a thieves’ guild. That said, there’s nothing in her class makup that requires evil—by changing her alignment, you can suddenly have a unique ally to send with your PCs as they head in to their latest adventure. Stricia Zuzulova Female half-orc fighter 2/ranger 2/rogue 2/low templar 5 CE medium humanoid Init +5; Senses darkvision 60 ft., Listen +7, Spot +7 DEFENSE AC 23, touch 15, flat-footed 18 hp 97 (7d10+2d8+2d6+33) Fort +14, Ref +13, Will +5 OFFENSE Spd 30 ft. Melee improvised weapon +11/+6 (1d6+1) or lance (+12/+7, 1d8+1) Ranged light crossbow +16/+11 (1d8+1+1d6 electricity/17-20/ x2) or light crossbow +14/+14/+9 (1d8+1+1d6 electricity/17-20/x2) Special Attacks dirty fighting, sneak attack +2d6 Space 5 ft.; Reach 5 ft. STATISTICS Str 12, Dex 21, Con 16, Int 12, Wis 15, Cha 12 Base Atk +10; Grp +13 Feats Improved Critical (light crossbow), Mounted Combat, Point Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Track, Veiled Vileness* Skills Appraise +5, Bluff +9, Diplomacy +19 (+21 with evil creatures), Disguise +19 (+2 when acting in character), Forgery +15, Gather Information +12, Intimidate +12, Knowledge (local) +6, Knowledge (nobility & royalty) +6, Listen +7, Ride +9, Sense Motive +7, Sleight of Hand +12 (+16 to hide objects on person), Spot +7, Survival +5, Tumble +10 Languages Common, Orc SQ evasion, favored enemy (humanoid [human]) +4, flag of convenience, path of darkness, trapfinding, wild empathy, wolf in sheep’s clothing Combat Gear potions of cure moderate wounds (4), potions of shield of faith +3 (2), potion of heroism; Other Gear +1 buckler, +1 cloak of protection, hat of disguise, pendant of persuasion (as circlet, but worn as necklace), stone of alarm, handy haversack, +2 gloves of dexterity, masterwork forgery kit, masterwork lance, +1 shocking burst light crossbow with 40 bolts, 10 cold iron bolts, 10 alchemical silver bolts, 10 adamantine bolts, 20 assorted +1 bane bolts appropriate for expected foes, 10 +1 ghost touch bolts,+3 studded leather * New feat presented in the General Feats section of Chapter 5.


250 Pathfinder Chronicles: Campaign Setting Stronfeur Uherer Stronfeur Uherek is a dwarven soldier of the Five Kings Mountains, a born warrior and a proud warden of dwarven tradition. He is a stickler for appearance and the dignity of his post and always takes care to ensure his equipment and uniform are kept in top condition (to best present the honor of his rank and service), but he is relaxed and easygoing when out of uniform. The soldiers of the Five Kings are not “wed to the axe” as are the warriors of many Sky Citadels, and in fact they are encouraged to start families. Home life is encouraged by rotation of soldiers between active and reserve duty, allowing Stronfeur to enjoy time with his wife and two daughters (a rarity in dwarven births, where males usually outnumber females by a wide margin) when not deployed to the frontier. Five Kings soldiers such as Stronfeur embody a peculiarly dwarven tactical concept of heavily armored skirmishers, prepared to close and crush foes with a heavy pounding of their reinforced shields and dwarven maulaxes, or to hurl weapons at enemies standing off at a distance or those attempting to f lee. Using Stronfeur Stronfeur is in may ways the “classic dwarf.” Armed with a warhammer and armored to the ears, he can serve as a cohort or other close ally to any PC who seeks a loyal and devoted companion. Alternatively, you can use his stats to represent a small army of dwarven fighters, perhaps a group sent with the PCs to challenge a nearby tribe of orcs. Although Stronfeur as presented here as lawful good, he certainly doesn’t have to stay that way. You can adjust his alignment with ease to create any sort of dwarven fighter you need. Combine this with the option above of using his stats to represent a small army, and you’ve got a whole platoon of violent dwarven enemies to face your PCs. If you need a commander for this army, look no further than Stricia Zuzulova on the previous page. Simply change Stronfeur’s alignment to match hers and you have the seeds for an adventure against a bitter crusader who, after being discharged from the army, sought out and hired a legion of dwarven thugs to aid her in taking revenge. Stronfeur Uherek Male dwarf fighter 4 LG medium humanoid Init +2; Senses darkvision 60 ft., Listen +0, Spot +0 DEFENSE AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex) hp 42 (4d10+16) Fort +10, Ref +3, Will +3 (+2 against poison, +2 against spells and spell-like abilities) OFFENSE Spd 20 ft. Melee +1 warhammer +9 (1d8+6) Space 5 ft.; Reach 5 ft. STATISTICS Str 16, Dex 15, Con 18, Int 10, Wis 10, Cha 10 Base Atk +4; Grp +7 Feats Great Fortitude, Iron Will, Power Attack, Weapon Focus (warhammer), Weapon Specialization (warhammer) Skills Craft (armorer) +5, Craft (weaponsmithing) +5, Intimidate +5, Ride +5 Languages Common, Dwarven SQ stability, stonecunning Gear +1 heavy steel shield, +1 warhammer, field plate* * New item presented in the Equipment section of Chapter 5.


251 C Appendix C: Rogue’s Gallery Tjaden Ludendorff Tjaden Ludendorff is a rarity—a paladin in the frozen Lands of the Linnorm Kings. A grizzled veteran of many winters and many wars against the giant clans and other menaces that bedevil his land, his legendary battleaxe and stillmighty thews always stand at the forefront of the fight. Using Tjaden Tjaden works best as a “fish out of water.” He can be an honorable warrior in self-exile from a barbaric northern land who might contact the PCs to hire them to return with him to handle a cruel and destructive chieftain. Alternatively, he can be an unusual paladin whom a more “civilized” order of knights who might want to try to recruit the PCs’ help. Tjaden Ludendorff Male human paladin 8/ranger 1 LG medium humanoid Init +3; Senses Listen +8, Spot +8 Aura courage (immune to fear, allies +4 morale bonus vs. fear) DEFENSE AC 21, touch 9, flat-footed 21 hp 72 (8d10+8 and 1d8+1) Fort +15, Ref +9, Will +12 OFFENSE Spd 20 ft. (4 squares) Melee battleaxe of thunderbolts +21/+16 (4d6+14/x3) or armor spikes +14 (1d6+5) Ranged battleaxe of thunderbolts +14 (4d6+11/x3) Special Attacks smite evil 2/day (+5 atk, +8 damage), turn undead 8/day (1d20+7, 2d6+10) Space 5 ft.; Reach 5 ft. Spell-Like Abilities (CL 8th) At will—detect good 1/week—remove disease Spells Prepared (CL 4th) 1st—bless weapon, endure elements 2nd—remove paralysis STATISTICS Str 20 (22 when using battleaxe of thunderbolts), Dex 8, Con 13, Int 19, Wis 18, Cha 20 Base Atk +9; Grp +14 Feats Combat Expertise, Improved Initiative, Power Attack, Spirit Strike*, TrackB, Weapon Focus (battleaxe) Skills Craft (armorer) +5, Diplomacy +16, Handle Animal +10, Heal +6, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (nature) +7, Knowledge (nobility and royalty) +5, Knowledge (religion) +9, Listen +8, Profession (fisher) +5, Profession (miner) +5, Profession (sailor) +10, Profession (siege engineer) +10, Profession (soldier) +16, Ride +13, Sense Motive +10, Spot +8, Survival +9 Gear silver dagger, +1 animated heavy steel shield, +4 belt of strength, +1 cloak of resistance, cold iron dagger, +1 full plate with masterwork armor spikes, +2 gauntlets of ogre power, hammer of thunderbolts (as hammer of thunderbolts), ring of feather falling, Svadilfare (male griffon mount) SQ aura of courage, detect evil, divine grace, divine health, favored enemy (giants) +2, lay on hands (40 hp), wild empathy * New feat presented in the General Feats section of Chapter 5.


252 Appendix D Pathfinder Chronicles: Campaign Setting T he following charts provide random encounters for various environs. Many of these creatures come from volumes of Pathfinder or Pathfinder Modules, as indicated after a creature’s name. If you do not have the indicated source, use the creature from the next line down or roll again. When a dragon is indicated, roll 1d4+1 to determine its age category (wyrmlings rarely present a challenge and dragons older than young adult should not be encountered randomly). When a skeleton is indicated, roll 1d10–2 to determine its CR (on a roll of 1 or 2, it is a human skeleton). Civilized Lands1 d% Encounter Avg EL 01 Peasant with broken cart — 02–05 2d4 pilgrims — 06–15 Merchant caravan — 16–55 Roaming livestock — 56–65 1d4 goblins 1 66–68 1 bat swarm 2 69–75 2d4 raiders (brb 1) 5 76–84 1d4 thugs (war 3) 5 85 1 revenant (PF 2) 6 86–95 3d4 guards (ftr 2) 7 96–00 2d4 elite guards (ftr 4)2 9 1 Within 10 miles of small city, 20 miles of large city, 50 miles of metropolis; 10% chance of encounter 3/day. 2 Eagle Knights, Hellknights, or similar groups. Cold Hills/Mountains1 d% Encounter Avg EL 01–02 Powerful storm (DMG 94) — 03–10 1 snowdrifter (W3) 4 11–20 1 ettin 6 21–30 1 redcap (PF 4) 6 31–34 1 remorhaz 7 35–44 1d3+2 frosty chiselers (E1) 8 45–54 1 cold rider (E1) 8 55–66 1d3 ogre magi 8 67–70 1 argorth (PF 3) 11 71–80 1d6 frost giants 12 81–84 1 frost worm 12 85–88 1 frost giant jarl 17 89–92 1 wendigo (PF 6) 17 93–96 1d3 dark ice fey (E1) Varies 97–00 1 white dragon (roll for age) Varies 1 All hills and mountains north of Menador, Five Kings, and Fog Peaks mountains; 10% chance of encounter 1/day. Cold/Temperate Forests1 d% Encounter Avg EL 01–06 1d2 wolverines 2 07–18 3d6 kobolds 3 19–20 1 wooden protector (TC1) 3 21–24 1d2+1 satyrs 4 25–30 1d4 tatzlwyrms (D0) 4 31–36 2d4 goblin dogs (PF 1) 5 37–38 1 werebear (lycanthrope) 5 39–42 1 winter wolf 5 43–50 2d4+1 elves (rgr 1) 6 51–58 1 dire bear 7 59–66 1d3 assassin vines 5 67–68 1 cold rider (E1) 8 69–74 1d3+2 frosty chiselers (E1) 8 75–76 1 Gargantuan monstrous spider 8 77–88 3d6 wolves 8 89–92 1d2 tiaga giants 10 93–98 1d3 dark ice fey (E1) Varies 99–00 1 green dragon (roll for age) Varies 1 All forests from Backar Forest, Boarwood, Kyonin, and Uskwood north; 10% chance of encounter 3/day. Ruins1 d% Encounter Avg EL 01–18 1d3+1 svirfneblin gnomes 3 19–22 1 attic whisperer (PF 1) 4 23–26 1d2 minotaurs 4 27–34 1d3 wights 4 35–38 1 chariot beetle (D1.5) 5 37–42 1 forge spurned (D1) 5 43–54 2d4 ghouls 5 55–60 1d4 ghasts (plus 1d6 ghouls) 6 61–80 2d4 harpies 9 81–84 1d2 harpy archers 11 85–88 1 ghost Varies 89–00 Roll for surrounding environment. 1 All ruins; 20% chance of encounter 1/hour. Temperate/Warm Hills/Mountains1 d% Encounter Avg EL 01–08 1d2 lyrakiens (PF 2) 2 09–20 1d6 giant geckos (PF 1) 3 21–32 1 mosquito swarm (W2) 3 33–44 1 redcap (PF 4) 6 45–54 1d2 chimeras 7 55–66 1d4 wyverns 8 67–74 1d3 rocs 11 75–86 1d4+3 stone giant 13 87–88 1 red dragon (roll for age) Varies 89–00 1d4 skeleton (roll for CR) Varies 1 All hills and mountains south of Menador, Five Kings, and Fog Peaks mountains; 10% chance of encounter 1/day.


253 D Appendix D: Wandering Monsters Temperate Marsh/Swamp1 d% Encounter Avg EL 01–04 Quicksand (DMG 88) — 05–10 2d6 goblins 2 11–16 1d6 giant geckos (PF 1) 3 17–18 1d4 assassin vines 4 19–20 1 devilfish (PF 7) 4 21–24 1d12 giant flies (PF 8) 4 25–30 1d4 boars 4 31–32 2d6 goblin dogs (PF 1) 5 33–36 1d4 mosquito swarms (W2) 5 37–42 1 giant constrictor snake 5 43–46 2d12 stirges 5 47–48 1 shambling mound 6 49–58 1d12 crocodiles 7 59–60 1d4 scrags 7 61–72 2d6+1 boggards (PF 2) 8 73–74 1d4 tendriculoses 8 75–78 1d6 trolls 8 79–80 1d4 will-o’-wisps 8 81–86 1d12 crocodiles 9 87–90 1d12 harpies 9 91–92 1 mogobo (PF 12) 10 93–96 1d6 marsh giants (PF 5) 11 97–98 1d4 ten-headed hydras 13 99–00 1 black dragon (roll for age) Varies 1 Mushfens, Sodden Lands; 20% chance of encounter 3/day. Temperate Plains1 d% Encounter Avg EL 01–12 Merchant caravan — 13–20 Roaming livestock — 21–28 1d6 giant bees 2 29–36 1d3 horses, heavy 2 37–44 1d4 horses, light 2 45–48 1 worg 2 49–50 1d2 cockatrices 3 51–64 3d4 goblins 3 65–66 1d4 blink dogs 4 67–74 2d4 giant ants, worker 5 75–80 1d4+1 giant ants, soldier 5 81–86 2d4 bison 7 87–98 3d4 bandits (war 3) 8 99–00 1 gorgon 8 1 Plains not within Civilized Lands (see above); 20% chance of encounter 2/day. Urban1 d% Encounter Avg EL 01–06 Important person (noble or royal) — 07–16 Important person (bureaucrat) — 17–36 Peasants blocking path — 37–56 Pushy vendor — 57–58 1 dream spider (PF 7) 1/2 59–60 Pickpocket (rog 1) 1 61–62 Bar brawl spreads to street (2d6 com 1) 4 63–70 1d3 thugs (war 3) 4 71–82 2d4 city guards (ftr 2) 6 83–90 1d3 elite guards (ftr 4) 6 91–92 1 redcap (PF 4) 6 93–96 1 attic whisperer (PF 1) 4 97–98 1d3 veteran mercenaries (ftr 6) 7 99–00 1 totenmaske (PF 3) 7 1 Cities of at least 5,000 residents; 10% chance of encounter 1/hour. Warm Desert1 d% Encounter Avg EL 01–02 Powerful storm (DMG 94) — 03–22 Merchant caravan — 23–30 2d4 Small monstrous scorpions 3 31–34 1 basilisk 5 35–46 2d4 camels 5 45–46 1d3 janni (genie) 6 47–56 1d2 bulettes 7 57–68 2d6 hyenas 7 69–70 1 efreeti (genie) 8 71–74 1 gynosphinx 8 75–78 1 androsphinx 9 79–88 Gargantuan monstrous scorpion 12 89–92 1 brass dragon (roll for age) Varies 93–94 1 blue dragon (roll for age) Varies 95–00 1 Osirion mummy (J1)2 Varies 1 Katapesh, Osirion, Qadira, Rahadoum, Thuvia; 10% chance of encounter 1/day. 2 Osirion only. Warm Forests1 d% Encounter Avg EL 01–04 1 dream spider (PF 7) 1/2 05–16 1 spider swarm 1 17–20 1 ettercap 3 25–30 1d6 giant geckos (PF 1) 3 31–40 1 mosquito swarm (W2) 3 41–44 1d3 tatzlwyrms (D0) 3 45–48 1 wooden protector (TC1) 3 49–58 1 giant constrictor snake 5 59–70 2d4 hobgoblins 5 71–74 1 girallon 5 75–88 1d8+1 hunters (rgr 1) + 1 leader (rgr 3) 6 89–94 1 dire tiger 8 95–98 1d4+1 flying apes (J3) 8 99–00 1 couatl 10 1 Arthfell Forest, Barrowood, Mwangi Expanse, Screaming Jungle, Whisperwood, Verduran Forest; 10% chance of encounter 2/day.


254 Pathfinder Chronicles Campaign Setting Note: For topics mentioned on more than one page, a page number in bold type indicates the location of the main entry for that topic. Abadar ................................................................................ 25, 160 Abbadon ............................................................................182–183 Abrogail II.............................................................................68, 70 Absalom.................................................... 19, 42–43, 49, 53, 54–57 Abyss ..................................................................148–151, 183–184 Achaekek ........................................................................... 170, 171 Akiton................................................................................181, 239 Aldori.............................................................................66–67, 127 Alkenstar ......................................................................58–59, 109 Andoran..................................................... 21, 47, 60–63, 190–191 Arcadia...................................................................................... 156 Archdevils.......................................................................... 172–173 Armor ................................................................................ 211–212 Aroden.................................... 18, 20–21, 53–54, 164, 170, 171, 177 Aroden, Shield of ....................................................................... 91 Asmodeus...........................................................................69, 160 Aspis Consortium............................................................. 105, 189 Astral Plane ..............................................................................182 Avistan.................................................................................. 52–53 Axis ...........................................................................................184 Azlant...............................................................18–19, 155–156, 222 Azlanti .................................................................... 18–19, 155–156 Baba Yaga................................................................ 35, 80–81, 174 Belkzen......................................................................14–15, 64–65 Besmara ............................................................................ 170, 171 Blackfire Adepts .......................................................................198 Bloodsworn Vale .......................................................................113 Boneyard, the............................................................ 166, 184–185 Brevoy ..................................................................................66–67 Calendar........................................................................... 238–239 Calistria .................................................................................... 161 Casmaron...........................................................................152–155 Castrovel ................................................................... 181, 239, 234 Cayden Cailean ................................................................... 55, 161 Celwynvian...........................................................................8, 146 Chelaxian.................................................................. 20–21, 68–71 Cheliax...................................................20–21, 60, 68–71, 82, 130 Chesed ...............................................................................114–115 Choral the Conqueror..........................................................66–67 Climate ............................................................................. 242–243 Coils of Ydersius, the ...............................................................198 Corentyn .................................................................................... 71 Crown of the World.................................................................. 156 Darklands, the ...........................................................204–205, 235 Darklight Sisterhood................................................................198 Darkmoon Vale ..........................................................................63 Demon Lords .................................................................... 172–174 Desna .......................................................................................162 Diabolism ................................................................................. 176 Domain Spells ..................................................................206–207 Domains ............................................................................158–159 Droskar.............................................................................. 170, 171 Druma .................................................................................. 72–73 Dwarf........................................................................................6–7 Eagle Knights ..............................................................62, 190–191 Edasseril .............................................................................. 88–89 Egede .......................................................................................100 Elemental Plane of Air.......................................................178–179 Elemental Plane of Earth ......................................................... 179 Elemental Plane of Fire ............................................................ 179 Elemental Plane of Water................................................. 179–180 Elf ............................................................................................ 8–9 Elf Gates .....................................................................................89 Elysium..................................................................................... 185 Empyreal Lords ..................................................................173, 175 Equipment................................................................................ 213 Erastil .......................................................................................162 Ethereal Plane ..........................................................................180 Eye of Abendego ................................................................. 53, 132 Falcon’s Hollow..........................................................................63 Fauna................................................................................. 214–215 Feats ..................................................................................218–219 Firearms ......................................................... 58–59, 212–213, 237 Flora ..................................................................................216–217 Four Horsemen, the...........................................................173, 175 Galt........................................................................................74–75 Garund ................................................................................. 22–23 Garundi ................................................................................ 22–23 Geb........................................................................76–77, 108–109 Ghlaunder ......................................................................... 170, 171 Ghol–Gan.................................................................................222 Gnome.......................................................................10–11, 70–71 Gorum.................................................................................15, 163 Gozreh...................................................................................... 163 Green Faith, the ................................................................176–177 Groetus .............................................................................170–171 Half–Elf .................................................................................12–13 Halfling .................................................................................16–17 Half–Orc ...............................................................................14–15 Harbingers, the........................................................................198 Harrower.......................................................................... 224–225 Heaven ..............................................................................185–186 Hell...........................................................................................186 Hellknights..................................................................69, 192–193 Hemotheurges .........................................................................198 Hermea ................................................................................ 78–79 Iadara................................................................................... 88–89 Ilizmagorti.................................................................... 96–97, 196 Inner Sphere......................................................................178–182 Iomedae ......................................................................98–101, 164 Iridian Fold...............................................................................198 Irori..................................................................................... 39, 164 Irrisen...................................................................................80–81 Isger .....................................................................................82–83


255 Index Jalmeray................................................................................84–85 Jistka.........................................................................................222 Kaer Maga ................................................................................146 Katapesh (city) ......................................................................86, 87 Katapesh (nation)..................................................................86–87 Keleshite........................................................................ 24–25, 153 Kellid ....................................................................................26–27 Korvosa.....................................................................................144 Kurgess......................................................................................171 Kyonin ................................................................................. 88–89 Lamashtu.................................................................................. 165 Languages ........................................................................ 220–221 Lastwall ............................................................................... 90–91 Limbo ................................................................................186–187 Linnorm Kings, Lands of the ...............................................92–93 Lirgen.................................................................106, 134–135, 222 Low Templar..................................................................... 226–227 Lumber Consortium ........................................................ 198–199 Magnimar..........................................................................144–145 Mammoth Lords, Realms of the ..........................................94–95 Material Plane .................................................................. 180–181 Mechitar............................................................................... 76–77 Mediogalti............................................................................96–97 Mendev .......................................................................98–101, 148 Milani .................................................................................171–172 Mivon ................................................................................127–128 Molthune............................................................ 102–103, 112–113 Mwangi .................................................. 28–29, 104–107, 130–131 Mwangi Expanse ...................................................28–29, 104–107 Nar–Voth..................................................................................204 Negative Energy Plane............................................................. 181 Nethys ...................................................................................... 165 Nex ...................................................... 58–59, 76–77, 84, 108–109 Nex, Archlords of .......................................................................84 Nidal.................................................................................. 110–111 Nirmathas .......................................................... 102–103, 112–113 Nirvana..................................................................................... 187 Norgorber ................................................................................166 Norns .......................................................................................199 Numeria .............................................................................114–115 Odeber Family..........................................................................199 Old Cults, the...........................................................................199 Orv ...........................................................................................205 Osirion ..............................................................................116–119 Osirion, Ancient .......................................................................222 Outer Sphere.....................................................................182–187 Pathfinder Chronicler ......................................................228–229 Pathfinder Chronicles .........................................154–155, 194–195 Pathfinder Society.............................................................194–195 Pharasma..................................................................................166 Positive Energy Plane............................................................... 181 Prophecies of Kalistrade, the ....................................................177 Psionics .............................................................................234–235 Qadira................................................................................120–121 Rahadoum.........................................................................122–123 Razmir ...............................................................................124, 125 Razmiran ...........................................................................124–125 Red Mantis .............................................96–97, 196–197, 230–231 Riftwardens ..............................................................................199 River Kingdoms, the......................................................... 126–129 Rovagug ................................................................................... 167 Sarenrae ................................................................................... 167 Sargava.......................................................................130–131, 132 Sarkoris...................................................................... 148–151, 222 Sarusan......................................................................................157 Sczarni...................................................................................... 197 Sekamina..........................................................................204–205 Shackles Pirate ..................................................................232–233 Shackles, the ..................................................................... 132–133 Shadow Plane ....................................................................181–182 Shelyn............................................................................... 168, 169 Shoanti ......................................................................144–146, 147 Shory ................................................................................ 104–105 Sivhana ...............................................................................171, 172 Sodden Lands, the ............................................................ 134–135 Sweettalkers, the......................................................................199 Taldan................................................................................... 30–31 Taldor .....................................................................30–31, 136–137 Tar Taargadth ................................................................... 6–7, 222 Tar–Baphon, the Whispering Tyrant............. 90, 91, 140, 142–143 Technology........................................................................236–237 Tekritanin .................................................................................222 Thassilon ...................................................................144–147, 222 Thuvia................................................................................138–139 Tian....................................................................................... 32–33 Tian Xia ..........................................................................32–33, 157 Timeline ........................................................................... 201–203 Torag ........................................................................................168 Trade Routes .................................................................... 240–241 Ulfen..................................................................................... 34–35 Urgathoa ..................................................................................169 Ustalav.............................................................................. 140–143 Varisia.....................................................................36–37, 144–147 Varisian.................................................................. 36–37, 144–147 Vialesk ......................................................................................180 Vudra....................................................... 38–39, 154–155, 234–235 Vudrani.................................................................................38–39 Weapons........................................................................... 208–211 Weather............................................................................ 242–243 Whispering Way, the .................................................................177 Worldwound, the ..............................................................148–151 Xer.....................................................................................124, 125 Yamasa .......................................................................134–135, 222 Zon–Kuthon.......................................................110–111, 168, 169 Zyphus................................................................................171, 172


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Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Art of the Duel. Copyright 2008, Sinister Adventures; Author: Craig Shackleton. Tome of Horrors Revised. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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D iscover within this weighty, full-color tome the world of Golarion, home of the Pathfinder Chronicles campaign setting. A time of lost prophecies grips the world, bringing with it an unending maelstrom, a tear in the fabric of reality, a surge of diabolism, and the endless threat of war. Yet all is not lost, for these dark times provide ample opportunity for adventure and untold heroism. Inside this exciting and informative tome you will find: ◆ Detailed summaries of dozens of player character races (including entries for all of Golarion’s human ethnic groups) and new options for standard classes like wizards, clerics, and rogues. ◆ Concise examinations of nearly 40 crumbling empires, expansionistic kingdoms, and independent city-states centered around the Inner Sea. ◆ Glimpses at the rest of the world beyond the continents of Avistan and Garund. ◆ Meticulous examinations of the 20 common deities of Golarion, plus numerous additional lesser gods, archdevils, demon lords, and the angelic empyreal lords. ◆ Chronicles of some of the most important organizations in the Inner Sea region and across the world. ◆ Descriptions of lost empires, an overview of Golarion’s history, a look at time and space, and a survey of the Inner Sea region’s climate and bizarre weather phenomena. ◆ A peek into the underground realm known as the Darklands. ◆ Locations for Pathfinder Adventure Paths and Pathfinder Modules marked on a map for the first time, a pronunciation guide for some of Golarion’s most challenging words, a rogue’s gallery of useful NPCs, and random encounter tables, and a giant pull-out poster map of the Inner Sea region. ◆ More than 40 feats, five new prestige classes, and an assortment of equipment and magic items. paizo.com/pathfinder Printed in China. PZO1111 The Best of All Possible Worlds Campaign Setting Pathfinder Chronicles Campaign Setting


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